Formatted codes.

This commit is contained in:
yflu 2022-10-25 23:36:55 +08:00
parent 4e0f7b52d4
commit 8038b393e0
3 changed files with 68 additions and 65 deletions

View File

@ -188,7 +188,7 @@ type Room struct {
StageTileH int32
RawBattleStrToVec2DListMap StrToVec2DListMap
RawBattleStrToPolygon2DListMap StrToPolygon2DListMap
BackendDynamicsEnabled bool
BackendDynamicsEnabled bool
}
const (
@ -461,11 +461,11 @@ func (pR *Room) StartBattle() {
// Force setting all-confirmed of buffered inputFrames periodically
unconfirmedMask := uint64(0)
if pR.BackendDynamicsEnabled {
unconfirmedMask = pR.forceConfirmationIfApplicable()
} else {
pR.markConfirmationIfApplicable()
}
if pR.BackendDynamicsEnabled {
unconfirmedMask = pR.forceConfirmationIfApplicable()
} else {
pR.markConfirmationIfApplicable()
}
upperToSendInputFrameId := atomic.LoadInt32(&(pR.LastAllConfirmedInputFrameId))
/*
@ -481,22 +481,22 @@ func (pR *Room) StartBattle() {
refRenderFrameId = pR.RenderFrameId
}
dynamicsDuration := int64(0)
if pR.BackendDynamicsEnabled {
if 0 <= pR.LastAllConfirmedInputFrameId {
dynamicsStartedAt := utils.UnixtimeNano()
// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId)
dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
}
dynamicsDuration := int64(0)
if pR.BackendDynamicsEnabled {
if 0 <= pR.LastAllConfirmedInputFrameId {
dynamicsStartedAt := utils.UnixtimeNano()
// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId)
dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
}
// [WARNING] The following inequality are seldom true, but just to avoid that in good network condition the frontend resyncs itself to a "too advanced frontend.renderFrameId", and then starts upsyncing "too advanced inputFrameId".
if refRenderFrameId > pR.CurDynamicsRenderFrameId {
refRenderFrameId = pR.CurDynamicsRenderFrameId
}
}
// [WARNING] The following inequality are seldom true, but just to avoid that in good network condition the frontend resyncs itself to a "too advanced frontend.renderFrameId", and then starts upsyncing "too advanced inputFrameId".
if refRenderFrameId > pR.CurDynamicsRenderFrameId {
refRenderFrameId = pR.CurDynamicsRenderFrameId
}
}
for playerId, player := range pR.Players {
if swapped := atomic.CompareAndSwapInt32(&player.BattleState, PlayerBattleStateIns.ACTIVE, PlayerBattleStateIns.ACTIVE); !swapped {
// [WARNING] DON'T send anything if the player is disconnected, because it could jam the channel and cause significant delay upon "battle recovery for reconnected player".
@ -810,7 +810,7 @@ func (pR *Room) OnDismissed() {
pR.InputFrameUpsyncDelayTolerance = 2
pR.MaxChasingRenderFramesPerUpdate = 10
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.ChooseStage()
pR.EffectivePlayerCount = 0
@ -1080,40 +1080,40 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *pb.InputFrameDowns
}
func (pR *Room) markConfirmationIfApplicable() {
inputFrameId1 := pR.LastAllConfirmedInputFrameId+1
gap := int32(4) // This value is hardcoded and doesn't need be much bigger, because the backend side is supposed to never lag when "false == BackendDynamicsEnabled".
inputFrameId2 := inputFrameId1+gap
if inputFrameId2 > pR.InputsBuffer.EdFrameId {
inputFrameId2 = pR.InputsBuffer.EdFrameId
}
inputFrameId1 := pR.LastAllConfirmedInputFrameId + 1
gap := int32(4) // This value is hardcoded and doesn't need be much bigger, because the backend side is supposed to never lag when "false == BackendDynamicsEnabled".
inputFrameId2 := inputFrameId1 + gap
if inputFrameId2 > pR.InputsBuffer.EdFrameId {
inputFrameId2 = pR.InputsBuffer.EdFrameId
}
totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
for inputFrameId := inputFrameId1; inputFrameId < inputFrameId2; inputFrameId++ {
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId)
if nil == tmp {
panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", inputFrameId, pR.Id, pR.InputsBufferString(false)))
}
inputFrameDownsync := tmp.(*pb.InputFrameDownsync)
for _, player := range pR.Players {
bufIndex := pR.toDiscreteInputsBufferIndex(inputFrameId, player.JoinIndex)
tmp, loaded := pR.DiscreteInputsBuffer.LoadAndDelete(bufIndex) // It's safe to "LoadAndDelete" here because the "inputFrameUpsync" of this player is already remembered by the corresponding "inputFrameDown".
if !loaded {
continue
}
inputFrameUpsync := tmp.(*pb.InputFrameUpsync)
indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = pR.EncodeUpsyncCmd(inputFrameUpsync)
inputFrameDownsync.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr)
}
totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
for inputFrameId := inputFrameId1; inputFrameId < inputFrameId2; inputFrameId++ {
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId)
if nil == tmp {
panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", inputFrameId, pR.Id, pR.InputsBufferString(false)))
}
inputFrameDownsync := tmp.(*pb.InputFrameDownsync)
for _, player := range pR.Players {
bufIndex := pR.toDiscreteInputsBufferIndex(inputFrameId, player.JoinIndex)
tmp, loaded := pR.DiscreteInputsBuffer.LoadAndDelete(bufIndex) // It's safe to "LoadAndDelete" here because the "inputFrameUpsync" of this player is already remembered by the corresponding "inputFrameDown".
if !loaded {
continue
}
inputFrameUpsync := tmp.(*pb.InputFrameUpsync)
indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = pR.EncodeUpsyncCmd(inputFrameUpsync)
inputFrameDownsync.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr)
}
// Force confirmation of "inputFrame2"
if allConfirmedMask == inputFrameDownsync.ConfirmedList {
pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
} else {
break
}
}
// Force confirmation of "inputFrame2"
if allConfirmedMask == inputFrameDownsync.ConfirmedList {
pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
} else {
break
}
}
}
func (pR *Room) forceConfirmationIfApplicable() uint64 {

