mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Applied ringbuff to resolv_tailored for reducing memory usage.
This commit is contained in:
@@ -16,7 +16,7 @@ const (
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PATTERN_ID_UNABLE_TO_OP = -2
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PATTERN_ID_NO_OP = -1
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WORLD_TO_VIRTUAL_GRID_RATIO = float64(100.0)
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WORLD_TO_VIRTUAL_GRID_RATIO = float64(10.0)
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VIRTUAL_GRID_TO_WORLD_RATIO = float64(1.0) / WORLD_TO_VIRTUAL_GRID_RATIO
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GRAVITY_X = int32(0)
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@@ -226,16 +226,31 @@ func isPolygonPairOverlapped(a, b *resolv.ConvexPolygon, result *SatResult) bool
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}
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if 1 < aCnt {
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for _, axis := range a.SATAxes() {
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if isPolygonPairSeparatedByDir(a, b, axis.Unit(), result) {
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// Deliberately using "Points" instead of "SATAxes" to avoid unnecessary heap memory alloc
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for i, _ := range a.Points {
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u, v := a.Points[i], a.Points[0]
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if i != len(a.Points)-1 {
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v = a.Points[i+1]
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}
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dy := v[1] - u[1]
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dx := v[0] - u[0]
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axis := resolv.Vector{dy, -dx}.Unit()
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if isPolygonPairSeparatedByDir(a, b, axis, result) {
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return false
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}
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}
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}
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if 1 < bCnt {
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for _, axis := range b.SATAxes() {
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if isPolygonPairSeparatedByDir(a, b, axis.Unit(), result) {
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for i, _ := range b.Points {
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u, v := b.Points[i], b.Points[0]
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if i != len(b.Points)-1 {
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v = b.Points[i+1]
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}
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dy := v[1] - u[1]
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dx := v[0] - u[0]
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axis := resolv.Vector{dy, -dx}.Unit()
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if isPolygonPairSeparatedByDir(a, b, axis, result) {
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return false
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}
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}
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@@ -411,8 +426,7 @@ func VirtualGridToPolygonColliderBLPos(vx, vy int32, halfBoundingW, halfBounding
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return WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
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}
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func calcHardPushbacksNorms(joinIndex int32, currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, playerCollider *resolv.Object, playerShape *resolv.ConvexPolygon, snapIntoPlatformOverlap float64, pEffPushback *Vec2D) *[]Vec2D {
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ret := make([]Vec2D, 0, 10) // no one would simultaneously have more than 5 hardPushbacks
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func calcHardPushbacksNorms(joinIndex int32, currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, playerCollider *resolv.Object, playerShape *resolv.ConvexPolygon, snapIntoPlatformOverlap float64, pEffPushback *Vec2D, pHardPushback *[]Vec2D, collision *resolv.Collision) int {
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virtualGripToWall := float64(0)
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if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState && 0 == thatPlayerInNextFrame.VelX && currPlayerDownsync.DirX == thatPlayerInNextFrame.DirX {
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/*
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@@ -429,14 +443,19 @@ func calcHardPushbacksNorms(joinIndex int32, currPlayerDownsync, thatPlayerInNex
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}
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virtualGripToWall = xfac * float64(currPlayerDownsync.Speed) * VIRTUAL_GRID_TO_WORLD_RATIO
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}
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collision := playerCollider.Check(virtualGripToWall, 0)
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if nil == collision {
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return &ret
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retCnt := 0
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collided := playerCollider.CheckAllWithHolder(virtualGripToWall, 0, collision)
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if !collided {
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return retCnt
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}
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//playerColliderCenterX, playerColliderCenterY := playerCollider.Center()
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//fmt.Printf("joinIndex=%d calcHardPushbacksNorms has non-empty collision;playerColliderPos=(%.2f,%.2f)\n", joinIndex, playerColliderCenterX, playerColliderCenterY)
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for _, obj := range collision.Objects {
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for true {
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obj := collision.FirstCollidedObject()
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if nil == obj {
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break
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}
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isBarrier := false
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switch obj.Data.(type) {
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case *PlayerDownsync, *MeleeBullet, *FireballBullet:
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@@ -456,15 +475,16 @@ func calcHardPushbacksNorms(joinIndex int32, currPlayerDownsync, thatPlayerInNex
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// ALWAY snap into hardPushbacks!
