Drafted rollback compatible bullet lifecycle events.

This commit is contained in:
yflu
2022-11-23 12:30:30 +08:00
parent 024d527f3d
commit 58c18ab7ae
11 changed files with 839 additions and 1072 deletions

View File

@@ -31,6 +31,7 @@ message BattleColliderInfo {
double virtualGridToWorldRatio = 22;
int32 spAtkLookupFrames = 23;
int32 renderCacheSize = 24;
}
message PlayerDownsync {
@@ -108,18 +109,20 @@ message MeleeBullet {
int32 recoveryFramesOnBlock = 5;
int32 recoveryFramesOnHit = 6;
sharedprotos.Vec2D moveforward = 7;
sharedprotos.Vec2D hitboxOffset = 8;
double hitboxOffset = 8;
sharedprotos.Vec2D hitboxSize = 9;
int32 offenderJoinIndex = 10;
int32 originatedRenderFrameId = 11;
int32 originatedRenderFrameId = 10;
// for defender
int32 hitStunFrames = 12;
int32 blockStunFrames = 13;
double pushback = 14;
int32 hitStunFrames = 11;
int32 blockStunFrames = 12;
double pushback = 13;
int32 releaseTriggerType = 15; // 1: rising-edge, 2: falling-edge
int32 damage = 16;
int32 releaseTriggerType = 14; // 1: rising-edge, 2: falling-edge
int32 damage = 15;
int32 offenderJoinIndex = 16;
int32 offenderPlayerId = 17;
}
message RoomDownsyncFrame {

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@@ -440,7 +440,7 @@
"array": [
0,
0,
216.50635094610968,
342.07256941030164,
0,
0,
0,

View File

@@ -453,7 +453,7 @@
"array": [
0,
0,
216.50635094610968,
342.93857591513785,
0,
0,
0,

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@@ -4,6 +4,7 @@ window.ATK_CHARACTER_STATE = {
Idle1: [0, "Idle1"],
Walking: [1, "Walking"],
Atk1: [2, "Atk1"],
Atked1: [3, "Atked1"],
};
window.ATK_CHARACTER_STATE_ARR = [];

View File

@@ -306,10 +306,10 @@ cc.Class({
self.lastUpsyncInputFrameId = -1;
self.chaserRenderFrameId = -1; // at any moment, "lastAllConfirmedRenderFrameId <= chaserRenderFrameId <= renderFrameId", but "chaserRenderFrameId" would fluctuate according to "onInputFrameDownsyncBatch"
self.recentRenderCache = new RingBuffer(1024);
self.recentRenderCache = new RingBuffer(self.renderCacheSize);
self.selfPlayerInfo = null; // This field is kept for distinguishing "self" and "others".
self.recentInputCache = new RingBuffer(1024);
self.recentInputCache = new RingBuffer((self.renderCacheSize >> 2)+1);
self.collisionSys = new collisions.Collisions();
@@ -768,6 +768,8 @@ cc.Class({
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
newPlayerCollider.collisionPlayerIndex = collisionPlayerIndex;
newPlayerCollider.playerId = playerRichInfo.id;
self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
safelyAddChild(self.node, newPlayerNode);
@@ -973,6 +975,7 @@ cc.Class({
playerRichInfo.node.setPosition(wpos[0], wpos[1]);
playerRichInfo.virtualGridX = immediatePlayerInfo.virtualGridX;
playerRichInfo.virtualGridY = immediatePlayerInfo.virtualGridY;
// TODO: check "rdf.players[playerId].characterState" instead, might have to play Atk/Atked anim!
if (null != delayedInputFrameForPrevRenderFrame) {
const decodedInput = self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[playerRichInfo.joinIndex - 1]);
playerRichInfo.scriptIns.scheduleNewDirection(decodedInput, false);

