Initial recovery of MeleeBullet in online battle.

This commit is contained in:
genxium 2022-12-29 12:21:01 +08:00
parent 11d001465d
commit 69f0ddc171
11 changed files with 300 additions and 292 deletions

View File

@ -10,12 +10,13 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
return nil return nil
} }
ret := &pb.RoomDownsyncFrame{ ret := &pb.RoomDownsyncFrame{
Id: rdf.Id, Id: rdf.Id,
PlayersArr: make([]*pb.PlayerDownsync, len(rdf.PlayersArr), len(rdf.PlayersArr)), PlayersArr: make([]*pb.PlayerDownsync, len(rdf.PlayersArr), len(rdf.PlayersArr)),
MeleeBullets: make([]*pb.MeleeBullet, len(rdf.MeleeBullets), len(rdf.MeleeBullets)), MeleeBullets: make([]*pb.MeleeBullet, len(rdf.MeleeBullets), len(rdf.MeleeBullets)),
CountdownNanos: rdf.CountdownNanos, CountdownNanos: rdf.CountdownNanos,
BackendUnconfirmedMask: rdf.BackendUnconfirmedMask, BackendUnconfirmedMask: rdf.BackendUnconfirmedMask,
ShouldForceResync: rdf.ShouldForceResync, ShouldForceResync: rdf.ShouldForceResync,
PlayerOpPatternToSkillId: make(map[int32]int32),
} }
for i, last := range rdf.PlayersArr { for i, last := range rdf.PlayersArr {
@ -65,6 +66,10 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
ret.MeleeBullets[i] = pbBullet ret.MeleeBullets[i] = pbBullet
} }
for i, last := range rdf.PlayerOpPatternToSkillId {
ret.PlayerOpPatternToSkillId[int32(i)] = int32(last)
}
return ret return ret
} }

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@ -88,14 +88,15 @@ func calRoomScore(inRoomPlayerCount int32, roomPlayerCnt int, currentRoomBattleS
} }
type Room struct { type Room struct {
Id int32 Id int32
Capacity int Capacity int
collisionSpaceOffsetX float64 collisionSpaceOffsetX float64
collisionSpaceOffsetY float64 collisionSpaceOffsetY float64
Players map[int32]*Player playerOpPatternToSkillId map[int]int
PlayersArr []*Player // ordered by joinIndex Players map[int32]*Player
Space *resolv.Space PlayersArr []*Player // ordered by joinIndex
CollisionSysMap map[int32]*resolv.Object Space *resolv.Space
CollisionSysMap map[int32]*resolv.Object
/** /**
* The following `PlayerDownsyncSessionDict` is NOT individually put * The following `PlayerDownsyncSessionDict` is NOT individually put
* under `type Player struct` for a reason. * under `type Player struct` for a reason.
@ -125,9 +126,9 @@ type Room struct {
CurDynamicsRenderFrameId int32 // [WARNING] The dynamics of backend is ALWAYS MOVING FORWARD BY ALL-CONFIRMED INPUTFRAMES (either by upsync or forced), i.e. no rollback; Moreover when "true == BackendDynamicsEnabled" we always have "Room.CurDynamicsRenderFrameId >= Room.RenderFrameId" because each "all-confirmed inputFrame" is applied on "all applicable renderFrames" in one-go hence often sees a future "renderFrame" earlier CurDynamicsRenderFrameId int32 // [WARNING] The dynamics of backend is ALWAYS MOVING FORWARD BY ALL-CONFIRMED INPUTFRAMES (either by upsync or forced), i.e. no rollback; Moreover when "true == BackendDynamicsEnabled" we always have "Room.CurDynamicsRenderFrameId >= Room.RenderFrameId" because each "all-confirmed inputFrame" is applied on "all applicable renderFrames" in one-go hence often sees a future "renderFrame" earlier
EffectivePlayerCount int32 EffectivePlayerCount int32
DismissalWaitGroup sync.WaitGroup DismissalWaitGroup sync.WaitGroup
InputsBuffer *RingBuffer // Indices are STRICTLY consecutive InputsBuffer *battle.RingBuffer // Indices are STRICTLY consecutive
InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange] InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange]
RenderFrameBuffer *RingBuffer // Indices are STRICTLY consecutive RenderFrameBuffer *battle.RingBuffer // Indices are STRICTLY consecutive
LatestPlayerUpsyncedInputFrameId int32 LatestPlayerUpsyncedInputFrameId int32
LastAllConfirmedInputFrameId int32 LastAllConfirmedInputFrameId int32
LastAllConfirmedInputFrameIdWithChange int32 LastAllConfirmedInputFrameIdWithChange int32
@ -396,12 +397,19 @@ func (pR *Room) StartBattle() {
pR.RenderFrameId = 0 pR.RenderFrameId = 0
// [WARNING] Only since battle starts do we have all players bound to certain joinIndexes.
for _, player := range pR.Players {
opJoinIndexPrefix := (int(player.JoinIndex) << uint(8))
pR.playerOpPatternToSkillId[opJoinIndexPrefix+0] = 1 // Hardcoded for now
}
// Initialize the "collisionSys" as well as "RenderFrameBuffer" // Initialize the "collisionSys" as well as "RenderFrameBuffer"
pR.CurDynamicsRenderFrameId = 0 pR.CurDynamicsRenderFrameId = 0
kickoffFrameJs := &battle.RoomDownsyncFrame{ kickoffFrameJs := &battle.RoomDownsyncFrame{
Id: pR.RenderFrameId, Id: pR.RenderFrameId,
PlayersArr: toJsPlayers(pR.Players), PlayersArr: toJsPlayers(pR.Players),
CountdownNanos: pR.BattleDurationNanos, PlayerOpPatternToSkillId: pR.playerOpPatternToSkillId,
CountdownNanos: pR.BattleDurationNanos,
} }
pR.RenderFrameBuffer.Put(kickoffFrameJs) pR.RenderFrameBuffer.Put(kickoffFrameJs)
@ -597,7 +605,7 @@ func (pR *Room) OnBattleCmdReceived(pReq *pb.WsReq) {
} }
} }
func (pR *Room) onInputFrameDownsyncAllConfirmed(inputFrameDownsync *pb.InputFrameDownsync, playerId int32) { func (pR *Room) onInputFrameDownsyncAllConfirmed(inputFrameDownsync *battle.InputFrameDownsync, playerId int32) {
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked! // [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
inputFrameId := inputFrameDownsync.InputFrameId inputFrameId := inputFrameDownsync.InputFrameId
if -1 == pR.LastAllConfirmedInputFrameIdWithChange || false == pR.equalInputLists(inputFrameDownsync.InputList, pR.LastAllConfirmedInputList) { if -1 == pR.LastAllConfirmedInputFrameIdWithChange || false == pR.equalInputLists(inputFrameDownsync.InputList, pR.LastAllConfirmedInputList) {
@ -741,6 +749,7 @@ func (pR *Room) OnDismissed() {
pR.SpAtkLookupFrames = 5 pR.SpAtkLookupFrames = 5
pR.PlayerDefaultSpeed = int32(float64(1) * pR.WorldToVirtualGridRatio) // in virtual grids per frame pR.PlayerDefaultSpeed = int32(float64(1) * pR.WorldToVirtualGridRatio) // in virtual grids per frame
pR.CollisionMinStep = (int32(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 3) // the approx minimum distance a player can move per frame in world coordinate pR.CollisionMinStep = (int32(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 3) // the approx minimum distance a player can move per frame in world coordinate
pR.playerOpPatternToSkillId = make(map[int]int)
pR.Players = make(map[int32]*Player) pR.Players = make(map[int32]*Player)
pR.PlayersArr = make([]*Player, pR.Capacity) pR.PlayersArr = make([]*Player, pR.Capacity)
pR.CollisionSysMap = make(map[int32]*resolv.Object) pR.CollisionSysMap = make(map[int32]*resolv.Object)
@ -756,8 +765,8 @@ func (pR *Room) OnDismissed() {
pR.PlayerSignalToCloseDict = make(map[int32]SignalToCloseConnCbType) pR.PlayerSignalToCloseDict = make(map[int32]SignalToCloseConnCbType)
pR.JoinIndexBooleanArr = make([]bool, pR.Capacity) pR.JoinIndexBooleanArr = make([]bool, pR.Capacity)
pR.RenderCacheSize = 1024 pR.RenderCacheSize = 1024
pR.RenderFrameBuffer = NewRingBuffer(pR.RenderCacheSize) pR.RenderFrameBuffer = battle.NewRingBuffer(pR.RenderCacheSize)
pR.InputsBuffer = NewRingBuffer((pR.RenderCacheSize >> 1) + 1) pR.InputsBuffer = battle.NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
pR.rdfIdToActuallyUsedInput = make(map[int32]*pb.InputFrameDownsync) pR.rdfIdToActuallyUsedInput = make(map[int32]*pb.InputFrameDownsync)
pR.LatestPlayerUpsyncedInputFrameId = -1 pR.LatestPlayerUpsyncedInputFrameId = -1
@ -782,30 +791,6 @@ func (pR *Room) OnDismissed() {
pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work! pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
pR.ForceAllResyncOnAnyActiveSlowTicker = true // See tradeoff discussion in "downsyncToAllPlayers" pR.ForceAllResyncOnAnyActiveSlowTicker = true // See tradeoff discussion in "downsyncToAllPlayers"
punchSkillId := int32(1)
pR.MeleeSkillConfig = make(map[int32]*pb.MeleeBullet, 0)
pR.MeleeSkillConfig[punchSkillId] = &pb.MeleeBullet{
// for offender
StartupFrames: int32(10),
ActiveFrames: int32(10),
RecoveryFrames: int32(34),
RecoveryFramesOnBlock: int32(34),
RecoveryFramesOnHit: int32(34),
HitboxOffset: float64(12.0), // should be about the radius of the PlayerCollider
// for defender
HitStunFrames: int32(18),
BlockStunFrames: int32(9),
Pushback: float64(8.0),
ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
Damage: int32(5),
SelfMoveforwardX: 0,
SelfMoveforwardY: 0,
HitboxSizeX: 24.0,
HitboxSizeY: 32.0,
}
pR.SnapIntoPlatformOverlap = float64(0.1) pR.SnapIntoPlatformOverlap = float64(0.1)
pR.SnapIntoPlatformThreshold = float64(0.5) pR.SnapIntoPlatformThreshold = float64(0.5)
pR.JumpingInitVelY = int32(float64(7) * pR.WorldToVirtualGridRatio) pR.JumpingInitVelY = int32(float64(7) * pR.WorldToVirtualGridRatio)
@ -1067,7 +1052,7 @@ func (pR *Room) shouldPrefabInputFrameDownsync(prevRenderFrameId int32, renderFr
return false, -1 return false, -1
} }
func (pR *Room) getOrPrefabInputFrameDownsync(inputFrameId int32) *pb.InputFrameDownsync { func (pR *Room) getOrPrefabInputFrameDownsync(inputFrameId int32) *battle.InputFrameDownsync {
/* /*
[WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked. [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked.
@ -1076,12 +1061,12 @@ func (pR *Room) getOrPrefabInputFrameDownsync(inputFrameId int32) *pb.InputFrame
- OR there's no change w.r.t. to its prev cmd. - OR there's no change w.r.t. to its prev cmd.
*/ */
var currInputFrameDownsync *pb.InputFrameDownsync = nil var currInputFrameDownsync *battle.InputFrameDownsync = nil
tmp1 := pR.InputsBuffer.GetByFrameId(inputFrameId) // Would be nil if "pR.InputsBuffer.EdFrameId <= inputFrameId", else if "pR.InputsBuffer.EdFrameId > inputFrameId" is already met, then by now we can just return "tmp1.(*InputFrameDownsync)" tmp1 := pR.InputsBuffer.GetByFrameId(inputFrameId) // Would be nil if "pR.InputsBuffer.EdFrameId <= inputFrameId", else if "pR.InputsBuffer.EdFrameId > inputFrameId" is already met, then by now we can just return "tmp1.(*InputFrameDownsync)"
if nil == tmp1 { if nil == tmp1 {
for pR.InputsBuffer.EdFrameId <= inputFrameId { for pR.InputsBuffer.EdFrameId <= inputFrameId {
j := pR.InputsBuffer.EdFrameId j := pR.InputsBuffer.EdFrameId
currInputFrameDownsync = &pb.InputFrameDownsync{ currInputFrameDownsync = &battle.InputFrameDownsync{
InputFrameId: j, InputFrameId: j,
InputList: make([]uint64, pR.Capacity), InputList: make([]uint64, pR.Capacity),
ConfirmedList: uint64(0), ConfirmedList: uint64(0),
@ -1093,7 +1078,7 @@ func (pR *Room) getOrPrefabInputFrameDownsync(inputFrameId int32) *pb.InputFrame
} }
tmp2 := pR.InputsBuffer.GetByFrameId(j2) tmp2 := pR.InputsBuffer.GetByFrameId(j2)
if nil != tmp2 { if nil != tmp2 {
prevInputFrameDownsync := tmp2.(*pb.InputFrameDownsync) prevInputFrameDownsync := tmp2.(*battle.InputFrameDownsync)
for i, _ := range currInputFrameDownsync.InputList { for i, _ := range currInputFrameDownsync.InputList {
currInputFrameDownsync.InputList[i] = (prevInputFrameDownsync.InputList[i] & uint64(15)) // Don't predict attack input! currInputFrameDownsync.InputList[i] = (prevInputFrameDownsync.InputList[i] & uint64(15)) // Don't predict attack input!
} }
@ -1102,7 +1087,7 @@ func (pR *Room) getOrPrefabInputFrameDownsync(inputFrameId int32) *pb.InputFrame
pR.InputsBuffer.Put(currInputFrameDownsync) pR.InputsBuffer.Put(currInputFrameDownsync)
} }
} else { } else {
currInputFrameDownsync = tmp1.(*pb.InputFrameDownsync) currInputFrameDownsync = tmp1.(*battle.InputFrameDownsync)
} }
return currInputFrameDownsync return currInputFrameDownsync
@ -1148,7 +1133,7 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v! InputsBuffer=%v", inputFrameId, pR.Id, pR.InputsBufferString(false))) panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v! InputsBuffer=%v", inputFrameId, pR.Id, pR.InputsBufferString(false)))
} }
shouldBreakConfirmation := false shouldBreakConfirmation := false
inputFrameDownsync := tmp.(*pb.InputFrameDownsync) inputFrameDownsync := tmp.(*battle.InputFrameDownsync)
if allConfirmedMask != inputFrameDownsync.ConfirmedList { if allConfirmedMask != inputFrameDownsync.ConfirmedList {
for _, player := range pR.PlayersArr { for _, player := range pR.PlayersArr {
@ -1207,7 +1192,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
if nil == tmp { if nil == tmp {
panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v! InputsBuffer=%v", j, pR.Id, pR.InputsBufferString(false))) panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v! InputsBuffer=%v", j, pR.Id, pR.InputsBufferString(false)))
} }
inputFrameDownsync := tmp.(*pb.InputFrameDownsync) inputFrameDownsync := tmp.(*battle.InputFrameDownsync)
unconfirmedMask |= (allConfirmedMask ^ inputFrameDownsync.ConfirmedList) unconfirmedMask |= (allConfirmedMask ^ inputFrameDownsync.ConfirmedList)
inputFrameDownsync.ConfirmedList = allConfirmedMask inputFrameDownsync.ConfirmedList = allConfirmedMask
pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1) pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
@ -1265,8 +1250,6 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
} }
currRenderFrame := currRenderFrameTmp.(*battle.RoomDownsyncFrame) currRenderFrame := currRenderFrameTmp.(*battle.RoomDownsyncFrame)
delayedInputFrameId := pR.ConvertToInputFrameId(collisionSysRenderFrameId, pR.InputDelayFrames) delayedInputFrameId := pR.ConvertToInputFrameId(collisionSysRenderFrameId, pR.InputDelayFrames)
var delayedInputList *[]uint64 = nil
var delayedInputListForPrevRenderFrame *[]uint64 = nil
if 0 <= delayedInputFrameId { if 0 <= delayedInputFrameId {
if delayedInputFrameId > pR.LastAllConfirmedInputFrameId { 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))) 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)))
@ -1275,21 +1258,11 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
if nil == tmp { 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))) 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)
delayedInputList = &delayedInputFrame.InputList
delayedInputFrameIdForPrevRenderFrame := pR.ConvertToInputFrameId(collisionSysRenderFrameId-1, pR.InputDelayFrames)
if 0 <= delayedInputFrameIdForPrevRenderFrame {
tmp = pR.InputsBuffer.GetByFrameId(delayedInputFrameIdForPrevRenderFrame)
if nil == tmp {
panic(fmt.Sprintf("delayedInputFrameIdForPrevRenderFrame=%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-1=%v! InputsBuffer=%v", delayedInputFrameIdForPrevRenderFrame, pR.Id, fromRenderFrameId, toRenderFrameId, collisionSysRenderFrameId-1, pR.InputsBufferString(false)))
}
delayedInputFrameForPrevRenderFrame := tmp.(*pb.InputFrameDownsync)
delayedInputListForPrevRenderFrame = &delayedInputFrameForPrevRenderFrame.InputList
}
if pR.FrameDataLoggingEnabled { if pR.FrameDataLoggingEnabled {
actuallyUsedInputClone := make([]uint64, len(*delayedInputList), len(*delayedInputList)) delayedInputFrame := tmp.(*battle.InputFrameDownsync)
for i, v := range *delayedInputList { actuallyUsedInputClone := make([]uint64, len(delayedInputFrame.InputList), len(delayedInputFrame.InputList))
for i, v := range delayedInputFrame.InputList {
actuallyUsedInputClone[i] = v actuallyUsedInputClone[i] = v
} }
pR.rdfIdToActuallyUsedInput[currRenderFrame.Id] = &pb.InputFrameDownsync{ pR.rdfIdToActuallyUsedInput[currRenderFrame.Id] = &pb.InputFrameDownsync{
@ -1300,7 +1273,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
} }
} }
nextRenderFrame := battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(*delayedInputList, *delayedInputListForPrevRenderFrame, currRenderFrame, pR.Space, pR.CollisionSysMap, pR.GravityX, pR.GravityY, pR.JumpingInitVelY, pR.InputDelayFrames, pR.InputScaleFrames, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformThreshold, pR.WorldToVirtualGridRatio, pR.VirtualGridToWorldRatio) nextRenderFrame := battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame, pR.Space, pR.CollisionSysMap, pR.GravityX, pR.GravityY, pR.JumpingInitVelY, pR.InputDelayFrames, pR.InputScaleFrames, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformThreshold, pR.WorldToVirtualGridRatio, pR.VirtualGridToWorldRatio, pR.playerOpPatternToSkillId)
pR.RenderFrameBuffer.Put(nextRenderFrame) pR.RenderFrameBuffer.Put(nextRenderFrame)
pR.CurDynamicsRenderFrameId++ pR.CurDynamicsRenderFrameId++
} }
@ -1497,6 +1470,7 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
} }
refRenderFrame := tmp.(*battle.RoomDownsyncFrame) refRenderFrame := tmp.(*battle.RoomDownsyncFrame)
refRenderFrame.PlayerOpPatternToSkillId = pR.playerOpPatternToSkillId
for i, player := range pR.PlayersArr { for i, player := range pR.PlayersArr {
refRenderFrame.PlayersArr[i].ColliderRadius = player.ColliderRadius // hardcoded for now refRenderFrame.PlayersArr[i].ColliderRadius = player.ColliderRadius // hardcoded for now
} }
@ -1534,7 +1508,7 @@ func (pR *Room) cloneInputsBuffer(stFrameId, edFrameId int32) []*pb.InputFrameDo
} }
} }
prevFrameFound = true prevFrameFound = true
foo := tmp.(*pb.InputFrameDownsync) foo := tmp.(*battle.InputFrameDownsync)
bar := &pb.InputFrameDownsync{ bar := &pb.InputFrameDownsync{
InputFrameId: foo.InputFrameId, InputFrameId: foo.InputFrameId,