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// [OverlapX, OverlapY] is the unit vector that points into the platform
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pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapY
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ret = append(ret, Vec2D{X: overlapResult.OverlapX, Y: overlapResult.OverlapY})
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(*pHardPushback)[retCnt] = Vec2D{X: overlapResult.OverlapX, Y: overlapResult.OverlapY}
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pEffPushback.X += pushbackX
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pEffPushback.Y += pushbackY
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retCnt++
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//fmt.Printf("joinIndex=%d calcHardPushbacksNorms found one hardpushback; immediatePushback=(%.2f,%.2f)\n", joinIndex, pushbackX, pushbackY)
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}
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return &ret
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return retCnt
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}
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func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, currRenderFrame *RoomDownsyncFrame, chConfig *CharacterConfig, inputsBuffer *RingBuffer) (int, bool, int32, int32) {
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func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, currRenderFrame *RoomDownsyncFrame, chConfig *CharacterConfig, inputsBuffer *resolv.RingBuffer) (int, bool, int32, int32) {
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// returns (patternId, jumpedOrNot, effectiveDx, effectiveDy)
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delayedInputFrameId := ConvertToDelayedInputFrameId(currRenderFrame.Id)
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delayedInputFrameIdForPrevRdf := ConvertToDelayedInputFrameId(currRenderFrame.Id - 1)
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@@ -558,7 +578,9 @@ then pass in the whole "renderFrameBuffer *SpecificRingBuffer" to this function
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However, the enhancement for "playerColliders & bulletColliders" of each room is even more difficult, because the feasibility of doing in-place overwrites depends on the collision library in use.
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*/
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func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, collisionSpaceOffsetX, collisionSpaceOffsetY float64, chConfigsOrderedByJoinIndex []*CharacterConfig) *RoomDownsyncFrame {
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func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.RingBuffer, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, collisionSpaceOffsetX, collisionSpaceOffsetY float64, chConfigsOrderedByJoinIndex []*CharacterConfig) *RoomDownsyncFrame {
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collision := resolv.NewCollision() // TODO: Pass this holder in from params
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// [WARNING] On backend this function MUST BE called while "InputsBufferLock" is locked!
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roomCapacity := len(currRenderFrame.PlayersArr)
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nextRenderFramePlayers := make([]*PlayerDownsync, roomCapacity)
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@@ -607,7 +629,10 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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nextRenderFrameMeleeBullets := make([]*MeleeBullet, 0, len(currRenderFrame.MeleeBullets)) // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
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nextRenderFrameFireballBullets := make([]*FireballBullet, 0, len(currRenderFrame.FireballBullets))
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effPushbacks := make([]Vec2D, roomCapacity)
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hardPushbackNorms := make([]*[]Vec2D, roomCapacity)
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hardPushbackNorms := make([][]Vec2D, roomCapacity)
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for i, _ := range currRenderFrame.PlayersArr {
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hardPushbackNorms[i] = make([]Vec2D, 5) // In reality no more than 4 simultaneous hard pushbacks
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}
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jumpedOrNotList := make([]bool, roomCapacity)
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bulletLocalId := currRenderFrame.BulletLocalIdCounter
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@@ -813,7 +838,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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playerColliders[i] = playerCollider
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// Add to collision system
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collisionSys.Add(playerCollider)
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collisionSys.AddSingle(playerCollider)
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if currPlayerDownsync.InAir {
