Merge pull request #5 from genxium/integer_positioning

Integer positioning.
This commit is contained in:
Wing 2022-11-13 14:14:50 +08:00 committed by GitHub
commit 63164569b1
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
53 changed files with 3540 additions and 12079 deletions

View File

@ -9,12 +9,13 @@ _(how input delay roughly works)_
_(how rollback-and-chase in this project roughly works)_
![rollback_and_chase_intro](./charts/RollbackAndChase.jpg)
![floating_point_accumulation_err](./charts/AvoidingFloatingPointAccumulationErr.jpg)
_(in game screenshot)_
![screenshot-1](./charts/screenshot-1.png)
Please checkout [this demo video](https://pan.baidu.com/s/123LlWcT9X-wbcYybqYnvmA?pwd=qrlw) to see whether the source codes are doing what you expect for synchronization.
Please checkout [this demo video](https://pan.baidu.com/s/1YkfuHjNLzlFVnKiEj6wrDQ?pwd=tkr5) to see whether the source codes are doing what you expect for synchronization.
The video mainly shows the following features.
- The backend receives inputs from frontend peers and [by a GGPO-alike manner](https://github.com/pond3r/ggpo/blob/master/doc/README.md) broadcasts back for synchronization.

View File

@ -1,6 +1,11 @@
package v1
import (
"battle_srv/api"
. "battle_srv/common"
"battle_srv/common/utils"
"battle_srv/models"
"battle_srv/storage"
"bytes"
"crypto/sha256"
"encoding/hex"
@ -10,11 +15,6 @@ import (
"go.uber.org/zap"
"io/ioutil"
"net/http"
"server/api"
. "server/common"
"server/common/utils"
"server/models"
"server/storage"
"strconv"
. "dnmshared"
@ -79,7 +79,6 @@ func (p *playerController) SMSCaptchaGet(c *gin.Context) {
c.Set(api.RET, Constants.RetCode.UnknownError)
return
}
// Redis剩余时长校验
if ttl >= ConstVals.Player.CaptchaMaxTTL {
Logger.Info("There's an existing SmsCaptcha record in Redis-server: ", zap.String("key", redisKey), zap.Duration("ttl", ttl))
c.Set(api.RET, Constants.RetCode.SmsCaptchaRequestedTooFrequently)
@ -89,7 +88,6 @@ func (p *playerController) SMSCaptchaGet(c *gin.Context) {
pass := false
var succRet int
if Conf.General.ServerEnv == SERVER_ENV_TEST {
// 测试环境,优先从数据库校验`player.name`不通过再走机器人magic name校验
player, err := models.GetPlayerByName(req.Num)
if nil == err && nil != player {
pass = true
@ -98,7 +96,6 @@ func (p *playerController) SMSCaptchaGet(c *gin.Context) {
}
if !pass {
// 机器人magic name校验不通过再走手机号校验
player, err := models.GetPlayerByName(req.Num)
if nil == err && nil != player {
pass = true
@ -111,7 +108,6 @@ func (p *playerController) SMSCaptchaGet(c *gin.Context) {
succRet = Constants.RetCode.Ok
pass = true
}
// Hardecoded 只验证国内手机号格式
if req.CountryCode == "86" {
if RE_CHINA_PHONE_NUM.MatchString(req.Num) {
succRet = Constants.RetCode.Ok
@ -133,7 +129,6 @@ func (p *playerController) SMSCaptchaGet(c *gin.Context) {
}{Ret: succRet}
var captcha string
if ttl >= 0 {
// 已有未过期的旧验证码记录,续验证码有效期。
storage.RedisManagerIns.Expire(redisKey, ConstVals.Player.CaptchaExpire)
captcha = storage.RedisManagerIns.Get(redisKey).Val()
if ttl >= ConstVals.Player.CaptchaExpire/4 {
@ -147,7 +142,6 @@ func (p *playerController) SMSCaptchaGet(c *gin.Context) {
}
Logger.Info("Extended ttl of existing SMSCaptcha record in Redis:", zap.String("key", redisKey), zap.String("captcha", captcha))
} else {
// 校验通过,进行验证码生成处理
captcha = strconv.Itoa(utils.Rand.Number(1000, 9999))
if succRet == Constants.RetCode.Ok {
getSmsCaptchaRespErrorCode := sendSMSViaVendor(req.Num, req.CountryCode, captcha)
@ -234,7 +228,6 @@ func (p *playerController) WechatLogin(c *gin.Context) {
return
}
//baseInfo ResAccessToken 获取用户授权access_token的返回结果
baseInfo, err := utils.WechatIns.GetOauth2Basic(req.Authcode)
if err != nil {
@ -250,7 +243,6 @@ func (p *playerController) WechatLogin(c *gin.Context) {
c.Set(api.RET, Constants.RetCode.WechatServerError)
return
}
//fserver不会返回openId
userInfo.OpenID = baseInfo.OpenID
player, err := p.maybeCreatePlayerWechatAuthBinding(userInfo)
@ -316,7 +308,6 @@ func (p *playerController) WechatGameLogin(c *gin.Context) {
return
}
//baseInfo ResAccessToken 获取用户授权access_token的返回结果
baseInfo, err := utils.WechatGameIns.GetOauth2Basic(req.Authcode)
if err != nil {
@ -337,7 +328,6 @@ func (p *playerController) WechatGameLogin(c *gin.Context) {
c.Set(api.RET, Constants.RetCode.WechatServerError)
return
}
//fserver不会返回openId
userInfo.OpenID = baseInfo.OpenID
player, err := p.maybeCreatePlayerWechatGameAuthBinding(userInfo)
@ -395,7 +385,6 @@ func (p *playerController) IntAuthTokenLogin(c *gin.Context) {
return
}
//kobako: 从player获取display name等
player, err := models.GetPlayerById(playerLogin.PlayerID)
if err != nil {
Logger.Error("Get player by id in IntAuthTokenLogin function error: ", zap.Error(err))
@ -479,7 +468,6 @@ func (p *playerController) TokenAuth(c *gin.Context) {
c.Abort()
}
// 以下是内部私有函数
func (p *playerController) maybeCreateNewPlayer(req smsCaptchaReq) (*models.Player, error) {
extAuthID := req.extAuthID()
if Conf.General.ServerEnv == SERVER_ENV_TEST {
@ -492,7 +480,7 @@ func (p *playerController) maybeCreateNewPlayer(req smsCaptchaReq) (*models.Play
Logger.Info("Got a test env player:", zap.Any("phonenum", req.Num), zap.Any("playerId", player.Id))
return player, nil
}
} else { //正式环境检查是否为bot用户
} else {
botPlayer, err := models.GetPlayerByName(req.Num)
if err != nil {
Logger.Error("Seeking bot player error:", zap.Error(err))
@ -537,7 +525,6 @@ func (p *playerController) maybeCreatePlayerWechatAuthBinding(userInfo utils.Use
return nil, err
}
if player != nil {
{ //更新玩家姓名及头像
updateInfo := models.Player{
Avatar: userInfo.HeadImgURL,
DisplayName: userInfo.Nickname,
@ -550,7 +537,6 @@ func (p *playerController) maybeCreatePlayerWechatAuthBinding(userInfo utils.Use
} else {
tx.Commit()
}
}
return player, nil
}
}
@ -575,7 +561,6 @@ func (p *playerController) maybeCreatePlayerWechatGameAuthBinding(userInfo utils
return nil, err
}
if player != nil {
{ //更新玩家姓名及头像
updateInfo := models.Player{
Avatar: userInfo.HeadImgURL,
DisplayName: userInfo.Nickname,
@ -588,7 +573,6 @@ func (p *playerController) maybeCreatePlayerWechatGameAuthBinding(userInfo utils
} else {
tx.Commit()
}
}
return player, nil
}
}
@ -672,15 +656,13 @@ func sendSMSViaVendor(mobile string, nationcode string, captchaCode string) int
Nationcode: nationcode,
}
var captchaExpireMin string
//短信有效期hardcode
if Conf.General.ServerEnv == SERVER_ENV_TEST {
//测试环境下有效期为20秒 先hardcode了
captchaExpireMin = "0.5"
captchaExpireMin = "0.5" // Hardcoded
} else {
captchaExpireMin = strconv.Itoa(int(ConstVals.Player.CaptchaExpire) / 60000000000)
}
params := [2]string{captchaCode, captchaExpireMin}
appkey := "41a5142feff0b38ade02ea12deee9741" // TODO: Should read from config file!
appkey := "xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx" // TODO: Should read from config file!
rand := strconv.Itoa(utils.Rand.Number(1000, 9999))
now := utils.UnixtimeSec()
@ -694,7 +676,7 @@ func sendSMSViaVendor(mobile string, nationcode string, captchaCode string) int
Extend: "",
Params: &params,
Sig: sig,
Sign: "洛克互娱",
Sign: "YYYYYYYYYYYYYYYYY",
Tel: tel,
Time: now,
Tpl_id: 207399,
@ -705,7 +687,7 @@ func sendSMSViaVendor(mobile string, nationcode string, captchaCode string) int
Logger.Info("json marshal", zap.Any("err:", err))
return -1
}
resp, err := http.Post("https://yun.tim.qq.com/v5/tlssmssvr/sendsms?sdkappid=1400150185&random="+rand,
resp, err := http.Post("https://yun.tim.qq.com/v5/tlssmssvr/sendsms?sdkappid=uuuuuuuuuuuuuuuuuuuuuuuu&random="+rand,
"application/json",
req)
if err != nil {

View File

@ -1,6 +1,8 @@
package utils
import (
. "battle_srv/common"
. "battle_srv/configs"
"bytes"
"crypto/sha1"
. "dnmshared"
@ -11,8 +13,6 @@ import (
"io/ioutil"
"math/rand"
"net/http"
. "server/common"
. "server/configs"
"sort"
"time"
)
@ -250,10 +250,6 @@ func (w *wechat) getTicketFromServer() (ticket resTicket, err error) {
return
}
//jsAPITicketCacheKey := fmt.Sprintf("jsapi_ticket_%s", w.config.AppID)
//expires := ticket.ExpiresIn - 1500
//set
//err = js.Cache.Set(jsAPITicketCacheKey, ticket.Ticket, time.Duration(expires)*time.Second)
return
}
@ -276,9 +272,6 @@ func (w *wechat) getAccessTokenFromServer() (accessToken string, err error) {
return
}
//accessTokenCacheKey := fmt.Sprintf("access_token_%s", w.config.AppID)
//expires := r.ExpiresIn - 1500
//set to redis err = ctx.Cache.Set(accessTokenCacheKey, r.AccessToken, time.Duration(expires)*time.Second)
accessToken = r.AccessToken
return
}

View File

@ -1,15 +1,15 @@
package env_tools
import (
. "battle_srv/common"
"battle_srv/common/utils"
"battle_srv/models"
"battle_srv/storage"
. "dnmshared"
sq "github.com/Masterminds/squirrel"
"github.com/jmoiron/sqlx"
_ "github.com/mattn/go-sqlite3"
"go.uber.org/zap"
. "server/common"
"server/common/utils"
"server/models"
"server/storage"
)
func LoadPreConf() {

View File

@ -1,11 +1,11 @@
package env_tools
import (
. "battle_srv/common"
"battle_srv/common/utils"
"battle_srv/models"
"battle_srv/storage"
. "dnmshared"
. "server/common"
"server/common/utils"
"server/models"
"server/storage"
"github.com/jmoiron/sqlx"
_ "github.com/mattn/go-sqlite3"

View File

@ -1,4 +1,4 @@
module server
module battle_srv
go 1.19

View File

@ -1,19 +1,19 @@
package main
import (
"battle_srv/api"
"battle_srv/api/v1"
. "battle_srv/common"
"battle_srv/env_tools"
"battle_srv/models"
"battle_srv/storage"
"battle_srv/ws"
"context"
"fmt"
"net/http"
"os"
"os/signal"
"path/filepath"
"server/api"
"server/api/v1"
. "server/common"
"server/env_tools"
"server/models"
"server/storage"
"server/ws"
"syscall"
"time"

View File

@ -1,7 +1,7 @@
package models
import (
. "dnmshared"
. "dnmshared/sharedprotos"
)
type Barrier struct {

View File

@ -1,77 +1,22 @@
package models
import (
. "dnmshared"
pb "server/pb_output"
. "battle_srv/protos"
. "dnmshared/sharedprotos"
)
func toPbVec2D(modelInstance *Vec2D) *pb.Vec2D {
toRet := &pb.Vec2D{
X: modelInstance.X,
Y: modelInstance.Y,
}
return toRet
}
func toPbPolygon2D(modelInstance *Polygon2D) *pb.Polygon2D {
toRet := &pb.Polygon2D{
Anchor: toPbVec2D(modelInstance.Anchor),
Points: make([]*pb.Vec2D, len(modelInstance.Points)),
}
for index, p := range modelInstance.Points {
toRet.Points[index] = toPbVec2D(p)
}
return toRet
}
func toPbVec2DList(modelInstance *Vec2DList) *pb.Vec2DList {
toRet := &pb.Vec2DList{
Vec2DList: make([]*pb.Vec2D, len(*modelInstance)),
}
for k, v := range *modelInstance {
toRet.Vec2DList[k] = toPbVec2D(v)
}
return toRet
}
func ToPbVec2DListMap(modelInstances map[string]*Vec2DList) map[string]*pb.Vec2DList {
toRet := make(map[string]*pb.Vec2DList, len(modelInstances))
for k, v := range modelInstances {
toRet[k] = toPbVec2DList(v)
}
return toRet
}
func toPbPolygon2DList(modelInstance *Polygon2DList) *pb.Polygon2DList {
toRet := &pb.Polygon2DList{
Polygon2DList: make([]*pb.Polygon2D, len(*modelInstance)),
}
for k, v := range *modelInstance {
toRet.Polygon2DList[k] = toPbPolygon2D(v)
}
return toRet
}
func ToPbPolygon2DListMap(modelInstances map[string]*Polygon2DList) map[string]*pb.Polygon2DList {
toRet := make(map[string]*pb.Polygon2DList, len(modelInstances))
for k, v := range modelInstances {
toRet[k] = toPbPolygon2DList(v)
}
return toRet
}
func toPbPlayers(modelInstances map[int32]*Player) map[int32]*pb.Player {
toRet := make(map[int32]*pb.Player, 0)
func toPbPlayers(modelInstances map[int32]*Player) map[int32]*PlayerDownsync {
toRet := make(map[int32]*PlayerDownsync, 0)
if nil == modelInstances {
return toRet
}
for k, last := range modelInstances {
toRet[k] = &pb.Player{
toRet[k] = &PlayerDownsync{
Id: last.Id,
X: last.X,
Y: last.Y,
Dir: &pb.Direction{
VirtualGridX: last.VirtualGridX,
VirtualGridY: last.VirtualGridY,
Dir: &Direction{
Dx: last.Dir.Dx,
Dy: last.Dir.Dy,
},

View File

@ -2,7 +2,7 @@ package models
import (
"database/sql"
. "dnmshared"
. "dnmshared/sharedprotos"
"fmt"
sq "github.com/Masterminds/squirrel"
"github.com/jmoiron/sqlx"
@ -33,30 +33,32 @@ func InitPlayerBattleStateIns() {
}
type Player struct {
// Meta info fields
Id int32 `json:"id,omitempty" db:"id"`
X float64 `json:"x,omitempty"`
Y float64 `json:"y,omitempty"`
Dir *Direction `json:"dir,omitempty"`
Speed float64 `json:"speed,omitempty"`
BattleState int32 `json:"battleState,omitempty"`
LastMoveGmtMillis int32 `json:"lastMoveGmtMillis,omitempty"`
Score int32 `json:"score,omitempty"`
Removed bool `json:"removed,omitempty"`
JoinIndex int32
Name string `json:"name,omitempty" db:"name"`
DisplayName string `json:"displayName,omitempty" db:"display_name"`
Avatar string `json:"avatar,omitempty"`
ColliderRadius float64 `json:"-"`
FrozenAtGmtMillis int64 `json:"-" db:"-"`
AddSpeedAtGmtMillis int64 `json:"-" db:"-"`
CreatedAt int64 `json:"-" db:"created_at"`
UpdatedAt int64 `json:"-" db:"updated_at"`
DeletedAt NullInt64 `json:"-" db:"deleted_at"`
TutorialStage int `json:"-" db:"tutorial_stage"`
AckingFrameId int32 `json:"ackingFrameId"`
AckingInputFrameId int32 `json:"-"`
LastSentInputFrameId int32 `json:"-"`
// DB only fields
CreatedAt int64 `db:"created_at"`
UpdatedAt int64 `db:"updated_at"`
DeletedAt NullInt64 `db:"deleted_at"`
TutorialStage int `db:"tutorial_stage"`
// in-battle info fields
VirtualGridX int32
VirtualGridY int32
Dir *Direction
Speed int32
BattleState int32
LastMoveGmtMillis int32
Score int32
Removed bool
JoinIndex int32
AckingFrameId int32
AckingInputFrameId int32
LastSentInputFrameId int32
}
func ExistPlayerByName(name string) (bool, error) {

View File

@ -1,9 +1,9 @@
package models
import (
"battle_srv/storage"
"database/sql"
. "dnmshared"
"server/storage"
sq "github.com/Masterminds/squirrel"
"github.com/jmoiron/sqlx"

View File

@ -1,10 +1,10 @@
package models
import (
. "battle_srv/common"
"battle_srv/common/utils"
"battle_srv/storage"
"database/sql"
. "server/common"
"server/common/utils"
"server/storage"
sq "github.com/Masterminds/squirrel"
)

View File

@ -1,11 +1,11 @@
package models
import (
. "battle_srv/common"
"battle_srv/common/utils"
"database/sql"
. "dnmshared"
"errors"
. "server/common"
"server/common/utils"
sq "github.com/Masterminds/squirrel"
"github.com/jmoiron/sqlx"