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@ -931,37 +931,36 @@ type BattleColliderInfo struct {
sizeCache protoimpl.SizeCache sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields unknownFields protoimpl.UnknownFields
StageName string `protobuf:"bytes,1,opt,name=stageName,proto3" json:"stageName,omitempty"` StageName string `protobuf:"bytes,1,opt,name=stageName,proto3" json:"stageName,omitempty"`
StageDiscreteW int32 `protobuf:"varint,2,opt,name=stageDiscreteW,proto3" json:"stageDiscreteW,omitempty"` StageDiscreteW int32 `protobuf:"varint,2,opt,name=stageDiscreteW,proto3" json:"stageDiscreteW,omitempty"`
StageDiscreteH int32 `protobuf:"varint,3,opt,name=stageDiscreteH,proto3" json:"stageDiscreteH,omitempty"` StageDiscreteH int32 `protobuf:"varint,3,opt,name=stageDiscreteH,proto3" json:"stageDiscreteH,omitempty"`
StageTileW int32 `protobuf:"varint,4,opt,name=stageTileW,proto3" json:"stageTileW,omitempty"` StageTileW int32 `protobuf:"varint,4,opt,name=stageTileW,proto3" json:"stageTileW,omitempty"`
StageTileH int32 `protobuf:"varint,5,opt,name=stageTileH,proto3" json:"stageTileH,omitempty"` StageTileH int32 `protobuf:"varint,5,opt,name=stageTileH,proto3" json:"stageTileH,omitempty"`
IntervalToPing int32 `protobuf:"varint,6,opt,name=intervalToPing,proto3" json:"intervalToPing,omitempty"` IntervalToPing int32 `protobuf:"varint,6,opt,name=intervalToPing,proto3" json:"intervalToPing,omitempty"`
WillKickIfInactiveFor int32 `protobuf:"varint,7,opt,name=willKickIfInactiveFor,proto3" json:"willKickIfInactiveFor,omitempty"` WillKickIfInactiveFor int32 `protobuf:"varint,7,opt,name=willKickIfInactiveFor,proto3" json:"willKickIfInactiveFor,omitempty"`
BoundRoomId int32 `protobuf:"varint,8,opt,name=boundRoomId,proto3" json:"boundRoomId,omitempty"` BoundRoomId int32 `protobuf:"varint,8,opt,name=boundRoomId,proto3" json:"boundRoomId,omitempty"`
BattleDurationFrames int32 `protobuf:"varint,9,opt,name=battleDurationFrames,proto3" json:"battleDurationFrames,omitempty"` BattleDurationFrames int32 `protobuf:"varint,9,opt,name=battleDurationFrames,proto3" json:"battleDurationFrames,omitempty"`
BattleDurationNanos int64 `protobuf:"varint,10,opt,name=battleDurationNanos,proto3" json:"battleDurationNanos,omitempty"` BattleDurationNanos int64 `protobuf:"varint,10,opt,name=battleDurationNanos,proto3" json:"battleDurationNanos,omitempty"`
ServerFps int32 `protobuf:"varint,11,opt,name=serverFps,proto3" json:"serverFps,omitempty"` ServerFps int32 `protobuf:"varint,11,opt,name=serverFps,proto3" json:"serverFps,omitempty"`
InputDelayFrames int32 `protobuf:"varint,12,opt,name=inputDelayFrames,proto3" json:"inputDelayFrames,omitempty"` // in the count of render frames InputDelayFrames int32 `protobuf:"varint,12,opt,name=inputDelayFrames,proto3" json:"inputDelayFrames,omitempty"` // in the count of render frames
InputScaleFrames uint32 `protobuf:"varint,13,opt,name=inputScaleFrames,proto3" json:"inputScaleFrames,omitempty"` // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames) InputScaleFrames uint32 `protobuf:"varint,13,opt,name=inputScaleFrames,proto3" json:"inputScaleFrames,omitempty"` // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
NstDelayFrames int32 `protobuf:"varint,14,opt,name=nstDelayFrames,proto3" json:"nstDelayFrames,omitempty"` // 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" NstDelayFrames int32 `protobuf:"varint,14,opt,name=nstDelayFrames,proto3" json:"nstDelayFrames,omitempty"` // 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"
InputFrameUpsyncDelayTolerance int32 `protobuf:"varint,15,opt,name=inputFrameUpsyncDelayTolerance,proto3" json:"inputFrameUpsyncDelayTolerance,omitempty"` InputFrameUpsyncDelayTolerance int32 `protobuf:"varint,15,opt,name=inputFrameUpsyncDelayTolerance,proto3" json:"inputFrameUpsyncDelayTolerance,omitempty"`
MaxChasingRenderFramesPerUpdate int32 `protobuf:"varint,16,opt,name=maxChasingRenderFramesPerUpdate,proto3" json:"maxChasingRenderFramesPerUpdate,omitempty"` MaxChasingRenderFramesPerUpdate int32 `protobuf:"varint,16,opt,name=maxChasingRenderFramesPerUpdate,proto3" json:"maxChasingRenderFramesPerUpdate,omitempty"`
PlayerBattleState int32 `protobuf:"varint,17,opt,name=playerBattleState,proto3" json:"playerBattleState,omitempty"` PlayerBattleState int32 `protobuf:"varint,17,opt,name=playerBattleState,proto3" json:"playerBattleState,omitempty"`
RollbackEstimatedDtMillis float64 `protobuf:"fixed64,18,opt,name=rollbackEstimatedDtMillis,proto3" json:"rollbackEstimatedDtMillis,omitempty"` RollbackEstimatedDtMillis float64 `protobuf:"fixed64,18,opt,name=rollbackEstimatedDtMillis,proto3" json:"rollbackEstimatedDtMillis,omitempty"`
RollbackEstimatedDtNanos int64 `protobuf:"varint,19,opt,name=rollbackEstimatedDtNanos,proto3" json:"rollbackEstimatedDtNanos,omitempty"` RollbackEstimatedDtNanos int64 `protobuf:"varint,19,opt,name=rollbackEstimatedDtNanos,proto3" json:"rollbackEstimatedDtNanos,omitempty"`
WorldToVirtualGridRatio float64 `protobuf:"fixed64,20,opt,name=worldToVirtualGridRatio,proto3" json:"worldToVirtualGridRatio,omitempty"` WorldToVirtualGridRatio float64 `protobuf:"fixed64,20,opt,name=worldToVirtualGridRatio,proto3" json:"worldToVirtualGridRatio,omitempty"`
VirtualGridToWorldRatio float64 `protobuf:"fixed64,21,opt,name=virtualGridToWorldRatio,proto3" json:"virtualGridToWorldRatio,omitempty"` VirtualGridToWorldRatio float64 `protobuf:"fixed64,21,opt,name=virtualGridToWorldRatio,proto3" json:"virtualGridToWorldRatio,omitempty"`
SpAtkLookupFrames int32 `protobuf:"varint,22,opt,name=spAtkLookupFrames,proto3" json:"spAtkLookupFrames,omitempty"` SpAtkLookupFrames int32 `protobuf:"varint,22,opt,name=spAtkLookupFrames,proto3" json:"spAtkLookupFrames,omitempty"`
RenderCacheSize int32 `protobuf:"varint,23,opt,name=renderCacheSize,proto3" json:"renderCacheSize,omitempty"` RenderCacheSize int32 `protobuf:"varint,23,opt,name=renderCacheSize,proto3" json:"renderCacheSize,omitempty"`
MeleeSkillConfig map[int32]*MeleeBullet `protobuf:"bytes,24,rep,name=meleeSkillConfig,proto3" json:"meleeSkillConfig,omitempty" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"bytes,2,opt,name=value,proto3"` // skillId -> skill SnapIntoPlatformOverlap float64 `protobuf:"fixed64,24,opt,name=snapIntoPlatformOverlap,proto3" json:"snapIntoPlatformOverlap,omitempty"`
SnapIntoPlatformOverlap float64 `protobuf:"fixed64,25,opt,name=snapIntoPlatformOverlap,proto3" json:"snapIntoPlatformOverlap,omitempty"` SnapIntoPlatformThreshold float64 `protobuf:"fixed64,25,opt,name=snapIntoPlatformThreshold,proto3" json:"snapIntoPlatformThreshold,omitempty"`
SnapIntoPlatformThreshold float64 `protobuf:"fixed64,26,opt,name=snapIntoPlatformThreshold,proto3" json:"snapIntoPlatformThreshold,omitempty"` JumpingInitVelY int32 `protobuf:"varint,26,opt,name=jumpingInitVelY,proto3" json:"jumpingInitVelY,omitempty"`
JumpingInitVelY int32 `protobuf:"varint,27,opt,name=jumpingInitVelY,proto3" json:"jumpingInitVelY,omitempty"` GravityX int32 `protobuf:"varint,27,opt,name=gravityX,proto3" json:"gravityX,omitempty"`
GravityX int32 `protobuf:"varint,28,opt,name=gravityX,proto3" json:"gravityX,omitempty"` GravityY int32 `protobuf:"varint,28,opt,name=gravityY,proto3" json:"gravityY,omitempty"`
GravityY int32 `protobuf:"varint,29,opt,name=gravityY,proto3" json:"gravityY,omitempty"` CollisionMinStep int32 `protobuf:"varint,29,opt,name=collisionMinStep,proto3" json:"collisionMinStep,omitempty"`
CollisionMinStep int32 `protobuf:"varint,30,opt,name=collisionMinStep,proto3" json:"collisionMinStep,omitempty"` FrameDataLoggingEnabled bool `protobuf:"varint,999,opt,name=frameDataLoggingEnabled,proto3" json:"frameDataLoggingEnabled,omitempty"`
FrameDataLoggingEnabled bool `protobuf:"varint,999,opt,name=frameDataLoggingEnabled,proto3" json:"frameDataLoggingEnabled,omitempty"`
} }
func (x *BattleColliderInfo) Reset() { func (x *BattleColliderInfo) Reset() {
@ -1157,13 +1156,6 @@ func (x *BattleColliderInfo) GetRenderCacheSize() int32 {
return 0 return 0
} }
func (x *BattleColliderInfo) GetMeleeSkillConfig() map[int32]*MeleeBullet {
if x != nil {
return x.MeleeSkillConfig
}
return nil
}
func (x *BattleColliderInfo) GetSnapIntoPlatformOverlap() float64 { func (x *BattleColliderInfo) GetSnapIntoPlatformOverlap() float64 {
if x != nil { if x != nil {
return x.SnapIntoPlatformOverlap return x.SnapIntoPlatformOverlap
@ -1218,12 +1210,13 @@ type RoomDownsyncFrame struct {
sizeCache protoimpl.SizeCache sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields unknownFields protoimpl.UnknownFields
Id int32 `protobuf:"varint,1,opt,name=id,proto3" json:"id,omitempty"` Id int32 `protobuf:"varint,1,opt,name=id,proto3" json:"id,omitempty"`
PlayersArr []*PlayerDownsync `protobuf:"bytes,2,rep,name=playersArr,proto3" json:"playersArr,omitempty"` PlayersArr []*PlayerDownsync `protobuf:"bytes,2,rep,name=playersArr,proto3" json:"playersArr,omitempty"`
CountdownNanos int64 `protobuf:"varint,3,opt,name=countdownNanos,proto3" json:"countdownNanos,omitempty"` CountdownNanos int64 `protobuf:"varint,3,opt,name=countdownNanos,proto3" json:"countdownNanos,omitempty"`
MeleeBullets []*MeleeBullet `protobuf:"bytes,4,rep,name=meleeBullets,proto3" json:"meleeBullets,omitempty"` // I don't know how to mimic inheritance/composition in protobuf by far, thus using an array for each type of bullet as a compromise MeleeBullets []*MeleeBullet `protobuf:"bytes,4,rep,name=meleeBullets,proto3" json:"meleeBullets,omitempty"` // I don't know how to mimic inheritance/composition in protobuf by far, thus using an array for each type of bullet as a compromise
BackendUnconfirmedMask uint64 `protobuf:"varint,5,opt,name=backendUnconfirmedMask,proto3" json:"backendUnconfirmedMask,omitempty"` // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync BackendUnconfirmedMask uint64 `protobuf:"varint,5,opt,name=backendUnconfirmedMask,proto3" json:"backendUnconfirmedMask,omitempty"` // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync
ShouldForceResync bool `protobuf:"varint,6,opt,name=shouldForceResync,proto3" json:"shouldForceResync,omitempty"` ShouldForceResync bool `protobuf:"varint,6,opt,name=shouldForceResync,proto3" json:"shouldForceResync,omitempty"`
PlayerOpPatternToSkillId map[int32]int32 `protobuf:"bytes,7,rep,name=playerOpPatternToSkillId,proto3" json:"playerOpPatternToSkillId,omitempty" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"varint,2,opt,name=value,proto3"`
} }
func (x *RoomDownsyncFrame) Reset() { func (x *RoomDownsyncFrame) Reset() {
@ -1300,6 +1293,13 @@ func (x *RoomDownsyncFrame) GetShouldForceResync() bool {
return false return false
} }
func (x *RoomDownsyncFrame) GetPlayerOpPatternToSkillId() map[int32]int32 {
if x != nil {
return x.PlayerOpPatternToSkillId
}
return nil
}
var File_room_downsync_frame_proto protoreflect.FileDescriptor var File_room_downsync_frame_proto protoreflect.FileDescriptor
var file_room_downsync_frame_proto_rawDesc = []byte{ var file_room_downsync_frame_proto_rawDesc = []byte{
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} }
var ( var (
@ -1619,7 +1619,7 @@ var file_room_downsync_frame_proto_goTypes = []interface{}{
(*MeleeBullet)(nil), // 8: protos.MeleeBullet (*MeleeBullet)(nil), // 8: protos.MeleeBullet
(*BattleColliderInfo)(nil), // 9: protos.BattleColliderInfo (*BattleColliderInfo)(nil), // 9: protos.BattleColliderInfo
(*RoomDownsyncFrame)(nil), // 10: protos.RoomDownsyncFrame (*RoomDownsyncFrame)(nil), // 10: protos.RoomDownsyncFrame
nil, // 11: protos.BattleColliderInfo.MeleeSkillConfigEntry nil, // 11: protos.RoomDownsyncFrame.PlayerOpPatternToSkillIdEntry
} }
var file_room_downsync_frame_proto_depIdxs = []int32{ var file_room_downsync_frame_proto_depIdxs = []int32{
2, // 0: protos.WsReq.inputFrameUpsyncBatch:type_name -> protos.InputFrameUpsync 2, // 0: protos.WsReq.inputFrameUpsyncBatch:type_name -> protos.InputFrameUpsync
@ -1628,15 +1628,14 @@ var file_room_downsync_frame_proto_depIdxs = []int32{
3, // 3: protos.WsResp.inputFrameDownsyncBatch:type_name -> protos.InputFrameDownsync 3, // 3: protos.WsResp.inputFrameDownsyncBatch:type_name -> protos.InputFrameDownsync
9, // 4: protos.WsResp.bciFrame:type_name -> protos.BattleColliderInfo 9, // 4: protos.WsResp.bciFrame:type_name -> protos.BattleColliderInfo
3, // 5: protos.InputsBufferSnapshot.toSendInputFrameDownsyncs:type_name -> protos.InputFrameDownsync 3, // 5: protos.InputsBufferSnapshot.toSendInputFrameDownsyncs:type_name -> protos.InputFrameDownsync
11, // 6: protos.BattleColliderInfo.meleeSkillConfig:type_name -> protos.BattleColliderInfo.MeleeSkillConfigEntry 0, // 6: protos.RoomDownsyncFrame.playersArr:type_name -> protos.PlayerDownsync
0, // 7: protos.RoomDownsyncFrame.playersArr:type_name -> protos.PlayerDownsync 8, // 7: protos.RoomDownsyncFrame.meleeBullets:type_name -> protos.MeleeBullet
8, // 8: protos.RoomDownsyncFrame.meleeBullets:type_name -> protos.MeleeBullet 11, // 8: protos.RoomDownsyncFrame.playerOpPatternToSkillId:type_name -> protos.RoomDownsyncFrame.PlayerOpPatternToSkillIdEntry
8, // 9: protos.BattleColliderInfo.MeleeSkillConfigEntry.value:type_name -> protos.MeleeBullet 9, // [9:9] is the sub-list for method output_type
10, // [10:10] is the sub-list for method output_type 9, // [9:9] is the sub-list for method input_type
10, // [10:10] is the sub-list for method input_type 9, // [9:9] is the sub-list for extension type_name
10, // [10:10] is the sub-list for extension type_name 9, // [9:9] is the sub-list for extension extendee
10, // [10:10] is the sub-list for extension extendee 0, // [0:9] is the sub-list for field type_name
0, // [0:10] is the sub-list for field type_name
} }
func init() { file_room_downsync_frame_proto_init() } func init() { file_room_downsync_frame_proto_init() }

