mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 00:26:39 +00:00
Updated config uniformity.
This commit is contained in:
@@ -33,6 +33,14 @@ func toPbVec2DList(modelInstance *Vec2DList) *pb.Vec2DList {
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return toRet
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}
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func ToPbVec2DListMap(modelInstances map[string]*Vec2DList) map[string]*pb.Vec2DList {
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toRet := make(map[string]*pb.Vec2DList, len(modelInstances))
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for k, v := range modelInstances {
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toRet[k] = toPbVec2DList(v)
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}
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return toRet
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}
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func toPbPolygon2DList(modelInstance *Polygon2DList) *pb.Polygon2DList {
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toRet := &pb.Polygon2DList{
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Polygon2DList: make([]*pb.Polygon2D, len(*modelInstance)),
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@@ -43,24 +51,10 @@ func toPbPolygon2DList(modelInstance *Polygon2DList) *pb.Polygon2DList {
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return toRet
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}
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func ToPbStrToBattleColliderInfo(intervalToPing int32, willKickIfInactiveFor int32, boundRoomId int32, stageName string, modelInstance1 StrToVec2DListMap, modelInstance2 StrToPolygon2DListMap, stageDiscreteW int32, stageDiscreteH int32, stageTileW int32, stageTileH int32) *pb.BattleColliderInfo {
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toRet := &pb.BattleColliderInfo{
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IntervalToPing: intervalToPing,
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WillKickIfInactiveFor: willKickIfInactiveFor,
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BoundRoomId: boundRoomId,
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StageName: stageName,
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StrToVec2DListMap: make(map[string]*pb.Vec2DList, 0),
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StrToPolygon2DListMap: make(map[string]*pb.Polygon2DList, 0),
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StageDiscreteW: stageDiscreteW,
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StageDiscreteH: stageDiscreteH,
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StageTileW: stageTileW,
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StageTileH: stageTileH,
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}
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for k, v := range modelInstance1 {
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toRet.StrToVec2DListMap[k] = toPbVec2DList(v)
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}
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for k, v := range modelInstance2 {
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toRet.StrToPolygon2DListMap[k] = toPbPolygon2DList(v)
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func ToPbPolygon2DListMap(modelInstances map[string]*Polygon2DList) map[string]*pb.Polygon2DList {
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toRet := make(map[string]*pb.Polygon2DList, len(modelInstances))
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for k, v := range modelInstances {
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toRet[k] = toPbPolygon2DList(v)
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}
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return toRet
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}
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@@ -152,8 +152,10 @@ type Room struct {
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Index int
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RenderFrameId int32
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CurDynamicsRenderFrameId int32 // [WARNING] The dynamics of backend is ALWAYS MOVING FORWARD BY ALL-CONFIRMED INPUTFRAMES (either by upsync or forced), i.e. no rollback
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ServerFPS int32
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ServerFps int32
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BattleDurationNanos int64
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InputFrameUpsyncDelayTolerance int32
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MaxChasingRenderFramesPerUpdate int32
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EffectivePlayerCount int32
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DismissalWaitGroup sync.WaitGroup
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Barriers map[int32]*Barrier
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@@ -348,9 +350,10 @@ func (pR *Room) EncodeUpsyncCmd(upsyncCmd *pb.InputFrameUpsync) uint64 {
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}
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func (pR *Room) AllPlayerInputsBufferString(allDetails bool) string {
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s := make([]string, 0)
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s = append(s, fmt.Sprintf("{renderFrameId: %v, stInputFrameId: %v, edInputFrameId: %v, lastAllConfirmedInputFrameIdWithChange: %v, lastAllConfirmedInputFrameId: %v}", pR.RenderFrameId, pR.AllPlayerInputsBuffer.StFrameId, pR.AllPlayerInputsBuffer.EdFrameId, pR.LastAllConfirmedInputFrameIdWithChange, pR.LastAllConfirmedInputFrameId))
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if allDetails {
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// Appending of the array of strings can be very SLOW due to on-demand heap allocation! Use this printing with caution.