View File

@ -1,7 +1,11 @@
package models
import (
. "battle_srv/common"
"battle_srv/common/utils"
. "battle_srv/protos"
. "dnmshared"
. "dnmshared/sharedprotos"
"encoding/xml"
"fmt"
"github.com/golang/protobuf/proto"
@ -13,9 +17,6 @@ import (
"math/rand"
"os"
"path/filepath"
. "server/common"
"server/common/utils"
pb "server/pb_output"
"strings"
"sync"
"sync/atomic"
@ -60,36 +61,17 @@ const (
MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED = -2
)
// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged.
var DIRECTION_DECODER = [][]int32{
{0, 0},
{0, +1},
{0, -1},
{0, +2},
{0, -2},
{+2, 0},
{-2, 0},
{+2, +1},
{-2, -1},
{+2, -1},
{-2, +1},
{+2, 0},
{-2, 0},
{0, +1},
{0, -1},
}
var DIRECTION_DECODER_INVERSE_LENGTH = []float64{
0.0,
1.0,
1.0,
0.5,
0.5,
0.4472,
0.4472,
0.4472,
0.4472,
0.5,
0.5,
1.0,
1.0,
{+1, +1},
{-1, -1},
{+1, -1},
{-1, +1},
}
type RoomBattleState struct {
@ -130,7 +112,8 @@ func calRoomScore(inRoomPlayerCount int32, roomPlayerCnt int, currentRoomBattleS
type Room struct {
Id int32
Capacity int
playerColliderRadius float64
collisionSpaceOffsetX float64
collisionSpaceOffsetY float64
Players map[int32]*Player
PlayersArr []*Player // ordered by joinIndex
CollisionSysMap map[int32]*resolv.Object
@ -177,11 +160,15 @@ type Room struct {
NstDelayFrames int32 // network-single-trip delay in the count of render frames, proposed to be (InputDelayFrames >> 1) because we expect a round-trip delay to be exactly "InputDelayFrames"
InputScaleFrames uint32 // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
JoinIndexBooleanArr []bool
RollbackEstimatedDt float64
RollbackEstimatedDtMillis float64
RollbackEstimatedDtNanos int64
LastRenderFrameIdTriggeredAt int64
WorldToVirtualGridRatio float64
VirtualGridToWorldRatio float64
PlayerDefaultSpeed int32
StageName string
StageDiscreteW int32
StageDiscreteH int32
@ -192,11 +179,6 @@ type Room struct {
BackendDynamicsEnabled bool
}
const (
PLAYER_DEFAULT_SPEED = float64(200) // Hardcoded
ADD_SPEED = float64(100) // Hardcoded
)
func (pR *Room) updateScore() {
pR.Score = calRoomScore(pR.EffectivePlayerCount, pR.Capacity, pR.State)
}
@ -218,9 +200,8 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
pPlayerFromDbInit.AckingInputFrameId = -1
pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
pPlayerFromDbInit.FrozenAtGmtMillis = -1 // Hardcoded temporarily.
pPlayerFromDbInit.Speed = PLAYER_DEFAULT_SPEED // Hardcoded temporarily.
pPlayerFromDbInit.AddSpeedAtGmtMillis = -1 // Hardcoded temporarily.
pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded
pPlayerFromDbInit.ColliderRadius = float64(24) // Hardcoded
pR.Players[playerId] = pPlayerFromDbInit
pR.PlayerDownsyncSessionDict[playerId] = session
@ -252,6 +233,8 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // Hardcoded
pEffectiveInRoomPlayerInstance.ColliderRadius = float64(16) // Hardcoded
Logger.Warn("ReAddPlayerIfPossible finished.", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("joinIndex", pEffectiveInRoomPlayerInstance.JoinIndex), zap.Any("playerBattleState", pEffectiveInRoomPlayerInstance.BattleState), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount), zap.Any("AckingFrameId", pEffectiveInRoomPlayerInstance.AckingFrameId), zap.Any("AckingInputFrameId", pEffectiveInRoomPlayerInstance.AckingInputFrameId), zap.Any("LastSentInputFrameId", pEffectiveInRoomPlayerInstance.LastSentInputFrameId))
return true
@ -269,7 +252,7 @@ func (pR *Room) ChooseStage() error {
}
rand.Seed(time.Now().Unix())
stageNameList := []string{ /*"simple" ,*/ "richsoil"}
stageNameList := []string{"simple" /* "richsoil" */}
chosenStageIndex := rand.Int() % len(stageNameList) // Hardcoded temporarily. -- YFLu
pR.StageName = stageNameList[chosenStageIndex]
@ -329,7 +312,7 @@ func (pR *Room) ChooseStage() error {
barrierPolygon2DList := *(toRetStrToPolygon2DListMap["Barrier"])
var barrierLocalIdInBattle int32 = 0
for _, polygon2DUnaligned := range barrierPolygon2DList {
for _, polygon2DUnaligned := range barrierPolygon2DList.Eles {
polygon2D := AlignPolygon2DToBoundingBox(polygon2DUnaligned)
/*
// For debug-printing only.
@ -362,7 +345,7 @@ func (pR *Room) ConvertToLastUsedRenderFrameId(inputFrameId int32, inputDelayFra
return ((inputFrameId << pR.InputScaleFrames) + inputDelayFrames + (1 << pR.InputScaleFrames) - 1)
}
func (pR *Room) EncodeUpsyncCmd(upsyncCmd *pb.InputFrameUpsync) uint64 {
func (pR *Room) EncodeUpsyncCmd(upsyncCmd *InputFrameUpsync) uint64 {
var ret uint64 = 0
// There're 13 possible directions, occupying the first 4 bits, no need to shift
ret += uint64(upsyncCmd.EncodedDir)
@ -386,7 +369,7 @@ func (pR *Room) InputsBufferString(allDetails bool) string {
if nil == tmp {
break
}
f := tmp.(*pb.InputFrameDownsync)
f := tmp.(*InputFrameDownsync)
s = append(s, fmt.Sprintf("{inputFrameId: %v, inputList: %v, confirmedList: %v}", f.InputFrameId, f.InputList, f.ConfirmedList))
}
@ -408,7 +391,7 @@ func (pR *Room) StartBattle() {
// Initialize the "collisionSys" as well as "RenderFrameBuffer"
pR.CurDynamicsRenderFrameId = 0
kickoffFrame := &pb.RoomDownsyncFrame{
kickoffFrame := &RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
CountdownNanos: pR.BattleDurationNanos,
@ -419,9 +402,8 @@ func (pR *Room) StartBattle() {
spaceW := pR.StageDiscreteW * pR.StageTileW
spaceH := pR.StageDiscreteH * pR.StageTileH
spaceOffsetX := float64(spaceW) * 0.5
spaceOffsetY := float64(spaceH) * 0.5
pR.refreshColliders(spaceW, spaceH, spaceOffsetX, spaceOffsetY)
pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY = float64(spaceW)*0.5, float64(spaceH)*0.5
pR.refreshColliders(spaceW, spaceH)
/**
* Will be triggered from a goroutine which executes the critical `Room.AddPlayerIfPossible`, thus the `battleMainLoop` should be detached.
@ -465,12 +447,11 @@ func (pR *Room) StartBattle() {
pR.prefabInputFrameDownsync(noDelayInputFrameId)
}
pR.markConfirmationIfApplicable()
unconfirmedMask := uint64(0)
if pR.BackendDynamicsEnabled {
// Force setting all-confirmed of buffered inputFrames periodically
unconfirmedMask = pR.forceConfirmationIfApplicable()
} else {
pR.markConfirmationIfApplicable()
}
upperToSendInputFrameId := atomic.LoadInt32(&(pR.LastAllConfirmedInputFrameId))
@ -494,7 +475,7 @@ func (pR *Room) StartBattle() {
// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, spaceOffsetX, spaceOffsetY)
pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
}
@ -503,21 +484,22 @@ func (pR *Room) StartBattle() {
refRenderFrameId = pR.CurDynamicsRenderFrameId
}
}
for playerId, player := range pR.Players {
if swapped := atomic.CompareAndSwapInt32(&player.BattleState, PlayerBattleStateIns.ACTIVE, PlayerBattleStateIns.ACTIVE); !swapped {
// [WARNING] DON'T send anything if the player is disconnected, because it could jam the channel and cause significant delay upon "battle recovery for reconnected player".
continue
}
if 0 == pR.RenderFrameId {
kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*pb.RoomDownsyncFrame)
kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*RoomDownsyncFrame)
pR.sendSafely(kickoffFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId)
} else {
// [WARNING] Websocket is TCP-based, thus no need to re-send a previously sent inputFrame to a same player!
toSendInputFrames := make([]*pb.InputFrameDownsync, 0, pR.InputsBuffer.Cnt)
toSendInputFrames := make([]*InputFrameDownsync, 0, pR.InputsBuffer.Cnt)
candidateToSendInputFrameId := pR.Players[playerId].LastSentInputFrameId + 1
if candidateToSendInputFrameId < pR.InputsBuffer.StFrameId {
// [WARNING] As "player.LastSentInputFrameId <= lastAllConfirmedInputFrameIdWithChange" for each iteration, and "lastAllConfirmedInputFrameIdWithChange <= lastAllConfirmedInputFrameId" where the latter is used to "applyInputFrameDownsyncDynamics" and then evict "pR.InputsBuffer", thus there's a very high possibility that "player.LastSentInputFrameId" is already evicted.
// Logger.Debug(fmt.Sprintf("LastSentInputFrameId already popped: roomId=%v, playerId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, candidateToSendInputFrameId-1, player.AckingInputFrameId, pR.InputsBufferString(false)))
Logger.Warn(fmt.Sprintf("LastSentInputFrameId already popped: roomId=%v, playerId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, candidateToSendInputFrameId-1, player.AckingInputFrameId, pR.InputsBufferString(false)))
candidateToSendInputFrameId = pR.InputsBuffer.StFrameId
}
@ -533,7 +515,7 @@ func (pR *Room) StartBattle() {
if nil == tmp {
panic(fmt.Sprintf("Required inputFrameId=%v for roomId=%v, playerId=%v doesn't exist! InputsBuffer=%v", candidateToSendInputFrameId, pR.Id, playerId, pR.InputsBufferString(false)))
}
f := tmp.(*pb.InputFrameDownsync)
f := tmp.(*InputFrameDownsync)
if pR.inputFrameIdDebuggable(candidateToSendInputFrameId) {
Logger.Debug("inputFrame lifecycle#3[sending]:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("playerAckingInputFrameId", player.AckingInputFrameId), zap.Any("inputFrameId", candidateToSendInputFrameId), zap.Any("inputFrameId-doublecheck", f.InputFrameId), zap.Any("InputsBuffer", pR.InputsBufferString(false)), zap.Any("ConfirmedList", f.ConfirmedList))
}
@ -543,22 +525,26 @@ func (pR *Room) StartBattle() {
if 0 >= len(toSendInputFrames) {
// [WARNING] When sending DOWNSYNC_MSG_ACT_FORCED_RESYNC, there MUST BE accompanying "toSendInputFrames" for calculating "refRenderFrameId"!
if MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId {
Logger.Warn(fmt.Sprintf("Not sending due to empty toSendInputFrames: roomId=%v, playerId=%v, refRenderFrameId=%v, upperToSendInputFrameId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v", pR.Id, playerId, refRenderFrameId, upperToSendInputFrameId, player.LastSentInputFrameId, player.AckingInputFrameId))
}
continue
}
indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
var joinMask uint64 = (1 << indiceInJoinIndexBooleanArr)
if pR.BackendDynamicsEnabled && (MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId || 0 < (unconfirmedMask&joinMask)) {
// [WARNING] Even upon "MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED", it could be true that "0 == (unconfirmedMask & joinMask)"!
/*
Resync helps
1. when player with a slower frontend clock lags significantly behind and thus wouldn't get its inputUpsync recognized due to faster "forceConfirmation"
2. reconnection
*/
shouldResync1 := (MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId)
// shouldResync2 := (0 < (unconfirmedMask & uint64(1 << uint32(player.JoinIndex-1)))) // This condition is critical, if we don't send resync upon this condition, the "reconnected or slowly-clocking player" might never get its input synced
shouldResync2 := (0 < unconfirmedMask) // An easier version of the above, might keep sending "refRenderFrame"s to still connected players when any player is disconnected
if pR.BackendDynamicsEnabled && (shouldResync1 || shouldResync2) {
tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId)
if nil == tmp {
panic(fmt.Sprintf("Required refRenderFrameId=%v for roomId=%v, playerId=%v, candidateToSendInputFrameId=%v doesn't exist! InputsBuffer=%v, RenderFrameBuffer=%v", refRenderFrameId, pR.Id, playerId, candidateToSendInputFrameId, pR.InputsBufferString(false), pR.RenderFrameBufferString()))
}
refRenderFrame := tmp.(*pb.RoomDownsyncFrame)
refRenderFrame := tmp.(*RoomDownsyncFrame)
pR.sendSafely(refRenderFrame, toSendInputFrames, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId)
} else {
pR.sendSafely(nil, toSendInputFrames, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId)
@ -567,14 +553,18 @@ func (pR *Room) StartBattle() {
}
}
if pR.BackendDynamicsEnabled {
// Evict no longer required "RenderFrameBuffer"
for pR.RenderFrameBuffer.N < pR.RenderFrameBuffer.Cnt || (0 < pR.RenderFrameBuffer.Cnt && pR.RenderFrameBuffer.StFrameId < refRenderFrameId) {
_ = pR.RenderFrameBuffer.Pop()
}
}
toApplyInputFrameId := pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames)
if false == pR.BackendDynamicsEnabled {
// When "false == pR.BackendDynamicsEnabled", the variable "refRenderFrameId" is not well defined
/*
[WARNING]
The following updates to "toApplyInputFrameId" is necessary because when "false == pR.BackendDynamicsEnabled", the variable "refRenderFrameId" is not well defined.
*/
minLastSentInputFrameId := int32(math.MaxInt32)
for _, player := range pR.Players {
if player.LastSentInputFrameId >= minLastSentInputFrameId {
@ -582,20 +572,21 @@ func (pR *Room) StartBattle() {
}
minLastSentInputFrameId = player.LastSentInputFrameId
}
if minLastSentInputFrameId < toApplyInputFrameId {
toApplyInputFrameId = minLastSentInputFrameId
}
for pR.InputsBuffer.N < pR.InputsBuffer.Cnt || (0 < pR.InputsBuffer.Cnt && pR.InputsBuffer.StFrameId < toApplyInputFrameId) {
f := pR.InputsBuffer.Pop().(*pb.InputFrameDownsync)
f := pR.InputsBuffer.Pop().(*InputFrameDownsync)
if pR.inputFrameIdDebuggable(f.InputFrameId) {
// Popping of an "inputFrame" would be AFTER its being all being confirmed, because it requires the "inputFrame" to be all acked
Logger.Debug("inputFrame lifecycle#4[popped]:", zap.Any("roomId", pR.Id), zap.Any("inputFrameId", f.InputFrameId), zap.Any("InputsBuffer", pR.InputsBufferString(false)))
Logger.Debug("inputFrame lifecycle#4[popped]:", zap.Any("roomId", pR.Id), zap.Any("inputFrameId", f.InputFrameId), zap.Any("toApplyInputFrameId", toApplyInputFrameId), zap.Any("InputsBuffer", pR.InputsBufferString(false)))
}
}
pR.RenderFrameId++
elapsedInCalculation := (utils.UnixtimeNano() - stCalculation)
if elapsedInCalculation > nanosPerFrame {
Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v, dynamicsDuration=%v, nanosPerFrame=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, nanosPerFrame))
Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v ns, dynamicsDuration=%v ns, expected nanosPerFrame=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, nanosPerFrame))
}
time.Sleep(time.Duration(nanosPerFrame - elapsedInCalculation))
}
@ -611,7 +602,7 @@ func (pR *Room) toDiscreteInputsBufferIndex(inputFrameId int32, joinIndex int32)
return (inputFrameId << 2) + joinIndex // allowing joinIndex upto 15
}
func (pR *Room) OnBattleCmdReceived(pReq *pb.WsReq) {
func (pR *Room) OnBattleCmdReceived(pReq *WsReq) {
if swapped := atomic.CompareAndSwapInt32(&pR.State, RoomBattleStateIns.IN_BATTLE, RoomBattleStateIns.IN_BATTLE); !swapped {
return
}
@ -649,7 +640,7 @@ func (pR *Room) OnBattleCmdReceived(pReq *pb.WsReq) {
}
}
func (pR *Room) onInputFrameDownsyncAllConfirmed(inputFrameDownsync *pb.InputFrameDownsync, playerId int32) {
func (pR *Room) onInputFrameDownsyncAllConfirmed(inputFrameDownsync *InputFrameDownsync, playerId int32) {
inputFrameId := inputFrameDownsync.InputFrameId
if -1 == pR.LastAllConfirmedInputFrameIdWithChange || false == pR.equalInputLists(inputFrameDownsync.InputList, pR.LastAllConfirmedInputList) {
if -1 == playerId {
@ -691,7 +682,7 @@ func (pR *Room) StopBattleForSettlement() {
Logger.Info("Stopping the `battleMainLoop` for:", zap.Any("roomId", pR.Id))
pR.RenderFrameId++
for playerId, _ := range pR.Players {
assembledFrame := pb.RoomDownsyncFrame{
assembledFrame := RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
CountdownNanos: -1, // TODO: Replace this magic constant!
@ -717,18 +708,19 @@ func (pR *Room) onBattlePrepare(cb BattleStartCbType) {
pR.State = RoomBattleStateIns.PREPARE
Logger.Info("Battle state transitted to RoomBattleStateIns.PREPARE for:", zap.Any("roomId", pR.Id))
playerMetas := make(map[int32]*pb.PlayerMeta, 0)
playerMetas := make(map[int32]*PlayerDownsyncMeta, 0)
for _, player := range pR.Players {
playerMetas[player.Id] = &pb.PlayerMeta{
playerMetas[player.Id] = &PlayerDownsyncMeta{
Id: player.Id,
Name: player.Name,
DisplayName: player.DisplayName,
Avatar: player.Avatar,
ColliderRadius: player.ColliderRadius, // hardcoded for now
JoinIndex: player.JoinIndex,
}
}
battleReadyToStartFrame := &pb.RoomDownsyncFrame{
battleReadyToStartFrame := &RoomDownsyncFrame{
Id: DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START,
Players: toPbPlayers(pR.Players),
PlayerMetas: playerMetas,
@ -798,7 +790,9 @@ func (pR *Room) Dismiss() {
func (pR *Room) OnDismissed() {
// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
pR.playerColliderRadius = float64(12) // hardcoded
pR.WorldToVirtualGridRatio = float64(1000)
pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
pR.PlayerDefaultSpeed = int32(float64(2) * pR.WorldToVirtualGridRatio) // in virtual grids per frame
pR.Players = make(map[int32]*Player)
pR.PlayersArr = make([]*Player, pR.Capacity)
pR.CollisionSysMap = make(map[int32]*resolv.Object)
@ -820,13 +814,12 @@ func (pR *Room) OnDismissed() {
pR.NstDelayFrames = 8
pR.InputScaleFrames = uint32(2)
pR.ServerFps = 60
pR.RollbackEstimatedDt = 0.016667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript
pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript
pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for preventing FAST FRAME
pR.BattleDurationFrames = 30 * pR.ServerFps
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
pR.InputFrameUpsyncDelayTolerance = 2
pR.MaxChasingRenderFramesPerUpdate = 10
pR.MaxChasingRenderFramesPerUpdate = 5
pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
@ -939,16 +932,15 @@ func (pR *Room) onPlayerAdded(playerId int32) {
// Lazily assign the initial position of "Player" for "RoomDownsyncFrame".
playerPosList := *(pR.RawBattleStrToVec2DListMap["PlayerStartingPos"])
if index > len(playerPosList) {
if index > len(playerPosList.Eles) {
panic(fmt.Sprintf("onPlayerAdded error, index >= len(playerPosList), roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
}
playerPos := playerPosList[index]
playerPos := playerPosList.Eles[index]
if nil == playerPos {
panic(fmt.Sprintf("onPlayerAdded error, nil == playerPos, roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
}
pR.Players[playerId].X = playerPos.X
pR.Players[playerId].Y = playerPos.Y
pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = WorldToVirtualGridPos(playerPos.X, playerPos.Y, pR.WorldToVirtualGridRatio)
break
}
@ -976,14 +968,15 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
return false
}
playerMetas := make(map[int32]*pb.PlayerMeta, 0)
playerMetas := make(map[int32]*PlayerDownsyncMeta, 0)
for _, eachPlayer := range pR.Players {
playerMetas[eachPlayer.Id] = &pb.PlayerMeta{
playerMetas[eachPlayer.Id] = &PlayerDownsyncMeta{
Id: eachPlayer.Id,
Name: eachPlayer.Name,
DisplayName: eachPlayer.DisplayName,
Avatar: eachPlayer.Avatar,
JoinIndex: eachPlayer.JoinIndex,
ColliderRadius: eachPlayer.ColliderRadius,
}
}
@ -999,14 +992,14 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
*/
switch targetPlayer.BattleState {
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
playerAckedFrame := &pb.RoomDownsyncFrame{
playerAckedFrame := &RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
PlayerMetas: playerMetas,
}
pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, eachPlayer.Id)
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
playerAckedFrame := &pb.RoomDownsyncFrame{
playerAckedFrame := &RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
PlayerMetas: playerMetas,
@ -1037,14 +1030,14 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
return true
}
func (pR *Room) sendSafely(roomDownsyncFrame *pb.RoomDownsyncFrame, toSendFrames []*pb.InputFrameDownsync, act int32, playerId int32) {
func (pR *Room) sendSafely(roomDownsyncFrame *RoomDownsyncFrame, toSendFrames []*InputFrameDownsync, act int32, playerId int32) {
defer func() {
if r := recover(); r != nil {
pR.PlayerSignalToCloseDict[playerId](Constants.RetCode.UnknownError, fmt.Sprintf("%v", r))
}
}()
pResp := &pb.WsResp{
pResp := &WsResp{
Ret: int32(Constants.RetCode.Ok),
Act: act,
Rdf: roomDownsyncFrame,
@ -1065,16 +1058,16 @@ func (pR *Room) shouldPrefabInputFrameDownsync(renderFrameId int32) bool {
return ((renderFrameId & ((1 << pR.InputScaleFrames) - 1)) == 0)
}
func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *pb.InputFrameDownsync {
func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync {
/*
Kindly note that on backend the prefab is much simpler than its frontend counterpart, because frontend will upsync its latest command immediately if there's any change w.r.t. its own prev cmd, thus if no upsync received from a frontend,
- EITHER it's due to local lag and bad network,
- OR there's no change w.r.t. to its prev cmd.
*/
var currInputFrameDownsync *pb.InputFrameDownsync = nil
var currInputFrameDownsync *InputFrameDownsync = nil
if 0 == inputFrameId && 0 == pR.InputsBuffer.Cnt {
currInputFrameDownsync = &pb.InputFrameDownsync{
currInputFrameDownsync = &InputFrameDownsync{
InputFrameId: 0,
InputList: make([]uint64, pR.Capacity),
ConfirmedList: uint64(0),
@ -1084,9 +1077,9 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *pb.InputFrameDowns
if nil == tmp {
panic(fmt.Sprintf("Error prefabbing inputFrameDownsync: roomId=%v, InputsBuffer=%v", pR.Id, pR.InputsBufferString(false)))
}
prevInputFrameDownsync := tmp.(*pb.InputFrameDownsync)
prevInputFrameDownsync := tmp.(*InputFrameDownsync)
currInputList := prevInputFrameDownsync.InputList // Would be a clone of the values
currInputFrameDownsync = &pb.InputFrameDownsync{
currInputFrameDownsync = &InputFrameDownsync{
InputFrameId: inputFrameId,
InputList: currInputList,
ConfirmedList: uint64(0),
@ -1112,20 +1105,19 @@ func (pR *Room) markConfirmationIfApplicable() {
if nil == tmp {
panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", inputFrameId, pR.Id, pR.InputsBufferString(false)))
}
inputFrameDownsync := tmp.(*pb.InputFrameDownsync)
inputFrameDownsync := tmp.(*InputFrameDownsync)
for _, player := range pR.Players {
bufIndex := pR.toDiscreteInputsBufferIndex(inputFrameId, player.JoinIndex)
tmp, loaded := pR.DiscreteInputsBuffer.LoadAndDelete(bufIndex) // It's safe to "LoadAndDelete" here because the "inputFrameUpsync" of this player is already remembered by the corresponding "inputFrameDown".
if !loaded {
continue
}
inputFrameUpsync := tmp.(*pb.InputFrameUpsync)
inputFrameUpsync := tmp.(*InputFrameUpsync)
indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = pR.EncodeUpsyncCmd(inputFrameUpsync)
inputFrameDownsync.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr)
}
// Force confirmation of "inputFrame2"
if allConfirmedMask == inputFrameDownsync.ConfirmedList {
pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
} else {
@ -1156,24 +1148,12 @@ func (pR *Room) forceConfirmationIfApplicable() uint64 {
if nil == tmp {
panic(fmt.Sprintf("inputFrameId2=%v doesn't exist for roomId=%v, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", inputFrameId2, pR.Id, pR.InputsBufferString(false)))
}
inputFrame2 := tmp.(*pb.InputFrameDownsync)
for _, player := range pR.Players {
// Enrich by already arrived player upsync commands
bufIndex := pR.toDiscreteInputsBufferIndex(inputFrame2.InputFrameId, player.JoinIndex)
tmp, loaded := pR.DiscreteInputsBuffer.LoadAndDelete(bufIndex)
if !loaded {
continue
}
inputFrameUpsync := tmp.(*pb.InputFrameUpsync)
indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
inputFrame2.InputList[indiceInJoinIndexBooleanArr] = pR.EncodeUpsyncCmd(inputFrameUpsync)
inputFrame2.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr)
}
totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
// Force confirmation of "inputFrame2"
inputFrame2 := tmp.(*InputFrameDownsync)
oldConfirmedList := inputFrame2.ConfirmedList
unconfirmedMask := (oldConfirmedList ^ allConfirmedMask)
inputFrame2.ConfirmedList = allConfirmedMask
@ -1192,7 +1172,13 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
for collisionSysRenderFrameId := fromRenderFrameId; collisionSysRenderFrameId < toRenderFrameId; collisionSysRenderFrameId++ {
currRenderFrameTmp := pR.RenderFrameBuffer.GetByFrameId(collisionSysRenderFrameId)
if nil == currRenderFrameTmp {
panic(fmt.Sprintf("collisionSysRenderFrameId=%v doesn't exist for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v)! RenderFrameBuffer=%v", collisionSysRenderFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, pR.RenderFrameBufferString()))
}
currRenderFrame := currRenderFrameTmp.(*RoomDownsyncFrame)
delayedInputFrameId := pR.ConvertToInputFrameId(collisionSysRenderFrameId, pR.InputDelayFrames)
var delayedInputFrame *InputFrameDownsync = nil
if 0 <= delayedInputFrameId {
if delayedInputFrameId > pR.LastAllConfirmedInputFrameId {
panic(fmt.Sprintf("delayedInputFrameId=%v is not yet all-confirmed for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v) @ collisionSysRenderFrameId=%v! InputsBuffer=%v", delayedInputFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, collisionSysRenderFrameId, pR.InputsBufferString(false)))
@ -1201,73 +1187,126 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
if nil == tmp {
panic(fmt.Sprintf("delayedInputFrameId=%v doesn't exist for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v) @ collisionSysRenderFrameId=%v! InputsBuffer=%v", delayedInputFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, collisionSysRenderFrameId, pR.InputsBufferString(false)))
}
delayedInputFrame := tmp.(*pb.InputFrameDownsync)
delayedInputFrame = tmp.(*InputFrameDownsync)
// [WARNING] It's possible that by now "allConfirmedMask != delayedInputFrame.ConfirmedList && delayedInputFrameId <= pR.LastAllConfirmedInputFrameId", we trust "pR.LastAllConfirmedInputFrameId" as the TOP AUTHORITY.
atomic.StoreUint64(&(delayedInputFrame.ConfirmedList), allConfirmedMask)
}
nextRenderFrame := pR.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, pR.CollisionSysMap)
// Update in the latest player pointers
for playerId, playerDownsync := range nextRenderFrame.Players {
pR.Players[playerId].VirtualGridX = playerDownsync.VirtualGridX
pR.Players[playerId].VirtualGridY = playerDownsync.VirtualGridY
pR.Players[playerId].Dir.Dx = playerDownsync.Dir.Dx
pR.Players[playerId].Dir.Dy = playerDownsync.Dir.Dy
}
pR.RenderFrameBuffer.Put(nextRenderFrame)
pR.CurDynamicsRenderFrameId++
}
}
// TODO: Write unit-test for this function to compare with its frontend counter part
func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSysMap map[int32]*resolv.Object) *RoomDownsyncFrame {
nextRenderFramePlayers := make(map[int32]*PlayerDownsync, pR.Capacity)
// Make a copy first
for playerId, currPlayerDownsync := range currRenderFrame.Players {
nextRenderFramePlayers[playerId] = &PlayerDownsync{
Id: playerId,
VirtualGridX: currPlayerDownsync.VirtualGridX,
VirtualGridY: currPlayerDownsync.VirtualGridY,
Dir: &Direction{
Dx: currPlayerDownsync.Dir.Dx,
Dy: currPlayerDownsync.Dir.Dy,
},
Speed: currPlayerDownsync.Speed,
BattleState: currPlayerDownsync.BattleState,
Score: currPlayerDownsync.Score,
Removed: currPlayerDownsync.Removed,
JoinIndex: currPlayerDownsync.JoinIndex,
}
}
toRet := &RoomDownsyncFrame{
Id: currRenderFrame.Id + 1,
Players: nextRenderFramePlayers,
CountdownNanos: (pR.BattleDurationNanos - int64(currRenderFrame.Id)*pR.RollbackEstimatedDtNanos),
}
if nil != delayedInputFrame {
inputList := delayedInputFrame.InputList
// Ordered by joinIndex to guarantee determinism
for _, player := range pR.PlayersArr {
effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
for playerId, player := range pR.Players {
joinIndex := player.JoinIndex
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
currPlayerDownsync := currRenderFrame.Players[playerId]
encodedInput := inputList[joinIndex-1]
decodedInput := DIRECTION_DECODER[encodedInput]
decodedInputSpeedFactor := DIRECTION_DECODER_INVERSE_LENGTH[encodedInput]
if 0.0 == decodedInputSpeedFactor {
continue
}
baseChange := player.Speed * pR.RollbackEstimatedDt * decodedInputSpeedFactor
oldDx, oldDy := baseChange*float64(decodedInput[0]), baseChange*float64(decodedInput[1])
dx, dy := oldDx, oldDy
proposedVirtualGridDx, proposedVirtualGridDy := (decodedInput[0] + decodedInput[0]*currPlayerDownsync.Speed), (decodedInput[1] + decodedInput[1]*currPlayerDownsync.Speed)
newVx, newVy := (currPlayerDownsync.VirtualGridX + proposedVirtualGridDx), (currPlayerDownsync.VirtualGridY + proposedVirtualGridDy)
// Reset playerCollider position from the "virtual grid position"
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := pR.CollisionSysMap[collisionPlayerIndex]
if collision := playerCollider.Check(oldDx, oldDy, "Barrier"); collision != nil {
playerCollider := collisionSysMap[collisionPlayerIndex]
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio)
// Update in the collision system
playerCollider.Update()
if 0 < encodedInput {
Logger.Debug(fmt.Sprintf("Checking collision for playerId=%v: virtual (%d, %d) -> (%d, %d), now playerShape=%v", playerId, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, newVx, newVy, ConvexPolygonStr(playerCollider.Shape.(*resolv.ConvexPolygon))))
nextRenderFramePlayers[playerId].Dir.Dx = decodedInput[0]
nextRenderFramePlayers[playerId].Dir.Dy = decodedInput[1]
}
}
// handle pushbacks upon collision after all movements treated as simultaneous
for _, player := range pR.Players {
joinIndex := player.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
if collision := playerCollider.Check(0, 0); collision != nil {
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
for _, obj := range collision.Objects {
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
if overlapped, pushbackX, pushbackY := CalcPushbacks(oldDx, oldDy, playerShape, barrierShape); overlapped {
Logger.Debug(fmt.Sprintf("Collided & overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v, pushbackX=%v, pushbackY=%v", playerCollider.X, playerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
dx -= pushbackX
dy -= pushbackY
if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape); overlapped {
Logger.Debug(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
effPushbacks[joinIndex-1].X += pushbackX
effPushbacks[joinIndex-1].Y += pushbackY
} else {
Logger.Debug(fmt.Sprintf("Collided BUT not overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v", playerCollider.X, playerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape)))
Logger.Debug(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), overlapResult))
}
}
}
playerCollider.X += dx
playerCollider.Y += dy
// Update in "collision space"
playerCollider.Update()
player.Dir.Dx = decodedInput[0]
player.Dir.Dy = decodedInput[1]
player.X = playerCollider.X + pR.playerColliderRadius - spaceOffsetX
player.Y = playerCollider.Y + pR.playerColliderRadius - spaceOffsetY
}
}
newRenderFrame := pb.RoomDownsyncFrame{
Id: collisionSysRenderFrameId + 1,
Players: toPbPlayers(pR.Players),
CountdownNanos: (pR.BattleDurationNanos - int64(collisionSysRenderFrameId)*pR.RollbackEstimatedDtNanos),
for playerId, player := range pR.Players {
joinIndex := player.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
// Update "virtual grid position"
newVx, newVy := PolygonColliderAnchorToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.WorldToVirtualGridRatio)
nextRenderFramePlayers[playerId].VirtualGridX = newVx
nextRenderFramePlayers[playerId].VirtualGridY = newVy
}
pR.RenderFrameBuffer.Put(&newRenderFrame)
pR.CurDynamicsRenderFrameId++
Logger.Debug(fmt.Sprintf("After applyInputFrameDownsyncDynamicsOnSingleRenderFrame: currRenderFrame.Id=%v, inputList=%v, currRenderFrame.Players=%v, nextRenderFramePlayers=%v, toRet.Players=%v", currRenderFrame.Id, inputList, currRenderFrame.Players, nextRenderFramePlayers, toRet.Players))
}
return toRet
}
func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool {
return 0 == (inputFrameId % 10)
}
func (pR *Room) refreshColliders(spaceW, spaceH int32, spaceOffsetX, spaceOffsetY float64) {
func (pR *Room) refreshColliders(spaceW, spaceH int32) {
// Kindly note that by now, we've already got all the shapes in the tmx file into "pR.(Players | Barriers)" from "ParseTmxLayersAndGroups"
minStep := int(3) // the approx minimum distance a player can move per frame
minStep := (int(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 2) // the approx minimum distance a player can move per frame in world coordinate
space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
for _, player := range pR.Players {
playerCollider := GenerateRectCollider(player.X, player.Y, pR.playerColliderRadius*2, pR.playerColliderRadius*2, spaceOffsetX, spaceOffsetY, "Player")
wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio)
playerCollider := GenerateRectCollider(wx, wy, player.ColliderRadius*2, player.ColliderRadius*2, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player")
space.Add(playerCollider)
// Keep track of the collider in "pR.CollisionSysMap"
joinIndex := player.JoinIndex
@ -1278,7 +1317,7 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32, spaceOffsetX, spaceOffset
for _, barrier := range pR.Barriers {
boundaryUnaligned := barrier.Boundary
barrierCollider := GenerateConvexPolygonCollider(boundaryUnaligned, spaceOffsetX, spaceOffsetY, "Barrier")
barrierCollider := GenerateConvexPolygonCollider(boundaryUnaligned, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Barrier")
space.Add(barrierCollider)
}
}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -1,7 +1,7 @@
package storage
import (
. "server/common"
. "battle_srv/common"
_ "github.com/go-sql-driver/mysql"
"github.com/jmoiron/sqlx"