View File

@ -265,7 +265,6 @@ func Serve(c *gin.Context) {
SpAtkLookupFrames: pRoom.SpAtkLookupFrames, SpAtkLookupFrames: pRoom.SpAtkLookupFrames,
RenderCacheSize: pRoom.RenderCacheSize, RenderCacheSize: pRoom.RenderCacheSize,
MeleeSkillConfig: pRoom.MeleeSkillConfig,
SnapIntoPlatformOverlap: pRoom.SnapIntoPlatformOverlap, SnapIntoPlatformOverlap: pRoom.SnapIntoPlatformOverlap,
SnapIntoPlatformThreshold: pRoom.SnapIntoPlatformThreshold, SnapIntoPlatformThreshold: pRoom.SnapIntoPlatformThreshold,
JumpingInitVelY: pRoom.JumpingInitVelY, JumpingInitVelY: pRoom.JumpingInitVelY,

View File

@ -4724,7 +4724,7 @@ $packages["resolv"] = (function() {
return $pkg; return $pkg;
})(); })();
$packages["jsexport/battle"] = (function() { $packages["jsexport/battle"] = (function() {
var $pkg = {}, $init, math, resolv, Vec2D, Polygon2D, PlayerDownsync, InputFrameDecoded, Barrier, Bullet, MeleeBullet, FireballBullet, RoomDownsyncFrame, InputFrameDownsync, RingBuffer, SatResult, sliceType, sliceType$1, sliceType$2, ptrType, sliceType$3, sliceType$4, ptrType$1, ptrType$2, ptrType$3, ptrType$4, ptrType$5, ptrType$6, sliceType$5, sliceType$6, sliceType$7, sliceType$8, ptrType$7, sliceType$9, ptrType$8, sliceType$10, sliceType$11, ptrType$9, sliceType$12, ptrType$10, ptrType$11, skillIdToBullet, NewRingBuffer, ConvertToInputFrameId, decodeInput, CalcPushbacks, isPolygonPairOverlapped, isPolygonPairSeparatedByDir, WorldToVirtualGridPos, VirtualGridToWorldPos, WorldToPolygonColliderBLPos, PolygonColliderBLToWorldPos, PolygonColliderBLToVirtualGridPos, VirtualGridToPolygonColliderBLPos, calcHardPushbacksNorms, deriveOpPattern, ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame, GenerateRectCollider, generateRectColliderInCollisionSpace, GenerateConvexPolygonCollider, AlignPolygon2DToBoundingBox; var $pkg = {}, $init, math, resolv, Vec2D, Polygon2D, PlayerDownsync, InputFrameDecoded, Barrier, Bullet, MeleeBullet, FireballBullet, RoomDownsyncFrame, InputFrameDownsync, RingBuffer, SatResult, sliceType, sliceType$1, sliceType$2, ptrType, sliceType$3, sliceType$4, ptrType$1, ptrType$2, ptrType$3, ptrType$4, ptrType$5, ptrType$6, sliceType$5, sliceType$6, sliceType$7, sliceType$8, ptrType$7, sliceType$9, ptrType$8, sliceType$10, sliceType$11, ptrType$9, sliceType$12, ptrType$10, mapType, ptrType$11, skillIdToBullet, NewRingBuffer, ConvertToInputFrameId, decodeInput, CalcPushbacks, isPolygonPairOverlapped, isPolygonPairSeparatedByDir, WorldToVirtualGridPos, VirtualGridToWorldPos, WorldToPolygonColliderBLPos, PolygonColliderBLToWorldPos, PolygonColliderBLToVirtualGridPos, VirtualGridToPolygonColliderBLPos, calcHardPushbacksNorms, deriveOpPattern, ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame, GenerateRectCollider, generateRectColliderInCollisionSpace, GenerateConvexPolygonCollider, AlignPolygon2DToBoundingBox;
math = $packages["math"]; math = $packages["math"];
resolv = $packages["resolv"]; resolv = $packages["resolv"];
Vec2D = $pkg.Vec2D = $newType(0, $kindStruct, "battle.Vec2D", true, "jsexport/battle", true, function(X_, Y_) { Vec2D = $pkg.Vec2D = $newType(0, $kindStruct, "battle.Vec2D", true, "jsexport/battle", true, function(X_, Y_) {
@ -4887,7 +4887,7 @@ $packages["jsexport/battle"] = (function() {
this.Speed = Speed_; this.Speed = Speed_;
this.Bullet = Bullet_; this.Bullet = Bullet_;
}); });
RoomDownsyncFrame = $pkg.RoomDownsyncFrame = $newType(0, $kindStruct, "battle.RoomDownsyncFrame", true, "jsexport/battle", true, function(Id_, PlayersArr_, CountdownNanos_, MeleeBullets_, FireballBullets_, BackendUnconfirmedMask_, ShouldForceResync_) { RoomDownsyncFrame = $pkg.RoomDownsyncFrame = $newType(0, $kindStruct, "battle.RoomDownsyncFrame", true, "jsexport/battle", true, function(Id_, PlayersArr_, CountdownNanos_, MeleeBullets_, FireballBullets_, BackendUnconfirmedMask_, ShouldForceResync_, PlayerOpPatternToSkillId_) {
this.$val = this; this.$val = this;
if (arguments.length === 0) { if (arguments.length === 0) {
this.Id = 0; this.Id = 0;
@ -4897,6 +4897,7 @@ $packages["jsexport/battle"] = (function() {
this.FireballBullets = sliceType$10.nil; this.FireballBullets = sliceType$10.nil;
this.BackendUnconfirmedMask = new $Uint64(0, 0); this.BackendUnconfirmedMask = new $Uint64(0, 0);
this.ShouldForceResync = false; this.ShouldForceResync = false;
this.PlayerOpPatternToSkillId = false;
return; return;
} }
this.Id = Id_; this.Id = Id_;
@ -4906,6 +4907,7 @@ $packages["jsexport/battle"] = (function() {
this.FireballBullets = FireballBullets_; this.FireballBullets = FireballBullets_;
this.BackendUnconfirmedMask = BackendUnconfirmedMask_; this.BackendUnconfirmedMask = BackendUnconfirmedMask_;
this.ShouldForceResync = ShouldForceResync_; this.ShouldForceResync = ShouldForceResync_;
this.PlayerOpPatternToSkillId = PlayerOpPatternToSkillId_;
}); });
InputFrameDownsync = $pkg.InputFrameDownsync = $newType(0, $kindStruct, "battle.InputFrameDownsync", true, "jsexport/battle", true, function(InputFrameId_, InputList_, ConfirmedList_) { InputFrameDownsync = $pkg.InputFrameDownsync = $newType(0, $kindStruct, "battle.InputFrameDownsync", true, "jsexport/battle", true, function(InputFrameId_, InputList_, ConfirmedList_) {
this.$val = this; this.$val = this;
@ -4981,6 +4983,7 @@ $packages["jsexport/battle"] = (function() {
ptrType$9 = $ptrType(Vec2D); ptrType$9 = $ptrType(Vec2D);
sliceType$12 = $sliceType(ptrType$9); sliceType$12 = $sliceType(ptrType$9);
ptrType$10 = $ptrType(Polygon2D); ptrType$10 = $ptrType(Polygon2D);
mapType = $mapType($Int, $Int);
ptrType$11 = $ptrType(RingBuffer); ptrType$11 = $ptrType(RingBuffer);
NewRingBuffer = function(n) { NewRingBuffer = function(n) {
var n; var n;
@ -5752,7 +5755,7 @@ $packages["jsexport/battle"] = (function() {
thatPlayerInNextFrame$3.VirtualGridY = _tuple$6[1]; thatPlayerInNextFrame$3.VirtualGridY = _tuple$6[1];
_i$10++; _i$10++;
} }
$s = -1; return new RoomDownsyncFrame.ptr(currRenderFrame.Id + 1 >> 0, nextRenderFramePlayers, new $Int64(0, 0), nextRenderFrameMeleeBullets, sliceType$10.nil, new $Uint64(0, 0), false); $s = -1; return new RoomDownsyncFrame.ptr(currRenderFrame.Id + 1 >> 0, nextRenderFramePlayers, new $Int64(0, 0), nextRenderFrameMeleeBullets, sliceType$10.nil, new $Uint64(0, 0), false, false);
/* */ } return; } var $f = {$blk: ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame, $c: true, $r, _1, _entry, _entry$1, _entry$2, _entry$3, _entry$4, _i, _i$1, _i$10, _i$2, _i$3, _i$4, _i$5, _i$6, _i$7, _i$8, _i$9, _index, _index$1, _index$2, _index$3, _r, _r$1, _r$2, _r$3, _ref, _ref$1, _ref$10, _ref$11, _ref$12, _ref$2, _ref$3, _ref$4, _ref$5, _ref$6, _ref$7, _ref$8, _ref$9, _tmp, _tmp$1, _tmp$10, _tmp$11, _tmp$12, _tmp$13, _tmp$14, _tmp$15, _tmp$16, _tmp$2, _tmp$3, _tmp$4, _tmp$5, _tmp$6, _tmp$7, _tmp$8, _tmp$9, _tuple, _tuple$1, _tuple$2, _tuple$3, _tuple$4, _tuple$5, _tuple$6, atkedPlayerInCurFrame, atkedPlayerInNextFrame, bShape, bulletCollider, bulletColliders, bulletShape, bulletWx, bulletWy, collision, collision$1, collisionPlayerIndex, collisionPlayerIndex$1, collisionPlayerIndex$2, collisionSpaceOffsetX, collisionSpaceOffsetY, collisionSys, collisionSysMap, currPlayerDownsync, currPlayerDownsync$1, currPlayerDownsync$2, currPlayerDownsync$3, currPlayerDownsync$4, currRenderFrame, defenderShape, effDx, effDy, effPushbacks, existent, gravityX, gravityY, hardPushbackNorm, hardPushbackNorm$1, hardPushbackNorms, i, i$1, i$2, i$3, i$4, inputDelayFrames, inputScaleFrames, inputsBuffer, isAnotherPlayer, isBarrier, isBullet, joinIndex, joinIndex$1, joinIndex$2, joinIndex$3, joinIndex$4, jumpedOrNot, jumpingInitVelY, landedOnGravityPushback, meleeBullet, meleeBullet$1, newBulletCollider, newMeleeBullet, newVx, newVy, nextRenderFrameMeleeBullets, nextRenderFramePlayers, normAlignmentWithGravity, obj, obj$1, offender, offender$1, offenderWx, offenderWy, oldFramesToRecover, oldNextCharacterState, overlapResult, overlapped, overlapped$1, patternId, playerCollider, playerCollider$1, playerCollider$2, playerOpPatternToSkillId, playerShape, projectedMagnitude, projectedMagnitude$1, pushbackX, pushbackX$1, pushbackY, pushbackY$1, roomCapacity, skillConfig, skillId, snapIntoPlatformOverlap, snapIntoPlatformThreshold, t, t$1, thatPlayerInNextFrame, thatPlayerInNextFrame$1, thatPlayerInNextFrame$2, thatPlayerInNextFrame$3, virtualGridToWorldRatio, worldToVirtualGridRatio, x, x$1, x$10, x$11, x$12, x$13, x$14, x$15, x$2, x$3, x$4, x$5, x$6, x$7, x$8, x$9, xfac, xfac$1, $s};return $f; /* */ } return; } var $f = {$blk: ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame, $c: true, $r, _1, _entry, _entry$1, _entry$2, _entry$3, _entry$4, _i, _i$1, _i$10, _i$2, _i$3, _i$4, _i$5, _i$6, _i$7, _i$8, _i$9, _index, _index$1, _index$2, _index$3, _r, _r$1, _r$2, _r$3, _ref, _ref$1, _ref$10, _ref$11, _ref$12, _ref$2, _ref$3, _ref$4, _ref$5, _ref$6, _ref$7, _ref$8, _ref$9, _tmp, _tmp$1, _tmp$10, _tmp$11, _tmp$12, _tmp$13, _tmp$14, _tmp$15, _tmp$16, _tmp$2, _tmp$3, _tmp$4, _tmp$5, _tmp$6, _tmp$7, _tmp$8, _tmp$9, _tuple, _tuple$1, _tuple$2, _tuple$3, _tuple$4, _tuple$5, _tuple$6, atkedPlayerInCurFrame, atkedPlayerInNextFrame, bShape, bulletCollider, bulletColliders, bulletShape, bulletWx, bulletWy, collision, collision$1, collisionPlayerIndex, collisionPlayerIndex$1, collisionPlayerIndex$2, collisionSpaceOffsetX, collisionSpaceOffsetY, collisionSys, collisionSysMap, currPlayerDownsync, currPlayerDownsync$1, currPlayerDownsync$2, currPlayerDownsync$3, currPlayerDownsync$4, currRenderFrame, defenderShape, effDx, effDy, effPushbacks, existent, gravityX, gravityY, hardPushbackNorm, hardPushbackNorm$1, hardPushbackNorms, i, i$1, i$2, i$3, i$4, inputDelayFrames, inputScaleFrames, inputsBuffer, isAnotherPlayer, isBarrier, isBullet, joinIndex, joinIndex$1, joinIndex$2, joinIndex$3, joinIndex$4, jumpedOrNot, jumpingInitVelY, landedOnGravityPushback, meleeBullet, meleeBullet$1, newBulletCollider, newMeleeBullet, newVx, newVy, nextRenderFrameMeleeBullets, nextRenderFramePlayers, normAlignmentWithGravity, obj, obj$1, offender, offender$1, offenderWx, offenderWy, oldFramesToRecover, oldNextCharacterState, overlapResult, overlapped, overlapped$1, patternId, playerCollider, playerCollider$1, playerCollider$2, playerOpPatternToSkillId, playerShape, projectedMagnitude, projectedMagnitude$1, pushbackX, pushbackX$1, pushbackY, pushbackY$1, roomCapacity, skillConfig, skillId, snapIntoPlatformOverlap, snapIntoPlatformThreshold, t, t$1, thatPlayerInNextFrame, thatPlayerInNextFrame$1, thatPlayerInNextFrame$2, thatPlayerInNextFrame$3, virtualGridToWorldRatio, worldToVirtualGridRatio, x, x$1, x$10, x$11, x$12, x$13, x$14, x$15, x$2, x$3, x$4, x$5, x$6, x$7, x$8, x$9, xfac, xfac$1, $s};return $f;
