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https://github.com/genxium/DelayNoMore
synced 2024-12-26 11:48:56 +00:00
Formatted codes.
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@ -188,7 +188,7 @@ type Room struct {
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StageTileH int32
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RawBattleStrToVec2DListMap StrToVec2DListMap
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RawBattleStrToPolygon2DListMap StrToPolygon2DListMap
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BackendDynamicsEnabled bool
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BackendDynamicsEnabled bool
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}
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const (
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@ -461,11 +461,11 @@ func (pR *Room) StartBattle() {
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// Force setting all-confirmed of buffered inputFrames periodically
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unconfirmedMask := uint64(0)
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if pR.BackendDynamicsEnabled {
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unconfirmedMask = pR.forceConfirmationIfApplicable()
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} else {
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pR.markConfirmationIfApplicable()
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}
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if pR.BackendDynamicsEnabled {
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unconfirmedMask = pR.forceConfirmationIfApplicable()
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} else {
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pR.markConfirmationIfApplicable()
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}
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upperToSendInputFrameId := atomic.LoadInt32(&(pR.LastAllConfirmedInputFrameId))
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/*
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@ -481,22 +481,22 @@ func (pR *Room) StartBattle() {
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refRenderFrameId = pR.RenderFrameId
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}
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dynamicsDuration := int64(0)
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if pR.BackendDynamicsEnabled {
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if 0 <= pR.LastAllConfirmedInputFrameId {
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dynamicsStartedAt := utils.UnixtimeNano()
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// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
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nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
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Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
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pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId)
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dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
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}
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dynamicsDuration := int64(0)
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if pR.BackendDynamicsEnabled {
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if 0 <= pR.LastAllConfirmedInputFrameId {
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dynamicsStartedAt := utils.UnixtimeNano()
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// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
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nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
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Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
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pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId)
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dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
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}
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// [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".
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if refRenderFrameId > pR.CurDynamicsRenderFrameId {
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refRenderFrameId = pR.CurDynamicsRenderFrameId
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}
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}
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// [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".
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if refRenderFrameId > pR.CurDynamicsRenderFrameId {
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refRenderFrameId = pR.CurDynamicsRenderFrameId
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}
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}
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for playerId, player := range pR.Players {
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if swapped := atomic.CompareAndSwapInt32(&player.BattleState, PlayerBattleStateIns.ACTIVE, PlayerBattleStateIns.ACTIVE); !swapped {
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// [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".
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@ -810,7 +810,7 @@ func (pR *Room) OnDismissed() {
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pR.InputFrameUpsyncDelayTolerance = 2
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pR.MaxChasingRenderFramesPerUpdate = 10
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pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
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pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
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pR.ChooseStage()
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pR.EffectivePlayerCount = 0
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@ -1080,40 +1080,40 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *pb.InputFrameDowns
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}
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func (pR *Room) markConfirmationIfApplicable() {
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inputFrameId1 := pR.LastAllConfirmedInputFrameId+1
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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".
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inputFrameId2 := inputFrameId1+gap
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if inputFrameId2 > pR.InputsBuffer.EdFrameId {
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inputFrameId2 = pR.InputsBuffer.EdFrameId
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}
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inputFrameId1 := pR.LastAllConfirmedInputFrameId + 1
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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".
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inputFrameId2 := inputFrameId1 + gap
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if inputFrameId2 > pR.InputsBuffer.EdFrameId {
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inputFrameId2 = pR.InputsBuffer.EdFrameId
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}
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totPlayerCnt := uint32(pR.Capacity)
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allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
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for inputFrameId := inputFrameId1; inputFrameId < inputFrameId2; inputFrameId++ {
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tmp := pR.InputsBuffer.GetByFrameId(inputFrameId)
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if nil == tmp {
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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)))
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}
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inputFrameDownsync := tmp.(*pb.InputFrameDownsync)
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for _, player := range pR.Players {
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bufIndex := pR.toDiscreteInputsBufferIndex(inputFrameId, player.JoinIndex)
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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".