View File

@@ -14,10 +14,7 @@ const PunchAtkConfig = {
x: 0,
y: 0,
},
hitboxOffset: {
x: 24.0, // should be about the radius of the PlayerCollider
y: 0,
},
hitboxOffset: 12.0, // should be about the radius of the PlayerCollider
hitboxSize: {
x: 24.0,
y: 24.0,
@@ -101,7 +98,6 @@ cc.Class({
self.rollbackEstimatedDt = 0.016667;
self.rollbackEstimatedDtMillis = 16.667;
self.rollbackEstimatedDtNanos = 16666666;
self.maxChasingRenderFramesPerUpdate = 5;
self.worldToVirtualGridRatio = 1000;
self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio;
@@ -256,6 +252,7 @@ cc.Class({
dx: currPlayerDownsync.dir.dx,
dy: currPlayerDownsync.dir.dy,
},
characterState: currPlayerDownsync.characterState,
speed: currPlayerDownsync.speed,
battleState: currPlayerDownsync.battleState,
score: currPlayerDownsync.score,
@@ -273,10 +270,92 @@ cc.Class({
meleeBullets: []
};
const bulletPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
bulletPushbacks[joinIndex - 1] = [0.0, 0.0];
effPushbacks[joinIndex - 1] = [0.0, 0.0];
const playerRichInfo = self.playerRichInfoArr[j];
const playerId = playerRichInfo.id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const player = currRenderFrame.players[playerId];
const newVx = player.virtualGridX;
const newVy = player.virtualGridY;
const newCpos = self.virtualGridToPlayerColliderPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1]);
playerCollider.x = newCpos[0];
playerCollider.y = newCpos[1];
}
// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
const colliderBullets = new Map(); // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
const removedBulletsAtCurrFrame = new Set();
for (let k in currRenderFrame.meleeBullets) {
const meleeBullet = currRenderFrame.meleeBullets[k];
if (
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames >= currRenderFrame.id
&&
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames <= currRenderFrame.id
) {
const collisionBulletIndex = self.collisionBulletIndexPrefix + melee.battleLocalId;
const collisionOffenderIndex = self.collisionPlayerIndexPrefix + melee.offenderJoinIndex;
const offenderCollider = collisionSysMap.get(collisionOffenderIndex);
const offender = currRenderFrame.players[melee.offenderPlayerId];
const x0 = offenderCollider.x + offender.dir.dx * meleeBullet.hitboxOffset,
y0 = offenderCollider.y + offender.dir.dy * meleeBullet.hitboxOffset;
const pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
const newBulletCollider = collisionSys.createPolygon(x0, y0, pts);
newBulletCollider.collisionBulletIndex = collisionBulletIndex;
newBulletCollider.pushback = meleeBullet.pushback;
collisionSysMap.set(collisionBulletIndex, newBulletCollider);
colliderBullets.set(collisionBulletIndex, newBulletCollider);
console.log(`A meleeBullet=${JSON.stringify(meleeBullet)} is added to collisionSys at renderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended`);
}
}
collisionSys.update();
const result1 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
colliderBullets.forEach((collisionBulletIndex, bulletCollider) => {
const potentials = bulletCollider.potentials();
let shouldRemove = false;
for (const potential of potentials) {
if (null != potential.playerId && potential.playerId == bulletCollider.offenderPlayerId) continue;
if (!bulletCollider.collides(potential, result1)) continue;
if (null != potential.playerId) {
bulletPushbacks[joinIndex - 1][0] += result1.overlap * result1.overlap_x * bulletCollider.pushback;
bulletPushbacks[joinIndex - 1][1] += result1.overlap * result1.overlap_y * bulletCollider.pushback;
const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.playerId];
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
const oldFrameToRecover = thatAckedPlayerInNextFrame.framesToRecover;
thatAckedPlayerInNextFrame.framesToRecover = oldFrameToRecover > bulletCollider.hitStunFrames ? oldFrameToRecover : bulletCollider.hitStunFrames; // In case the hit player is already stun, we take the larger "hitStunFrames"
}
shouldRemove = true;
}
if (shouldRemove) {
removedBulletsAtCurrFrame.add(collisionBulletIndex);
}
});
for (let k in currRenderFrame.meleeBullets) {
const meleeBullet = currRenderFrame.meleeBullets[k];
// [WARNING] remove from collisionSys ANYWAY for the convenience of rollback
if (collisionSysMap.has(meleeBullet.collisionBulletIndex)) {
const bulletCollider = collisionSysMap.get(meleeBullet.collisionBulletIndex);
bulletCollider.remove();
collisionSysMap.delete(meleeBullet.collisionBulletIndex);
}
if (removedBulletsAtCurrFrame.has(meleeBullet)) continue;
toRet.meleeBullets.push(meleeBullet);
}
if (null != delayedInputFrame) {
const delayedInputFrameForPrevRenderFrame = self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(currRenderFrame.id - 1, self.inputDelayFrames));
const inputList = delayedInputFrame.inputList;
const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
// Process player inputs
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
effPushbacks[joinIndex - 1] = [0.0, 0.0];
@@ -285,70 +364,49 @@ cc.Class({
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const player = currRenderFrame.players[playerId];
if (0 < player.framesToRecover) {
// No need to process inputs for this player
continue;
}
const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
