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https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Further simplified proto communication.
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@@ -242,34 +242,21 @@ func Serve(c *gin.Context) {
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bciFrame := &pb.BattleColliderInfo{
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BoundRoomId: pRoom.Id,
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StageName: pRoom.StageName,
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StageDiscreteW: pRoom.StageDiscreteW,
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StageDiscreteH: pRoom.StageDiscreteH,
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StageTileW: pRoom.StageTileW,
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StageTileH: pRoom.StageTileH,
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IntervalToPing: int32(Constants.Ws.IntervalToPing),
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WillKickIfInactiveFor: int32(Constants.Ws.WillKickIfInactiveFor),
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BattleDurationNanos: pRoom.BattleDurationNanos,
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ServerFps: pRoom.ServerFps,
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InputDelayFrames: pRoom.InputDelayFrames,
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InputScaleFrames: pRoom.InputScaleFrames,
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NstDelayFrames: pRoom.NstDelayFrames,
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InputFrameUpsyncDelayTolerance: pRoom.InputFrameUpsyncDelayTolerance,
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MaxChasingRenderFramesPerUpdate: pRoom.MaxChasingRenderFramesPerUpdate,
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PlayerBattleState: pThePlayer.BattleState, // For frontend to know whether it's rejoining
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RollbackEstimatedDtMillis: pRoom.RollbackEstimatedDtMillis,
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RollbackEstimatedDtNanos: pRoom.RollbackEstimatedDtNanos,
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WorldToVirtualGridRatio: pRoom.WorldToVirtualGridRatio,
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VirtualGridToWorldRatio: pRoom.VirtualGridToWorldRatio,
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InputDelayFrames: pRoom.InputDelayFrames,
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InputScaleFrames: pRoom.InputScaleFrames,
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SpAtkLookupFrames: pRoom.SpAtkLookupFrames,
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RenderCacheSize: pRoom.RenderCacheSize,
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SnapIntoPlatformOverlap: pRoom.SnapIntoPlatformOverlap,
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SnapIntoPlatformThreshold: pRoom.SnapIntoPlatformThreshold,
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JumpingInitVelY: pRoom.JumpingInitVelY,
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GravityX: pRoom.GravityX,
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GravityY: pRoom.GravityY,
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CollisionMinStep: pRoom.CollisionMinStep,
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FrameDataLoggingEnabled: pRoom.FrameDataLoggingEnabled,
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