}; };
$pkg.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame = ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame; $pkg.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame = ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame;
@ -5865,7 +5868,7 @@ $packages["jsexport/battle"] = (function() {
Bullet.init("", [{prop: "BattleLocalId", name: "BattleLocalId", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "StartupFrames", name: "StartupFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "ActiveFrames", name: "ActiveFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "RecoveryFrames", name: "RecoveryFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "RecoveryFramesOnBlock", name: "RecoveryFramesOnBlock", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "RecoveryFramesOnHit", name: "RecoveryFramesOnHit", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "HitboxOffset", name: "HitboxOffset", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "OriginatedRenderFrameId", name: "OriginatedRenderFrameId", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "HitStunFrames", name: "HitStunFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "BlockStunFrames", name: "BlockStunFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Pushback", name: "Pushback", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "ReleaseTriggerType", name: "ReleaseTriggerType", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Damage", name: "Damage", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "OffenderJoinIndex", name: "OffenderJoinIndex", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "OffenderPlayerId", name: "OffenderPlayerId", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "SelfMoveforwardX", name: "SelfMoveforwardX", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "SelfMoveforwardY", name: "SelfMoveforwardY", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "HitboxSizeX", name: "HitboxSizeX", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "HitboxSizeY", name: "HitboxSizeY", embedded: false, exported: true, typ: $Float64, tag: ""}]); Bullet.init("", [{prop: "BattleLocalId", name: "BattleLocalId", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "StartupFrames", name: "StartupFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "ActiveFrames", name: "ActiveFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "RecoveryFrames", name: "RecoveryFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "RecoveryFramesOnBlock", name: "RecoveryFramesOnBlock", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "RecoveryFramesOnHit", name: "RecoveryFramesOnHit", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "HitboxOffset", name: "HitboxOffset", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "OriginatedRenderFrameId", name: "OriginatedRenderFrameId", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "HitStunFrames", name: "HitStunFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "BlockStunFrames", name: "BlockStunFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Pushback", name: "Pushback", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "ReleaseTriggerType", name: "ReleaseTriggerType", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Damage", name: "Damage", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "OffenderJoinIndex", name: "OffenderJoinIndex", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "OffenderPlayerId", name: "OffenderPlayerId", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "SelfMoveforwardX", name: "SelfMoveforwardX", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "SelfMoveforwardY", name: "SelfMoveforwardY", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "HitboxSizeX", name: "HitboxSizeX", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "HitboxSizeY", name: "HitboxSizeY", embedded: false, exported: true, typ: $Float64, tag: ""}]);
MeleeBullet.init("", [{prop: "Bullet", name: "Bullet", embedded: true, exported: true, typ: Bullet, tag: ""}]); MeleeBullet.init("", [{prop: "Bullet", name: "Bullet", embedded: true, exported: true, typ: Bullet, tag: ""}]);
FireballBullet.init("", [{prop: "VirtualGridX", name: "VirtualGridX", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "VirtualGridY", name: "VirtualGridY", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "DirX", name: "DirX", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "DirY", name: "DirY", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "VelX", name: "VelX", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "VelY", name: "VelY", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Speed", name: "Speed", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Bullet", name: "Bullet", embedded: true, exported: true, typ: Bullet, tag: ""}]); FireballBullet.init("", [{prop: "VirtualGridX", name: "VirtualGridX", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "VirtualGridY", name: "VirtualGridY", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "DirX", name: "DirX", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "DirY", name: "DirY", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "VelX", name: "VelX", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "VelY", name: "VelY", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Speed", name: "Speed", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Bullet", name: "Bullet", embedded: true, exported: true, typ: Bullet, tag: ""}]);
RoomDownsyncFrame.init("", [{prop: "Id", name: "Id", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "PlayersArr", name: "PlayersArr", embedded: false, exported: true, typ: sliceType$6, tag: ""}, {prop: "CountdownNanos", name: "CountdownNanos", embedded: false, exported: true, typ: $Int64, tag: ""}, {prop: "MeleeBullets", name: "MeleeBullets", embedded: false, exported: true, typ: sliceType$7, tag: ""}, {prop: "FireballBullets", name: "FireballBullets", embedded: false, exported: true, typ: sliceType$10, tag: ""}, {prop: "BackendUnconfirmedMask", name: "BackendUnconfirmedMask", embedded: false, exported: true, typ: $Uint64, tag: ""}, {prop: "ShouldForceResync", name: "ShouldForceResync", embedded: false, exported: true, typ: $Bool, tag: ""}]); RoomDownsyncFrame.init("", [{prop: "Id", name: "Id", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "PlayersArr", name: "PlayersArr", embedded: false, exported: true, typ: sliceType$6, tag: ""}, {prop: "CountdownNanos", name: "CountdownNanos", embedded: false, exported: true, typ: $Int64, tag: ""}, {prop: "MeleeBullets", name: "MeleeBullets", embedded: false, exported: true, typ: sliceType$7, tag: ""}, {prop: "FireballBullets", name: "FireballBullets", embedded: false, exported: true, typ: sliceType$10, tag: ""}, {prop: "BackendUnconfirmedMask", name: "BackendUnconfirmedMask", embedded: false, exported: true, typ: $Uint64, tag: ""}, {prop: "ShouldForceResync", name: "ShouldForceResync", embedded: false, exported: true, typ: $Bool, tag: ""}, {prop: "PlayerOpPatternToSkillId", name: "PlayerOpPatternToSkillId", embedded: false, exported: true, typ: mapType, tag: ""}]);
InputFrameDownsync.init("", [{prop: "InputFrameId", name: "InputFrameId", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "InputList", name: "InputList", embedded: false, exported: true, typ: sliceType$5, tag: ""}, {prop: "ConfirmedList", name: "ConfirmedList", embedded: false, exported: true, typ: $Uint64, tag: ""}]); InputFrameDownsync.init("", [{prop: "InputFrameId", name: "InputFrameId", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "InputList", name: "InputList", embedded: false, exported: true, typ: sliceType$5, tag: ""}, {prop: "ConfirmedList", name: "ConfirmedList", embedded: false, exported: true, typ: $Uint64, tag: ""}]);
RingBuffer.init("", [{prop: "Ed", name: "Ed", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "St", name: "St", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "EdFrameId", name: "EdFrameId", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "StFrameId", name: "StFrameId", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "N", name: "N", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Cnt", name: "Cnt", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Eles", name: "Eles", embedded: false, exported: true, typ: sliceType$2, tag: ""}]); RingBuffer.init("", [{prop: "Ed", name: "Ed", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "St", name: "St", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "EdFrameId", name: "EdFrameId", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "StFrameId", name: "StFrameId", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "N", name: "N", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Cnt", name: "Cnt", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Eles", name: "Eles", embedded: false, exported: true, typ: sliceType$2, tag: ""}]);
SatResult.init("", [{prop: "Overlap", name: "Overlap", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "OverlapX", name: "OverlapX", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "OverlapY", name: "OverlapY", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "AContainedInB", name: "AContainedInB", embedded: false, exported: true, typ: $Bool, tag: ""}, {prop: "BContainedInA", name: "BContainedInA", embedded: false, exported: true, typ: $Bool, tag: ""}, {prop: "Axis", name: "Axis", embedded: false, exported: true, typ: resolv.Vector, tag: ""}]); SatResult.init("", [{prop: "Overlap", name: "Overlap", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "OverlapX", name: "OverlapX", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "OverlapY", name: "OverlapY", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "AContainedInB", name: "AContainedInB", embedded: false, exported: true, typ: $Bool, tag: ""}, {prop: "BContainedInA", name: "BContainedInA", embedded: false, exported: true, typ: $Bool, tag: ""}, {prop: "Axis", name: "Axis", embedded: false, exported: true, typ: resolv.Vector, tag: ""}]);
@ -5882,7 +5885,7 @@ $packages["jsexport/battle"] = (function() {
return $pkg; return $pkg;
})(); })();
$packages["jsexport"] = (function() { $packages["jsexport"] = (function() {
