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https://github.com/genxium/DelayNoMore
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Added backend dynamics toggle.
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6d075877ec
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@ -188,6 +188,7 @@ type Room struct {
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StageTileH int32
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RawBattleStrToVec2DListMap StrToVec2DListMap
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RawBattleStrToPolygon2DListMap StrToPolygon2DListMap
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BackendDynamicsEnabled bool
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}
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const (
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@ -459,17 +460,12 @@ func (pR *Room) StartBattle() {
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}
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// Force setting all-confirmed of buffered inputFrames periodically
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unconfirmedMask := pR.forceConfirmationIfApplicable()
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dynamicsDuration := int64(0)
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if 0 <= pR.LastAllConfirmedInputFrameId {
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dynamicsStartedAt := utils.UnixtimeNano()
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// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
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nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
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Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
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pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId)
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dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
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}
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unconfirmedMask := uint64(0)
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if pR.BackendDynamicsEnabled {
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unconfirmedMask = pR.forceConfirmationIfApplicable()
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} else {
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pR.markConfirmationIfApplicable()
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}
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upperToSendInputFrameId := atomic.LoadInt32(&(pR.LastAllConfirmedInputFrameId))
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/*
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@ -481,13 +477,26 @@ func (pR *Room) StartBattle() {
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Hence even upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId".
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*/
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refRenderFrameId := pR.ConvertToGeneratingRenderFrameId(upperToSendInputFrameId) + (1 << pR.InputScaleFrames) - 1
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// [WARNING] The following inequalities are seldom true, but just to avoid that in good network condition the frontend resyncs itself to a "too advanced frontend.renderFrameId", and then starts upsyncing "too advanced inputFrameId".
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if refRenderFrameId > pR.RenderFrameId {
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refRenderFrameId = pR.RenderFrameId
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}
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if refRenderFrameId > pR.CurDynamicsRenderFrameId {
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refRenderFrameId = pR.CurDynamicsRenderFrameId
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}
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dynamicsDuration := int64(0)
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if pR.BackendDynamicsEnabled {
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if 0 <= pR.LastAllConfirmedInputFrameId {
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dynamicsStartedAt := utils.UnixtimeNano()
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// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
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nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
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Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
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pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId)
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dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
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}
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// [WARNING] The following inequality are seldom true, but just to avoid that in good network condition the frontend resyncs itself to a "too advanced frontend.renderFrameId", and then starts upsyncing "too advanced inputFrameId".
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if refRenderFrameId > pR.CurDynamicsRenderFrameId {
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refRenderFrameId = pR.CurDynamicsRenderFrameId
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}
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}
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for playerId, player := range pR.Players {
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if swapped := atomic.CompareAndSwapInt32(&player.BattleState, PlayerBattleStateIns.ACTIVE, PlayerBattleStateIns.ACTIVE); !swapped {
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// [WARNING] DON'T send anything if the player is disconnected, because it could jam the channel and cause significant delay upon "battle recovery for reconnected player".
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@ -537,7 +546,7 @@ func (pR *Room) StartBattle() {
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indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
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var joinMask uint64 = (1 << indiceInJoinIndexBooleanArr)
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if MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId || 0 < (unconfirmedMask&joinMask) {
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if pR.BackendDynamicsEnabled && (MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId || 0 < (unconfirmedMask&joinMask)) {
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// [WARNING] Even upon "MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED", it could be true that "0 == (unconfirmedMask & joinMask)"!
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tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId)
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if nil == tmp {
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@ -801,6 +810,8 @@ func (pR *Room) OnDismissed() {
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pR.InputFrameUpsyncDelayTolerance = 2
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pR.MaxChasingRenderFramesPerUpdate = 10
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pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
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pR.ChooseStage()
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pR.EffectivePlayerCount = 0
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@ -1068,6 +1079,43 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *pb.InputFrameDowns
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return currInputFrameDownsync
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}
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func (pR *Room) markConfirmationIfApplicable() {
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inputFrameId1 := pR.LastAllConfirmedInputFrameId+1
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gap := int32(4) // This value is hardcoded and doesn't need be much bigger, because the backend side is supposed to never lag when "false == BackendDynamicsEnabled".
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inputFrameId2 := inputFrameId1+gap
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if inputFrameId2 > pR.InputsBuffer.EdFrameId {
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inputFrameId2 = pR.InputsBuffer.EdFrameId
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}
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totPlayerCnt := uint32(pR.Capacity)
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allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
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for inputFrameId := inputFrameId1; inputFrameId < inputFrameId2; inputFrameId++ {
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tmp := pR.InputsBuffer.GetByFrameId(inputFrameId)
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if nil == tmp {
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panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", inputFrameId, pR.Id, pR.InputsBufferString(false)))
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}
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inputFrameDownsync := tmp.(*pb.InputFrameDownsync)
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for _, player := range pR.Players {
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bufIndex := pR.toDiscreteInputsBufferIndex(inputFrameId, player.JoinIndex)
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tmp, loaded := pR.DiscreteInputsBuffer.LoadAndDelete(bufIndex) // It's safe to "LoadAndDelete" here because the "inputFrameUpsync" of this player is already remembered by the corresponding "inputFrameDown".
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if !loaded {
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continue
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}
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inputFrameUpsync := tmp.(*pb.InputFrameUpsync)
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indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
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inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = pR.EncodeUpsyncCmd(inputFrameUpsync)
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inputFrameDownsync.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr)
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}
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// Force confirmation of "inputFrame2"
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if allConfirmedMask == inputFrameDownsync.ConfirmedList {
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pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
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} else {
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break
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}
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}
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}
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func (pR *Room) forceConfirmationIfApplicable() uint64 {
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// Force confirmation of non-all-confirmed inputFrame EXACTLY ONE AT A TIME, returns the non-confirmed mask of players, e.g. in a 4-player-battle returning 1001 means that players with JoinIndex=1 and JoinIndex=4 are non-confirmed for inputFrameId2
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renderFrameId1 := (pR.RenderFrameId - pR.NstDelayFrames) // the renderFrameId which should've been rendered on frontend
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