View File

@ -1,8 +1,8 @@
package storage
import (
. "battle_srv/common"
"fmt"
. "server/common"
"github.com/go-redis/redis"
_ "github.com/go-sql-driver/mysql"

View File

@ -1,6 +1,9 @@
package ws
import (
. "battle_srv/common"
"battle_srv/models"
pb "battle_srv/protos"
"container/heap"
"fmt"
"github.com/gin-gonic/gin"
@ -8,14 +11,12 @@ import (
"github.com/gorilla/websocket"
"go.uber.org/zap"
"net/http"
. "server/common"
"server/models"
pb "server/pb_output"
"strconv"
"sync/atomic"
"time"
. "dnmshared"
"runtime/debug"
)
const (
@ -104,7 +105,7 @@ func Serve(c *gin.Context) {
}
defer func() {
if r := recover(); r != nil {
Logger.Warn("Recovered from: ", zap.Any("panic", r))
Logger.Error("Recovered from: ", zap.Any("panic", r))
}
}()
/**
@ -246,8 +247,8 @@ func Serve(c *gin.Context) {
bciFrame := &pb.BattleColliderInfo{
BoundRoomId: pRoom.Id,
StageName: pRoom.StageName,
StrToVec2DListMap: models.ToPbVec2DListMap(pRoom.RawBattleStrToVec2DListMap),
StrToPolygon2DListMap: models.ToPbPolygon2DListMap(pRoom.RawBattleStrToPolygon2DListMap),
StrToVec2DListMap: pRoom.RawBattleStrToVec2DListMap,
StrToPolygon2DListMap: pRoom.RawBattleStrToPolygon2DListMap,
StageDiscreteW: pRoom.StageDiscreteW,
StageDiscreteH: pRoom.StageDiscreteH,
StageTileW: pRoom.StageTileW,
@ -263,9 +264,11 @@ func Serve(c *gin.Context) {
InputFrameUpsyncDelayTolerance: pRoom.InputFrameUpsyncDelayTolerance,
MaxChasingRenderFramesPerUpdate: pRoom.MaxChasingRenderFramesPerUpdate,
PlayerBattleState: pThePlayer.BattleState, // For frontend to know whether it's rejoining
RollbackEstimatedDt: pRoom.RollbackEstimatedDt,
RollbackEstimatedDtMillis: pRoom.RollbackEstimatedDtMillis,
RollbackEstimatedDtNanos: pRoom.RollbackEstimatedDtNanos,
WorldToVirtualGridRatio: pRoom.WorldToVirtualGridRatio,
VirtualGridToWorldRatio: pRoom.VirtualGridToWorldRatio,
}
resp := &pb.WsResp{
@ -354,7 +357,7 @@ func Serve(c *gin.Context) {
receivingLoopAgainstPlayer := func() error {
defer func() {
if r := recover(); r != nil {
Logger.Warn("Goroutine `receivingLoopAgainstPlayer`, recovery spot#1, recovered from: ", zap.Any("panic", r))
Logger.Error("Goroutine `receivingLoopAgainstPlayer`, recovery spot#1, recovered from: ", zap.Any("panic", r), zap.Any("callstack", debug.Stack()))
}
Logger.Info("Goroutine `receivingLoopAgainstPlayer` is stopped for:", zap.Any("playerId", playerId), zap.Any("roomId", pRoom.Id))
}()

Binary file not shown.