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s := make([]string, 0)
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s = append(s, fmt.Sprintf("{renderFrameId: %v, stInputFrameId: %v, edInputFrameId: %v, lastAllConfirmedInputFrameIdWithChange: %v, lastAllConfirmedInputFrameId: %v}", pR.RenderFrameId, pR.AllPlayerInputsBuffer.StFrameId, pR.AllPlayerInputsBuffer.EdFrameId, pR.LastAllConfirmedInputFrameIdWithChange, pR.LastAllConfirmedInputFrameId))
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for playerId, player := range pR.Players {
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s = append(s, fmt.Sprintf("{playerId: %v, ackingFrameId: %v, ackingInputFrameId: %v, lastSentInputFrameId: %v}", playerId, player.AckingFrameId, player.AckingInputFrameId, player.LastSentInputFrameId))
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}
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@@ -362,9 +365,11 @@ func (pR *Room) AllPlayerInputsBufferString(allDetails bool) string {
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f := tmp.(*pb.InputFrameDownsync)
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s = append(s, fmt.Sprintf("{inputFrameId: %v, inputList: %v, confirmedList: %v}", f.InputFrameId, f.InputList, f.ConfirmedList))
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}
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}
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return strings.Join(s, "\n")
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return strings.Join(s, "\n")
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} else {
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return fmt.Sprintf("{renderFrameId: %d, stInputFrameId: %d, edInputFrameId: %d, lastAllConfirmedInputFrameIdWithChange: %d, lastAllConfirmedInputFrameId: %d}", pR.RenderFrameId, pR.AllPlayerInputsBuffer.StFrameId, pR.AllPlayerInputsBuffer.EdFrameId, pR.LastAllConfirmedInputFrameIdWithChange, pR.LastAllConfirmedInputFrameId)
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}
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}
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func (pR *Room) StartBattle() {
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@@ -374,7 +379,7 @@ func (pR *Room) StartBattle() {
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}
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// Always instantiates a new channel and let the old one die out due to not being retained by any root reference.
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nanosPerFrame := 1000000000 / int64(pR.ServerFPS)
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nanosPerFrame := 1000000000 / int64(pR.ServerFps)
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pR.RenderFrameId = 0
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// Initialize the "collisionSys" as well as "RenderFrameBuffer"
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@@ -397,6 +402,7 @@ func (pR *Room) StartBattle() {
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defer func() {
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if r := recover(); r != nil {
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Logger.Error("battleMainLoop, recovery spot#1, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("panic", r))
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pR.StopBattleForSettlement()
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}
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Logger.Info("The `battleMainLoop` is stopped for:", zap.Any("roomId", pR.Id))
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pR.onBattleStoppedForSettlement()
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@@ -432,10 +438,6 @@ func (pR *Room) StartBattle() {
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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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if nextDynamicsRenderFrameId > pR.RenderFrameId {
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// [WARNING] DON'T apply dynamics too fast, otherwise upon DOWNSYNC_MSG_ACT_FORCED_RESYNC the frontend would resync itself to a "too advanced frontend.renderFrameId", and then start upsyncing "too advanced inputFrameId".