var $pkg = {}, $init, js, battle, resolv, sliceType, ptrType, sliceType$1, ptrType$1, ptrType$2, sliceType$2, ptrType$3, sliceType$3, ptrType$4, sliceType$4, ptrType$5, sliceType$5, funcType, funcType$1, funcType$2, funcType$3, funcType$4, funcType$5, funcType$6, funcType$7, funcType$8, funcType$9, ptrType$6, funcType$10, ptrType$7, ptrType$8, ptrType$9, mapType, mapType$1, funcType$11, funcType$12, mapType$2, NewInputFrameDownsync, NewRingBufferJs, NewCollisionSpaceJs, NewVec2DJs, NewPolygon2DJs, NewBarrierJs, NewPlayerDownsyncJs, NewRoomDownsyncFrameJs, GetCollisionSpaceObjsJs, GenerateRectColliderJs, GenerateConvexPolygonColliderJs, ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs, main; var $pkg = {}, $init, js, battle, resolv, sliceType, ptrType, sliceType$1, ptrType$1, ptrType$2, sliceType$2, ptrType$3, sliceType$3, ptrType$4, sliceType$4, ptrType$5, sliceType$5, funcType, funcType$1, funcType$2, funcType$3, funcType$4, funcType$5, funcType$6, funcType$7, funcType$8, funcType$9, funcType$10, ptrType$6, funcType$11, ptrType$7, ptrType$8, ptrType$9, mapType, mapType$1, funcType$12, funcType$13, mapType$2, NewInputFrameDownsync, NewRingBufferJs, NewCollisionSpaceJs, NewVec2DJs, NewPolygon2DJs, NewBarrierJs, NewPlayerDownsyncJs, NewMeleeBulletJs, NewRoomDownsyncFrameJs, GetCollisionSpaceObjsJs, GenerateRectColliderJs, GenerateConvexPolygonColliderJs, ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs, main;
js = $packages["github.com/gopherjs/gopherjs/js"]; js = $packages["github.com/gopherjs/gopherjs/js"];
battle = $packages["jsexport/battle"]; battle = $packages["jsexport/battle"];
resolv = $packages["resolv"]; resolv = $packages["resolv"];
@ -5902,21 +5905,22 @@ $packages["jsexport"] = (function() {
funcType$1 = $funcType([ptrType, sliceType$1], [ptrType$5], false); funcType$1 = $funcType([ptrType, sliceType$1], [ptrType$5], false);
funcType$2 = $funcType([ptrType$1], [ptrType$5], false); funcType$2 = $funcType([ptrType$1], [ptrType$5], false);
funcType$3 = $funcType([$Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Bool, $Float64], [ptrType$5], false); funcType$3 = $funcType([$Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Bool, $Float64], [ptrType$5], false);
funcType$4 = $funcType([$Int32, sliceType$2, sliceType$3], [ptrType$5], false); funcType$4 = $funcType([$Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Int32, $Float64, $Float64, $Float64, $Float64, $Float64, $Float64], [ptrType$5], false);
funcType$5 = $funcType([$Int, $Int, $Int, $Int], [ptrType$5], false); funcType$5 = $funcType([$Int32, sliceType$2, sliceType$3], [ptrType$5], false);
funcType$6 = $funcType([$Int32, sliceType, $Uint64], [ptrType$5], false); funcType$6 = $funcType([$Int, $Int, $Int, $Int], [ptrType$5], false);
funcType$7 = $funcType([$Int32], [ptrType$5], false); funcType$7 = $funcType([$Int32, sliceType, $Uint64], [ptrType$5], false);
funcType$8 = $funcType([$Float64, $Float64, $Float64, $Float64, $Float64, $Float64, $Float64, $Float64, $Float64, $Float64, $emptyInterface, $String], [ptrType$5], false); funcType$8 = $funcType([$Int32], [ptrType$5], false);
funcType$9 = $funcType([ptrType$1, $Float64, $Float64, $emptyInterface, $String], [ptrType$5], false); funcType$9 = $funcType([$Float64, $Float64, $Float64, $Float64, $Float64, $Float64, $Float64, $Float64, $Float64, $Float64, $emptyInterface, $String], [ptrType$5], false);
funcType$10 = $funcType([ptrType$1, $Float64, $Float64, $emptyInterface, $String], [ptrType$5], false);
ptrType$6 = $ptrType(resolv.Space); ptrType$6 = $ptrType(resolv.Space);
funcType$10 = $funcType([ptrType$6], [sliceType$5], false); funcType$11 = $funcType([ptrType$6], [sliceType$5], false);
ptrType$7 = $ptrType(battle.RingBuffer); ptrType$7 = $ptrType(battle.RingBuffer);
ptrType$8 = $ptrType(battle.RoomDownsyncFrame); ptrType$8 = $ptrType(battle.RoomDownsyncFrame);
ptrType$9 = $ptrType(resolv.Object); ptrType$9 = $ptrType(resolv.Object);
mapType = $mapType($Int32, ptrType$9); mapType = $mapType($Int32, ptrType$9);
mapType$1 = $mapType($Int, $Int); mapType$1 = $mapType($Int, $Int);
funcType$11 = $funcType([ptrType$7, ptrType$8, ptrType$6, mapType, $Int32, $Int32, $Int32, $Int32, $Uint32, $Float64, $Float64, $Float64, $Float64, $Float64, $Float64, mapType$1], [ptrType$5], false); funcType$12 = $funcType([ptrType$7, ptrType$8, ptrType$6, mapType, $Int32, $Int32, $Int32, $Int32, $Uint32, $Float64, $Float64, $Float64, $Float64, $Float64, $Float64, mapType$1], [ptrType$5], false);
funcType$12 = $funcType([$Float64, $Float64, $Float64, $Float64, $Float64, $Float64, $Float64, $Float64, $Float64, $Float64], [$Float64, $Float64], false); funcType$13 = $funcType([$Float64, $Float64, $Float64, $Float64, $Float64, $Float64, $Float64, $Float64, $Float64, $Float64], [$Float64, $Float64], false);
mapType$2 = $mapType($String, $emptyInterface); mapType$2 = $mapType($String, $emptyInterface);
NewInputFrameDownsync = function(inputFrameId, inputList, confirmedList) { NewInputFrameDownsync = function(inputFrameId, inputList, confirmedList) {
var {$24r, _r, confirmedList, inputFrameId, inputList, $s, $r, $c} = $restore(this, {inputFrameId, inputList, confirmedList}); var {$24r, _r, confirmedList, inputFrameId, inputList, $s, $r, $c} = $restore(this, {inputFrameId, inputList, confirmedList});
@ -5969,10 +5973,15 @@ $packages["jsexport"] = (function() {
return js.MakeWrapper(new battle.PlayerDownsync.ptr(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed, battleState, joinIndex, colliderRadius, false, 0, 0, 0, hp, maxHp, characterState, inAir)); return js.MakeWrapper(new battle.PlayerDownsync.ptr(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed, battleState, joinIndex, colliderRadius, false, 0, 0, 0, hp, maxHp, characterState, inAir));
}; };
$pkg.NewPlayerDownsyncJs = NewPlayerDownsyncJs; $pkg.NewPlayerDownsyncJs = NewPlayerDownsyncJs;
NewMeleeBulletJs = function(battleLocalId, startupFrames, activeFrames, recoveryFrames, recoveryFramesOnBlock, recoveryFramesOnHit, hitStunFrames, blockStunFrames, releaseTriggerType, damage, offenderJoinIndex, offenderPlayerId, pushback, hitboxOffset, selfMoveforwardX, selfMoveforwardY, hitboxSizeX, hitboxSizeY) {
var activeFrames, battleLocalId, blockStunFrames, damage, hitStunFrames, hitboxOffset, hitboxSizeX, hitboxSizeY, offenderJoinIndex, offenderPlayerId, pushback, recoveryFrames, recoveryFramesOnBlock, recoveryFramesOnHit, releaseTriggerType, selfMoveforwardX, selfMoveforwardY, startupFrames;
return js.MakeWrapper(new battle.MeleeBullet.ptr(new battle.Bullet.ptr(battleLocalId, startupFrames, activeFrames, recoveryFrames, recoveryFramesOnBlock, recoveryFramesOnHit, hitboxOffset, 0, hitStunFrames, blockStunFrames, pushback, releaseTriggerType, damage, offenderJoinIndex, offenderPlayerId, selfMoveforwardX, selfMoveforwardY, hitboxSizeX, hitboxSizeY)));
};
$pkg.NewMeleeBulletJs = NewMeleeBulletJs;
NewRoomDownsyncFrameJs = function(id, playersArr, meleeBullets) { NewRoomDownsyncFrameJs = function(id, playersArr, meleeBullets) {
var {$24r, _r, id, meleeBullets, playersArr, $s, $r, $c} = $restore(this, {id, playersArr, meleeBullets}); var {$24r, _r, id, meleeBullets, playersArr, $s, $r, $c} = $restore(this, {id, playersArr, meleeBullets});
/* */ $s = $s || 0; s: while (true) { switch ($s) { case 0: /* */ $s = $s || 0; s: while (true) { switch ($s) { case 0:
_r = js.MakeFullWrapper(new battle.RoomDownsyncFrame.ptr(id, playersArr, new $Int64(0, 0), meleeBullets, sliceType$4.nil, new $Uint64(0, 0), false)); /* */ $s = 1; case 1: if($c) { $c = false; _r = _r.$blk(); } if (_r && _r.$blk !== undefined) { break s; } _r = js.MakeFullWrapper(new battle.RoomDownsyncFrame.ptr(id, playersArr, new $Int64(0, 0), meleeBullets, sliceType$4.nil, new $Uint64(0, 0), false, false)); /* */ $s = 1; case 1: if($c) { $c = false; _r = _r.$blk(); } if (_r && _r.$blk !== undefined) { break s; }
$24r = _r; $24r = _r;
$s = 2; case 2: return $24r; $s = 2; case 2: return $24r;
/* */ } return; } var $f = {$blk: NewRoomDownsyncFrameJs, $c: true, $r, $24r, _r, id, meleeBullets, playersArr, $s};return $f; /* */ } return; } var $f = {$blk: NewRoomDownsyncFrameJs, $c: true, $r, $24r, _r, id, meleeBullets, playersArr, $s};return $f;
@ -6028,7 +6037,7 @@ $packages["jsexport"] = (function() {
}; };
$pkg.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs = ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs; $pkg.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs = ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs;
main = function() { main = function() {
$global.gopkgs = $externalize($makeMap($String.keyFor, [{ k: "NewVec2DJs", v: new funcType(NewVec2DJs) }, { k: "NewPolygon2DJs", v: new funcType$1(NewPolygon2DJs) }, { k: "NewBarrierJs", v: new funcType$2(NewBarrierJs) }, { k: "NewPlayerDownsyncJs", v: new funcType$3(NewPlayerDownsyncJs) }, { k: "NewRoomDownsyncFrameJs", v: new funcType$4(NewRoomDownsyncFrameJs) }, { k: "NewCollisionSpaceJs", v: new funcType$5(NewCollisionSpaceJs) }, { k: "NewInputFrameDownsync", v: new funcType$6(NewInputFrameDownsync) }, { k: "NewRingBufferJs", v: new funcType$7(NewRingBufferJs) }, { k: "GenerateRectColliderJs", v: new funcType$8(GenerateRectColliderJs) }, { k: "GenerateConvexPolygonColliderJs", v: new funcType$9(GenerateConvexPolygonColliderJs) }, { k: "GetCollisionSpaceObjsJs", v: new funcType$10(GetCollisionSpaceObjsJs) }, { k: "ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs", v: new funcType$11(ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs) }, { k: "WorldToPolygonColliderBLPos", v: new funcType$12(battle.WorldToPolygonColliderBLPos) }, { k: "PolygonColliderBLToWorldPos", v: new funcType$12(battle.PolygonColliderBLToWorldPos) }]), mapType$2); $global.gopkgs = $externalize($makeMap($String.keyFor, [{ k: "NewVec2DJs", v: new funcType(NewVec2DJs) }, { k: "NewPolygon2DJs", v: new funcType$1(NewPolygon2DJs) }, { k: "NewBarrierJs", v: new funcType$2(NewBarrierJs) }, { k: "NewPlayerDownsyncJs", v: new funcType$3(NewPlayerDownsyncJs) }, { k: "NewMeleeBulletJs", v: new funcType$4(NewMeleeBulletJs) }, { k: "NewRoomDownsyncFrameJs", v: new funcType$5(NewRoomDownsyncFrameJs) }, { k: "NewCollisionSpaceJs", v: new funcType$6(NewCollisionSpaceJs) }, { k: "NewInputFrameDownsync", v: new funcType$7(NewInputFrameDownsync) }, { k: "NewRingBufferJs", v: new funcType$8(NewRingBufferJs) }, { k: "GenerateRectColliderJs", v: new funcType$9(GenerateRectColliderJs) }, { k: "GenerateConvexPolygonColliderJs", v: new funcType$10(GenerateConvexPolygonColliderJs) }, { k: "GetCollisionSpaceObjsJs", v: new funcType$11(GetCollisionSpaceObjsJs) }, { k: "ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs", v: new funcType$12(ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs) }, { k: "WorldToPolygonColliderBLPos", v: new funcType$13(battle.WorldToPolygonColliderBLPos) }, { k: "PolygonColliderBLToWorldPos", v: new funcType$13(battle.PolygonColliderBLToWorldPos) }]), mapType$2);
}; };
$init = function() { $init = function() {
$pkg.$init = function() {}; $pkg.$init = function() {};

