mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Enhanced logging efficiency.
This commit is contained in:
parent
642adff919
commit
5d92b339f6
18
README.md
18
README.md
@ -120,6 +120,24 @@ When building for native platforms, it's much more convenient to trigger the Coc
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```
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```
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shell> cd <proj-root>
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shell> cd <proj-root>
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shell> /path/to/CocosCreator.exe --path ./frontend --build "platform=win32;debug=true"
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shell> /path/to/CocosCreator.exe --path ./frontend --build "platform=win32;debug=true"
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shell> cd ./frontend/build/jsb-link/frameworks/runtime-src/proj.win32 && MSBUILD DelayNoMore.vcxproj -property:Configuration=Debug
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```
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or
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```
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shell> cd <proj-root>
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shell> /path/to/CocosCreator.exe --path ./frontend --build "platform=win32;debug=false"
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shell> cd ./frontend/build/jsb-link/frameworks/runtime-src/proj.win32 && MSBUILD DelayNoMore.vcxproj -property:Configuration=Release
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```
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for release.
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If `MSBUILD` command is not yet added to `PATH`, Use `Get-Command MSBUILD` in `Developer Command Prompt for VS 2017/2019` to see where the command should come from and add it to `PATH`.
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Similarly for Android release build
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```
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shell> cd <proj-root>
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shell> /path/to/CocosCreator.exe --path ./frontend --build "platform=android;debug=false"
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shell> cd ./frontend/build/jsb-link/frameworks/runtime-src/proj.android-studio && ./gradlew assembleRelease
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```
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```
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### 2.4 CococCreator native build reloading
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### 2.4 CococCreator native build reloading
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@ -461,7 +461,7 @@
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"array": [
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"array": [
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0,
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0,
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0,
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0,
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216.65450766436658,
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210.4441731196186,
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0,
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0,
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0,
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0,
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0,
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0,
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@ -549,7 +549,7 @@
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"array": [
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"array": [
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0,
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0,
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0,
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0,
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216.65450766436658,
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210.4441731196186,
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0,
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0,
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0,
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0,
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0,
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0,
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@ -385,6 +385,7 @@ cc.Class({
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self.rdfIdToActuallyUsedInput = new Map();
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self.rdfIdToActuallyUsedInput = new Map();
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self.networkDoctor = new NetworkDoctor(20);
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self.networkDoctor = new NetworkDoctor(20);
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self.allowSkippingRenderFrameFlag = true;
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self.skipRenderFrameFlag = false;
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self.skipRenderFrameFlag = false;
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self.allowRollbackOnPeerUpsync = true;
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self.allowRollbackOnPeerUpsync = true;
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@ -443,7 +444,7 @@ cc.Class({
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},
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},
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onLoad() {
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onLoad() {
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cc.game.setFrameRate(59);
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cc.game.setFrameRate(60);
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cc.view.setOrientation(cc.macro.ORIENTATION_LANDSCAPE);
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cc.view.setOrientation(cc.macro.ORIENTATION_LANDSCAPE);
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cc.view.enableAutoFullScreen(true);
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cc.view.enableAutoFullScreen(true);
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@ -902,12 +903,15 @@ cc.Class({
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--------------------------------------------------------
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--------------------------------------------------------
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*/
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*/
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// The actual rollback-and-chase would later be executed in update(dt).
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// The actual rollback-and-chase would later be executed in update(dt).
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console.log(`Mismatched input detected, resetting chaserRenderFrameId: ${self.chaserRenderFrameId}->${renderFrameId1} by
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if (CC_DEBUG) {
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// Printing of this message might induce a performance impact.
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console.log(`Mismatched input detected, resetting chaserRenderFrameId: ${self.chaserRenderFrameId}->${renderFrameId1} by
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firstPredictedYetIncorrectInputFrameId: ${firstPredictedYetIncorrectInputFrameId}
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firstPredictedYetIncorrectInputFrameId: ${firstPredictedYetIncorrectInputFrameId}
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lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}
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lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}
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recentInputCache=${self._stringifyRecentInputCache(false)}
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recentInputCache=${self._stringifyRecentInputCache(false)}
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batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inputFrameId}]
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batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inputFrameId}]
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fromUDP=${fromUDP}`);
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fromUDP=${fromUDP}`);
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}
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self.chaserRenderFrameId = renderFrameId1;
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self.chaserRenderFrameId = renderFrameId1;
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let rollbackFrames = (self.renderFrameId - self.chaserRenderFrameId);
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let rollbackFrames = (self.renderFrameId - self.chaserRenderFrameId);
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if (0 > rollbackFrames) {
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if (0 > rollbackFrames) {
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@ -965,7 +969,7 @@ fromUDP=${fromUDP}`);
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//console.log(`Updated encoded input of peerJoinIndex=${peerJoinIndex} to ${peerEncodedInput} for inputFrameId=${inputFrameId}/renderedInputFrameIdUpper=${renderedInputFrameIdUpper} from ${JSON.stringify(inputFrame)}; newInputFrameDownsyncLocal=${self.gopkgsInputFrameDownsyncStr(newInputFrameDownsyncLocal)}; existingInputFrame=${self.gopkgsInputFrameDownsyncStr(existingInputFrame)}`);
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//console.log(`Updated encoded input of peerJoinIndex=${peerJoinIndex} to ${peerEncodedInput} for inputFrameId=${inputFrameId}/renderedInputFrameIdUpper=${renderedInputFrameIdUpper} from ${JSON.stringify(inputFrame)}; newInputFrameDownsyncLocal=${self.gopkgsInputFrameDownsyncStr(newInputFrameDownsyncLocal)}; existingInputFrame=${self.gopkgsInputFrameDownsyncStr(existingInputFrame)}`);
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self.recentInputCache.SetByFrameId(newInputFrameDownsyncLocal, inputFrameId);
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self.recentInputCache.SetByFrameId(newInputFrameDownsyncLocal, inputFrameId);
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if (self.allowRollbackOnPeerUpsync) {
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if (true == self.allowRollbackOnPeerUpsync) {
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// Reaching here implies that "true == self.allowRollbackOnPeerUpsync".