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if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState && !jumpedOrNotList[i] {
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@@ -850,7 +875,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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bulletWx, bulletWy := VirtualGridToWorldPos(fireballBullet.VirtualGridX, fireballBullet.VirtualGridY)
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hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(fireballBullet.Bullet.HitboxSizeX, fireballBullet.Bullet.HitboxSizeY)
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newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, fireballBullet, "FireballBullet")
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collisionSys.Add(newBulletCollider)
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collisionSys.AddSingle(newBulletCollider)
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bulletColliders = append(bulletColliders, newBulletCollider)
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fireballBullet.BlState = BULLET_ACTIVE
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if fireballBullet.BlState != prevFireball.BlState {
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@@ -891,7 +916,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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bulletWx, bulletWy := VirtualGridToWorldPos(offender.VirtualGridX+xfac*meleeBullet.Bullet.HitboxOffsetX, offender.VirtualGridY)
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hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(meleeBullet.Bullet.HitboxSizeX, meleeBullet.Bullet.HitboxSizeY)
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newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
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collisionSys.Add(newBulletCollider)
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collisionSys.AddSingle(newBulletCollider)
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bulletColliders = append(bulletColliders, newBulletCollider)
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meleeBullet.BlState = BULLET_ACTIVE
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if meleeBullet.BlState != prevMelee.BlState {
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@@ -908,12 +933,16 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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playerCollider := playerColliders[i]
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playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
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thatPlayerInNextFrame := nextRenderFramePlayers[i]
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hardPushbackNorms[joinIndex-1] = calcHardPushbacksNorms(joinIndex, currPlayerDownsync, thatPlayerInNextFrame, playerCollider, playerShape, SNAP_INTO_PLATFORM_OVERLAP, &(effPushbacks[joinIndex-1]))
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hardPushbackCnt := calcHardPushbacksNorms(joinIndex, currPlayerDownsync, thatPlayerInNextFrame, playerCollider, playerShape, SNAP_INTO_PLATFORM_OVERLAP, &(effPushbacks[joinIndex-1]), &(hardPushbackNorms[joinIndex-1]), collision)
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chConfig := chConfigsOrderedByJoinIndex[i]
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landedOnGravityPushback := false
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if collision := playerCollider.Check(0, 0); nil != collision {
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for _, obj := range collision.Objects {
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if collided := playerCollider.CheckAllWithHolder(0, 0, collision); collided {
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for true {
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obj := collision.FirstCollidedObject()
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if nil == obj {
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break
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}
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isBarrier, isAnotherPlayer, isBullet := false, false, false
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switch v := obj.Data.(type) {
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case *PlayerDownsync:
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@@ -943,11 +972,14 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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// [WARNING] The "zero overlap collision" might be randomly detected/missed on either frontend or backend, to have deterministic result we added paddings to all sides of a playerCollider. As each velocity component of (velX, velY) being a multiple of 0.5 at any renderFrame, each position component of (x, y) can only be a multiple of 0.5 too, thus whenever a 1-dimensional collision happens between players from [player#1: i*0.5, player#2: j*0.5, not collided yet] to [player#1: (i+k)*0.5, player#2: j*0.5, collided], the overlap becomes (i+k-j)*0.5+2*s, and after snapping subtraction the effPushback magnitude for each player is (i+k-j)*0.5, resulting in 0.5-multiples-position for the next renderFrame.