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nextDynamicsRenderFrameId = pR.RenderFrameId
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}
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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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@@ -480,7 +482,12 @@ 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 0 < (unconfirmedMask & joinMask) {
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refRenderFrame := pR.RenderFrameBuffer.GetByFrameId(pR.CurDynamicsRenderFrameId).(*pb.RoomDownsyncFrame)
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refRenderFrameId := pR.CurDynamicsRenderFrameId
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if refRenderFrameId > pR.RenderFrameId {
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// [WARNING] 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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refRenderFrameId = pR.RenderFrameId
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}
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refRenderFrame := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId).(*pb.RoomDownsyncFrame)
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pR.sendSafely(refRenderFrame, toSendInputFrames, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId)
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} else {
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if 0 >= len(toSendInputFrames) {
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@@ -488,9 +495,9 @@ func (pR *Room) StartBattle() {
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}
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pR.sendSafely(nil, toSendInputFrames, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId)
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}
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if -1 != debugSendingInputFrameId {
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Logger.Info("inputFrame lifecycle#4[sent]:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("playerAckingInputFrameId", player.AckingInputFrameId), zap.Any("inputFrameId", debugSendingInputFrameId), zap.Any("AllPlayerInputsBuffer", pR.AllPlayerInputsBufferString(false)))
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}
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if -1 != debugSendingInputFrameId {
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Logger.Info("inputFrame lifecycle#4[sent]:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("playerAckingInputFrameId", player.AckingInputFrameId), zap.Any("inputFrameId", debugSendingInputFrameId), zap.Any("AllPlayerInputsBuffer", pR.AllPlayerInputsBufferString(false)))
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}
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atomic.StoreInt32(&(pR.Players[playerId].LastSentInputFrameId), candidateToSendInputFrameId-1)
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}
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}
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@@ -504,7 +511,7 @@ func (pR *Room) StartBattle() {
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f := pR.AllPlayerInputsBuffer.Pop().(*pb.InputFrameDownsync)
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if pR.inputFrameIdDebuggable(f.InputFrameId) {
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// Popping of an "inputFrame" would be AFTER its being all being confirmed, because it requires the "inputFrame" to be all acked
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Logger.Info("inputFrame lifecycle#5[popped]:", zap.Any("roomId", pR.Id), zap.Any("inputFrameId", f.InputFrameId), zap.Any("StFrameId", pR.AllPlayerInputsBuffer.StFrameId), zap.Any("EdFrameId", pR.AllPlayerInputsBuffer.EdFrameId))
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Logger.Info("inputFrame lifecycle#5[popped]:", zap.Any("roomId", pR.Id), zap.Any("inputFrameId", f.InputFrameId), zap.Any("AllPlayerInputsBuffer", pR.AllPlayerInputsBufferString(false)))
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}
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}
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@@ -681,7 +688,7 @@ func (pR *Room) onBattlePrepare(cb BattleStartCbType) {
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CountdownNanos: pR.BattleDurationNanos,
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}
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Logger.Info("Sending out frame for RoomBattleState.PREPARE ", zap.Any("battleReadyToStartFrame", battleReadyToStartFrame))
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Logger.Info("Sending out frame for RoomBattleState.PREPARE:", zap.Any("battleReadyToStartFrame", battleReadyToStartFrame))
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for _, player := range pR.Players {
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pR.sendSafely(battleReadyToStartFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START, player.Id)
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}
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@@ -738,10 +745,10 @@ func (pR *Room) Dismiss() {
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}
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pR.DismissalWaitGroup.Wait()
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}
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pR.onDismissed()
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pR.OnDismissed()
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}
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func (pR *Room) onDismissed() {
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func (pR *Room) OnDismissed() {
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// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
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pR.Players = make(map[int32]*Player)
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@@ -749,16 +756,25 @@ func (pR *Room) onDismissed() {
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pR.CollisionSysMap = make(map[int32]*resolv.Object)
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pR.PlayerDownsyncSessionDict = make(map[int32]*websocket.Conn)
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pR.PlayerSignalToCloseDict = make(map[int32]SignalToCloseConnCbType)
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pR.JoinIndexBooleanArr = make([]bool, pR.Capacity)
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pR.Barriers = make(map[int32]*Barrier)
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pR.AllPlayerInputsBuffer = NewRingBuffer(1024)
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pR.RenderFrameBuffer = NewRingBuffer(1024)
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pR.LastAllConfirmedInputFrameId = -1
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pR.LastAllConfirmedInputFrameIdWithChange = -1
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pR.LastAllConfirmedInputList = make([]uint64, pR.Capacity)
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for indice, _ := range pR.JoinIndexBooleanArr {
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pR.JoinIndexBooleanArr[indice] = false
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}
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pR.AllPlayerInputsBuffer = NewRingBuffer(1024)
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pR.RenderFrameBuffer = NewRingBuffer(1024)
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pR.RenderFrameId = 0
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pR.CurDynamicsRenderFrameId = 0
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pR.InputDelayFrames = 8
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pR.NstDelayFrames = 32
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pR.InputScaleFrames = uint32(2)
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pR.ServerFps = 60
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pR.RollbackEstimatedDt = float64(1.0) / float64(pR.ServerFps)
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pR.BattleDurationNanos = int64(30 * 1000 * 1000 * 1000)
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pR.InputFrameUpsyncDelayTolerance = 2
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pR.MaxChasingRenderFramesPerUpdate = 10
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pR.ChooseStage()
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pR.EffectivePlayerCount = 0
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@@ -917,7 +933,7 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
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}
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}
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// Broadcast added or readded player info to all players in the same room
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// Broadcast added or readded player info to all players in the same room
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for _, eachPlayer := range pR.Players {
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/*
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[WARNING]
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@@ -925,23 +941,23 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
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By making use of the sequential nature of each ws session, all later "RoomDownsyncFrame"s generated after `pRoom.StartBattle()` will be put behind this `playerAckedFrame`.