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// Reaching here implies that "true == self.allowRollbackOnPeerUpsync".
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// Shall we update the "chaserRenderFrameId" if the rendered history was wrong? It doesn't seem to impact eventual correctness if we allow the update of "chaserRenderFrameId" upon "inputFrameId <= renderedInputFrameIdUpper" here, however UDP upsync doesn't reserve order from a same sender and there might be multiple other senders, hence it might result in unnecessarily frequent chasing.
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// Shall we update the "chaserRenderFrameId" if the rendered history was wrong? It doesn't seem to impact eventual correctness if we allow the update of "chaserRenderFrameId" upon "inputFrameId <= renderedInputFrameIdUpper" here, however UDP upsync doesn't reserve order from a same sender and there might be multiple other senders, hence it might result in unnecessarily frequent chasing.
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if (
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if (
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@ -1048,7 +1052,7 @@ fromUDP=${fromUDP}`);
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Kindly note that Significantly different network bandwidths or delay fluctuations would result in frequent [type#1 forceConfirmation] too, but CAUSE FROM DIFFERENT LOCAL "update(dt)" RATE SHOULD BE THE FIRST TO INVESTIGATE AND ELIMINATE -- because we have control on it, but no one has control on the internet.
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Kindly note that Significantly different network bandwidths or delay fluctuations would result in frequent [type#1 forceConfirmation] too, but CAUSE FROM DIFFERENT LOCAL "update(dt)" RATE SHOULD BE THE FIRST TO INVESTIGATE AND ELIMINATE -- because we have control on it, but no one has control on the internet.
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*/
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*/
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if (self.skipRenderFrameFlag) {
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if (self.allowSkippingRenderFrameFlag && self.skipRenderFrameFlag) {
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self.networkDoctor.logSkippedRenderFrameCnt();
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self.networkDoctor.logSkippedRenderFrameCnt();
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self.skipRenderFrameFlag = false;
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self.skipRenderFrameFlag = false;
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return;
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return;
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@ -1125,7 +1129,9 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
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self.lastRenderFrameIdTriggeredAt = performance.now();
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self.lastRenderFrameIdTriggeredAt = performance.now();
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let t3 = performance.now();
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let t3 = performance.now();
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const [skipRenderFrameFlag, inputFrameIdFront, sendingFps, srvDownsyncFps, peerUpsyncFps, doctorRollbackFrames, skippedRenderFrameCnt] = self.networkDoctor.isTooFast(self);
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const [skipRenderFrameFlag, inputFrameIdFront, sendingFps, srvDownsyncFps, peerUpsyncFps, doctorRollbackFrames, skippedRenderFrameCnt] = self.networkDoctor.isTooFast(self);
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self.skipRenderFrameFlag = skipRenderFrameFlag;
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if (self.allowSkippingRenderFrameFlag) {
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self.skipRenderFrameFlag = skipRenderFrameFlag;
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}
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if (self.showNetworkDoctorInfo) {
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if (self.showNetworkDoctorInfo) {
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self.showNetworkDoctorLabels(inputFrameIdFront, sendingFps, srvDownsyncFps, peerUpsyncFps, doctorRollbackFrames, skippedRenderFrameCnt);
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self.showNetworkDoctorLabels(inputFrameIdFront, sendingFps, srvDownsyncFps, peerUpsyncFps, doctorRollbackFrames, skippedRenderFrameCnt);
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}
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}
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@ -89,23 +89,28 @@ NetworkDoctor.prototype.isTooFast = function(mapIns) {
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const [inputFrameIdFront, sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, skippedRenderFrameCnt] = this.stats();
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const [inputFrameIdFront, sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, skippedRenderFrameCnt] = this.stats();
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if (sendingFps >= this.inputRateThreshold + 3) {
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if (sendingFps >= this.inputRateThreshold + 3) {
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// Don't send too fast
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// Don't send too fast
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console.log(`Sending too fast, sendingFps=${sendingFps}`);
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if (CC_DEBUG) {
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// Printing of this message might induce a performance impact.