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pushbackX, pushbackY = (overlapResult.Overlap-SNAP_INTO_PLATFORM_OVERLAP*2)*overlapResult.OverlapX, (overlapResult.Overlap-SNAP_INTO_PLATFORM_OVERLAP*2)*overlapResult.OverlapY
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}
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for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] {
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projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
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if isBarrier || (isAnotherPlayer && 0 > projectedMagnitude) {
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pushbackX -= projectedMagnitude * hardPushbackNorm.X
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pushbackY -= projectedMagnitude * hardPushbackNorm.Y
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if 0 < hardPushbackCnt {
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for i := 0; i < hardPushbackCnt; i++ {
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hardPushbackNorm := hardPushbackNorms[joinIndex-1][i]
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projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
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if isBarrier || (isAnotherPlayer && 0 > projectedMagnitude) {
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pushbackX -= projectedMagnitude * hardPushbackNorm.X
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pushbackY -= projectedMagnitude * hardPushbackNorm.Y
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}
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}
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}
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effPushbacks[joinIndex-1].X += pushbackX
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@@ -956,10 +988,11 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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if SNAP_INTO_PLATFORM_THRESHOLD < normAlignmentWithGravity {
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landedOnGravityPushback = true
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//playerColliderCenterX, playerColliderCenterY := playerCollider.Center()
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//fmt.Printf("joinIndex=%d landedOnGravityPushback\n{renderFrame.id: %d, isBarrier: %v, isAnotherPlayer: %v}\nhardPushbackNormsOfThisPlayer=%v, playerColliderPos=(%.2f,%.2f), immediatePushback={%.3f, %.3f}, effPushback={%.3f, %.3f}, overlapMag=%.4f\n", joinIndex, currRenderFrame.Id, isBarrier, isAnotherPlayer, *hardPushbackNorms[joinIndex-1], playerColliderCenterX, playerColliderCenterY, pushbackX, pushbackY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap)
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//fmt.Printf("joinIndex=%d landedOnGravityPushback\n{renderFrame.id: %d, isBarrier: %v, isAnotherPlayer: %v}\nhardPushbackNormsOfThisPlayer=%v, playerColliderPos=(%.2f,%.2f), immediatePushback={%.3f, %.3f}, effPushback={%.3f, %.3f}, overlapMag=%.4f\n", joinIndex, currRenderFrame.Id, isBarrier, isAnotherPlayer, hardPushbackNorms[joinIndex-1], playerColliderCenterX, playerColliderCenterY, pushbackX, pushbackY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap)
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}
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}
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}
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if landedOnGravityPushback {
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thatPlayerInNextFrame.InAir = false
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fallStopping := (currPlayerDownsync.InAir && 0 >= currPlayerDownsync.VelY)
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@@ -1004,9 +1037,10 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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if chConfig.OnWallEnabled {
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if thatPlayerInNextFrame.InAir {
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// [WARNING] Sticking to wall MUST BE based on "InAir", otherwise we would get gravity reduction from ground up incorrectly!
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if _, existent := noOpSet[currPlayerDownsync.CharacterState]; !existent {
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if _, existent := noOpSet[currPlayerDownsync.CharacterState]; !existent && 0 < hardPushbackCnt {
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// [WARNING] Sticking to wall could only be triggered by proactive player input
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for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] {
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for i := 0; i < hardPushbackCnt; i++ {
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hardPushbackNorm := hardPushbackNorms[joinIndex-1][i]
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normAlignmentWithHorizon1 := (hardPushbackNorm.X*float64(1.0) + hardPushbackNorm.Y*float64(0.0))
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normAlignmentWithHorizon2 := (hardPushbackNorm.X*float64(-1.0) + hardPushbackNorm.Y*float64(0.0))
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if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon1 {