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*/
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switch targetPlayer.BattleState {
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case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
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playerAckedFrame := &pb.RoomDownsyncFrame{
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Id: pR.RenderFrameId,
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Players: toPbPlayers(pR.Players),
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PlayerMetas: playerMetas,
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}
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pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, eachPlayer.Id)
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case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
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playerAckedFrame := &pb.RoomDownsyncFrame{
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Id: pR.RenderFrameId,
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Players: toPbPlayers(pR.Players),
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PlayerMetas: playerMetas,
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}
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pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED, eachPlayer.Id)
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default:
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}
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switch targetPlayer.BattleState {
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case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
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playerAckedFrame := &pb.RoomDownsyncFrame{
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Id: pR.RenderFrameId,
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Players: toPbPlayers(pR.Players),
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PlayerMetas: playerMetas,
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}
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pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, eachPlayer.Id)
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case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
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playerAckedFrame := &pb.RoomDownsyncFrame{
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Id: pR.RenderFrameId,
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Players: toPbPlayers(pR.Players),
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PlayerMetas: playerMetas,
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}
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pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED, eachPlayer.Id)
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default:
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}
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}
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targetPlayer.BattleState = PlayerBattleStateIns.ACTIVE
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@@ -1038,6 +1054,11 @@ func (pR *Room) forceConfirmationIfApplicable() uint64 {
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}
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inputFrameId2 := pR.ConvertToInputFrameId(renderFrameId1, 0) // The inputFrame to force confirmation (if necessary)
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if inputFrameId2 < pR.LastAllConfirmedInputFrameId {
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// No need to force confirmation, the inputFrames already arrived
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Logger.Debug(fmt.Sprintf("inputFrameId2=%v is already all-confirmed for roomId=%v[type#1], no need to force confirmation of it", inputFrameId2, pR.Id))
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return 0
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}
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tmp := pR.AllPlayerInputsBuffer.GetByFrameId(inputFrameId2)
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if nil == tmp {
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panic(fmt.Sprintf("inputFrameId2=%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! AllPlayerInputsBuffer=%v", inputFrameId2, pR.Id, pR.AllPlayerInputsBufferString(false)))
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@@ -1047,7 +1068,8 @@ func (pR *Room) forceConfirmationIfApplicable() uint64 {
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totPlayerCnt := uint32(pR.Capacity)
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allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
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if swapped := atomic.CompareAndSwapUint64(&(inputFrame2.ConfirmedList), allConfirmedMask, allConfirmedMask); swapped {
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Logger.Info(fmt.Sprintf("inputFrameId2=%v is already all-confirmed for roomId=%v, no need to force confirmation of it", inputFrameId2, pR.Id))
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// This could happen if the frontend upsync command arrived between type#1 and type#2 checks.