After

Width:  |  Height:  |  Size: 144 KiB

File diff suppressed because one or more lines are too long

View File

@ -3,11 +3,11 @@ module viscol
go 1.19
require (
dnmshared v0.0.0
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0
github.com/hajimehoshi/ebiten/v2 v2.4.7
github.com/solarlune/resolv v0.5.1
golang.org/x/image v0.0.0-20220902085622-e7cb96979f69
dnmshared v0.0.0
)
require (
@ -22,6 +22,7 @@ require (
golang.org/x/exp v0.0.0-20190731235908-ec7cb31e5a56 // indirect
golang.org/x/mobile v0.0.0-20220722155234-aaac322e2105 // indirect
golang.org/x/sys v0.0.0-20220818161305-2296e01440c6 // indirect
google.golang.org/protobuf v1.28.1 // indirect
)
replace dnmshared => ../dnmshared

View File

@ -7,6 +7,8 @@ github.com/go-gl/glfw/v3.3/glfw v0.0.0-20220806181222-55e207c401ad h1:kX51IjbsJP
github.com/go-gl/glfw/v3.3/glfw v0.0.0-20220806181222-55e207c401ad/go.mod h1:tQ2UAYgL5IevRw8kRxooKSPJfGvJ9fJQFa0TUsXzTg8=
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 h1:DACJavvAHhabrF08vX0COfcOBJRhZ8lUbR+ZWIs0Y5g=
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0/go.mod h1:E/TSTwGwJL78qG/PmXZO1EjYhfJinVAhrmmHX6Z8B9k=
github.com/golang/protobuf v1.5.0/go.mod h1:FsONVRAS9T7sI+LIUmWTfcYkHO4aIWwzhcaSAoJOfIk=
github.com/google/go-cmp v0.5.5/go.mod h1:v8dTdLbMG2kIc/vJvl+f65V22dbkXbowE6jgT/gNBxE=
github.com/hajimehoshi/bitmapfont/v2 v2.2.1 h1:y7zcy02/UgO24IL3COqYtrRZzhRucNBtmCo/SNU648k=
github.com/hajimehoshi/bitmapfont/v2 v2.2.1/go.mod h1:wjrYAy8vKgj9JsFgnYAOK346/uvE22TlmqouzdnYIs0=
github.com/hajimehoshi/ebiten/v2 v2.4.7 h1:XuvB7R0Rbw/O7g6vNU8gqr5b9e7MNhhAONMSsyreLDI=
@ -93,4 +95,8 @@ golang.org/x/tools v0.1.8-0.20211022200916-316ba0b74098/go.mod h1:LGqMHiF4EqQNHR
golang.org/x/tools v0.1.12/go.mod h1:hNGJHUnrk76NpqgfD5Aqm5Crs+Hm0VOH/i9J2+nxYbc=
golang.org/x/xerrors v0.0.0-20190717185122-a985d3407aa7/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
golang.org/x/xerrors v0.0.0-20191011141410-1b5146add898/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
golang.org/x/xerrors v0.0.0-20191204190536-9bdfabe68543/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
golang.org/x/xerrors v0.0.0-20200804184101-5ec99f83aff1/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
google.golang.org/protobuf v1.26.0-rc.1/go.mod h1:jlhhOSvTdKEhbULTjvd4ARK9grFBp09yW+WbY/TyQbw=
google.golang.org/protobuf v1.28.1 h1:d0NfwRgPtno5B1Wa6L2DAG+KivqkdutMf1UhdNx175w=
google.golang.org/protobuf v1.28.1/go.mod h1:HV8QOd/L58Z+nl8r43ehVNZIU/HEI6OcFqwMG9pJV4I=

View File

@ -2,6 +2,7 @@ package main
import (
. "dnmshared"
. "dnmshared/sharedprotos"
"fmt"
"github.com/hajimehoshi/ebiten/v2"
"github.com/solarlune/resolv"
@ -19,7 +20,7 @@ func (world *WorldColliderDisplay) Init() {
func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTileW, stageTileH int32, playerPosMap StrToVec2DListMap, barrierMap StrToPolygon2DListMap) *WorldColliderDisplay {
playerList := *(playerPosMap["PlayerStartingPos"])
playerPosList := *(playerPosMap["PlayerStartingPos"])
barrierList := *(barrierMap["Barrier"])
world := &WorldColliderDisplay{Game: game}
@ -32,20 +33,23 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
spaceOffsetX := float64(spaceW) * 0.5
spaceOffsetY := float64(spaceH) * 0.5
playerColliderRadius := float64(32)
playerColliders := make([]*resolv.Object, len(playerList))
space := resolv.NewSpace(int(spaceW), int(spaceH), 16, 16)
for i, player := range playerList {
playerCollider := GenerateRectCollider(player.X, player.Y, playerColliderRadius*2, playerColliderRadius*2, spaceOffsetX, spaceOffsetY, "Player") // [WARNING] Deliberately not using a circle because "resolv v0.5.1" doesn't yet align circle center with space cell center, regardless of the "specified within-object offset"
Logger.Info(fmt.Sprintf("Player Collider#%d: player.X=%v, player.Y=%v, radius=%v, spaceOffsetX=%v, spaceOffsetY=%v, shape=%v; calibrationCheckX=player.X-radius+spaceOffsetX=%v", i, player.X, player.Y, playerColliderRadius, spaceOffsetX, spaceOffsetY, playerCollider.Shape, player.X-playerColliderRadius+spaceOffsetX))
virtualGridToWorldRatio := 0.1
playerDefaultSpeed := 20
minStep := (int(float64(playerDefaultSpeed)*virtualGridToWorldRatio) << 2)
playerColliderRadius := float64(24)
playerColliders := make([]*resolv.Object, len(playerPosList.Eles))
space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep)
for i, playerPos := range playerPosList.Eles {
playerCollider := GenerateRectCollider(playerPos.X, playerPos.Y, playerColliderRadius*2, playerColliderRadius*2, spaceOffsetX, spaceOffsetY, "Player") // [WARNING] Deliberately not using a circle because "resolv v0.5.1" doesn't yet align circle center with space cell center, regardless of the "specified within-object offset"
Logger.Info(fmt.Sprintf("Player Collider#%d: player world pos =(%.2f, %.2f), shape=%v", i, playerPos.X, playerPos.Y, ConvexPolygonStr(playerCollider.Shape.(*resolv.ConvexPolygon))))
playerColliders[i] = playerCollider
space.Add(playerCollider)
}
barrierLocalId := 0
for _, barrierUnaligned := range barrierList {
for _, barrierUnaligned := range barrierList.Eles {
barrierCollider := GenerateConvexPolygonCollider(barrierUnaligned, spaceOffsetX, spaceOffsetY, "Barrier")
Logger.Info(fmt.Sprintf("Added barrier: shape=%v", barrierCollider.Shape))
Logger.Info(fmt.Sprintf("Added barrier: shape=%v", ConvexPolygonStr(barrierCollider.Shape.(*resolv.ConvexPolygon))))
space.Add(barrierCollider)
barrierLocalId++
}
@ -54,24 +58,31 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
moveToCollide := true
if moveToCollide {
newVx, newVy := int32(-2959), int32(-2261)
effPushback := Vec2D{X: float64(0), Y: float64(0)}
toTestPlayerCollider := playerColliders[0]
oldDx, oldDy := -2.98, -50.0
dx, dy := oldDx, oldDy
if collision := toTestPlayerCollider.Check(oldDx, oldDy, "Barrier"); collision != nil {
playerShape := toTestPlayerCollider.Shape.(*resolv.ConvexPolygon)
barrierShape := collision.Objects[0].Shape.(*resolv.ConvexPolygon)
if overlapped, pushbackX, pushbackY := CalcPushbacks(oldDx, oldDy, playerShape, barrierShape); overlapped {
Logger.Info(fmt.Sprintf("Collided & overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v, pushbackX=%v, pushbackY=%v", toTestPlayerCollider.X, toTestPlayerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
dx -= pushbackX
dy -= pushbackY
} else {
Logger.Info(fmt.Sprintf("Collider BUT not overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v", toTestPlayerCollider.X, toTestPlayerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape)))
}
}
toTestPlayerCollider.X, toTestPlayerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, playerColliderRadius, playerColliderRadius, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
Logger.Info(fmt.Sprintf("Checking collision for virtual (%d, %d), now playerShape=%v", newVx, newVy, ConvexPolygonStr(toTestPlayerCollider.Shape.(*resolv.ConvexPolygon))))
toTestPlayerCollider.X += dx
toTestPlayerCollider.Y += dy
toTestPlayerCollider.Update()
if collision := toTestPlayerCollider.Check(0, 0); collision != nil {
playerShape := toTestPlayerCollider.Shape.(*resolv.ConvexPolygon)
for _, obj := range collision.Objects {
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape); overlapped {
Logger.Warn(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
effPushback.X += pushbackX
effPushback.Y += pushbackY
} else {
Logger.Warn(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), overlapResult))
}
}
toTestPlayerCollider.X -= effPushback.X
toTestPlayerCollider.Y -= effPushback.Y
toTestPlayerCollider.Update()
Logger.Info(fmt.Sprintf("effPushback={%v, %v}", effPushback.X, effPushback.Y))
}
}
return world

View File

@ -1,47 +1,46 @@
package dnmshared
import (
. "dnmshared/sharedprotos"
"math"
)
// Use type `float64` for json unmarshalling of numbers.
type Direction struct {
Dx int32 `json:"dx,omitempty"`
Dy int32 `json:"dy,omitempty"`
}
type Vec2D struct {
X float64 `json:"x,omitempty"`
Y float64 `json:"y,omitempty"`
}
func NormVec2D(dx, dy float64) Vec2D {
return Vec2D{dy, -dx}
return Vec2D{X: dy, Y: -dx}
}
type Polygon2D struct {
Anchor *Vec2D `json:"-"` // This "Polygon2D.Anchor" is used to be assigned to "B2BodyDef.Position", which in turn is used as the position of the FIRST POINT of the polygon.
Points []*Vec2D `json:"-"`
func AlignPolygon2DToBoundingBox(input *Polygon2D) *Polygon2D {
// Transform again to put "anchor" at the top-left point of the bounding box for "resolv"
boundingBoxTL := &Vec2D{
X: math.MaxFloat64,
Y: math.MaxFloat64,
}
for _, p := range input.Points {
if p.X < boundingBoxTL.X {
boundingBoxTL.X = p.X
}
if p.Y < boundingBoxTL.Y {
boundingBoxTL.Y = p.Y
}
}
/*
When used to represent a "polyline directly drawn in a `Tmx file`", we can initialize both "Anchor" and "Points" simultaneously.
// Now "input.Anchor" should move to "input.Anchor+boundingBoxTL", thus "boundingBoxTL" is also the value of the negative diff for all "input.Points"
output := &Polygon2D{
Anchor: &Vec2D{
X: input.Anchor.X + boundingBoxTL.X,
Y: input.Anchor.Y + boundingBoxTL.Y,
},
Points: make([]*Vec2D, len(input.Points)),
}
Yet when used to represent a "polyline drawn in a `Tsx file`", we have to first initialize "Points w.r.t. center of the tile-rectangle", and then "Anchor(initially nil) of the tile positioned in the `Tmx file`".
for i, p := range input.Points {
output.Points[i] = &Vec2D{
X: p.X - boundingBoxTL.X,
Y: p.Y - boundingBoxTL.Y,
}
}
Refer to https://shimo.im/docs/SmLJJhXm2C8XMzZT for more information.
*/
/*
[WARNING] Used to cache "`TileWidth & TileHeight` of a Tsx file" only.
*/
TileWidth int
TileHeight int
/*
[WARNING] Used to cache "`Width & TileHeight` of an object in Tmx file" only.
*/
TmxObjectWidth float64
TmxObjectHeight float64
return output
}
func Distance(pt1 *Vec2D, pt2 *Vec2D) float64 {

View File

@ -1,3 +1,3 @@
module tiled
module dnmshared
go 1.19

View File

@ -1,6 +1,7 @@
package dnmshared
import (
. "dnmshared/sharedprotos"
"fmt"
"github.com/kvartborg/vector"
"github.com/solarlune/resolv"
@ -11,14 +12,15 @@ import (
func ConvexPolygonStr(body *resolv.ConvexPolygon) string {
var s []string = make([]string, len(body.Points))
for i, p := range body.Points {
s[i] = fmt.Sprintf("[%v, %v]", p[0]+body.X, p[1]+body.Y)
s[i] = fmt.Sprintf("[%.2f, %.2f]", p[0]+body.X, p[1]+body.Y)
}
return fmt.Sprintf("[%s]", strings.Join(s, ", "))
return fmt.Sprintf("{\n%s\n}", strings.Join(s, ",\n"))
}
func GenerateRectCollider(origX, origY, w, h, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object {
collider := resolv.NewObject(origX-w*0.5+spaceOffsetX, origY-h*0.5+spaceOffsetY, w, h, tag)
cx, cy := WorldToPolygonColliderAnchorPos(origX, origY, w*0.5, h*0.5, spaceOffsetX, spaceOffsetY)
collider := resolv.NewObject(cx, cy, w, h, tag)
shape := resolv.NewRectangle(0, 0, w, h)
collider.SetShape(shape)
return collider
@ -54,7 +56,7 @@ func GenerateConvexPolygonCollider(unalignedSrc *Polygon2D, spaceOffsetX, spaceO
return collider
}
func CalcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.ConvexPolygon) (bool, float64, float64) {
func CalcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.ConvexPolygon) (bool, float64, float64, *SatResult) {
origX, origY := playerShape.Position()
defer func() {
playerShape.SetPosition(origX, origY)
@ -70,9 +72,9 @@ func CalcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.Conve
}
if overlapped := IsPolygonPairOverlapped(playerShape, barrierShape, overlapResult); overlapped {
pushbackX, pushbackY := overlapResult.Overlap*overlapResult.OverlapX, overlapResult.Overlap*overlapResult.OverlapY
return true, pushbackX, pushbackY
return true, pushbackX, pushbackY, overlapResult
} else {
return false, 0, 0
return false, 0, 0, overlapResult
}
}
@ -218,3 +220,36 @@ func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e vector.Vector, re
// the specified unit vector "e" doesn't separate "a" and "b", overlap result is generated
return false
}
func WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio float64) (int32, int32) {
// [WARNING] Introduces loss of precision!
// In JavaScript floating numbers suffer from seemingly non-deterministic arithmetics, and even if certain libs solved this issue by approaches such as fixed-point-number, they might not be used in other libs -- e.g. the "collision libs" we're interested in -- thus couldn't kill all pains.
var virtualGridX int32 = int32(math.Round(wx * worldToVirtualGridRatio))
var virtualGridY int32 = int32(math.Round(wy * worldToVirtualGridRatio))
return virtualGridX, virtualGridY
}
func VirtualGridToWorldPos(vx, vy int32, virtualGridToWorldRatio float64) (float64, float64) {
// No loss of precision
var wx float64 = float64(vx) * virtualGridToWorldRatio
var wy float64 = float64(vy) * virtualGridToWorldRatio
return wx, wy
}
func WorldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
return wx - halfBoundingW + collisionSpaceOffsetX, wy - halfBoundingH + collisionSpaceOffsetY
}
func PolygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
return cx + halfBoundingW - collisionSpaceOffsetX, cy + halfBoundingH - collisionSpaceOffsetY
}
func PolygonColliderAnchorToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64, worldToVirtualGridRatio float64) (int32, int32) {
wx, wy := PolygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY)
return WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio)
}
func VirtualGridToPolygonColliderAnchorPos(vx, vy int32, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64, virtualGridToWorldRatio float64) (float64, float64) {
wx, wy := VirtualGridToWorldPos(vx, vy, virtualGridToWorldRatio)
return WorldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY)
}

