Simplified frontend anim handling.

This commit is contained in:
genxium 2022-11-25 23:50:13 +08:00
parent fa491b357d
commit 52be2a6a79
6 changed files with 24 additions and 22 deletions

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@ -2,10 +2,10 @@
This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md). This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md).
_(the following gif is sped up to 2x for file size reduction)_ _(the following gif is sped up to ~1.5x for file size reduction, kindly note that around ~11s countdown, the attack animation is resumed from a partial progress)_
![gif_demo](./charts/melee_attack_2.gif) ![gif_demo](./charts/melee_attack_fractional_anim_resume_spedup.gif)
Please also checkout [this demo video](https://pan.baidu.com/s/1fy0CuFKnVP_Gn2cDfrj6yg?pwd=q5uc) to see how this demo carries out a full 60fps synchronization with the help of _batched input upsync/downsync_ for satisfying network I/O performance. Please also checkout [this demo video](https://pan.baidu.com/s/1U1wb7KWyHorZElNWcS5HHA?pwd=30wh) to see how this demo carries out a full 60fps synchronization with the help of _batched input upsync/downsync_ for satisfying network I/O performance.
The video mainly shows the following features. The video mainly shows the following features.
- The backend receives inputs from frontend peers and broadcasts back for synchronization. - The backend receives inputs from frontend peers and broadcasts back for synchronization.