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Logger.Debug(fmt.Sprintf("inputFrameId2=%v is already all-confirmed for roomId=%v[type#2], no need to force confirmation of it", inputFrameId2, pR.Id))
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return 0
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}
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@@ -1093,18 +1115,18 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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dx := baseChange * float64(decodedInput[0])
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dy := baseChange * float64(decodedInput[1])
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/*
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// The collision lib seems very slow at worst cases, omitting for now
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := pR.CollisionSysMap[collisionPlayerIndex]
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if collision := playerCollider.Check(dx, dy, "Barrier"); collision != nil {
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changeWithCollision := collision.ContactWithObject(collision.Objects[0])
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dx = changeWithCollision.X()
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dy = changeWithCollision.Y()
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}
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playerCollider.X += dx
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playerCollider.Y += dy
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// Update in "collision space"
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playerCollider.Update()
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// The collision lib seems very slow at worst cases, omitting for now
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := pR.CollisionSysMap[collisionPlayerIndex]
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if collision := playerCollider.Check(dx, dy, "Barrier"); collision != nil {
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changeWithCollision := collision.ContactWithObject(collision.Objects[0])
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dx = changeWithCollision.X()
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dy = changeWithCollision.Y()
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}
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playerCollider.X += dx
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playerCollider.Y += dy
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// Update in "collision space"
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playerCollider.Update()
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*/
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player.Dir.Dx = decodedInput[0]
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|
@@ -3,8 +3,6 @@ package models
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import (
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"container/heap"
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"fmt"
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"github.com/gorilla/websocket"
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"github.com/solarlune/resolv"
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"go.uber.org/zap"
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. "server/common"
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"sync"
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@@ -93,42 +91,13 @@ func InitRoomHeapManager() {
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for i := 0; i < initialCountOfRooms; i++ {
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roomCapacity := 2
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joinIndexBooleanArr := make([]bool, roomCapacity)
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for index, _ := range joinIndexBooleanArr {
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joinIndexBooleanArr[index] = false
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}
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currentRoomBattleState := RoomBattleStateIns.IDLE
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pq[i] = &Room{
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Id: int32(i + 1),
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Players: make(map[int32]*Player),
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PlayersArr: make([]*Player, roomCapacity),
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CollisionSysMap: make(map[int32]*resolv.Object),
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PlayerDownsyncSessionDict: make(map[int32]*websocket.Conn),
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PlayerSignalToCloseDict: make(map[int32]SignalToCloseConnCbType),
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Capacity: roomCapacity,
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Score: calRoomScore(0, roomCapacity, currentRoomBattleState),
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State: currentRoomBattleState,
|
||||
Index: i,
|
||||
RenderFrameId: 0,
|
||||
CurDynamicsRenderFrameId: 0,
|
||||
EffectivePlayerCount: 0,
|
||||
//BattleDurationNanos: int64(5 * 1000 * 1000 * 1000),
|
||||
BattleDurationNanos: int64(30 * 1000 * 1000 * 1000),
|
||||
ServerFPS: 60,
|
||||
Barriers: make(map[int32]*Barrier),
|
||||
AllPlayerInputsBuffer: NewRingBuffer(1024),
|
||||
RenderFrameBuffer: NewRingBuffer(1024),
|
||||
LastAllConfirmedInputFrameId: -1,
|
||||
LastAllConfirmedInputFrameIdWithChange: -1,
|
||||
LastAllConfirmedInputList: make([]uint64, roomCapacity),
|
||||
InputDelayFrames: 4,
|
||||
NstDelayFrames: 8,
|
||||
InputScaleFrames: 2,
|
||||
JoinIndexBooleanArr: joinIndexBooleanArr,
|
||||
RollbackEstimatedDt: float64(1.0) / 60,
|
||||
Id: int32(i + 1),
|
||||
Capacity: roomCapacity,
|
||||
Index: i,
|
||||
}
|
||||
roomMap[pq[i].Id] = pq[i]
|
||||
pq[i].ChooseStage()
|
||||
pq[i].OnDismissed()
|
||||
}
|
||||
heap.Init(&pq)
|
||||
RoomHeapManagerIns = &pq
|
||||
|
Reference in New Issue
Block a user