View File

@ -0,0 +1,427 @@
// Code generated by protoc-gen-go. DO NOT EDIT.
// versions:
// protoc-gen-go v1.28.1
// protoc v3.21.4
// source: geometry.proto
package sharedprotos
import (
protoreflect "google.golang.org/protobuf/reflect/protoreflect"
protoimpl "google.golang.org/protobuf/runtime/protoimpl"
reflect "reflect"
sync "sync"
)
const (
// Verify that this generated code is sufficiently up-to-date.
_ = protoimpl.EnforceVersion(20 - protoimpl.MinVersion)
// Verify that runtime/protoimpl is sufficiently up-to-date.
_ = protoimpl.EnforceVersion(protoimpl.MaxVersion - 20)
)
type Direction struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields
Dx int32 `protobuf:"varint,1,opt,name=dx,proto3" json:"dx,omitempty"`
Dy int32 `protobuf:"varint,2,opt,name=dy,proto3" json:"dy,omitempty"`
}
func (x *Direction) Reset() {
*x = Direction{}
if protoimpl.UnsafeEnabled {
mi := &file_geometry_proto_msgTypes[0]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
}
func (x *Direction) String() string {
return protoimpl.X.MessageStringOf(x)
}
func (*Direction) ProtoMessage() {}
func (x *Direction) ProtoReflect() protoreflect.Message {
mi := &file_geometry_proto_msgTypes[0]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
ms.StoreMessageInfo(mi)
}
return ms
}
return mi.MessageOf(x)
}
// Deprecated: Use Direction.ProtoReflect.Descriptor instead.
func (*Direction) Descriptor() ([]byte, []int) {
return file_geometry_proto_rawDescGZIP(), []int{0}
}
func (x *Direction) GetDx() int32 {
if x != nil {
return x.Dx
}
return 0
}
func (x *Direction) GetDy() int32 {
if x != nil {
return x.Dy
}
return 0
}
type Vec2D struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields
X float64 `protobuf:"fixed64,1,opt,name=x,proto3" json:"x,omitempty"`
Y float64 `protobuf:"fixed64,2,opt,name=y,proto3" json:"y,omitempty"`
}
func (x *Vec2D) Reset() {
*x = Vec2D{}
if protoimpl.UnsafeEnabled {
mi := &file_geometry_proto_msgTypes[1]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
}
func (x *Vec2D) String() string {
return protoimpl.X.MessageStringOf(x)
}
func (*Vec2D) ProtoMessage() {}
func (x *Vec2D) ProtoReflect() protoreflect.Message {
mi := &file_geometry_proto_msgTypes[1]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
ms.StoreMessageInfo(mi)
}
return ms
}
return mi.MessageOf(x)
}
// Deprecated: Use Vec2D.ProtoReflect.Descriptor instead.
func (*Vec2D) Descriptor() ([]byte, []int) {
return file_geometry_proto_rawDescGZIP(), []int{1}
}
func (x *Vec2D) GetX() float64 {
if x != nil {
return x.X
}
return 0
}
func (x *Vec2D) GetY() float64 {
if x != nil {
return x.Y
}
return 0
}
type Polygon2D struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields
Anchor *Vec2D `protobuf:"bytes,1,opt,name=anchor,proto3" json:"anchor,omitempty"`
Points []*Vec2D `protobuf:"bytes,2,rep,name=points,proto3" json:"points,omitempty"`
}
func (x *Polygon2D) Reset() {
*x = Polygon2D{}
if protoimpl.UnsafeEnabled {
mi := &file_geometry_proto_msgTypes[2]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
}
func (x *Polygon2D) String() string {
return protoimpl.X.MessageStringOf(x)
}
func (*Polygon2D) ProtoMessage() {}
func (x *Polygon2D) ProtoReflect() protoreflect.Message {
mi := &file_geometry_proto_msgTypes[2]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
ms.StoreMessageInfo(mi)
}
return ms
}
return mi.MessageOf(x)
}
// Deprecated: Use Polygon2D.ProtoReflect.Descriptor instead.
func (*Polygon2D) Descriptor() ([]byte, []int) {
return file_geometry_proto_rawDescGZIP(), []int{2}
}
func (x *Polygon2D) GetAnchor() *Vec2D {
if x != nil {
return x.Anchor
}
return nil
}
func (x *Polygon2D) GetPoints() []*Vec2D {
if x != nil {
return x.Points
}
return nil
}
type Vec2DList struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields
Eles []*Vec2D `protobuf:"bytes,1,rep,name=eles,proto3" json:"eles,omitempty"`
}
func (x *Vec2DList) Reset() {
*x = Vec2DList{}
if protoimpl.UnsafeEnabled {
mi := &file_geometry_proto_msgTypes[3]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
}
func (x *Vec2DList) String() string {
return protoimpl.X.MessageStringOf(x)
}
func (*Vec2DList) ProtoMessage() {}
func (x *Vec2DList) ProtoReflect() protoreflect.Message {
mi := &file_geometry_proto_msgTypes[3]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
ms.StoreMessageInfo(mi)
}
return ms
}
return mi.MessageOf(x)
}
// Deprecated: Use Vec2DList.ProtoReflect.Descriptor instead.
func (*Vec2DList) Descriptor() ([]byte, []int) {
return file_geometry_proto_rawDescGZIP(), []int{3}
}
func (x *Vec2DList) GetEles() []*Vec2D {
if x != nil {
return x.Eles
}
return nil
}
type Polygon2DList struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields
Eles []*Polygon2D `protobuf:"bytes,1,rep,name=eles,proto3" json:"eles,omitempty"`
}
func (x *Polygon2DList) Reset() {
*x = Polygon2DList{}
if protoimpl.UnsafeEnabled {
mi := &file_geometry_proto_msgTypes[4]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
}
func (x *Polygon2DList) String() string {
return protoimpl.X.MessageStringOf(x)
}
func (*Polygon2DList) ProtoMessage() {}
func (x *Polygon2DList) ProtoReflect() protoreflect.Message {
mi := &file_geometry_proto_msgTypes[4]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
ms.StoreMessageInfo(mi)
}
return ms
}
return mi.MessageOf(x)
}
// Deprecated: Use Polygon2DList.ProtoReflect.Descriptor instead.
func (*Polygon2DList) Descriptor() ([]byte, []int) {
return file_geometry_proto_rawDescGZIP(), []int{4}
}
func (x *Polygon2DList) GetEles() []*Polygon2D {
if x != nil {
return x.Eles
}
return nil
}
var File_geometry_proto protoreflect.FileDescriptor
var file_geometry_proto_rawDesc = []byte{
0x0a, 0x0e, 0x67, 0x65, 0x6f, 0x6d, 0x65, 0x74, 0x72, 0x79, 0x2e, 0x70, 0x72, 0x6f, 0x74, 0x6f,
0x12, 0x0c, 0x73, 0x68, 0x61, 0x72, 0x65, 0x64, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x73, 0x22, 0x2b,
0x0a, 0x09, 0x44, 0x69, 0x72, 0x65, 0x63, 0x74, 0x69, 0x6f, 0x6e, 0x12, 0x0e, 0x0a, 0x02, 0x64,
0x78, 0x18, 0x01, 0x20, 0x01, 0x28, 0x05, 0x52, 0x02, 0x64, 0x78, 0x12, 0x0e, 0x0a, 0x02, 0x64,
0x79, 0x18, 0x02, 0x20, 0x01, 0x28, 0x05, 0x52, 0x02, 0x64, 0x79, 0x22, 0x23, 0x0a, 0x05, 0x56,
0x65, 0x63, 0x32, 0x44, 0x12, 0x0c, 0x0a, 0x01, 0x78, 0x18, 0x01, 0x20, 0x01, 0x28, 0x01, 0x52,
0x01, 0x78, 0x12, 0x0c, 0x0a, 0x01, 0x79, 0x18, 0x02, 0x20, 0x01, 0x28, 0x01, 0x52, 0x01, 0x79,
0x22, 0x65, 0x0a, 0x09, 0x50, 0x6f, 0x6c, 0x79, 0x67, 0x6f, 0x6e, 0x32, 0x44, 0x12, 0x2b, 0x0a,
0x06, 0x61, 0x6e, 0x63, 0x68, 0x6f, 0x72, 0x18, 0x01, 0x20, 0x01, 0x28, 0x0b, 0x32, 0x13, 0x2e,
0x73, 0x68, 0x61, 0x72, 0x65, 0x64, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x73, 0x2e, 0x56, 0x65, 0x63,
0x32, 0x44, 0x52, 0x06, 0x61, 0x6e, 0x63, 0x68, 0x6f, 0x72, 0x12, 0x2b, 0x0a, 0x06, 0x70, 0x6f,
0x69, 0x6e, 0x74, 0x73, 0x18, 0x02, 0x20, 0x03, 0x28, 0x0b, 0x32, 0x13, 0x2e, 0x73, 0x68, 0x61,
0x72, 0x65, 0x64, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x73, 0x2e, 0x56, 0x65, 0x63, 0x32, 0x44, 0x52,
0x06, 0x70, 0x6f, 0x69, 0x6e, 0x74, 0x73, 0x22, 0x34, 0x0a, 0x09, 0x56, 0x65, 0x63, 0x32, 0x44,
0x4c, 0x69, 0x73, 0x74, 0x12, 0x27, 0x0a, 0x04, 0x65, 0x6c, 0x65, 0x73, 0x18, 0x01, 0x20, 0x03,
0x28, 0x0b, 0x32, 0x13, 0x2e, 0x73, 0x68, 0x61, 0x72, 0x65, 0x64, 0x70, 0x72, 0x6f, 0x74, 0x6f,
0x73, 0x2e, 0x56, 0x65, 0x63, 0x32, 0x44, 0x52, 0x04, 0x65, 0x6c, 0x65, 0x73, 0x22, 0x3c, 0x0a,
0x0d, 0x50, 0x6f, 0x6c, 0x79, 0x67, 0x6f, 0x6e, 0x32, 0x44, 0x4c, 0x69, 0x73, 0x74, 0x12, 0x2b,
0x0a, 0x04, 0x65, 0x6c, 0x65, 0x73, 0x18, 0x01, 0x20, 0x03, 0x28, 0x0b, 0x32, 0x17, 0x2e, 0x73,
0x68, 0x61, 0x72, 0x65, 0x64, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x73, 0x2e, 0x50, 0x6f, 0x6c, 0x79,
0x67, 0x6f, 0x6e, 0x32, 0x44, 0x52, 0x04, 0x65, 0x6c, 0x65, 0x73, 0x42, 0x18, 0x5a, 0x16, 0x64,
0x6e, 0x6d, 0x73, 0x68, 0x61, 0x72, 0x65, 0x64, 0x2f, 0x73, 0x68, 0x61, 0x72, 0x65, 0x64, 0x70,
0x72, 0x6f, 0x74, 0x6f, 0x73, 0x62, 0x06, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x33,
}
var (
file_geometry_proto_rawDescOnce sync.Once
file_geometry_proto_rawDescData = file_geometry_proto_rawDesc
)
func file_geometry_proto_rawDescGZIP() []byte {
file_geometry_proto_rawDescOnce.Do(func() {
file_geometry_proto_rawDescData = protoimpl.X.CompressGZIP(file_geometry_proto_rawDescData)
})
return file_geometry_proto_rawDescData
}
var file_geometry_proto_msgTypes = make([]protoimpl.MessageInfo, 5)
var file_geometry_proto_goTypes = []interface{}{
(*Direction)(nil), // 0: sharedprotos.Direction
(*Vec2D)(nil), // 1: sharedprotos.Vec2D
(*Polygon2D)(nil), // 2: sharedprotos.Polygon2D
(*Vec2DList)(nil), // 3: sharedprotos.Vec2DList
(*Polygon2DList)(nil), // 4: sharedprotos.Polygon2DList
}
var file_geometry_proto_depIdxs = []int32{
1, // 0: sharedprotos.Polygon2D.anchor:type_name -> sharedprotos.Vec2D
1, // 1: sharedprotos.Polygon2D.points:type_name -> sharedprotos.Vec2D
1, // 2: sharedprotos.Vec2DList.eles:type_name -> sharedprotos.Vec2D
2, // 3: sharedprotos.Polygon2DList.eles:type_name -> sharedprotos.Polygon2D
4, // [4:4] is the sub-list for method output_type
4, // [4:4] is the sub-list for method input_type
4, // [4:4] is the sub-list for extension type_name
4, // [4:4] is the sub-list for extension extendee
0, // [0:4] is the sub-list for field type_name
}
func init() { file_geometry_proto_init() }
func file_geometry_proto_init() {
if File_geometry_proto != nil {
return
}
if !protoimpl.UnsafeEnabled {
file_geometry_proto_msgTypes[0].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*Direction); i {
case 0:
return &v.state
case 1:
return &v.sizeCache
case 2:
return &v.unknownFields
default:
return nil
}
}
file_geometry_proto_msgTypes[1].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*Vec2D); i {
case 0:
return &v.state
case 1:
return &v.sizeCache
case 2:
return &v.unknownFields
default:
return nil
}
}
file_geometry_proto_msgTypes[2].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*Polygon2D); i {
case 0:
return &v.state
case 1:
return &v.sizeCache
case 2:
return &v.unknownFields
default:
return nil
}
}
file_geometry_proto_msgTypes[3].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*Vec2DList); i {
case 0:
return &v.state
case 1:
return &v.sizeCache
case 2:
return &v.unknownFields
default:
return nil
}
}
file_geometry_proto_msgTypes[4].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*Polygon2DList); i {
case 0:
return &v.state
case 1:
return &v.sizeCache
case 2:
return &v.unknownFields
default:
return nil
}
}
}
type x struct{}
out := protoimpl.TypeBuilder{
File: protoimpl.DescBuilder{
GoPackagePath: reflect.TypeOf(x{}).PkgPath(),
RawDescriptor: file_geometry_proto_rawDesc,
NumEnums: 0,
NumMessages: 5,
NumExtensions: 0,
NumServices: 0,
},
GoTypes: file_geometry_proto_goTypes,
DependencyIndexes: file_geometry_proto_depIdxs,
MessageInfos: file_geometry_proto_msgTypes,
}.Build()
File_geometry_proto = out.File
file_geometry_proto_rawDesc = nil
file_geometry_proto_goTypes = nil
file_geometry_proto_depIdxs = nil
}

View File

@ -3,6 +3,7 @@ package dnmshared
import (
"bytes"
"compress/zlib"
. "dnmshared/sharedprotos"
"encoding/base64"
"encoding/xml"
"errors"
@ -173,8 +174,6 @@ func (l *TmxLayer) decodeBase64() ([]uint32, error) {
return gids, nil
}
type Vec2DList []*Vec2D
type Polygon2DList []*Polygon2D
type StrToVec2DListMap map[string]*Vec2DList
type StrToPolygon2DListMap map[string]*Polygon2DList
@ -235,8 +234,6 @@ func tsxPolylineToOffsetsWrtTileCenter(pTmxMapIns *TmxMap, singleObjInTsxFile *T
thePolygon2DFromPolyline := &Polygon2D{
Anchor: nil,
Points: make([]*Vec2D, pointsCount),
TileWidth: pTsxIns.TileWidth,
TileHeight: pTsxIns.TileHeight,
}
/*
@ -327,16 +324,17 @@ func DeserializeTsxToColliderDict(pTmxMapIns *TmxMap, byteArrOfTsxFile []byte, f
if _, ok := theStrToPolygon2DListMap[key]; ok {
pThePolygon2DList = theStrToPolygon2DListMap[key]
} else {
thePolygon2DList := make(Polygon2DList, 0)
theStrToPolygon2DListMap[key] = &thePolygon2DList
pThePolygon2DList = theStrToPolygon2DListMap[key]
pThePolygon2DList = &Polygon2DList{
Eles: make([]*Polygon2D, 0),
}
theStrToPolygon2DListMap[key] = pThePolygon2DList
}
thePolygon2DFromPolyline, err := tsxPolylineToOffsetsWrtTileCenter(pTmxMapIns, singleObj, singleObj.Polyline, pTsxIns)
if nil != err {
panic(err)
}
*pThePolygon2DList = append(*pThePolygon2DList, thePolygon2DFromPolyline)
pThePolygon2DList.Eles = append(pThePolygon2DList.Eles, thePolygon2DFromPolyline)
}
}
return nil
@ -352,8 +350,10 @@ func ParseTmxLayersAndGroups(pTmxMapIns *TmxMap, gidBoundariesMap map[int]StrToP
var pTheVec2DListToCache *Vec2DList
_, ok := toRetStrToVec2DListMap[objGroup.Name]
if false == ok {
theVec2DListToCache := make(Vec2DList, 0)
toRetStrToVec2DListMap[objGroup.Name] = &theVec2DListToCache
pTheVec2DListToCache = &Vec2DList{
Eles: make([]*Vec2D, 0),
}
toRetStrToVec2DListMap[objGroup.Name] = pTheVec2DListToCache
}
pTheVec2DListToCache = toRetStrToVec2DListMap[objGroup.Name]
for _, singleObjInTmxFile := range objGroup.Objects {
@ -362,17 +362,18 @@ func ParseTmxLayersAndGroups(pTmxMapIns *TmxMap, gidBoundariesMap map[int]StrToP
Y: singleObjInTmxFile.Y,
}
thePosInWorld := pTmxMapIns.continuousObjLayerOffsetToContinuousMapNodePos(theUntransformedPos)
*pTheVec2DListToCache = append(*pTheVec2DListToCache, &thePosInWorld)
pTheVec2DListToCache.Eles = append(pTheVec2DListToCache.Eles, &thePosInWorld)
}
case "Barrier":
// Note that in this case, the "Polygon2D.Anchor" of each "TmxOrTsxObject" is exactly overlapping with "Polygon2D.Points[0]".
var pThePolygon2DListToCache *Polygon2DList
_, ok := toRetStrToPolygon2DListMap[objGroup.Name]
if false == ok {
thePolygon2DListToCache := make(Polygon2DList, 0)
toRetStrToPolygon2DListMap[objGroup.Name] = &thePolygon2DListToCache
pThePolygon2DListToCache = &Polygon2DList{
Eles: make([]*Polygon2D, 0),
}
toRetStrToPolygon2DListMap[objGroup.Name] = pThePolygon2DListToCache
}
pThePolygon2DListToCache = toRetStrToPolygon2DListMap[objGroup.Name]
for _, singleObjInTmxFile := range objGroup.Objects {
if nil == singleObjInTmxFile.Polyline {
@ -386,7 +387,7 @@ func ParseTmxLayersAndGroups(pTmxMapIns *TmxMap, gidBoundariesMap map[int]StrToP
if nil != err {
panic(err)
}
*pThePolygon2DListToCache = append(*pThePolygon2DListToCache, thePolygon2DInWorld)
pThePolygon2DListToCache.Eles = append(pThePolygon2DListToCache.Eles, thePolygon2DInWorld)
}
default:
}
@ -442,40 +443,3 @@ func (pTmxMapIns *TmxMap) continuousObjLayerOffsetToContinuousMapNodePos(continu
return toRet
}
func AlignPolygon2DToBoundingBox(input *Polygon2D) *Polygon2D {
// Transform again to put "anchor" at the top-left point of the bounding box for "resolv"
float64Max := float64(99999999999999.9)
boundingBoxTL := &Vec2D{
X: float64Max,
Y: float64Max,
}
for _, p := range input.Points {
if p.X < boundingBoxTL.X {
boundingBoxTL.X = p.X
}
if p.Y < boundingBoxTL.Y {
boundingBoxTL.Y = p.Y
}
}
// Now "input.Anchor" should move to "input.Anchor+boundingBoxTL", thus "boundingBoxTL" is also the value of the negative diff for all "input.Points"
output := &Polygon2D{
Anchor: &Vec2D{
X: input.Anchor.X + boundingBoxTL.X,
Y: input.Anchor.Y + boundingBoxTL.Y,
},
Points: make([]*Vec2D, len(input.Points)),
TileWidth: input.TileWidth,
TileHeight: input.TileHeight,
}
for i, p := range input.Points {
output.Points[i] = &Vec2D{
X: p.X - boundingBoxTL.X,
Y: p.Y - boundingBoxTL.Y,
}
}
return output
}

File diff suppressed because it is too large Load Diff

View File

@ -1,9 +0,0 @@
{
"ver": "1.0.5",
"uuid": "bd514df4-095e-4088-9060-d99397a29a4f",
"isPlugin": true,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.2" tiledversion="1.2.3" orientation="isometric" renderorder="right-down" width="50" height="50" tilewidth="64" tileheight="64" infinite="0" nextlayerid="11" nextobjectid="214">
<map version="1.2" tiledversion="1.2.3" orientation="isometric" renderorder="right-down" width="50" height="50" tilewidth="64" tileheight="64" infinite="0" nextlayerid="11" nextobjectid="215">
<tileset firstgid="1" source="Tile_W64_H64_S01.tsx"/>
<tileset firstgid="17" source="Tile_W300_H300_S01.tsx"/>
<layer id="1" name="GroundFloor" width="50" height="50" locked="1">
@ -8,7 +8,7 @@
</data>
</layer>
<objectgroup id="2" name="PlayerStartingPos">
<object id="135" x="1442.33" y="2063">
<object id="135" x="1513.33" y="1996">
<point/>
</object>
<object id="137" x="2270" y="1640">
@ -17,7 +17,7 @@
</objectgroup>
<layer id="3" name="FirsrtFloor" width="50" height="50">
<data encoding="base64" compression="zlib">
eJztwQENAAAAwqD3T20ON6AAAAAAAAAAAADg3wAnEAAB
eJzt1jEKgDAQRNE0GtD739fGaQIhqJHdCf81aSz2oyspBQAAAADWcUYPMIEaaugU37TvwbGl9y05tYz2wWFfaMiBhhyNKzRs99n7lzo0SG1OcWqQtsWxQdSwD57L3CCjO4dDg7zd+Yye7nxmajlCp5jD6Y4OAAAA4H8XE6wBrA==
</data>
</layer>
<objectgroup id="4" name="Barrier">
@ -36,5 +36,11 @@
</properties>
<polyline points="1101.33,-342 470.926,284.848 526.26,339.333 1152.93,-285.091"/>
</object>
<object id="214" x="988" y="1632">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
<polyline points="-3,1 -70,72 514,640 588,572"/>
</object>
</objectgroup>
</map>

View File

@ -0,0 +1,26 @@
syntax = "proto3";
option go_package = "dnmshared/sharedprotos"; // here "./" corresponds to the "--go_out" value in "protoc" command
package sharedprotos;
message Direction {
int32 dx = 1;
int32 dy = 2;
}
message Vec2D {
double x = 1;
double y = 2;
}
message Polygon2D {
Vec2D anchor = 1;
repeated Vec2D points = 2;
}
message Vec2DList {
repeated Vec2D eles = 1;
}
message Polygon2DList {
repeated Polygon2D eles = 1;
}

View File

@ -0,0 +1,5 @@
{
"ver": "2.0.0",
"uuid": "2ba698f8-1af7-4c47-9d43-b2730b62c692",
"subMetas": {}
}