View File

@ -156,4 +156,5 @@ message RoomDownsyncFrame {
repeated MeleeBullet meleeBullets = 4; // I don't know how to mimic inheritance/composition in protobuf by far, thus using an array for each type of bullet as a compromise repeated MeleeBullet meleeBullets = 4; // I don't know how to mimic inheritance/composition in protobuf by far, thus using an array for each type of bullet as a compromise
uint64 backendUnconfirmedMask = 5; // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync uint64 backendUnconfirmedMask = 5; // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync
bool shouldForceResync = 6; bool shouldForceResync = 6;
map<int32, int32> playerOpPatternToSkillId = 7;
} }

View File

@ -440,7 +440,7 @@
"array": [ "array": [
0, 0,
0, 0,
210.2224973754617, 216.50635094610968,
0, 0,
0, 0,
0, 0,

View File

@ -403,7 +403,6 @@ cc.Class({
console.log(`Received parsedBattleColliderInfo via ws`); console.log(`Received parsedBattleColliderInfo via ws`);
// TODO: Upon reconnection, the backend might have already been sending down data that'd trigger "onRoomDownsyncFrame & onInputFrameDownsyncBatch", but frontend could reject those data due to "battleState != PlayerBattleState.ACTIVE". // TODO: Upon reconnection, the backend might have already been sending down data that'd trigger "onRoomDownsyncFrame & onInputFrameDownsyncBatch", but frontend could reject those data due to "battleState != PlayerBattleState.ACTIVE".
Object.assign(self, parsedBattleColliderInfo); Object.assign(self, parsedBattleColliderInfo);
self.gravityX = parsedBattleColliderInfo.gravityX; // to avoid integer default value 0 accidentally becoming null in "Object.assign(...)"
self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis; self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis;
const tiledMapIns = self.node.getComponent(cc.TiledMap); const tiledMapIns = self.node.getComponent(cc.TiledMap);
@ -504,7 +503,7 @@ cc.Class({
} }
self.selfPlayerInfo = JSON.parse(cc.sys.localStorage.getItem('selfPlayer')); self.selfPlayerInfo = JSON.parse(cc.sys.localStorage.getItem('selfPlayer'));
Object.assign(self.selfPlayerInfo, { Object.assign(self.selfPlayerInfo, {
id: self.selfPlayerInfo.playerId Id: self.selfPlayerInfo.playerId
}); });
const reqData = window.pb.protos.WsReq.encode({ const reqData = window.pb.protos.WsReq.encode({
@ -627,6 +626,7 @@ cc.Class({
} }
// The logic below applies to (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id || window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet) // The logic below applies to (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id || window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet)
self.playerOpPatternToSkillId = pbRdf.playerOpPatternToSkillId;
self._initPlayerRichInfoDict(rdf.PlayersArr); self._initPlayerRichInfoDict(rdf.PlayersArr);
// Show the top status indicators for IN_BATTLE // Show the top status indicators for IN_BATTLE
@ -744,14 +744,14 @@ cc.Class({
&& &&
null == firstPredictedYetIncorrectInputFrameId null == firstPredictedYetIncorrectInputFrameId
&& &&
!self.equalInputLists(localInputFrame.inputList, inputFrameDownsync.inputList) !self.equalInputLists(localInputFrame.InputList, inputFrameDownsync.inputList)
) { ) {
firstPredictedYetIncorrectInputFrameId = inputFrameDownsyncId; firstPredictedYetIncorrectInputFrameId = inputFrameDownsyncId;
} }
inputFrameDownsync.confirmedList = (1 << self.playerRichInfoDict.size) - 1; inputFrameDownsync.confirmedList = (1 << self.playerRichInfoDict.size) - 1;
inputFrameDownsyncLocal = gopkgs.NewInputFrameDownsync(inputFrameDownsync.inputFrameId, inputFrameDownsync.inputList, inputFrameDownsync.confirmedList); // "battle.InputFrameDownsync" in "jsexport" const inputFrameDownsyncLocal = gopkgs.NewInputFrameDownsync(inputFrameDownsync.inputFrameId, inputFrameDownsync.inputList, inputFrameDownsync.confirmedList); // "battle.InputFrameDownsync" in "jsexport"
//console.log(`Confirmed inputFrameId=${inputFrameDownsync.inputFrameId}`); //console.log(`Confirmed inputFrameId=${inputFrameDownsync.inputFrameId}`);
const [ret, oldStFrameId, oldEdFrameId] = self.recentInputCache.SetByFrameId(inputFrameDownsync, inputFrameDownsync.inputFrameId); const [ret, oldStFrameId, oldEdFrameId] = self.recentInputCache.SetByFrameId(inputFrameDownsyncLocal, inputFrameDownsync.inputFrameId);
if (window.RING_BUFF_FAILED_TO_SET == ret) { if (window.RING_BUFF_FAILED_TO_SET == ret) {
throw `Failed to dump input cache (maybe recentInputCache too small)! inputFrameDownsync.inputFrameId=${inputFrameDownsync.inputFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`; throw `Failed to dump input cache (maybe recentInputCache too small)! inputFrameDownsync.inputFrameId=${inputFrameDownsync.inputFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`;
} }

