mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Preparing in battle udp tunnel on backend.
This commit is contained in:
parent
7c454130db
commit
4e638fb2ec
@ -56,7 +56,7 @@ func main() {
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}
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Logger.Info("Listening and serving HTTP on", zap.Any("Conf.Sio.HostAndPort", Conf.Sio.HostAndPort))
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}()
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go startUdpServer()
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go startGrandUdpServer()
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var gracefulStop = make(chan os.Signal)
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signal.Notify(gracefulStop, syscall.SIGTERM)
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signal.Notify(gracefulStop, syscall.SIGINT)
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@ -118,7 +118,7 @@ func startScheduler() {
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c.Start()
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}
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func startUdpServer() {
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func startGrandUdpServer() {
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conn, err := net.ListenUDP("udp", &net.UDPAddr{
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Port: Conf.Sio.UdpPort,
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IP: net.ParseIP(Conf.Sio.UdpHost),
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@ -127,8 +127,15 @@ func startUdpServer() {
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panic(err)
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}
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defer conn.Close()
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Logger.Info(fmt.Sprintf("Udp server started at %s", conn.LocalAddr().String()))
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defer func() {
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conn.Close()
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if r := recover(); r != nil {
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Logger.Error("`GrandUdpServer`, recovery spot#1, recovered from: ", zap.Any("panic", r))
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}
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Logger.Info(fmt.Sprintf("The `GrandUdpServer` is stopped"))
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}()
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Logger.Info(fmt.Sprintf("`GrandUdpServer` started at %s", conn.LocalAddr().String()))
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for {
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message := make([]byte, 2046)
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@ -136,7 +143,7 @@ func startUdpServer() {
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if err != nil {
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panic(err)
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}
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Logger.Info(fmt.Sprintf("received: %d bytes from %s\n", rlen, remote))
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Logger.Info(fmt.Sprintf("`GrandUdpServer` received: %d bytes from %s\n", rlen, remote))
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ws.HandleUdpHolePunchingForPlayer(message[0:rlen], remote)
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}
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}
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@ -51,7 +51,8 @@ type Player struct {
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AckingFrameId int32
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AckingInputFrameId int32
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UdpAddr *PeerUdpAddr
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UdpAddr *PeerUdpAddr
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BattleUdpTunnelAddr *PeerUdpAddr
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}
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func ExistPlayerByName(name string) (bool, error) {
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@ -158,6 +158,9 @@ type Room struct {
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rdfIdToActuallyUsedInput map[int32]*pb.InputFrameDownsync
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LastIndividuallyConfirmedInputList []uint64
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BattleUdpTunnelLock sync.Mutex // Guards "startBattleUdpTunnel"
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BattleUdpTunnel *net.UDPConn
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}
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func (pR *Room) updateScore() {
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@ -179,6 +182,7 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
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defer pR.onPlayerAdded(playerId)
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pPlayerFromDbInit.UdpAddr = nil
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pPlayerFromDbInit.BattleUdpTunnelAddr = nil
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pPlayerFromDbInit.AckingFrameId = -1
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pPlayerFromDbInit.AckingInputFrameId = -1
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pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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@ -219,6 +223,7 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
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defer pR.onPlayerReAdded(playerId)
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pEffectiveInRoomPlayerInstance := pR.Players[playerId]
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pEffectiveInRoomPlayerInstance.UdpAddr = nil
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pEffectiveInRoomPlayerInstance.BattleUdpTunnelAddr = nil
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pEffectiveInRoomPlayerInstance.AckingFrameId = -1
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pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
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pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
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@ -666,6 +671,10 @@ func (pR *Room) StopBattleForSettlement() {
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if RoomBattleStateIns.IN_BATTLE != pR.State {
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return
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}
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pR.BattleUdpTunnelLock.Lock()
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pR.BattleUdpTunnel.Close()
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pR.BattleUdpTunnelLock.Unlock()
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pR.State = RoomBattleStateIns.STOPPING_BATTLE_FOR_SETTLEMENT
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Logger.Info("Stopping the `battleMainLoop` for:", zap.Any("roomId", pR.Id))
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pR.RenderFrameId++
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@ -809,7 +818,7 @@ func (pR *Room) OnDismissed() {
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pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME
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dilutedServerFps := float64(58.0) // Don't set this value too small, otherwise we might miss force confirmation needs for slow tickers!