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@@ -1031,14 +1065,15 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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// 5. Check bullet-anything collisions
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for _, bulletCollider := range bulletColliders {
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collision := bulletCollider.Check(0, 0)
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bulletCollider.Space.Remove(bulletCollider) // Make sure that the bulletCollider is always removed for each renderFrame
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exploded := false
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explodedOnAnotherPlayer := false
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if nil == collision {
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collided := bulletCollider.CheckAllWithHolder(0, 0, collision)
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bulletCollider.Space.RemoveSingle(bulletCollider) // Make sure that the bulletCollider is always removed for each renderFrame
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if !collided {
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continue
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}
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exploded := false
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explodedOnAnotherPlayer := false
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var bulletStaticAttr *BulletConfig = nil
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var bulletBattleAttr *BulletBattleAttr = nil
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switch v := bulletCollider.Data.(type) {
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@@ -1052,7 +1087,11 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
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offender := currRenderFrame.PlayersArr[bulletBattleAttr.OffenderJoinIndex-1]
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for _, obj := range collision.Objects {
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for true {
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obj := collision.FirstCollidedObject()
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if nil == obj {
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break
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}
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defenderShape := obj.Shape.(*resolv.ConvexPolygon)
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switch t := obj.Data.(type) {
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case *PlayerDownsync:
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@@ -1170,7 +1209,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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}
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for _, playerCollider := range playerColliders {
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playerCollider.Space.Remove(playerCollider)
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playerCollider.Space.RemoveSingle(playerCollider)
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}
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return &RoomDownsyncFrame{
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@@ -1188,7 +1227,7 @@ func GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding,
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}
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func generateRectColliderInCollisionSpace(blX, blY, w, h float64, data interface{}, tag string) *resolv.Object {
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collider := resolv.NewObject(blX, blY, w, h, tag) // Unlike its frontend counter part, the position of a "resolv.Object" must be specified by "bottom-left point" because "w" and "h" must be positive, see "resolv.Object.BoundsToSpace" for details
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collider := resolv.NewObjectSingleTag(blX, blY, w, h, tag) // Unlike its frontend counter part, the position of a "resolv.Object" must be specified by "bottom-left point" because "w" and "h" must be positive, see "resolv.Object.BoundsToSpace" for details
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shape := resolv.NewRectangle(0, 0, w, h)
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collider.SetShape(shape)
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collider.Data = data
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@@ -107,7 +107,7 @@ var Characters = map[int]*CharacterConfig{
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GetUpInvinsibleFrames: int32(10),
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GetUpFramesToRecover: int32(27),
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Speed: int32(float64(2.19) * WORLD_TO_VIRTUAL_GRID_RATIO), // I don't know why "2.2" is so special that it throws a compile error
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Speed: int32(float64(2.2) * WORLD_TO_VIRTUAL_GRID_RATIO), // I don't know why "2.2" is so special that it throws a compile error
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JumpingInitVelY: int32(float64(7.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