View File

@ -1,35 +1,13 @@
syntax = "proto3";
option go_package = "."; // "./" corresponds to the "--go_out" value in "protoc" command
option go_package = "battle_srv/protos"; // here "./" corresponds to the "--go_out" value in "protoc" command
package treasurehunterx;
message Direction {
int32 dx = 1;
int32 dy = 2;
}
message Vec2D {
double x = 1;
double y = 2;
}
message Polygon2D {
Vec2D Anchor = 1;
repeated Vec2D Points = 2;
}
message Vec2DList {
repeated Vec2D vec2DList = 1;
}
message Polygon2DList {
repeated Polygon2D polygon2DList = 1;
}
package protos;
import "geometry.proto"; // The import path here is only w.r.t. the proto file, not the Go package.
message BattleColliderInfo {
string stageName = 1;
map<string, Vec2DList> strToVec2DListMap = 2;
map<string, Polygon2DList> strToPolygon2DListMap = 3;
map<string, sharedprotos.Vec2DList> strToVec2DListMap = 2;
map<string, sharedprotos.Polygon2DList> strToPolygon2DListMap = 3;
int32 stageDiscreteW = 4;
int32 stageDiscreteH = 5;
int32 stageTileW = 6;
@ -46,17 +24,19 @@ message BattleColliderInfo {
int32 inputFrameUpsyncDelayTolerance = 16;
int32 maxChasingRenderFramesPerUpdate = 17;
int32 playerBattleState = 18;
double rollbackEstimatedDt = 19;
double rollbackEstimatedDtMillis = 20;
int64 rollbackEstimatedDtNanos = 21;
double rollbackEstimatedDtMillis = 19;
int64 rollbackEstimatedDtNanos = 20;
double worldToVirtualGridRatio = 21;
double virtualGridToWorldRatio = 22;
}
message Player {
message PlayerDownsync {
int32 id = 1;
double x = 2;
double y = 3;
Direction dir = 4;
double speed = 5;
int32 virtualGridX = 2;
int32 virtualGridY = 3;
sharedprotos.Direction dir = 4;
int32 speed = 5; // in terms of virtual grid units
int32 battleState = 6;
int32 lastMoveGmtMillis = 7;
int32 score = 10;
@ -64,12 +44,13 @@ message Player {
int32 joinIndex = 12;
}
message PlayerMeta {
message PlayerDownsyncMeta {
int32 id = 1;
string name = 2;
string displayName = 3;
string avatar = 4;
int32 joinIndex = 5;
double colliderRadius = 6;
}
message InputFrameUpsync {
@ -89,9 +70,9 @@ message HeartbeatUpsync {
message RoomDownsyncFrame {
int32 id = 1;
map<int32, Player> players = 2;
map<int32, PlayerDownsync> players = 2;
int64 countdownNanos = 3;
map<int32, PlayerMeta> playerMetas = 4;
map<int32, PlayerDownsyncMeta> playerMetas = 4;
}
message WsReq {

View File

@ -100,7 +100,7 @@
"__id__": 1
},
"_children": [],
"_active": false,
"_active": true,
"_components": [
{
"__id__": 3
@ -119,8 +119,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 93.36,
"height": 40
"width": 46.68,
"height": 27.72
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@ -132,7 +132,7 @@
"ctor": "Float64Array",
"array": [
-5,
101,
50,
0,
0,
0,
@ -164,12 +164,16 @@
"__id__": 2
},
"_enabled": true,
"_materials": [],
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_useOriginalSize": false,
"_string": "(0, 0)",
"_N$string": "(0, 0)",
"_fontSize": 40,
"_lineHeight": 40,
"_fontSize": 20,
"_lineHeight": 22,
"_enableWrapText": true,
"_N$file": null,
"_isSystemFontUsed": true,
@ -557,15 +561,13 @@
},
"_enabled": true,
"animComp": null,
"baseSpeed": 50,
"speed": 50,
"lastMovedAt": 0,
"eps": 0.1,
"magicLeanLowerBound": 0.414,
"magicLeanUpperBound": 2.414,
"arrowTipNode": {
"__id__": 8
},
"coordLabel": {
"__id__": 3
},
"_id": ""
},
{

View File

@ -100,7 +100,7 @@
"__id__": 1
},
"_children": [],
"_active": false,
"_active": true,
"_components": [
{
"__id__": 3
@ -119,8 +119,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 93.36,
"height": 40
"width": 46.68,
"height": 27.72
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@ -132,7 +132,7 @@
"ctor": "Float64Array",
"array": [
-5,
101,
50,
0,
0,
0,
@ -164,12 +164,16 @@
"__id__": 2
},
"_enabled": true,
"_materials": [],
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_useOriginalSize": false,
"_string": "(0, 0)",
"_N$string": "(0, 0)",
"_fontSize": 40,
"_lineHeight": 40,
"_fontSize": 20,
"_lineHeight": 22,
"_enableWrapText": true,
"_N$file": null,
"_isSystemFontUsed": true,
@ -557,15 +561,13 @@
},
"_enabled": true,
"animComp": null,
"baseSpeed": 50,
"speed": 50,
"lastMovedAt": 0,
"eps": 0.1,
"magicLeanLowerBound": 0.414,
"magicLeanUpperBound": 2.414,
"arrowTipNode": {
"__id__": 8
},
"coordLabel": {
"__id__": 3
},
"_id": ""
},
{

View File

@ -440,7 +440,7 @@
"array": [
0,
0,
209.73151519075364,
237.35666382819272,
0,
0,
0,

View File

@ -6,30 +6,10 @@ module.export = cc.Class({
type: cc.Animation,
default: null,
},
baseSpeed: {
type: cc.Float,
default: 50,
},
speed: {
type: cc.Float,
default: 50
},
lastMovedAt: {
type: cc.Float,
default: 0 // In "GMT milliseconds"
},
eps: {
default: 0.10,
type: cc.Float
},
magicLeanLowerBound: {
default: 0.414, // Tangent of (PI/8).
type: cc.Float
},
magicLeanUpperBound: {
default: 2.414, // Tangent of (3*PI/8).
type: cc.Float
},
}
},
// LIFE-CYCLE CALLBACKS:
@ -44,14 +24,14 @@ module.export = cc.Class({
onLoad() {
const self = this;
self.clips = {
'01': 'Top',
'0-1': 'Bottom',
'02': 'Top',
'0-2': 'Bottom',
'-20': 'Left',
'20': 'Right',
'-21': 'TopLeft',
'21': 'TopRight',
'-2-1': 'BottomLeft',
'2-1': 'BottomRight'
'-11': 'TopLeft',
'11': 'TopRight',
'-1-1': 'BottomLeft',
'1-1': 'BottomRight'
};
const canvasNode = self.mapNode.parent;
self.mapIns = self.mapNode.getComponent("Map");
@ -86,11 +66,9 @@ module.export = cc.Class({
}
},
update(dt) {
},
update(dt) {},
lateUpdate(dt) {
},
lateUpdate(dt) {},
_generateRandomDirection() {
return ALL_DISCRETE_DIRECTIONS_CLOCKWISE[Math.floor(Math.random() * ALL_DISCRETE_DIRECTIONS_CLOCKWISE.length)];

View File

@ -1,6 +1,8 @@
const i18n = require('LanguageData');
i18n.init(window.language); // languageID should be equal to the one we input in New Language ID input field
window.pb = require("./modules/room_downsync_frame_proto_bundle.forcemsg");
cc.Class({
extends: cc.Component,
@ -97,18 +99,6 @@ cc.Class({
window.clearBoundRoomIdInBothVolatileAndPersistentStorage();
}
cc.loader.loadRes("pbfiles/room_downsync_frame", function(err, textAsset /* cc.TextAsset */ ) {
if (err) {
cc.error(err.message || err);
return;
}
// Otherwise, `window.RoomDownsyncFrame` is already assigned.
let protoRoot = new protobuf.Root;
window.protobuf.parse(textAsset.text, protoRoot);
window.RoomDownsyncFrame = protoRoot.lookupType("treasurehunterx.RoomDownsyncFrame");
window.BattleColliderInfo = protoRoot.lookupType("treasurehunterx.BattleColliderInfo");
window.WsReq = protoRoot.lookupType("treasurehunterx.WsReq");
window.WsResp = protoRoot.lookupType("treasurehunterx.WsResp");
self.checkIntAuthTokenExpire().then(
(intAuthToken) => {
console.log("Successfully found `intAuthToken` in local cache");
@ -119,7 +109,6 @@ cc.Class({
window.clearBoundRoomIdInBothVolatileAndPersistentStorage();
}
);
});
},
getRetCodeList() {