View File

@ -382,7 +382,8 @@ cc.Class({
window.clearBoundRoomIdInBothVolatileAndPersistentStorage();
window.initPersistentSessionClient(self.initAfterWSConnected, null /* Deliberately NOT passing in any `expectedRoomId`. -- YFLu */ );
};
resultPanelScriptIns.onCloseDelegate = () => {};
resultPanelScriptIns.onCloseDelegate = () => {
};
self.gameRuleNode = cc.instantiate(self.gameRulePrefab);
self.gameRuleNode.width = self.canvasNode.width;
@ -740,10 +741,12 @@ cc.Class({
newPlayerNode.setPosition(cc.v2(x, y));
newPlayerNode.getComponent("SelfPlayer").mapNode = self.node;
const currentSelfColliderCircle = newPlayerNode.getComponent(cc.CircleCollider);
const r = currentSelfColliderCircle.radius, d = 2*r;
// The collision box of an individual player is a polygon instead of a circle, because the backend collision engine doesn't handle circle alignment well.
const x0 = x-r, y0 = y-r;
let pts = [[0, 0], [d, 0], [d, d], [0, d]];
const r = currentSelfColliderCircle.radius,
d = 2 * r;
// The collision box of an individual player is a polygon instead of a circle, because the backend collision engine doesn't handle circle alignment well.
const x0 = x - r,
y0 = y - r;
let pts = [[0, 0], [d, 0], [d, d], [0, d]];
const newPlayerColliderLatest = self.latestCollisionSys.createPolygon(x0, y0, pts);
const newPlayerColliderChaser = self.chaserCollisionSys.createPolygon(x0, y0, pts);
@ -957,7 +960,7 @@ cc.Class({
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const currentSelfColliderCircle = playerRichInfo.node.getComponent(cc.CircleCollider);
const r = currentSelfColliderCircle.radius;
const r = currentSelfColliderCircle.radius;
rdf.players[playerRichInfo.id] = {
id: playerRichInfo.id,
x: playerCollider.x + r, // [WARNING] the (x, y) of "playerCollider" is offset to the anchor (i.e. first point of all points) of the polygon shape
@ -1033,7 +1036,7 @@ cc.Class({
const player = latestRdf.players[playerId];
const currentSelfColliderCircle = playerRichInfo.node.getComponent(cc.CircleCollider);
const r = currentSelfColliderCircle.radius;
const r = currentSelfColliderCircle.radius;
playerCollider.x = player.x - r;
playerCollider.y = player.y - r;
});

View File

@ -224,7 +224,7 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
case constants.RET_CODE.MYSQL_ERROR:
case constants.RET_CODE.PLAYER_NOT_FOUND:
case constants.RET_CODE.PLAYER_CHEATING:
case 1006: // Peer(i.e. the backend) gone unexpectedly
case 1006: // Peer(i.e. the backend) gone unexpectedly
if (window.handleClientSessionError) {
window.handleClientSessionError();
}