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pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(serverFps) / dilutedServerFps)
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pR.BattleDurationFrames = int32(60 * serverFps)
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pR.BattleDurationFrames = int32(5 * serverFps)
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pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
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pR.InputFrameUpsyncDelayTolerance = battle.ConvertToNoDelayInputFrameId(pR.NstDelayFrames) - 1 // this value should be strictly smaller than (NstDelayFrames >> InputScaleFrames), otherwise "type#1 forceConfirmation" might become a lag avalanche
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pR.MaxChasingRenderFramesPerUpdate = 9 // Don't set this value too high to avoid exhausting frontend CPU within a single frame, roughly as the "turn-around frames to recover" is empirically OK
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@ -818,12 +827,16 @@ func (pR *Room) OnDismissed() {
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pR.ForceAllResyncOnAnyActiveSlowTicker = true // See tradeoff discussion in "downsyncToAllPlayers"
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pR.FrameDataLoggingEnabled = false // [WARNING] DON'T ENABLE ON LONG BATTLE DURATION! It consumes A LOT OF MEMORY!
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pR.BattleUdpTunnelLock.Lock()
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pR.BattleUdpTunnel = nil
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pR.BattleUdpTunnelLock.Unlock()
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pR.ChooseStage()
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pR.EffectivePlayerCount = 0
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// [WARNING] It's deliberately ordered such that "pR.State = RoomBattleStateIns.IDLE" is put AFTER all the refreshing operations above.
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pR.State = RoomBattleStateIns.IDLE
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go pR.startBattleUdpTunnel() // Would reassign "pR.BattleUdpTunnel"
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pR.updateScore()
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Logger.Info("The room is completely dismissed(all playerDownsyncChan closed):", zap.Any("roomId", pR.Id))
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@ -1356,13 +1369,13 @@ func (pR *Room) printBarrier(barrierCollider *resolv.Object) {
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}
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func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRenderFrameId int32, pDynamicsDuration *int64) {
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Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock to about lock: roomId=%v", pR.Id))
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//Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock to about lock: roomId=%v", pR.Id))
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pR.InputsBufferLock.Lock()
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Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock locked: roomId=%v", pR.Id))
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//Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock locked: roomId=%v", pR.Id))
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defer func() {
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pR.InputsBufferLock.Unlock()
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Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock unlocked: roomId=%v", pR.Id))
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//Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock unlocked: roomId=%v", pR.Id))
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}()
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if ok, thatRenderFrameId := battle.ShouldPrefabInputFrameDownsync(prevRenderFrameId, pR.RenderFrameId); ok {
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@ -1663,3 +1676,43 @@ func (pR *Room) UpdatePeerUdpAddrList(playerId int32, peerAddr *net.UDPAddr, pRe
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}
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}
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}
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func (pR *Room) startBattleUdpTunnel() {
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defer func() {
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if r := recover(); r != nil {
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Logger.Error("`BattleUdpTunnel` recovery spot#1, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("panic", r))
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}
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Logger.Info(fmt.Sprintf("`BattleUdpTunnel` stopped for (roomId=%d)@renderFrameId=%v", pR.Id, pR.RenderFrameId))
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}()
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pR.BattleUdpTunnelLock.Lock()
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conn, err := net.ListenUDP("udp", &net.UDPAddr{
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Port: 0,
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IP: net.ParseIP(Conf.Sio.UdpHost),
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})
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if nil != err {
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// No need to close the "conn" upon error here
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pR.BattleUdpTunnelLock.Unlock()
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panic(err)
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}
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pR.BattleUdpTunnel = conn
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pR.BattleUdpTunnelLock.Unlock()
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defer func() {
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if r := recover(); r != nil {
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Logger.Warn("`BattleUdpTunnel` recovery spot#2, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("panic", r))
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}
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Logger.Info(fmt.Sprintf("`BattleUdpTunnel` closed for (roomId=%d)@renderFrameId=%v", pR.Id, pR.RenderFrameId))
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}()
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Logger.Info(fmt.Sprintf("`BattleUdpTunnel` started for roomId=%d at %s", pR.Id, conn.LocalAddr().String()))
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for {
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message := make([]byte, 2046)
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rlen, remote, err := conn.ReadFromUDP(message[:]) // Would be unblocked when "conn.Close()" is called from another thread/goroutine, reference https://pkg.go.dev/net@go1.18.6#PacketConn
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if nil != err {
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// Should proceed to close the "conn" upon error here, if "conn" is already closed it'd just throw another error to be catched by "spot#2"
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conn.Close()
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panic(err)
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}
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Logger.Info(fmt.Sprintf("`BattleUdpTunnel` for roomId=%d received %d bytes from %s\n", pR.Id, rlen, remote))
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}
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}
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@ -461,7 +461,7 @@
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"array": [
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0,
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0,
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209.6693197428241,
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209.73151519075364,
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0,
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0,
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0,
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