View File

@ -111,7 +111,7 @@ cc.Class({
type: cc.Integer,
default: 4 // implies (renderFrameIdLagTolerance >> inputScaleFrames) count of inputFrameIds
},
teleportEps1D: {
jigglingEps1D: {
type: cc.Float,
default: 1e-3
},
@ -123,12 +123,6 @@ cc.Class({
dumpToRenderCache: function(rdf) {
const self = this;
// round player position to lower precision
for (let playerId in rdf.players) {
const immediatePlayerInfo = rdf.players[playerId];
rdf.players[playerId].x = parseFloat(parseInt(immediatePlayerInfo.x * 100)) / 100.0;
rdf.players[playerId].y = parseFloat(parseInt(immediatePlayerInfo.y * 100)) / 100.0;
}
const minToKeepRenderFrameId = self.lastAllConfirmedRenderFrameId;
while (0 < self.recentRenderCache.cnt && self.recentRenderCache.stFrameId < minToKeepRenderFrameId) {
self.recentRenderCache.pop();
@ -180,9 +174,16 @@ cc.Class({
}
const joinIndex = self.selfPlayerInfo.joinIndex;
const discreteDir = self.ctrl.getDiscretizedDirection();
const previousInputFrameDownsyncWithPrediction = self.getCachedInputFrameDownsyncWithPrediction(inputFrameId);
const previousSelfInput = (null == previousInputFrameDownsyncWithPrediction ? null : previousInputFrameDownsyncWithPrediction.inputList[joinIndex - 1]);
// If "forceConfirmation" is active on backend, we shouldn't override the already downsynced "inputFrameDownsync"s.
const existingInputFrame = self.recentInputCache.getByFrameId(inputFrameId);
if (null != existingInputFrame && self._allConfirmed(existingInputFrame.confirmedList)) {
return [previousSelfInput, existingInputFrame.inputList[joinIndex - 1]];
}
const prefabbedInputList = (null == previousInputFrameDownsyncWithPrediction ? new Array(self.playerRichInfoDict.size).fill(0) : previousInputFrameDownsyncWithPrediction.inputList.slice());
const discreteDir = self.ctrl.getDiscretizedDirection();
prefabbedInputList[(joinIndex - 1)] = discreteDir.encodedIdx;
const prefabbedInputFrameDownsync = {
inputFrameId: inputFrameId,
@ -192,7 +193,6 @@ cc.Class({
self.dumpToInputCache(prefabbedInputFrameDownsync); // A prefabbed inputFrame, would certainly be adding a new inputFrame to the cache, because server only downsyncs "all-confirmed inputFrames"
const previousSelfInput = (null == previousInputFrameDownsyncWithPrediction ? null : previousInputFrameDownsyncWithPrediction.inputList[joinIndex - 1]);
return [previousSelfInput, discreteDir.encodedIdx];
},
@ -229,7 +229,7 @@ cc.Class({
inputFrameUpsyncBatch.push(inputFrameUpsync);
}
}
const reqData = window.WsReq.encode({
const reqData = window.pb.protos.WsReq.encode({
msgId: Date.now(),
playerId: self.selfPlayerInfo.id,
act: window.UPSYNC_MSG_ACT_PLAYER_CMD,
@ -330,12 +330,10 @@ cc.Class({
self.selfPlayerInfo = null; // This field is kept for distinguishing "self" and "others".
self.recentInputCache = new RingBuffer(1024);
self.latestCollisionSys = new collisions.Collisions();
self.chaserCollisionSys = new collisions.Collisions();
self.collisionSys = new collisions.Collisions();
self.collisionBarrierIndexPrefix = (1 << 16); // For tracking the movements of barriers, though not yet actually used
self.latestCollisionSysMap = new Map();
self.chaserCollisionSysMap = new Map();
self.collisionSysMap = new Map();
self.transitToState(ALL_MAP_STATES.VISUAL);
@ -354,6 +352,8 @@ cc.Class({
window.mapIns = self;
window.forceBigEndianFloatingNumDecoding = self.forceBigEndianFloatingNumDecoding;
self.showCriticalCoordinateLabels = false;
console.warn("+++++++ Map onLoad()");
window.handleClientSessionError = function() {
console.warn('+++++++ Common handleClientSessionError()');
@ -428,9 +428,11 @@ cc.Class({
self.rollbackEstimatedDt = parsedBattleColliderInfo.rollbackEstimatedDt;
self.rollbackEstimatedDtMillis = parsedBattleColliderInfo.rollbackEstimatedDtMillis;
self.rollbackEstimatedDtNanos = parsedBattleColliderInfo.rollbackEstimatedDtNanos;
self.rollbackEstimatedDtToleranceMillis = self.rollbackEstimatedDtMillis / 1000.0;
self.maxChasingRenderFramesPerUpdate = parsedBattleColliderInfo.maxChasingRenderFramesPerUpdate;
self.worldToVirtualGridRatio = parsedBattleColliderInfo.worldToVirtualGridRatio;
self.virtualGridToWorldRatio = parsedBattleColliderInfo.virtualGridToWorldRatio;
const tiledMapIns = self.node.getComponent(cc.TiledMap);
const fullPathOfTmxFile = cc.js.formatStr("map/%s/map", parsedBattleColliderInfo.stageName);
@ -473,17 +475,44 @@ cc.Class({
const x0 = boundaryObj[0].x,
y0 = boundaryObj[0].y;
let pts = [];
// TODO: Simplify this redundant coordinate conversion within "extractBoundaryObjects", but since this routine is only called once per battle, not urgent.
for (let i = 0; i < boundaryObj.length; ++i) {
pts.push([boundaryObj[i].x - x0, boundaryObj[i].y - y0]);
const dx = boundaryObj[i].x - x0;
const dy = boundaryObj[i].y - y0;
pts.push([dx, dy]);
/*
if (self.showCriticalCoordinateLabels) {
const barrierVertLabelNode = new cc.Node();
switch (i % 4) {
case 0:
barrierVertLabelNode.color = cc.Color.RED;
break;
case 1:
barrierVertLabelNode.color = cc.Color.GRAY;
break;
case 2:
barrierVertLabelNode.color = cc.Color.BLACK;
break;
default:
barrierVertLabelNode.color = cc.Color.MAGENTA;
break;
}
const newBarrierLatest = self.latestCollisionSys.createPolygon(x0, y0, pts);
// console.log("Created barrier: ", newBarrierLatest);
const newBarrierChaser = self.chaserCollisionSys.createPolygon(x0, y0, pts);
barrierVertLabelNode.setPosition(cc.v2(x0+0.95*dx, y0+0.5*dy));
const barrierVertLabel = barrierVertLabelNode.addComponent(cc.Label);
barrierVertLabel.fontSize = 20;
barrierVertLabel.lineHeight = 22;
barrierVertLabel.string = `(${boundaryObj[i].x.toFixed(1)}, ${boundaryObj[i].y.toFixed(1)})`;
safelyAddChild(self.node, barrierVertLabelNode);
setLocalZOrder(barrierVertLabelNode, 5);
barrierVertLabelNode.active = true;
}
*/
}
const newBarrier = self.collisionSys.createPolygon(x0, y0, pts);
// console.log("Created barrier: ", newBarrier);
++barrierIdCounter;
const collisionBarrierIndex = (self.collisionBarrierIndexPrefix + barrierIdCounter);
self.latestCollisionSysMap.set(collisionBarrierIndex, newBarrierLatest);
self.chaserCollisionSysMap.set(collisionBarrierIndex, newBarrierChaser);
self.collisionSysMap.set(collisionBarrierIndex, newBarrier);
}
self.selfPlayerInfo = JSON.parse(cc.sys.localStorage.getItem('selfPlayer'));
@ -506,7 +535,7 @@ cc.Class({
self.backgroundMapTiledIns.node.setContentSize(newBackgroundMapSize.width * newBackgroundMapTileSize.width, newBackgroundMapSize.height * newBackgroundMapTileSize.height);
self.backgroundMapTiledIns.node.setPosition(cc.v2(0, 0));
const reqData = window.WsReq.encode({
const reqData = window.pb.protos.WsReq.encode({
msgId: Date.now(),
act: window.UPSYNC_MSG_ACT_PLAYER_COLLIDER_ACK,
}).finish();
@ -589,25 +618,19 @@ cc.Class({
if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START < rdf.id && window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet) {
/*
Don't change
- lastAllConfirmedRenderFrameId, it's updated only in "rollbackAndChase > _createRoomDownsyncFrameLocally" (except for when RING_BUFF_NON_CONSECUTIVE_SET)
- chaserRenderFrameId, it's updated only in "onInputFrameDownsyncBatch" (except for when RING_BUFF_NON_CONSECUTIVE_SET)
- lastAllConfirmedRenderFrameId, it's updated only in "rollbackAndChase" (except for when RING_BUFF_NON_CONSECUTIVE_SET)
- chaserRenderFrameId, it's updated only in "rollbackAndChase & onInputFrameDownsyncBatch" (except for when RING_BUFF_NON_CONSECUTIVE_SET)
*/
return dumpRenderCacheRet;
}
// The logic below applies to ( || window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet)
if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id) {
console.log('On battle resynced! renderFrameId=', rdf.id);
console.log('On battle started! renderFrameId=', rdf.id);
} else {
console.log('On battle resynced! renderFrameId=', rdf.id);
}
self.renderFrameId = rdf.id;
self.lastRenderFrameIdTriggeredAt = performance.now();
// In this case it must be true that "rdf.id > chaserRenderFrameId >= lastAllConfirmedRenderFrameId".
self.lastAllConfirmedRenderFrameId = rdf.id;
self.chaserRenderFrameId = rdf.id;
const players = rdf.players;
const playerMetas = rdf.playerMetas;
self._initPlayerRichInfoDict(players, playerMetas);
@ -619,6 +642,12 @@ cc.Class({
playersInfoScriptIns.updateData(playerMeta);
}
self.renderFrameId = rdf.id;
self.lastRenderFrameIdTriggeredAt = performance.now();
// In this case it must be true that "rdf.id > chaserRenderFrameId >= lastAllConfirmedRenderFrameId".
self.lastAllConfirmedRenderFrameId = rdf.id;
self.chaserRenderFrameId = rdf.id;
if (null != rdf.countdownNanos) {
self.countdownNanos = rdf.countdownNanos;
}
@ -672,6 +701,8 @@ cc.Class({
firstPredictedYetIncorrectInputFrameId = inputFrameDownsyncId;
}
self.lastAllConfirmedInputFrameId = inputFrameDownsyncId;
// [WARNING] Take all "inputFrameDownsync" from backend as all-confirmed, it'll be later checked by "rollbackAndChase".
inputFrameDownsync.confirmedList = (1 << self.playerRichInfoDict.size) - 1;
self.dumpToInputCache(inputFrameDownsync);
}
@ -696,7 +727,7 @@ cc.Class({
--------------------------------------------------------
*/
// The actual rollback-and-chase would later be executed in update(dt).
console.warn("Mismatched input detected, resetting chaserRenderFrameId: inputFrameId1:", inputFrameId1, ", renderFrameId1:", renderFrameId1, ", chaserRenderFrameId before reset: ", self.chaserRenderFrameId);
console.warn(`Mismatched input detected, resetting chaserRenderFrameId: ${self.chaserRenderFrameId}->${renderFrameId1} by firstPredictedYetIncorrectInputFrameId: ${inputFrameId1}`);
self.chaserRenderFrameId = renderFrameId1;
},
@ -713,7 +744,7 @@ cc.Class({
logBattleStats() {
const self = this;
let s = [];
s.push("Battle stats: renderFrameId=" + self.renderFrameId + ", lastAllConfirmedRenderFrameId=" + self.lastAllConfirmedRenderFrameId + ", lastUpsyncInputFrameId=" + self.lastUpsyncInputFrameId + ", lastAllConfirmedInputFrameId=" + self.lastAllConfirmedInputFrameId);
s.push(`Battle stats: renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastUpsyncInputFrameId=${self.lastUpsyncInputFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, chaserRenderFrameId=${self.chaserRenderFrameId}`);
for (let i = self.recentInputCache.stFrameId; i < self.recentInputCache.edFrameId; ++i) {
const inputFrameDownsync = self.recentInputCache.getByFrameId(i);
@ -745,24 +776,22 @@ cc.Class({
self.playersInfoNode.getComponent("PlayersInfo").clearInfo();
},
spawnPlayerNode(joinIndex, x, y) {
spawnPlayerNode(joinIndex, vx, vy, playerRichInfo) {
const self = this;
const newPlayerNode = 1 == joinIndex ? cc.instantiate(self.player1Prefab) : cc.instantiate(self.player2Prefab); // hardcoded for now, car color determined solely by joinIndex
newPlayerNode.setPosition(cc.v2(x, y));
const wpos = self.virtualGridToWorldPos(vx, vy);
newPlayerNode.setPosition(cc.v2(wpos[0], wpos[1]));
newPlayerNode.getComponent("SelfPlayer").mapNode = self.node;
const currentSelfColliderCircle = newPlayerNode.getComponent(cc.CircleCollider);
const r = currentSelfColliderCircle.radius,
d = 2 * r;
// The collision box of an individual player is a polygon instead of a circle, because the backend collision engine doesn't handle circle alignment well.
const x0 = x - r,
y0 = y - r;
const cpos = self.virtualGridToPlayerColliderPos(vx, vy, playerRichInfo);
const d = playerRichInfo.colliderRadius * 2,
x0 = cpos[0],
y0 = cpos[1];
let pts = [[0, 0], [d, 0], [d, d], [0, d]];
const newPlayerColliderLatest = self.latestCollisionSys.createPolygon(x0, y0, pts);
const newPlayerColliderChaser = self.chaserCollisionSys.createPolygon(x0, y0, pts);
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
self.latestCollisionSysMap.set(collisionPlayerIndex, newPlayerColliderLatest);
self.chaserCollisionSysMap.set(collisionPlayerIndex, newPlayerColliderChaser);
self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
safelyAddChild(self.node, newPlayerNode);
setLocalZOrder(newPlayerNode, 5);
@ -770,8 +799,8 @@ cc.Class({
newPlayerNode.active = true;
const playerScriptIns = newPlayerNode.getComponent("SelfPlayer");
playerScriptIns.scheduleNewDirection({
dx: 0,
dy: 0
dx: playerRichInfo.dir.dx,
dy: playerRichInfo.dir.dy
}, true);
return [newPlayerNode, playerScriptIns];
@ -809,12 +838,11 @@ cc.Class({
if (nextChaserRenderFrameId > self.renderFrameId) {
nextChaserRenderFrameId = self.renderFrameId;
}
self.rollbackAndChase(prevChaserRenderFrameId, nextChaserRenderFrameId, self.chaserCollisionSys, self.chaserCollisionSysMap);
self.chaserRenderFrameId = nextChaserRenderFrameId; // Move the cursor "self.chaserRenderFrameId", keep in mind that "self.chaserRenderFrameId" is not monotonic!
self.rollbackAndChase(prevChaserRenderFrameId, nextChaserRenderFrameId, self.collisionSys, self.collisionSysMap, true);
let t2 = performance.now();
// Inside the following "self.rollbackAndChase" (which actually ROLLS FORWARD), the "self.latestCollisionSys" is ALWAYS "ROLLED BACK" to "self.recentRenderCache.get(self.renderFrameId)" before being applied dynamics from corresponding delayedInputFrame, REGARDLESS OF whether or not "self.chaserRenderFrameId == self.renderFrameId" now.
const rdf = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.latestCollisionSys, self.latestCollisionSysMap);
// Inside the following "self.rollbackAndChase" actually ROLLS FORWARD w.r.t. the corresponding delayedInputFrame, REGARDLESS OF whether or not "self.chaserRenderFrameId == self.renderFrameId" now.
const rdf = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.collisionSys, self.collisionSysMap, false);
/*
const nonTrivialChaseEnded = (prevChaserRenderFrameId < nextChaserRenderFrameId && nextChaserRenderFrameId == self.renderFrameId);
if (nonTrivialChaseEnded) {
@ -917,15 +945,28 @@ cc.Class({
setLocalZOrder(toShowNode, 10);
},
hideFindingPlayersGUI() {
hideFindingPlayersGUI(rdf) {
const self = this;
if (null == self.findingPlayerNode.parent) return;
self.findingPlayerNode.parent.removeChild(self.findingPlayerNode);
if (null != rdf) {
self._initPlayerRichInfoDict(rdf.players, rdf.playerMetas);
}
},
onBattleReadyToStart(playerMetas) {
console.log("Calling `onBattleReadyToStart` with:", playerMetas);
onBattleReadyToStart(rdf) {
const self = this;
const players = rdf.players;
const playerMetas = rdf.playerMetas;
self._initPlayerRichInfoDict(players, playerMetas);
// Show the top status indicators for IN_BATTLE
const playersInfoScriptIns = self.playersInfoNode.getComponent("PlayersInfo");
for (let i in playerMetas) {
const playerMeta = playerMetas[i];
playersInfoScriptIns.updateData(playerMeta);
}
console.log("Calling `onBattleReadyToStart` with:", playerMetas);
const findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
findingPlayerScriptIns.hideExitButton();
findingPlayerScriptIns.updatePlayersInfo(playerMetas);
@ -939,77 +980,22 @@ cc.Class({
}, 1500);
},
_createRoomDownsyncFrameLocally(renderFrameId, collisionSys, collisionSysMap) {
const self = this;
const prevRenderFrameId = renderFrameId - 1;
const inputFrameAppliedOnPrevRenderFrame = (
0 > prevRenderFrameId
?
null
:
self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(prevRenderFrameId, self.inputDelayFrames))
);
// TODO: Find a better way to assign speeds instead of using "speedRefRenderFrameId".
const speedRefRenderFrameId = prevRenderFrameId;
const speedRefRenderFrame = (
0 > speedRefRenderFrameId
?
null
:
self.recentRenderCache.getByFrameId(speedRefRenderFrameId)
);
const rdf = {
id: renderFrameId,
refFrameId: renderFrameId,
players: {}
};
self.playerRichInfoDict.forEach((playerRichInfo, playerId) => {
const joinIndex = playerRichInfo.joinIndex;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const currentSelfColliderCircle = playerRichInfo.node.getComponent(cc.CircleCollider);
const r = currentSelfColliderCircle.radius;
rdf.players[playerRichInfo.id] = {
id: playerRichInfo.id,
x: playerCollider.x + r, // [WARNING] the (x, y) of "playerCollider" is offset to the anchor (i.e. first point of all points) of the polygon shape
y: playerCollider.y + r,
dir: self.ctrl.decodeDirection(null == inputFrameAppliedOnPrevRenderFrame ? 0 : inputFrameAppliedOnPrevRenderFrame.inputList[joinIndex - 1]),
speed: (null == speedRefRenderFrame ? playerRichInfo.speed : speedRefRenderFrame.players[playerRichInfo.id].speed),
joinIndex: joinIndex
};
});
if (
null != inputFrameAppliedOnPrevRenderFrame && self._allConfirmed(inputFrameAppliedOnPrevRenderFrame.confirmedList)
&&
rdf.id > self.lastAllConfirmedRenderFrameId
) {
// We got a more up-to-date "all-confirmed-render-frame".
self.lastAllConfirmedRenderFrameId = rdf.id;
if (rdf.id > self.chaserRenderFrameId) {
// it must be true that "chaserRenderFrameId >= lastAllConfirmedRenderFrameId"
self.chaserRenderFrameId = rdf.id;
}
}
self.dumpToRenderCache(rdf);
return rdf;
},
applyRoomDownsyncFrameDynamics(rdf) {
const self = this;
self.playerRichInfoDict.forEach((playerRichInfo, playerId) => {
const immediatePlayerInfo = rdf.players[playerId];
const dx = (immediatePlayerInfo.x - playerRichInfo.node.x);
const dy = (immediatePlayerInfo.y - playerRichInfo.node.y);
const justJiggling = (self.teleportEps1D >= Math.abs(dx) && self.teleportEps1D >= Math.abs(dy));
const wpos = self.virtualGridToWorldPos(immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY);
const dx = (wpos[0] - playerRichInfo.node.x);
const dy = (wpos[1] - playerRichInfo.node.y);
const justJiggling = (self.jigglingEps1D >= Math.abs(dx) && self.jigglingEps1D >= Math.abs(dy));
if (!justJiggling) {
console.log("@renderFrameId=" + self.renderFrameId + ", teleporting playerId=" + playerId + ": '(" + playerRichInfo.node.x + ", " + playerRichInfo.node.y, ")' to '(" + immediatePlayerInfo.x + ", " + immediatePlayerInfo.y + ")'");
playerRichInfo.node.setPosition(immediatePlayerInfo.x, immediatePlayerInfo.y);
}
playerRichInfo.node.setPosition(wpos[0], wpos[1]);
playerRichInfo.virtualGridX = immediatePlayerInfo.virtualGridX;
playerRichInfo.virtualGridY = immediatePlayerInfo.virtualGridY;
playerRichInfo.scriptIns.scheduleNewDirection(immediatePlayerInfo.dir, false);
playerRichInfo.scriptIns.updateSpeed(immediatePlayerInfo.speed);
}
});
},
@ -1027,61 +1013,67 @@ cc.Class({
return inputFrameDownsync;
},
rollbackAndChase(renderFrameIdSt, renderFrameIdEd, collisionSys, collisionSysMap) {
// TODO: Write unit-test for this function to compare with its backend counter part
applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap) {
const self = this;
let latestRdf = self.recentRenderCache.getByFrameId(renderFrameIdSt); // typed "RoomDownsyncFrame"
if (null == latestRdf) {
console.error("Couldn't find renderFrameId=", renderFrameIdSt, " to rollback, lastAllConfirmedRenderFrameId=", self.lastAllConfirmedRenderFrameId, ", lastAllConfirmedInputFrameId=", self.lastAllConfirmedInputFrameId, ", recentRenderCache=", self._stringifyRecentRenderCache(false), ", recentInputCache=", self._stringifyRecentInputCache(false));
const nextRenderFramePlayers = {}
for (let playerId in currRenderFrame.players) {
const currPlayerDownsync = currRenderFrame.players[playerId];
nextRenderFramePlayers[playerId] = {
id: playerId,
virtualGridX: currPlayerDownsync.virtualGridX,
virtualGridY: currPlayerDownsync.virtualGridY,
dir: {
dx: currPlayerDownsync.dir.dx,
dy: currPlayerDownsync.dir.dy,
},
speed: currPlayerDownsync.speed,
battleState: currPlayerDownsync.battleState,
score: currPlayerDownsync.score,
removed: currPlayerDownsync.removed,
joinIndex: currPlayerDownsync.joinIndex,
};
}
if (renderFrameIdSt >= renderFrameIdEd) {
return latestRdf;
}
/*
Reset "position" of players in "collisionSys" according to "renderFrameIdSt". The easy part is that we don't have path-dependent-integrals to worry about like that of thermal dynamics.
*/
self.playerRichInfoDict.forEach((playerRichInfo, playerId) => {
const joinIndex = playerRichInfo.joinIndex;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const player = latestRdf.players[playerId];
const toRet = {
id: currRenderFrame.id + 1,
players: nextRenderFramePlayers,
};
const currentSelfColliderCircle = playerRichInfo.node.getComponent(cc.CircleCollider);
const r = currentSelfColliderCircle.radius;
playerCollider.x = player.x - r;
playerCollider.y = player.y - r;
});
/*
This function eventually calculates a "RoomDownsyncFrame" where "RoomDownsyncFrame.id == renderFrameIdEd".
*/
for (let i = renderFrameIdSt; i < renderFrameIdEd; ++i) {
const renderFrame = self.recentRenderCache.getByFrameId(i); // typed "RoomDownsyncFrame"
const j = self._convertToInputFrameId(i, self.inputDelayFrames);
const inputFrameDownsync = self.getCachedInputFrameDownsyncWithPrediction(j);
if (null == inputFrameDownsync) {
console.error("Failed to get cached inputFrameDownsync for renderFrameId=", i, ", inputFrameId=", j, "lastAllConfirmedRenderFrameId=", self.lastAllConfirmedRenderFrameId, ", lastAllConfirmedInputFrameId=", self.lastAllConfirmedInputFrameId, ", recentRenderCache=", self._stringifyRecentRenderCache(false), ", recentInputCache=", self._stringifyRecentInputCache(false));
}
const inputList = inputFrameDownsync.inputList;
// [WARNING] Traverse in the order of joinIndices to guarantee determinism.
if (null != delayedInputFrame) {
const inputList = delayedInputFrame.inputList;
const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
effPushbacks[joinIndex - 1] = [0.0, 0.0];
const playerId = self.playerRichInfoArr[j].id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const player = renderFrame.players[playerId];
const player = currRenderFrame.players[playerId];
const encodedInput = inputList[joinIndex - 1];
const decodedInput = self.ctrl.decodeDirection(encodedInput);
const baseChange = player.speed * self.rollbackEstimatedDt * decodedInput.speedFactor;
playerCollider.x += baseChange * decodedInput.dx;
playerCollider.y += baseChange * decodedInput.dy;
// console.log(`Got non-zero inputs for playerId=${playerId}, decodedInput=${JSON.stringify(decodedInput)} @currRenderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.id}`);
/*
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];
// Update directions and thus would eventually update moving animation accordingly
nextRenderFramePlayers[playerId].dir.dx = decodedInput.dx;
nextRenderFramePlayers[playerId].dir.dy = decodedInput.dy;
}
collisionSys.update();
const result = collisionSys.createResult(); // Can I reuse a "self.latestCollisionSysResult" object throughout the whole battle?
const result = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
for (let i in self.playerRichInfoArr) {
const joinIndex = parseInt(i) + 1;
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
const playerId = self.playerRichInfoArr[j].id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const potentials = playerCollider.potentials();
@ -1089,12 +1081,72 @@ cc.Class({
// Test if the player collides with the wall
if (!playerCollider.collides(potential, result)) continue;
// Push the player out of the wall
playerCollider.x -= result.overlap * result.overlap_x;
playerCollider.y -= result.overlap * result.overlap_y;
effPushbacks[joinIndex - 1][0] += result.overlap * result.overlap_x;
effPushbacks[joinIndex - 1][1] += result.overlap * result.overlap_y;
}
}
latestRdf = self._createRoomDownsyncFrameLocally(i + 1, collisionSys, collisionSysMap);
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
const playerId = self.playerRichInfoArr[j].id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const newVpos = self.playerColliderAnchorToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], self.playerRichInfoArr[j]);
nextRenderFramePlayers[playerId].virtualGridX = newVpos[0];
nextRenderFramePlayers[playerId].virtualGridY = newVpos[1];
}
}
return toRet;
},
rollbackAndChase(renderFrameIdSt, renderFrameIdEd, collisionSys, collisionSysMap, isChasing) {
/*
This function eventually calculates a "RoomDownsyncFrame" where "RoomDownsyncFrame.id == renderFrameIdEd" if not interruptted.
*/
const self = this;
let latestRdf = self.recentRenderCache.getByFrameId(renderFrameIdSt); // typed "RoomDownsyncFrame"
if (null == latestRdf) {
console.error(`Couldn't find renderFrameId=${renderFrameIdSt}, to rollback, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`);
return latestRdf;
}
if (renderFrameIdSt >= renderFrameIdEd) {
return latestRdf;
}
for (let i = renderFrameIdSt; i < renderFrameIdEd; ++i) {
const currRenderFrame = self.recentRenderCache.getByFrameId(i); // typed "RoomDownsyncFrame"; [WARNING] When "true == isChasing", this function can be interruptted by "onRoomDownsyncFrame(rdf)" asynchronously anytime, making this line return "null"!
if (null == currRenderFrame) {
console.warn(`Couldn't find renderFrame for i=${i} to rollback, self.renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, might've been interruptted by onRoomDownsyncFrame`);
return latestRdf;
}
const j = self._convertToInputFrameId(i, self.inputDelayFrames);
const delayedInputFrame = self.getCachedInputFrameDownsyncWithPrediction(j);
if (null == delayedInputFrame) {
console.warn(`Failed to get cached delayedInputFrame for i=${i}, j=${j}, self.renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}`);
return latestRdf;
}
latestRdf = self.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap);
if (
self._allConfirmed(delayedInputFrame.confirmedList)
&&
latestRdf.id > self.lastAllConfirmedRenderFrameId
) {
// We got a more up-to-date "all-confirmed-render-frame".
self.lastAllConfirmedRenderFrameId = latestRdf.id;
if (latestRdf.id > self.chaserRenderFrameId) {
// it must be true that "chaserRenderFrameId >= lastAllConfirmedRenderFrameId", regardeless of the "isChasing" param
self.chaserRenderFrameId = latestRdf.id;
}
}
if (true == isChasing) {
// Move the cursor "self.chaserRenderFrameId", keep in mind that "self.chaserRenderFrameId" is not monotonic!
self.chaserRenderFrameId = latestRdf.id;
}
self.dumpToRenderCache(latestRdf);
}
return latestRdf;
@ -1107,8 +1159,10 @@ cc.Class({
if (self.playerRichInfoDict.has(playerId)) continue; // Skip already put keys
const immediatePlayerInfo = players[playerId];
const immediatePlayerMeta = playerMetas[playerId];
const nodeAndScriptIns = self.spawnPlayerNode(immediatePlayerInfo.joinIndex, immediatePlayerInfo.x, immediatePlayerInfo.y);
self.playerRichInfoDict.set(playerId, immediatePlayerInfo);
Object.assign(self.playerRichInfoDict.get(playerId), immediatePlayerMeta);
const nodeAndScriptIns = self.spawnPlayerNode(immediatePlayerInfo.joinIndex, immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY, self.playerRichInfoDict.get(playerId));
Object.assign(self.playerRichInfoDict.get(playerId), {
node: nodeAndScriptIns[0],
@ -1136,7 +1190,7 @@ cc.Class({
return s.join('\n');
}
return "[stInputFrameId=" + self.recentInputCache.stFrameId + ", edInputFrameId=" + self.recentInputCache.edFrameId + ")";
return `[stInputFrameId=${self.recentInputCache.stFrameId}, edInputFrameId=${self.recentInputCache.edFrameId})`;
},
_stringifyRecentRenderCache(usefullOutput) {
@ -1149,7 +1203,43 @@ cc.Class({
return s.join('\n');
}
return "[stRenderFrameId=" + self.recentRenderCache.stFrameId + ", edRenderFrameId=" + self.recentRenderCache.edFrameId + ")";
return `[stRenderFrameId=${self.recentRenderCache.stFrameId}, edRenderFrameId=${self.recentRenderCache.edFrameId})`;
},
worldToVirtualGridPos(x, y) {
// [WARNING] Introduces loss of precision!
const self = this;
// In JavaScript floating numbers suffer from seemingly non-deterministic arithmetics, and even if certain libs solved this issue by approaches such as fixed-point-number, they might not be used in other libs -- e.g. the "collision libs" we're interested in -- thus couldn't kill all pains.
let virtualGridX = Math.round(x * self.worldToVirtualGridRatio);
let virtualGridY = Math.round(y * self.worldToVirtualGridRatio);
return [virtualGridX, virtualGridY];
},
virtualGridToWorldPos(vx, vy) {
// No loss of precision
const self = this;
let wx = parseFloat(vx) * self.virtualGridToWorldRatio;
let wy = parseFloat(vy) * self.virtualGridToWorldRatio;
return [wx, wy];
},
playerWorldToCollisionPos(wx, wy, playerRichInfo) {
return [wx - playerRichInfo.colliderRadius, wy - playerRichInfo.colliderRadius];
},
playerColliderAnchorToWorldPos(cx, cy, playerRichInfo) {
return [cx + playerRichInfo.colliderRadius, cy + playerRichInfo.colliderRadius];
},
playerColliderAnchorToVirtualGridPos(cx, cy, playerRichInfo) {
const self = this;
const wpos = self.playerColliderAnchorToWorldPos(cx, cy, playerRichInfo);
return self.worldToVirtualGridPos(wpos[0], wpos[1])
},
virtualGridToPlayerColliderPos(vx, vy, playerRichInfo) {
const self = this;
const wpos = self.virtualGridToWorldPos(vx, vy);
return self.playerWorldToCollisionPos(wpos[0], wpos[1], playerRichInfo)
},
});