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console.log(`Sending too fast, sendingFps=${sendingFps}`);
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}
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return [true, inputFrameIdFront, sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, skippedRenderFrameCnt];
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return [true, inputFrameIdFront, sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, skippedRenderFrameCnt];
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} else {
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} else {
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const sendingFpsNormal = (sendingFps >= this.inputRateThreshold);
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const sendingFpsNormal = (sendingFps >= this.inputRateThreshold);
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// An outstanding lag within the "inputFrameDownsyncQ" will reduce "srvDownsyncFps", HOWEVER, a constant lag wouldn't impact "srvDownsyncFps"! In native platforms we might use PING value might help as a supplement information to confirm that the "selfPlayer" is not lagged within the time accounted by "inputFrameDownsyncQ".
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// An outstanding lag within the "inputFrameDownsyncQ" will reduce "srvDownsyncFps", HOWEVER, a constant lag wouldn't impact "srvDownsyncFps"! In native platforms we might use PING value might help as a supplement information to confirm that the "selfPlayer" is not lagged within the time accounted by "inputFrameDownsyncQ".
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const recvFpsNormal = (srvDownsyncFps >= this.inputRateThreshold || peerUpsyncFps >= this.inputRateThreshold * (window.boundRoomCapacity - 1));
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const recvFpsNormal = (srvDownsyncFps >= this.inputRateThreshold || peerUpsyncFps >= this.inputRateThreshold * (window.boundRoomCapacity - 1));
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if (sendingFpsNormal && recvFpsNormal) {
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if (sendingFpsNormal && recvFpsNormal) {
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let selfInputFrameIdFront = gopkgs.ConvertToNoDelayInputFrameId(mapIns.renderFrameId);
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let minInputFrameIdFront = Number.MAX_VALUE;
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let minInputFrameIdFront = Number.MAX_VALUE;
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for (let k = 0; k < window.boundRoomCapacity; ++k) {
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for (let k = 0; k < window.boundRoomCapacity; ++k) {
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if (k + 1 == mapIns.selfPlayerInfo.JoinIndex) continue;
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if (k + 1 == mapIns.selfPlayerInfo.JoinIndex) continue;
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if (mapIns.lastIndividuallyConfirmedInputFrameId[k] >= minInputFrameIdFront) continue;
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if (mapIns.lastIndividuallyConfirmedInputFrameId[k] >= minInputFrameIdFront) continue;
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minInputFrameIdFront = mapIns.lastIndividuallyConfirmedInputFrameId[k];
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minInputFrameIdFront = mapIns.lastIndividuallyConfirmedInputFrameId[k];
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}
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}
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if ((selfInputFrameIdFront > minInputFrameIdFront) && ((selfInputFrameIdFront - minInputFrameIdFront) > (mapIns.inputFrameUpsyncDelayTolerance + 1))) {
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if ((inputFrameIdFront > minInputFrameIdFront) && ((inputFrameIdFront - minInputFrameIdFront) > (mapIns.inputFrameUpsyncDelayTolerance + 1))) {
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// first comparison condition is to avoid numeric overflow
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// first comparison condition is to avoid numeric overflow
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console.log(`Game logic ticking too fast, selfInputFrameIdFront=${selfInputFrameIdFront}, minInputFrameIdFront=${minInputFrameIdFront}, inputFrameUpsyncDelayTolerance=${mapIns.inputFrameUpsyncDelayTolerance}`);
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if (CC_DEBUG) {
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// Printing of this message might induce a performance impact.
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console.log(`Game logic ticking too fast, selfInputFrameIdFront=${inputFrameIdFront}, minInputFrameIdFront=${minInputFrameIdFront}, inputFrameUpsyncDelayTolerance=${mapIns.inputFrameUpsyncDelayTolerance}`);
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}
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return [true, inputFrameIdFront, sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, skippedRenderFrameCnt];
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return [true, inputFrameIdFront, sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, skippedRenderFrameCnt];
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}
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}
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}
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}
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@ -51,7 +51,7 @@ void RecvRingBuff::put(char* newBytes, size_t newBytesLen) {
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}
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}
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slotEle->bytesLen = newBytesLen;
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slotEle->bytesLen = newBytesLen;
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memset(slotEle->ui8Arr, 0, sizeof slotEle->ui8Arr);
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memset(slotEle->ui8Arr, 0, sizeof slotEle->ui8Arr);
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for (int i = 0; i < newBytesLen; i++) {
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for (size_t i = 0; i < newBytesLen; i++) {
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*(slotEle->ui8Arr + i) = *(newBytes + i);
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*(slotEle->ui8Arr + i) = *(newBytes + i);
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}
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}
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