View File

@ -4601,7 +4601,6 @@ $root.protos = (function() {
* @property {number|null} [virtualGridToWorldRatio] BattleColliderInfo virtualGridToWorldRatio * @property {number|null} [virtualGridToWorldRatio] BattleColliderInfo virtualGridToWorldRatio
* @property {number|null} [spAtkLookupFrames] BattleColliderInfo spAtkLookupFrames * @property {number|null} [spAtkLookupFrames] BattleColliderInfo spAtkLookupFrames
* @property {number|null} [renderCacheSize] BattleColliderInfo renderCacheSize * @property {number|null} [renderCacheSize] BattleColliderInfo renderCacheSize
* @property {Object.<string,protos.MeleeBullet>|null} [meleeSkillConfig] BattleColliderInfo meleeSkillConfig
* @property {number|null} [snapIntoPlatformOverlap] BattleColliderInfo snapIntoPlatformOverlap * @property {number|null} [snapIntoPlatformOverlap] BattleColliderInfo snapIntoPlatformOverlap
* @property {number|null} [snapIntoPlatformThreshold] BattleColliderInfo snapIntoPlatformThreshold * @property {number|null} [snapIntoPlatformThreshold] BattleColliderInfo snapIntoPlatformThreshold
* @property {number|null} [jumpingInitVelY] BattleColliderInfo jumpingInitVelY * @property {number|null} [jumpingInitVelY] BattleColliderInfo jumpingInitVelY
@ -4620,7 +4619,6 @@ $root.protos = (function() {
* @param {protos.IBattleColliderInfo=} [properties] Properties to set * @param {protos.IBattleColliderInfo=} [properties] Properties to set
*/ */
function BattleColliderInfo(properties) { function BattleColliderInfo(properties) {
this.meleeSkillConfig = {};
if (properties) if (properties)
for (var keys = Object.keys(properties), i = 0; i < keys.length; ++i) for (var keys = Object.keys(properties), i = 0; i < keys.length; ++i)
if (properties[keys[i]] != null) if (properties[keys[i]] != null)
@ -4811,14 +4809,6 @@ $root.protos = (function() {
*/ */
BattleColliderInfo.prototype.renderCacheSize = 0; BattleColliderInfo.prototype.renderCacheSize = 0;
/**
* BattleColliderInfo meleeSkillConfig.
* @member {Object.<string,protos.MeleeBullet>} meleeSkillConfig
* @memberof protos.BattleColliderInfo
* @instance
*/
BattleColliderInfo.prototype.meleeSkillConfig = $util.emptyObject;
/** /**
* BattleColliderInfo snapIntoPlatformOverlap. * BattleColliderInfo snapIntoPlatformOverlap.
* @member {number} snapIntoPlatformOverlap * @member {number} snapIntoPlatformOverlap
@ -4945,23 +4935,18 @@ $root.protos = (function() {
writer.uint32(/* id 22, wireType 0 =*/176).int32(message.spAtkLookupFrames); writer.uint32(/* id 22, wireType 0 =*/176).int32(message.spAtkLookupFrames);
if (message.renderCacheSize != null && Object.hasOwnProperty.call(message, "renderCacheSize")) if (message.renderCacheSize != null && Object.hasOwnProperty.call(message, "renderCacheSize"))
writer.uint32(/* id 23, wireType 0 =*/184).int32(message.renderCacheSize); writer.uint32(/* id 23, wireType 0 =*/184).int32(message.renderCacheSize);
if (message.meleeSkillConfig != null && Object.hasOwnProperty.call(message, "meleeSkillConfig"))
for (var keys = Object.keys(message.meleeSkillConfig), i = 0; i < keys.length; ++i) {
writer.uint32(/* id 24, wireType 2 =*/194).fork().uint32(/* id 1, wireType 0 =*/8).int32(keys[i]);
$root.protos.MeleeBullet.encode(message.meleeSkillConfig[keys[i]], writer.uint32(/* id 2, wireType 2 =*/18).fork()).ldelim().ldelim();
}
if (message.snapIntoPlatformOverlap != null && Object.hasOwnProperty.call(message, "snapIntoPlatformOverlap")) if (message.snapIntoPlatformOverlap != null && Object.hasOwnProperty.call(message, "snapIntoPlatformOverlap"))
writer.uint32(/* id 25, wireType 1 =*/201).double(message.snapIntoPlatformOverlap); writer.uint32(/* id 24, wireType 1 =*/193).double(message.snapIntoPlatformOverlap);
if (message.snapIntoPlatformThreshold != null && Object.hasOwnProperty.call(message, "snapIntoPlatformThreshold")) if (message.snapIntoPlatformThreshold != null && Object.hasOwnProperty.call(message, "snapIntoPlatformThreshold"))
writer.uint32(/* id 26, wireType 1 =*/209).double(message.snapIntoPlatformThreshold); writer.uint32(/* id 25, wireType 1 =*/201).double(message.snapIntoPlatformThreshold);
if (message.jumpingInitVelY != null && Object.hasOwnProperty.call(message, "jumpingInitVelY")) if (message.jumpingInitVelY != null && Object.hasOwnProperty.call(message, "jumpingInitVelY"))
writer.uint32(/* id 27, wireType 0 =*/216).int32(message.jumpingInitVelY); writer.uint32(/* id 26, wireType 0 =*/208).int32(message.jumpingInitVelY);
if (message.gravityX != null && Object.hasOwnProperty.call(message, "gravityX")) if (message.gravityX != null && Object.hasOwnProperty.call(message, "gravityX"))
writer.uint32(/* id 28, wireType 0 =*/224).int32(message.gravityX); writer.uint32(/* id 27, wireType 0 =*/216).int32(message.gravityX);
if (message.gravityY != null && Object.hasOwnProperty.call(message, "gravityY")) if (message.gravityY != null && Object.hasOwnProperty.call(message, "gravityY"))
writer.uint32(/* id 29, wireType 0 =*/232).int32(message.gravityY); writer.uint32(/* id 28, wireType 0 =*/224).int32(message.gravityY);
if (message.collisionMinStep != null && Object.hasOwnProperty.call(message, "collisionMinStep")) if (message.collisionMinStep != null && Object.hasOwnProperty.call(message, "collisionMinStep"))
writer.uint32(/* id 30, wireType 0 =*/240).int32(message.collisionMinStep); writer.uint32(/* id 29, wireType 0 =*/232).int32(message.collisionMinStep);
if (message.frameDataLoggingEnabled != null && Object.hasOwnProperty.call(message, "frameDataLoggingEnabled")) if (message.frameDataLoggingEnabled != null && Object.hasOwnProperty.call(message, "frameDataLoggingEnabled"))
writer.uint32(/* id 999, wireType 0 =*/7992).bool(message.frameDataLoggingEnabled); writer.uint32(/* id 999, wireType 0 =*/7992).bool(message.frameDataLoggingEnabled);
return writer; return writer;
@ -4994,7 +4979,7 @@ $root.protos = (function() {
BattleColliderInfo.decode = function decode(reader, length) { BattleColliderInfo.decode = function decode(reader, length) {
if (!(reader instanceof $Reader)) if (!(reader instanceof $Reader))
reader = $Reader.create(reader); reader = $Reader.create(reader);
var end = length === undefined ? reader.len : reader.pos + length, message = new $root.protos.BattleColliderInfo(), key, value; var end = length === undefined ? reader.len : reader.pos + length, message = new $root.protos.BattleColliderInfo();
while (reader.pos < end) { while (reader.pos < end) {
var tag = reader.uint32(); var tag = reader.uint32();
switch (tag >>> 3) { switch (tag >>> 3) {
@ -5091,49 +5076,26 @@ $root.protos = (function() {
break; break;
} }
case 24: { case 24: {
if (message.meleeSkillConfig === $util.emptyObject)
message.meleeSkillConfig = {};
var end2 = reader.uint32() + reader.pos;
key = 0;
value = null;
while (reader.pos < end2) {
var tag2 = reader.uint32();
switch (tag2 >>> 3) {
case 1:
key = reader.int32();
break;
case 2:
value = $root.protos.MeleeBullet.decode(reader, reader.uint32());
break;
default:
reader.skipType(tag2 & 7);
break;
}
}
message.meleeSkillConfig[key] = value;
break;
}
case 25: {
message.snapIntoPlatformOverlap = reader.double(); message.snapIntoPlatformOverlap = reader.double();
break; break;
} }
case 26: { case 25: {
message.snapIntoPlatformThreshold = reader.double(); message.snapIntoPlatformThreshold = reader.double();
break; break;
} }
case 27: { case 26: {
message.jumpingInitVelY = reader.int32(); message.jumpingInitVelY = reader.int32();
break; break;
} }
case 28: { case 27: {
message.gravityX = reader.int32(); message.gravityX = reader.int32();
break; break;
} }
case 29: { case 28: {
message.gravityY = reader.int32(); message.gravityY = reader.int32();
break; break;
} }
case 30: { case 29: {
message.collisionMinStep = reader.int32(); message.collisionMinStep = reader.int32();
break; break;
} }
@ -5245,20 +5207,6 @@ $root.protos = (function() {
if (message.renderCacheSize != null && message.hasOwnProperty("renderCacheSize")) if (message.renderCacheSize != null && message.hasOwnProperty("renderCacheSize"))
if (!$util.isInteger(message.renderCacheSize)) if (!$util.isInteger(message.renderCacheSize))
return "renderCacheSize: integer expected"; return "renderCacheSize: integer expected";
if (message.meleeSkillConfig != null && message.hasOwnProperty("meleeSkillConfig")) {
if (!$util.isObject(message.meleeSkillConfig))
return "meleeSkillConfig: object expected";
var key = Object.keys(message.meleeSkillConfig);
for (var i = 0; i < key.length; ++i) {
if (!$util.key32Re.test(key[i]))
return "meleeSkillConfig: integer key{k:int32} expected";
{
var error = $root.protos.MeleeBullet.verify(message.meleeSkillConfig[key[i]]);
if (error)
return "meleeSkillConfig." + error;
}
}
}
if (message.snapIntoPlatformOverlap != null && message.hasOwnProperty("snapIntoPlatformOverlap")) if (message.snapIntoPlatformOverlap != null && message.hasOwnProperty("snapIntoPlatformOverlap"))
if (typeof message.snapIntoPlatformOverlap !== "number") if (typeof message.snapIntoPlatformOverlap !== "number")
return "snapIntoPlatformOverlap: number expected"; return "snapIntoPlatformOverlap: number expected";
@ -5355,16 +5303,6 @@ $root.protos = (function() {
message.spAtkLookupFrames = object.spAtkLookupFrames | 0; message.spAtkLookupFrames = object.spAtkLookupFrames | 0;
if (object.renderCacheSize != null) if (object.renderCacheSize != null)
message.renderCacheSize = object.renderCacheSize | 0; message.renderCacheSize = object.renderCacheSize | 0;
if (object.meleeSkillConfig) {
if (typeof object.meleeSkillConfig !== "object")
throw TypeError(".protos.BattleColliderInfo.meleeSkillConfig: object expected");
message.meleeSkillConfig = {};
for (var keys = Object.keys(object.meleeSkillConfig), i = 0; i < keys.length; ++i) {
if (typeof object.meleeSkillConfig[keys[i]] !== "object")
throw TypeError(".protos.BattleColliderInfo.meleeSkillConfig: object expected");
message.meleeSkillConfig[keys[i]] = $root.protos.MeleeBullet.fromObject(object.meleeSkillConfig[keys[i]]);
}
}
if (object.snapIntoPlatformOverlap != null) if (object.snapIntoPlatformOverlap != null)
message.snapIntoPlatformOverlap = Number(object.snapIntoPlatformOverlap); message.snapIntoPlatformOverlap = Number(object.snapIntoPlatformOverlap);
if (object.snapIntoPlatformThreshold != null) if (object.snapIntoPlatformThreshold != null)
@ -5395,8 +5333,6 @@ $root.protos = (function() {
if (!options) if (!options)
options = {}; options = {};
var object = {}; var object = {};
if (options.objects || options.defaults)
object.meleeSkillConfig = {};
if (options.defaults) { if (options.defaults) {
object.stageName = ""; object.stageName = "";
object.stageDiscreteW = 0; object.stageDiscreteW = 0;
@ -5489,12 +5425,6 @@ $root.protos = (function() {
object.spAtkLookupFrames = message.spAtkLookupFrames; object.spAtkLookupFrames = message.spAtkLookupFrames;
if (message.renderCacheSize != null && message.hasOwnProperty("renderCacheSize")) if (message.renderCacheSize != null && message.hasOwnProperty("renderCacheSize"))
object.renderCacheSize = message.renderCacheSize; object.renderCacheSize = message.renderCacheSize;
var keys2;
if (message.meleeSkillConfig && (keys2 = Object.keys(message.meleeSkillConfig)).length) {
object.meleeSkillConfig = {};
for (var j = 0; j < keys2.length; ++j)
object.meleeSkillConfig[keys2[j]] = $root.protos.MeleeBullet.toObject(message.meleeSkillConfig[keys2[j]], options);
}
if (message.snapIntoPlatformOverlap != null && message.hasOwnProperty("snapIntoPlatformOverlap")) if (message.snapIntoPlatformOverlap != null && message.hasOwnProperty("snapIntoPlatformOverlap"))
object.snapIntoPlatformOverlap = options.json && !isFinite(message.snapIntoPlatformOverlap) ? String(message.snapIntoPlatformOverlap) : message.snapIntoPlatformOverlap; object.snapIntoPlatformOverlap = options.json && !isFinite(message.snapIntoPlatformOverlap) ? String(message.snapIntoPlatformOverlap) : message.snapIntoPlatformOverlap;
if (message.snapIntoPlatformThreshold != null && message.hasOwnProperty("snapIntoPlatformThreshold")) if (message.snapIntoPlatformThreshold != null && message.hasOwnProperty("snapIntoPlatformThreshold"))
@ -5553,6 +5483,7 @@ $root.protos = (function() {
* @property {Array.<protos.MeleeBullet>|null} [meleeBullets] RoomDownsyncFrame meleeBullets * @property {Array.<protos.MeleeBullet>|null} [meleeBullets] RoomDownsyncFrame meleeBullets
* @property {number|Long|null} [backendUnconfirmedMask] RoomDownsyncFrame backendUnconfirmedMask * @property {number|Long|null} [backendUnconfirmedMask] RoomDownsyncFrame backendUnconfirmedMask
* @property {boolean|null} [shouldForceResync] RoomDownsyncFrame shouldForceResync * @property {boolean|null} [shouldForceResync] RoomDownsyncFrame shouldForceResync
* @property {Object.<string,number>|null} [playerOpPatternToSkillId] RoomDownsyncFrame playerOpPatternToSkillId
*/ */
/** /**
@ -5566,6 +5497,7 @@ $root.protos = (function() {
function RoomDownsyncFrame(properties) { function RoomDownsyncFrame(properties) {
this.playersArr = []; this.playersArr = [];
this.meleeBullets = []; this.meleeBullets = [];
this.playerOpPatternToSkillId = {};
if (properties) if (properties)
for (var keys = Object.keys(properties), i = 0; i < keys.length; ++i) for (var keys = Object.keys(properties), i = 0; i < keys.length; ++i)
if (properties[keys[i]] != null) if (properties[keys[i]] != null)
@ -5620,6 +5552,14 @@ $root.protos = (function() {
*/ */
RoomDownsyncFrame.prototype.shouldForceResync = false; RoomDownsyncFrame.prototype.shouldForceResync = false;
/**
* RoomDownsyncFrame playerOpPatternToSkillId.
* @member {Object.<string,number>} playerOpPatternToSkillId
* @memberof protos.RoomDownsyncFrame
* @instance
*/
RoomDownsyncFrame.prototype.playerOpPatternToSkillId = $util.emptyObject;
/** /**
* Creates a new RoomDownsyncFrame instance using the specified properties. * Creates a new RoomDownsyncFrame instance using the specified properties.
* @function create * @function create
@ -5658,6 +5598,9 @@ $root.protos = (function() {
writer.uint32(/* id 5, wireType 0 =*/40).uint64(message.backendUnconfirmedMask); writer.uint32(/* id 5, wireType 0 =*/40).uint64(message.backendUnconfirmedMask);
if (message.shouldForceResync != null && Object.hasOwnProperty.call(message, "shouldForceResync")) if (message.shouldForceResync != null && Object.hasOwnProperty.call(message, "shouldForceResync"))
writer.uint32(/* id 6, wireType 0 =*/48).bool(message.shouldForceResync); writer.uint32(/* id 6, wireType 0 =*/48).bool(message.shouldForceResync);
if (message.playerOpPatternToSkillId != null && Object.hasOwnProperty.call(message, "playerOpPatternToSkillId"))
for (var keys = Object.keys(message.playerOpPatternToSkillId), i = 0; i < keys.length; ++i)
writer.uint32(/* id 7, wireType 2 =*/58).fork().uint32(/* id 1, wireType 0 =*/8).int32(keys[i]).uint32(/* id 2, wireType 0 =*/16).int32(message.playerOpPatternToSkillId[keys[i]]).ldelim();
return writer; return writer;
}; };
@ -5688,7 +5631,7 @@ $root.protos = (function() {
RoomDownsyncFrame.decode = function decode(reader, length) { RoomDownsyncFrame.decode = function decode(reader, length) {
if (!(reader instanceof $Reader)) if (!(reader instanceof $Reader))
reader = $Reader.create(reader); reader = $Reader.create(reader);
var end = length === undefined ? reader.len : reader.pos + length, message = new $root.protos.RoomDownsyncFrame(); var end = length === undefined ? reader.len : reader.pos + length, message = new $root.protos.RoomDownsyncFrame(), key, value;
while (reader.pos < end) { while (reader.pos < end) {
var tag = reader.uint32(); var tag = reader.uint32();
switch (tag >>> 3) { switch (tag >>> 3) {
@ -5720,6 +5663,29 @@ $root.protos = (function() {
message.shouldForceResync = reader.bool(); message.shouldForceResync = reader.bool();
break; break;
} }
case 7: {
if (message.playerOpPatternToSkillId === $util.emptyObject)
message.playerOpPatternToSkillId = {};
var end2 = reader.uint32() + reader.pos;
key = 0;
value = 0;
while (reader.pos < end2) {
var tag2 = reader.uint32();
switch (tag2 >>> 3) {
case 1:
key = reader.int32();
break;
case 2:
value = reader.int32();
break;
default:
reader.skipType(tag2 & 7);
break;
}
}
message.playerOpPatternToSkillId[key] = value;
break;
}
default: default:
reader.skipType(tag & 7); reader.skipType(tag & 7);
break; break;
@ -5785,6 +5751,17 @@ $root.protos = (function() {
if (message.shouldForceResync != null && message.hasOwnProperty("shouldForceResync")) if (message.shouldForceResync != null && message.hasOwnProperty("shouldForceResync"))
if (typeof message.shouldForceResync !== "boolean") if (typeof message.shouldForceResync !== "boolean")
return "shouldForceResync: boolean expected"; return "shouldForceResync: boolean expected";
if (message.playerOpPatternToSkillId != null && message.hasOwnProperty("playerOpPatternToSkillId")) {
if (!$util.isObject(message.playerOpPatternToSkillId))
return "playerOpPatternToSkillId: object expected";
var key = Object.keys(message.playerOpPatternToSkillId);
for (var i = 0; i < key.length; ++i) {
if (!$util.key32Re.test(key[i]))
return "playerOpPatternToSkillId: integer key{k:int32} expected";
if (!$util.isInteger(message.playerOpPatternToSkillId[key[i]]))
return "playerOpPatternToSkillId: integer{k:int32} expected";
}
}
return null; return null;
}; };
@ -5842,6 +5819,13 @@ $root.protos = (function() {
message.backendUnconfirmedMask = new $util.LongBits(object.backendUnconfirmedMask.low >>> 0, object.backendUnconfirmedMask.high >>> 0).toNumber(true); message.backendUnconfirmedMask = new $util.LongBits(object.backendUnconfirmedMask.low >>> 0, object.backendUnconfirmedMask.high >>> 0).toNumber(true);
if (object.shouldForceResync != null) if (object.shouldForceResync != null)
message.shouldForceResync = Boolean(object.shouldForceResync); message.shouldForceResync = Boolean(object.shouldForceResync);
if (object.playerOpPatternToSkillId) {
if (typeof object.playerOpPatternToSkillId !== "object")
throw TypeError(".protos.RoomDownsyncFrame.playerOpPatternToSkillId: object expected");
message.playerOpPatternToSkillId = {};
for (var keys = Object.keys(object.playerOpPatternToSkillId), i = 0; i < keys.length; ++i)
message.playerOpPatternToSkillId[keys[i]] = object.playerOpPatternToSkillId[keys[i]] | 0;
}
return message; return message;
}; };
@ -5862,6 +5846,8 @@ $root.protos = (function() {
object.playersArr = []; object.playersArr = [];
object.meleeBullets = []; object.meleeBullets = [];
} }
if (options.objects || options.defaults)
object.playerOpPatternToSkillId = {};
if (options.defaults) { if (options.defaults) {
object.id = 0; object.id = 0;
if ($util.Long) { if ($util.Long) {
@ -5900,6 +5886,12 @@ $root.protos = (function() {
object.backendUnconfirmedMask = options.longs === String ? $util.Long.prototype.toString.call(message.backendUnconfirmedMask) : options.longs === Number ? new $util.LongBits(message.backendUnconfirmedMask.low >>> 0, message.backendUnconfirmedMask.high >>> 0).toNumber(true) : message.backendUnconfirmedMask; object.backendUnconfirmedMask = options.longs === String ? $util.Long.prototype.toString.call(message.backendUnconfirmedMask) : options.longs === Number ? new $util.LongBits(message.backendUnconfirmedMask.low >>> 0, message.backendUnconfirmedMask.high >>> 0).toNumber(true) : message.backendUnconfirmedMask;
if (message.shouldForceResync != null && message.hasOwnProperty("shouldForceResync")) if (message.shouldForceResync != null && message.hasOwnProperty("shouldForceResync"))
object.shouldForceResync = message.shouldForceResync; object.shouldForceResync = message.shouldForceResync;
var keys2;
if (message.playerOpPatternToSkillId && (keys2 = Object.keys(message.playerOpPatternToSkillId)).length) {
object.playerOpPatternToSkillId = {};
for (var j = 0; j < keys2.length; ++j)
object.playerOpPatternToSkillId[keys2[j]] = message.playerOpPatternToSkillId[keys2[j]];
}
return object; return object;
}; };