View File

@ -7,6 +7,10 @@ cc.Class({
arrowTipNode: {
type: cc.Node,
default: null
},
coordLabel: {
type: cc.Label,
default: null
}
},
start() {
@ -26,6 +30,10 @@ cc.Class({
'2-1': 'attackedRight'
};
this.arrowTipNode.active = false;
if (!this.mapIns.showCriticalCoordinateLabels) {
this.coordLabel.node.active = false;
}
},
showArrowTipNode() {
@ -44,6 +52,9 @@ cc.Class({
update(dt) {
BasePlayer.prototype.update.call(this, dt);
if (this.mapIns.showCriticalCoordinateLabels) {
this.coordLabel.string = `(${this.node.x.toFixed(2)}, ${this.node.y.toFixed(2)})`;
}
},
});

View File

@ -372,7 +372,7 @@ TileCollisionManager.prototype.extractBoundaryObjects = function (withTiledMapNo
for (let tsxFilenameIdx = 0; tsxFilenameIdx < tsxFileNames.length; ++tsxFilenameIdx) {
const tsxOrientation = tileSets[tsxFilenameIdx].orientation;
if (cc.TiledMap.Orientation.ORTHO == tsxOrientation) {
cc.error("Error at tileset %s: We proceed with ONLY tilesets in ORTHO orientation for all map orientations by now.", tsxFileNames[tsxFilenameIdx]);
cc.error("Error at tileset %s: We don't proceed with tilesets in ORTHO orientation by now.", tsxFileNames[tsxFilenameIdx]);
continue;
};

View File

@ -1,18 +1,14 @@
window.DIRECTION_DECODER = [
// The 3rd value matches low-precision constants in backend.
[0, 0, 0.0],
[0, +1, 1.0],
[0, -1, 1.0],
[+2, 0, 0.5],
[-2, 0, 0.5],
[+2, +1, 0.4472],
[-2, -1, 0.4472],
[+2, -1, 0.4472],
[-2, +1, 0.4472],
[+2, 0, 0.5],
[-2, 0, 0.5],
[0, +1, 1.0],
[0, -1, 1.0],
[0, 0],
[0, +2],
[0, -2],
[+2, 0],
[-2, 0],
[+1, +1],
[-1, -1],
[+1, -1],
[-1, +1],
];
cc.Class({
@ -40,11 +36,11 @@ cc.Class({
type: cc.Float
},
magicLeanLowerBound: {
default: 0.414, // Tangent of (PI/8).
default: 0.1,
type: cc.Float
},
magicLeanUpperBound: {
default: 2.414, // Tangent of (3*PI/8).
default: 0.9,
type: cc.Float
},
// For joystick ends.
@ -269,16 +265,8 @@ cc.Class({
return ret;
}
if (Math.abs(continuousDx) < eps) {
ret.dx = 0;
if (0 < continuousDy) {
ret.dy = +1; // up
ret.encodedIdx = 1;
} else {
ret.dy = -1; // down
ret.encodedIdx = 2;
}
} else if (Math.abs(continuousDy) < eps) {
const criticalRatio = continuousDy / continuousDx;
if (Math.abs(criticalRatio) < this.magicLeanLowerBound) {
ret.dy = 0;
if (0 < continuousDx) {
ret.dx = +2; // right
@ -287,50 +275,40 @@ cc.Class({
ret.dx = -2; // left
ret.encodedIdx = 4;
}
} else if (Math.abs(criticalRatio) > this.magicLeanUpperBound) {
ret.dx = 0;
if (0 < continuousDy) {
ret.dy = +2; // up
ret.encodedIdx = 1;
} else {
ret.dy = -2; // down
ret.encodedIdx = 2;
}
} else {
const criticalRatio = continuousDy / continuousDx;
if (criticalRatio > this.magicLeanLowerBound && criticalRatio < this.magicLeanUpperBound) {
if (0 < continuousDx) {
ret.dx = +2;
if (0 < continuousDy) {
ret.dx = +1;
ret.dy = +1;
ret.encodedIdx = 5;
} else {
ret.dx = -2;
ret.dx = +1;
ret.dy = -1;
ret.encodedIdx = 7;
}
} else {
// 0 >= continuousDx
if (0 < continuousDy) {
ret.dx = -1;
ret.dy = +1;
ret.encodedIdx = 8;
} else {
ret.dx = -1;
ret.dy = -1;
ret.encodedIdx = 6;
}
} else if (criticalRatio > -this.magicLeanUpperBound && criticalRatio < -this.magicLeanLowerBound) {
if (0 < continuousDx) {
ret.dx = +2;
ret.dy = -1;
ret.encodedIdx = 7;
} else {
ret.dx = -2;
ret.dy = +1;
ret.encodedIdx = 8;
}
} else {
if (Math.abs(criticalRatio) < 1) {
ret.dy = 0;
if (0 < continuousDx) {
ret.dx = +2;
ret.encodedIdx = 9;
} else {
ret.dx = -2;
ret.encodedIdx = 10;
}
} else {
ret.dx = 0;
if (0 < continuousDy) {
ret.dy = +1;
ret.encodedIdx = 11;
} else {
ret.dy = -1;
ret.encodedIdx = 12;
}
}
}
}
return ret;
},
@ -342,8 +320,7 @@ cc.Class({
return {
dx: mapped[0],
dy: mapped[1],
speedFactor: mapped[2],
}
};
},
getDiscretizedDirection() {

View File

@ -146,7 +146,7 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
return;
}
try {
const resp = window.WsResp.decode(new Uint8Array(evt.data));
const resp = window.pb.protos.WsResp.decode(new Uint8Array(evt.data));
switch (resp.act) {
case window.DOWNSYNC_MSG_ACT_HB_REQ:
window.handleHbRequirements(resp); // 获取boundRoomId并存储到localStorage
@ -156,10 +156,10 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
break;
case window.DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED:
// Deliberately left blank for now
mapIns.hideFindingPlayersGUI();
mapIns.hideFindingPlayersGUI(resp.rdf);
break;
case window.DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START:
mapIns.onBattleReadyToStart(resp.rdf.playerMetas);
mapIns.onBattleReadyToStart(resp.rdf);
break;
case window.DOWNSYNC_MSG_ACT_BATTLE_START:
mapIns.onRoomDownsyncFrame(resp.rdf);
@ -172,22 +172,16 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
break;
case window.DOWNSYNC_MSG_ACT_FORCED_RESYNC:
if (null == resp.inputFrameDownsyncBatch || 0 >= resp.inputFrameDownsyncBatch.length) {
console.error("Got empty inputFrameDownsyncBatch upon resync@localRenderFrameId=", mapIns.renderFrameId, ", @lastAllConfirmedRenderFrameId=", mapIns.lastAllConfirmedRenderFrameId, "@lastAllConfirmedInputFrameId=", mapIns.lastAllConfirmedInputFrameId, ", @localRecentInputCache=", mapIns._stringifyRecentInputCache(false), ", the incoming resp=\n", JSON.stringify(resp, null, 2));
console.error(`Got empty inputFrameDownsyncBatch upon resync@localRenderFrameId=${mapIns.renderFrameId}, @lastAllConfirmedRenderFrameId=${mapIns.lastAllConfirmedRenderFrameId}, @lastAllConfirmedInputFrameId=${mapIns.lastAllConfirmedInputFrameId}, @chaserRenderFrameId=${mapIns.chaserRenderFrameId}, @localRecentInputCache=${mapIns._stringifyRecentInputCache(false)}, the incoming resp=
${JSON.stringify(resp, null, 2)}`);
return;
}
// Unless upon ws session lost and reconnected, it's maintained true that "inputFrameDownsyncBatch[0].inputFrameId == frontend.lastAllConfirmedInputFrameId+1", and in this case we should try to keep frontend moving only by "frontend.recentInputCache" to avoid jiggling of synced positions
const inputFrameIdConsecutive = (resp.inputFrameDownsyncBatch[0].inputFrameId == mapIns.lastAllConfirmedInputFrameId + 1);
const renderFrameIdConsecutive = (resp.rdf.id <= mapIns.renderFrameId + mapIns.renderFrameIdLagTolerance);
if (inputFrameIdConsecutive && renderFrameIdConsecutive) {
// console.log("Got consecutive resync@localRenderFrameId=", mapIns.renderFrameId, ", @lastAllConfirmedRenderFrameId=", mapIns.lastAllConfirmedRenderFrameId, "@lastAllConfirmedInputFrameId=", mapIns.lastAllConfirmedInputFrameId, ", @localRecentInputCache=", mapIns._stringifyRecentInputCache(false), ", the incoming resp=\n", JSON.stringify(resp));
mapIns.onInputFrameDownsyncBatch(resp.inputFrameDownsyncBatch);
} else {
// console.warn("Got forced resync@localRenderFrameId=", mapIns.renderFrameId, ", @lastAllConfirmedRenderFrameId=", mapIns.lastAllConfirmedRenderFrameId, "@lastAllConfirmedInputFrameId=", mapIns.lastAllConfirmedInputFrameId, ", @localRecentInputCache=", mapIns._stringifyRecentInputCache(false), ", the incoming resp=\n", JSON.stringify(resp, null, 2));
console.warn("Got forced resync@localRenderFrameId=", mapIns.renderFrameId, ", @lastAllConfirmedRenderFrameId=", mapIns.lastAllConfirmedRenderFrameId, "@lastAllConfirmedInputFrameId=", mapIns.lastAllConfirmedInputFrameId, ", @localRecentInputCache=", mapIns._stringifyRecentInputCache(false), ", inputFrameIdConsecutive=", inputFrameIdConsecutive, ", renderFrameIdConsecutive=", renderFrameIdConsecutive);
console.warn(`Got resync@localRenderFrameId=${mapIns.renderFrameId}, @lastAllConfirmedRenderFrameId=${mapIns.lastAllConfirmedRenderFrameId}, @lastAllConfirmedInputFrameId=${mapIns.lastAllConfirmedInputFrameId}, @chaserRenderFrameId=${mapIns.chaserRenderFrameId}, @localRecentInputCache=${mapIns._stringifyRecentInputCache(false)}, inputFrameIdConsecutive=${inputFrameIdConsecutive}, renderFrameIdConsecutive=${renderFrameIdConsecutive}`);
// The following order of execution is important
mapIns.onRoomDownsyncFrame(resp.rdf);
mapIns.onInputFrameDownsyncBatch(resp.inputFrameDownsyncBatch);
}
break;
default:
break;

View File

@ -1,39 +0,0 @@
const collisions = require('./modules/Collisions');
const collisionSys = new collisions.Collisions();
/*
Backend result reference
2022-10-22T12:11:25.156+0800 INFO collider_visualizer/worldColliderDisplay.go:77 Collided: player.X=1257.665, player.Y=1415.335, oldDx=-2.98, oldDy=-50, playerShape=&{[[0 0] [64 0] [64 64] [0 64]] 1254.685 1365.335 true}, toCheckBarrier=&{[[628.626 54.254500000000064] [0 56.03250000000003] [0.42449999999999477 1.1229999999999905] [625.9715000000001 0]] 1289.039 1318.0805 true}, pushbackX=-0.15848054013127655, pushbackY=-56.03205175509715, result=&{56.03227587710039 -0.0028283794946841584 -0.9999960001267175 false false [0.9988052279193613 -0.04886836073527201]}
*/
function polygonStr(body) {
let coords = [];
let cnt = body._coords.length;
for (let ix = 0, iy = 1; ix < cnt; ix += 2, iy += 2) {
coords.push([body._coords[ix], body._coords[iy]]);
}
return JSON.stringify(coords);
}
const playerCollider = collisionSys.createPolygon(1257.665, 1415.335, [[0, 0], [64, 0], [64, 64], [0, 64]]);
const barrierCollider = collisionSys.createPolygon(1289.039, 1318.0805, [[628.626, 54.254500000000064], [0, 56.03250000000003], [0.42449999999999477, 1.1229999999999905], [625.9715000000001, 0]]);
const oldDx = -2.98;
const oldDy = -50.0;
playerCollider.x += oldDx;
playerCollider.y += oldDy;
collisionSys.update();
const result = collisionSys.createResult();
const potentials = playerCollider.potentials();
let overlapCheckId = 0;
for (const barrier of potentials) {
if (!playerCollider.collides(barrier, result)) continue;
const pushbackX = result.overlap * result.overlap_x;
const pushbackY = result.overlap * result.overlap_y;
console.log("For overlapCheckId=" + overlapCheckId + ", the overlap: a=", polygonStr(result.a), ", b=", polygonStr(result.b), ", pushbackX=", pushbackX, ", pushbackY=", pushbackY);
}

View File

@ -1,9 +0,0 @@
{
"ver": "1.0.5",
"uuid": "fce86138-76fc-44d5-8eac-2731b3b0cefd",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

View File

@ -1,6 +1,6 @@
{
"ver": "1.0.5",
"uuid": "f9cd97f6-3533-4a27-afc8-cf302da003b2",
"uuid": "1ef4a156-5c54-45b9-85ac-86734985e13a",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,

File diff suppressed because one or more lines are too long

View File

@ -1,5 +0,0 @@
{
"ver": "1.0.1",
"uuid": "e646fbd9-7821-4567-9846-fb6e45aeb921",
"subMetas": {}
}

View File

@ -0,0 +1,39 @@
const collisions = require('./assets/scripts/modules/Collisions');
const collisionSys = new collisions.Collisions();
function polygonStr(body) {
let coords = [];
let cnt = body._coords.length;
for (let ix = 0, iy = 1; ix < cnt; ix += 2, iy += 2) {
coords.push([body._coords[ix], body._coords[iy]]);
}
return JSON.stringify(coords);
}
const playerCollider = collisionSys.createPolygon(1269.665, 1353.335, [[0, 0], [64, 0], [64, 64], [0, 64]]);
const barrierCollider1 = collisionSys.createPolygon(1277.7159000000001, 1570.5575, [[642.5696, 319.159], [0, 319.15680000000003], [5.7286, 0], [643.7451, 0.9014999999999986]]);
const barrierCollider2 = collisionSys.createPolygon(1289.039, 1318.0805, [[628.626, 54.254500000000064], [0, 56.03250000000003], [0.42449999999999477, 1.1229999999999905], [625.9715000000001, 0]]);
const barrierCollider3 = collisionSys.createPolygon(1207, 1310, [[69, 581], [0, 579], [8, 3], [79, 0]]);
playerCollider.x += -2.98;
playerCollider.y += -50.0;
collisionSys.update();
const effPushback = [0.0, 0.0];
const result = collisionSys.createResult();
const potentials = playerCollider.potentials();
for (const barrier of potentials) {
if (!playerCollider.collides(barrier, result)) continue;
const pushbackX = result.overlap * result.overlap_x;
const pushbackY = result.overlap * result.overlap_y;
console.log(`Overlapped: a=${polygonStr(result.a)}, b=${polygonStr(result.b)}, pushbackX=${pushbackX}, pushbackY=${pushbackY}`);
effPushback[0] += pushbackX;
effPushback[1] += pushbackY;
}
console.log(`effPushback=${effPushback}`);

View File

@ -2,11 +2,16 @@
# GOLANG part
# You have to download the OS binary "protoc" from `https://developers.google.com/protocol-buffers/docs/downloads` and set it to $PATH appropriately.
# You have to install `proto-gen-go` by `go get -u github.com/golang/protobuf/protoc-gen-go` as instructed in https://developers.google.com/protocol-buffers/docs/gotutorial too.
# You have to install `proto-gen-go` by `go install google.golang.org/protobuf/cmd/protoc-gen-go@latest` as instructed in https://developers.google.com/protocol-buffers/docs/gotutorial#compiling-your-protocol-buffers too.
golang_basedir=$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )/battle_srv
mkdir -p $golang_basedir/pb_output
protoc -I=$golang_basedir/../frontend/assets/resources/pbfiles/ --go_out=$golang_basedir/pb_output room_downsync_frame.proto
golang_basedir_1=$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )/dnmshared
protoc -I=$golang_basedir_1/../frontend/assets/resources/pbfiles/ --go_out=. geometry.proto
echo "GOLANG part 1 done"
# [WARNING] The following "room_downsync_frame.proto" is generated in another Go package than "geometry.proto", but the generated Go codes are also required to work with imports correctly!
golang_basedir_2=$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )/battle_srv
protoc -I=$golang_basedir_2/../frontend/assets/resources/pbfiles/ --go_out=. room_downsync_frame.proto
echo "GOLANG part 2 done"
# JS part
js_basedir=$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )/frontend
@ -17,6 +22,8 @@ js_outdir=$js_basedir/assets/scripts/modules
# npm install -g protobufjs-cli
# The specific filename is respected by "frontend/build-templates/wechatgame/game.js".
pbjs -t static-module -w commonjs --keep-case --force-message -o $js_outdir/room_downsync_frame_proto_bundle.forcemsg.js $js_basedir/assets/resources/pbfiles/room_downsync_frame.proto
pbjs -t static-module -w commonjs --keep-case --force-message -o $js_outdir/room_downsync_frame_proto_bundle.forcemsg.js $js_basedir/assets/resources/pbfiles/geometry.proto $js_basedir/assets/resources/pbfiles/room_downsync_frame.proto
sed -i 's#require("protobufjs/minimal")#require("./protobuf-with-floating-num-decoding-endianess-toggle")#g' $js_outdir/room_downsync_frame_proto_bundle.forcemsg.js
sed -i 's#require("protobufjs/minimal")#require("./protobuf-with-floating-num-decoding-endianess-toggle")#g' $js_outdir/room_downsync_frame_proto_bundle.forcemsg.js # Not working in OSX, needs further investigation
echo "JavaScript part done"