const playerInNextFrame = nextRenderFramePlayers[playerId];
if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
if (0 == player.framesToRecover) {
nextRenderFramePlayers[playerId].framesToRecover = PunchAtkConfig.recoveryFrames;
const punch = window.pb.protos.MeleeBullet.create(PunchAtkConfig);
punch.battleLocalId = self.bulletBattleLocalIdCounter++;
punch.offenderJoinIndex = joinIndex;
punch.originatedRenderFrameId = currRenderFrame.id;
toRet.meleeBullets.push(punch);
console.log(`A rising-edge of meleeBullet=${JSON.stringify(punch)} is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
}
nextRenderFramePlayers[playerId].framesToRecover = PunchAtkConfig.recoveryFrames;
const punch = window.pb.protos.MeleeBullet.create(PunchAtkConfig);
punch.battleLocalId = self.bulletBattleLocalIdCounter++;
punch.offenderJoinIndex = joinIndex;
punch.offenderPlayerId = playerId;
punch.originatedRenderFrameId = currRenderFrame.id;
toRet.meleeBullets.push(punch);
console.log(`A rising-edge of meleeBullet=${JSON.stringify(punch)} is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
playerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
}
/*
Reset "position" of players in "collisionSys" according to "virtual grid position". The easy part is that we don't have path-dependent-integrals to worry about like that of thermal dynamics.
*/
const newVx = player.virtualGridX + (decodedInput.dx + player.speed * decodedInput.dx);
const newVy = player.virtualGridY + (decodedInput.dy + player.speed * decodedInput.dy);
const newCpos = self.virtualGridToPlayerColliderPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1]);
playerCollider.x = newCpos[0];
playerCollider.y = newCpos[1];
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
// Update directions and thus would eventually update moving animation accordingly
nextRenderFramePlayers[playerId].dir.dx = decodedInput.dx;
nextRenderFramePlayers[playerId].dir.dy = decodedInput.dy;
}
}
for (let k in currRenderFrame.meleeBullets) {
const meleeBullet = currRenderFrame.meleeBullets[k];
if (meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames > currRenderFrame.id) {
// Won't cause any collision
const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
const bulletCollider = collisionSysMap.get(collisionBulletIndex);
if (null != bulletCollider) {
console.log(`A rising-edge of meleeBullet=${JSON.stringify(meleeBullet)} is removed from collisionSys at renderFrame.id=${currRenderFrame.id} as active frames ended`);
bulletCollider.remove();
} else {
// No trigger, process movement inputs
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
// Update directions and thus would eventually update moving animation accordingly
playerInNextFrame.dir.dx = decodedInput.dx;
playerInNextFrame.dir.dy = decodedInput.dy;
playerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
} else {
playerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
}
continue;
const movement = self.virtualGridToPlayerColliderPos(decodedInput.dx + player.speed * decodedInput.dx, decodedInput.dy + player.speed * decodedInput.dy, self.playerRichInfoArr[joinIndex - 1]);
playerCollider.x += movement[0];
playerCollider.y += movement[1];
}
if (meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames == currRenderFrame.id) {
// Add meleeBullet to collisionSys (shall we just remove all bullets at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` considering that we might be doing the calculation during rollback?
const collisionBulletIndex = self.collisionBulletIndexPrefix + melee.battleLocalId;
const collisionOffenderIndex = self.collisionPlayerIndexPrefix + melee.offenderJoinIndex;
const offenderCollider = collisionSysMap.get(collisionOffenderIndex);
const x0 = offenderCollider.x + meleeBullet.hitboxOffset.x,
y0 = offenderCollider.y + meleeBullet.hitboxOffset.y;
const pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
const newBulletCollider = collisionSys.createPolygon(x0, y0, pts);
collisionSysMap.set(collisionBulletIndex, newBulletCollider);
console.log(`A rising-edge of meleeBullet=${JSON.stringify(meleeBullet)} is added to collisionSys at renderFrame.id=${currRenderFrame.id} as start-up frames ended`);
}
toRet.meleeBullets.push(meleeBullet);
}
collisionSys.update();
const result = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
collisionSys.update(); // by now all "bulletCollider"s are removed
const result2 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
@@ -358,10 +416,10 @@ cc.Class({
const potentials = playerCollider.potentials();
for (const potential of potentials) {
// Test if the player collides with the wall
if (!playerCollider.collides(potential, result)) continue;
if (!playerCollider.collides(potential, result2)) continue;
// Push the player out of the wall
effPushbacks[joinIndex - 1][0] += result.overlap * result.overlap_x;
effPushbacks[joinIndex - 1][1] += result.overlap * result.overlap_y;
effPushbacks[joinIndex - 1][0] += result2.overlap * result2.overlap_x;
effPushbacks[joinIndex - 1][1] += result2.overlap * result2.overlap_y;
}
}
@@ -374,6 +432,7 @@ cc.Class({
nextRenderFramePlayers[playerId].virtualGridX = newVpos[0];
nextRenderFramePlayers[playerId].virtualGridY = newVpos[1];
}
}
return toRet;