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https://github.com/genxium/DelayNoMore
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Fixed recovery upon reconnection.
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@@ -537,7 +537,8 @@ func (pR *Room) StartBattle() {
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2. reconnection
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*/
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shouldResync1 := (MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId)
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shouldResync2 := (0 < unconfirmedMask) // This condition is critical, if we don't send resync upon this condition, the might never get its input synced
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// shouldResync2 := (0 < (unconfirmedMask & uint64(1 << uint32(player.JoinIndex-1)))) // This condition is critical, if we don't send resync upon this condition, the "reconnected or slowly-clocking player" might never get its input synced
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shouldResync2 := (0 < unconfirmedMask) // An easier version of the above, might keep sending "refRenderFrame"s to still connected players when any player is disconnected
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if pR.BackendDynamicsEnabled && (shouldResync1 || shouldResync2) {
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tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId)
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if nil == tmp {
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@@ -970,11 +971,12 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
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playerMetas := make(map[int32]*PlayerDownsyncMeta, 0)
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for _, eachPlayer := range pR.Players {
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playerMetas[eachPlayer.Id] = &PlayerDownsyncMeta{
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Id: eachPlayer.Id,
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Name: eachPlayer.Name,
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DisplayName: eachPlayer.DisplayName,
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Avatar: eachPlayer.Avatar,
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JoinIndex: eachPlayer.JoinIndex,
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Id: eachPlayer.Id,
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Name: eachPlayer.Name,
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DisplayName: eachPlayer.DisplayName,
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Avatar: eachPlayer.Avatar,
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JoinIndex: eachPlayer.JoinIndex,
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ColliderRadius: eachPlayer.ColliderRadius,
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}
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}
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@@ -1251,6 +1253,8 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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if 0 < encodedInput {
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Logger.Debug(fmt.Sprintf("Checking collision for playerId=%v: virtual (%d, %d) -> (%d, %d), now playerShape=%v", playerId, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, newVx, newVy, ConvexPolygonStr(playerCollider.Shape.(*resolv.ConvexPolygon))))
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nextRenderFramePlayers[playerId].Dir.Dx = decodedInput[0]
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nextRenderFramePlayers[playerId].Dir.Dy = decodedInput[1]
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}
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}
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