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@ -32,7 +32,7 @@ cc.Class({
this.speciesName = speciesName; this.speciesName = speciesName;
this.effAnimNode = this.animNode.getChildByName(this.speciesName); this.effAnimNode = this.animNode.getChildByName(this.speciesName);
this.animComp = this.effAnimNode.getComponent(dragonBones.ArmatureDisplay); this.animComp = this.effAnimNode.getComponent(dragonBones.ArmatureDisplay);
this.animComp.playAnimation(ATK_CHARACTER_STATE.Idle1[1]); this.animComp.playAnimation(ATK_CHARACTER_STATE.Idle1[1]); // [WARNING] This is the only exception ccc's wrapper is used!
this.effAnimNode.active = true; this.effAnimNode.active = true;
}, },
@ -41,6 +41,7 @@ cc.Class({
}, },
updateCharacterAnim(rdfPlayer, prevRdfPlayer, forceAnimSwitch) { updateCharacterAnim(rdfPlayer, prevRdfPlayer, forceAnimSwitch) {
const underlyingAnimationCtrl = this.animComp._armature.animation; // ALWAYS use the dragonBones api instead of ccc's wrapper!
// Update directions // Update directions
if (this.animComp && this.animComp.node) { if (this.animComp && this.animComp.node) {
if (0 > rdfPlayer.dirX) { if (0 > rdfPlayer.dirX) {
@ -54,46 +55,47 @@ cc.Class({
let newCharacterState = rdfPlayer.characterState; let newCharacterState = rdfPlayer.characterState;
let prevCharacterState = (null == prevRdfPlayer ? window.ATK_CHARACTER_STATE.Idle1[0] : prevRdfPlayer.characterState); let prevCharacterState = (null == prevRdfPlayer ? window.ATK_CHARACTER_STATE.Idle1[0] : prevRdfPlayer.characterState);
const newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1]; const newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
const playingAnimName = underlyingAnimationCtrl.lastAnimationName;
const isPlaying = underlyingAnimationCtrl.isPlaying;
// As this function might be called after many frames of a rollback, it's possible that the playing animation was predicted, different from "prevCharacterState" but same as "newCharacterState". More granular checks are needed to determine whether we should interrupt the playing animation. // As this function might be called after many frames of a rollback, it's possible that the playing animation was predicted, different from "prevCharacterState" but same as "newCharacterState". More granular checks are needed to determine whether we should interrupt the playing animation.
if (newCharacterState != prevCharacterState) { if (newCharacterState != prevCharacterState) {
if (newAnimName == this.animComp.animationName) { if (newAnimName == playingAnimName) {
if (ATK_CHARACTER_STATE.Idle1[0] == newCharacterState || ATK_CHARACTER_STATE.Walking[0] == newCharacterState) { if (ATK_CHARACTER_STATE.Idle1[0] == newCharacterState || ATK_CHARACTER_STATE.Walking[0] == newCharacterState) {
if (false == this.animComp._playing) {
this.animComp.playAnimation(newAnimName);
}
// No need to interrupt // No need to interrupt
// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, not interrupting ${newAnimName} while the playing anim is also ${this.animComp.animationName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, , to: ${JSON.stringify(rdfPlayer)}`); // console.warn(`JoinIndex=${rdfPlayer.joinIndex}, not interrupting ${newAnimName} while the playing anim is also ${playingAnimName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, , to: ${JSON.stringify(rdfPlayer)}`);
return; return;
} }
} }
this._interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName); this._interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl);
} else { } else {
// newCharacterState == prevCharacterState // newCharacterState == prevCharacterState
if (newAnimName != this.animComp.animationName) { if (newAnimName != playingAnimName) {
// the playing animation was falsely predicted // the playing animation was falsely predicted
this._interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName); this._interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl);
} else {
if (!(ATK_CHARACTER_STATE.Idle1[0] == newCharacterState || ATK_CHARACTER_STATE.Walking[0] == newCharacterState)) {
// yet there's still a chance that the playing anim is not put at the current frame
this._interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl);
}
} }
// TODO: What if (newAnimName == this.animComp.animationName) but (false == this.animComp._playing) by now? Do we just force it to play from beginning or use "this._interruptPlayingAnimAndPlayNewAnim"?
} }
}, },
_interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName) { _interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl) {
if (ATK_CHARACTER_STATE.Idle1[0] == newCharacterState || ATK_CHARACTER_STATE.Walking[0] == newCharacterState) { if (ATK_CHARACTER_STATE.Idle1[0] == newCharacterState || ATK_CHARACTER_STATE.Walking[0] == newCharacterState) {
// No "framesToRecover" // No "framesToRecover"
// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, playing new ${newAnimName} from the beginning: while the playing anim is ${this.animComp.animationName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, , to: ${JSON.stringify(rdfPlayer)}`); // console.warn(`JoinIndex=${rdfPlayer.joinIndex}, playing new ${newAnimName} from the beginning: while the playing anim is ${playAnimation}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, , to: ${JSON.stringify(rdfPlayer)}`);
this.animComp.playAnimation(newAnimName); underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, 0, -1);
} else { } else {
const animationData = this.animComp._armature.animation._animations[newAnimName]; const animationData = underlyingAnimationCtrl._animations[newAnimName];
let fromAnimFrame = (animationData.frameCount - rdfPlayer.framesToRecover); let fromAnimFrame = (animationData.frameCount - rdfPlayer.framesToRecover);
if (fromAnimFrame > 0) { if (fromAnimFrame > 0) {
// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, playing ${newAnimName} from the middle: rdfPlayer.framesToRecover=${rdfPlayer.framesToRecover} while the playing anim is ${this.animComp.animationName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}`);
} else if (fromAnimFrame < 0) { } else if (fromAnimFrame < 0) {
// For Atk1 or Atk2, it's possible that the "meleeBullet.recoveryFrames" is configured to be slightly larger than corresponding animation duration frames // For Atk1 or Atk2, it's possible that the "meleeBullet.recoveryFrames" is configured to be slightly larger than corresponding animation duration frames
fromAnimFrame = 0; fromAnimFrame = 0;
} }
// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, playing ${newAnimName} from the middle: fromAnimFrame=${fromAnimFrame}, animFrameCount=${animationData.frameCount}, rdfPlayer.framesToRecover=${rdfPlayer.framesToRecover} while the playing anim is ${this.animComp.animationName}`); underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, fromAnimFrame, 1);
this.animComp._armature.animation.gotoAndPlayByFrame(newAnimName, fromAnimFrame);
} }
}, },
}); });