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JumpingFramesToRecover: int32(2),
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@@ -234,7 +234,7 @@ var skills = map[int]*Skill{
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HitStunFrames: int32(13),
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BlockStunFrames: int32(9),
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Damage: int32(5),
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SelfLockVelX: int32(float64(0.05) * WORLD_TO_VIRTUAL_GRID_RATIO),
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SelfLockVelX: int32(float64(0.1) * WORLD_TO_VIRTUAL_GRID_RATIO),
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SelfLockVelY: NO_LOCK_VEL,
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PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
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PushbackVelY: int32(0),
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@@ -332,7 +332,7 @@ var skills = map[int]*Skill{
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HitStunFrames: int32(13),
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BlockStunFrames: int32(9),
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Damage: int32(5),
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SelfLockVelX: int32(float64(0.05) * WORLD_TO_VIRTUAL_GRID_RATIO),
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SelfLockVelX: int32(float64(0.1) * WORLD_TO_VIRTUAL_GRID_RATIO),
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SelfLockVelY: NO_LOCK_VEL,
|
||||
PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
PushbackVelY: int32(0),
|
||||
|
@@ -1,124 +0,0 @@
|
||||
package battle
|
||||
|
||||
const (
|
||||
RING_BUFF_CONSECUTIVE_SET = int32(0)
|
||||
RING_BUFF_NON_CONSECUTIVE_SET = int32(1)
|
||||
RING_BUFF_FAILED_TO_SET = int32(2)
|
||||
)
|
||||
|
||||
type RingBuffer struct {
|
||||
Ed int32 // write index, open index
|
||||
St int32 // read index, closed index
|
||||
EdFrameId int32
|
||||
StFrameId int32
|
||||
N int32
|
||||
Cnt int32 // the count of valid elements in the buffer, used mainly to distinguish what "st == ed" means for "Pop" and "Get" methods
|
||||
Eles []interface{}
|
||||
}
|
||||
|
||||
func NewRingBuffer(n int32) *RingBuffer {
|
||||
return &RingBuffer{
|
||||
Ed: 0,
|
||||
St: 0,
|
||||
N: n,
|
||||
Cnt: 0,
|
||||
Eles: make([]interface{}, n),
|
||||
}
|
||||
}
|
||||
|
||||
func (rb *RingBuffer) Put(pItem interface{}) {
|
||||
for 0 < rb.Cnt && rb.Cnt >= rb.N {
|
||||
// Make room for the new element
|
||||
rb.Pop()
|
||||
}
|
||||
rb.Eles[rb.Ed] = pItem
|
||||
rb.EdFrameId++
|
||||
rb.Cnt++
|
||||
rb.Ed++
|
||||
if rb.Ed >= rb.N {
|
||||
rb.Ed -= rb.N // Deliberately not using "%" operator for performance concern
|
||||
}
|
||||
}
|
||||
|
||||
func (rb *RingBuffer) Pop() interface{} {
|
||||
if 0 == rb.Cnt {
|
||||
return nil
|
||||
}
|
||||
pItem := rb.Eles[rb.St]
|
||||
rb.StFrameId++
|
||||
rb.Cnt--
|
||||
rb.St++
|
||||
if rb.St >= rb.N {
|
||||
rb.St -= rb.N
|
||||
}
|
||||
return pItem
|
||||
}
|
||||
|
||||
func (rb *RingBuffer) GetArrIdxByOffset(offsetFromSt int32) int32 {
|
||||
if 0 == rb.Cnt || 0 > offsetFromSt {
|
||||
return -1
|
||||
}
|
||||
arrIdx := rb.St + offsetFromSt
|
||||
if rb.St < rb.Ed {
|
||||
// case#1: 0...st...ed...N-1
|
||||
if rb.St <= arrIdx && arrIdx < rb.Ed {
|
||||
return arrIdx
|
||||
}
|
||||
} else {
|
||||
// if rb.St >= rb.Ed
|
||||
// case#2: 0...ed...st...N-1
|
||||
if arrIdx >= rb.N {
|
||||
arrIdx -= rb.N
|
||||
}
|
||||
if arrIdx >= rb.St || arrIdx < rb.Ed {
|
||||
return arrIdx
|
||||
}
|
||||
}
|
||||
|
||||
return -1
|
||||
}
|
||||
|
||||
func (rb *RingBuffer) GetByOffset(offsetFromSt int32) interface{} {
|
||||
arrIdx := rb.GetArrIdxByOffset(offsetFromSt)
|
||||
if -1 == arrIdx {
|
||||
return nil
|
||||
}
|
||||
return rb.Eles[arrIdx]
|
||||
}
|
||||
|
||||
func (rb *RingBuffer) GetByFrameId(frameId int32) interface{} {
|
||||
if frameId >= rb.EdFrameId || frameId < rb.StFrameId {
|
||||
return nil
|
||||
}
|
||||
return rb.GetByOffset(frameId - rb.StFrameId)
|
||||
}
|
||||
|
||||
// [WARNING] During a battle, frontend could receive non-consecutive frames (either renderFrame or inputFrame) due to resync, the buffer should handle these frames properly.
|
||||
func (rb *RingBuffer) SetByFrameId(pItem interface{}, frameId int32) (int32, int32, int32) {
|
||||
oldStFrameId, oldEdFrameId := rb.StFrameId, rb.EdFrameId
|
||||
if frameId < oldStFrameId {
|
||||
return RING_BUFF_FAILED_TO_SET, oldStFrameId, oldEdFrameId
|
||||
}
|
||||
// By now "rb.StFrameId <= frameId"
|
||||
if oldEdFrameId > frameId {
|
||||
arrIdx := rb.GetArrIdxByOffset(frameId - rb.StFrameId)
|
||||
if -1 != arrIdx {
|
||||
rb.Eles[arrIdx] = pItem
|
||||
return RING_BUFF_CONSECUTIVE_SET, oldStFrameId, oldEdFrameId
|
||||
}
|
||||
}
|
||||
|
||||
// By now "rb.EdFrameId <= frameId"
|
||||
ret := RING_BUFF_CONSECUTIVE_SET
|
||||
if oldEdFrameId < frameId {
|
||||
rb.St, rb.Ed = 0, 0
|
||||
rb.StFrameId, rb.EdFrameId = frameId, frameId
|
||||
rb.Cnt = 0
|
||||
ret = RING_BUFF_NON_CONSECUTIVE_SET
|
||||
}
|
||||
|
||||
// By now "rb.EdFrameId == frameId"
|
||||
rb.Put(pItem)
|
||||
|
||||
return ret, oldStFrameId, oldEdFrameId
|
||||
}
|
Reference in New Issue
Block a user