View File

@ -91,13 +91,14 @@ type FireballBullet struct {
} }
type RoomDownsyncFrame struct { type RoomDownsyncFrame struct {
Id int32 Id int32
PlayersArr []*PlayerDownsync PlayersArr []*PlayerDownsync
CountdownNanos int64 CountdownNanos int64
MeleeBullets []*MeleeBullet MeleeBullets []*MeleeBullet
FireballBullets []*FireballBullet FireballBullets []*FireballBullet
BackendUnconfirmedMask uint64 BackendUnconfirmedMask uint64
ShouldForceResync bool ShouldForceResync bool
PlayerOpPatternToSkillId map[int]int
} }
type InputFrameDownsync struct { type InputFrameDownsync struct {

View File

@ -62,6 +62,33 @@ func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY,
}) })
} }
func NewMeleeBulletJs(battleLocalId, startupFrames, activeFrames, recoveryFrames, recoveryFramesOnBlock, recoveryFramesOnHit, hitStunFrames, blockStunFrames, releaseTriggerType, damage, offenderJoinIndex, offenderPlayerId int32, pushback, hitboxOffset, selfMoveforwardX, selfMoveforwardY, hitboxSizeX, hitboxSizeY float64) *js.Object {
return js.MakeWrapper(&MeleeBullet{
Bullet: Bullet{
BattleLocalId: battleLocalId,
StartupFrames: startupFrames,
ActiveFrames: activeFrames,
RecoveryFrames: recoveryFrames,
RecoveryFramesOnBlock: recoveryFramesOnBlock,
RecoveryFramesOnHit: recoveryFramesOnHit,
HitboxOffset: hitboxOffset,
HitStunFrames: hitStunFrames,
BlockStunFrames: blockStunFrames,
Pushback: pushback,
ReleaseTriggerType: releaseTriggerType,
Damage: damage,
SelfMoveforwardX: selfMoveforwardX,
SelfMoveforwardY: selfMoveforwardY,
HitboxSizeX: hitboxSizeX,
HitboxSizeY: hitboxSizeY,
OffenderJoinIndex: offenderJoinIndex,
OffenderPlayerId: offenderPlayerId,
},
})
}
func NewRoomDownsyncFrameJs(id int32, playersArr []*PlayerDownsync, meleeBullets []*MeleeBullet) *js.Object { func NewRoomDownsyncFrameJs(id int32, playersArr []*PlayerDownsync, meleeBullets []*MeleeBullet) *js.Object {
// [WARNING] Avoid using "pb.RoomDownsyncFrame" here, in practive "MakeFullWrapper" doesn't expose the public fields for a "protobuf struct" as expected and requires helper functions like "GetCollisionSpaceObjsJs". // [WARNING] Avoid using "pb.RoomDownsyncFrame" here, in practive "MakeFullWrapper" doesn't expose the public fields for a "protobuf struct" as expected and requires helper functions like "GetCollisionSpaceObjsJs".
return js.MakeFullWrapper(&RoomDownsyncFrame{ return js.MakeFullWrapper(&RoomDownsyncFrame{
@ -112,6 +139,7 @@ func main() {
"NewPolygon2DJs": NewPolygon2DJs, "NewPolygon2DJs": NewPolygon2DJs,
"NewBarrierJs": NewBarrierJs, "NewBarrierJs": NewBarrierJs,
"NewPlayerDownsyncJs": NewPlayerDownsyncJs, "NewPlayerDownsyncJs": NewPlayerDownsyncJs,
"NewMeleeBulletJs": NewMeleeBulletJs,
"NewRoomDownsyncFrameJs": NewRoomDownsyncFrameJs, "NewRoomDownsyncFrameJs": NewRoomDownsyncFrameJs,
"NewCollisionSpaceJs": NewCollisionSpaceJs, "NewCollisionSpaceJs": NewCollisionSpaceJs,
"NewInputFrameDownsync": NewInputFrameDownsync, "NewInputFrameDownsync": NewInputFrameDownsync,