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if !loaded {
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continue
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}
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inputFrameUpsync := tmp.(*pb.InputFrameUpsync)
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indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
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inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = pR.EncodeUpsyncCmd(inputFrameUpsync)
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inputFrameDownsync.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr)
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}
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totPlayerCnt := uint32(pR.Capacity)
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allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
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for inputFrameId := inputFrameId1; inputFrameId < inputFrameId2; inputFrameId++ {
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tmp := pR.InputsBuffer.GetByFrameId(inputFrameId)
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if nil == tmp {
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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)))
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}
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inputFrameDownsync := tmp.(*pb.InputFrameDownsync)
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for _, player := range pR.Players {
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bufIndex := pR.toDiscreteInputsBufferIndex(inputFrameId, player.JoinIndex)
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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".
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if !loaded {
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continue
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}
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inputFrameUpsync := tmp.(*pb.InputFrameUpsync)
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indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
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inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = pR.EncodeUpsyncCmd(inputFrameUpsync)
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inputFrameDownsync.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr)
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}
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// Force confirmation of "inputFrame2"
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if allConfirmedMask == inputFrameDownsync.ConfirmedList {
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pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
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} else {
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break
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}
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}
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// Force confirmation of "inputFrame2"
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if allConfirmedMask == inputFrameDownsync.ConfirmedList {
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pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
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} else {
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break
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}
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}
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}
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func (pR *Room) forceConfirmationIfApplicable() uint64 {
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@ -382,7 +382,8 @@ cc.Class({
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window.clearBoundRoomIdInBothVolatileAndPersistentStorage();
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window.initPersistentSessionClient(self.initAfterWSConnected, null /* Deliberately NOT passing in any `expectedRoomId`. -- YFLu */ );
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};
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resultPanelScriptIns.onCloseDelegate = () => {};
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resultPanelScriptIns.onCloseDelegate = () => {
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};
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self.gameRuleNode = cc.instantiate(self.gameRulePrefab);
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self.gameRuleNode.width = self.canvasNode.width;
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@ -740,10 +741,12 @@ cc.Class({
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newPlayerNode.setPosition(cc.v2(x, y));
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newPlayerNode.getComponent("SelfPlayer").mapNode = self.node;
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const currentSelfColliderCircle = newPlayerNode.getComponent(cc.CircleCollider);
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const r = currentSelfColliderCircle.radius, d = 2*r;
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// 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.
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const x0 = x-r, y0 = y-r;
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let pts = [[0, 0], [d, 0], [d, d], [0, d]];
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const r = currentSelfColliderCircle.radius,
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d = 2 * r;
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// 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.
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const x0 = x - r,
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y0 = y - r;
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let pts = [[0, 0], [d, 0], [d, d], [0, d]];
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const newPlayerColliderLatest = self.latestCollisionSys.createPolygon(x0, y0, pts);
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const newPlayerColliderChaser = self.chaserCollisionSys.createPolygon(x0, y0, pts);
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@ -957,7 +960,7 @@ cc.Class({
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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const playerCollider = collisionSysMap.get(collisionPlayerIndex);
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const currentSelfColliderCircle = playerRichInfo.node.getComponent(cc.CircleCollider);
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const r = currentSelfColliderCircle.radius;
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const r = currentSelfColliderCircle.radius;
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rdf.players[playerRichInfo.id] = {
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id: playerRichInfo.id,
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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
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@ -1033,7 +1036,7 @@ cc.Class({
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const player = latestRdf.players[playerId];
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const currentSelfColliderCircle = playerRichInfo.node.getComponent(cc.CircleCollider);
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const r = currentSelfColliderCircle.radius;
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const r = currentSelfColliderCircle.radius;
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playerCollider.x = player.x - r;
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playerCollider.y = player.y - r;
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});
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@ -224,7 +224,7 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
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case constants.RET_CODE.MYSQL_ERROR:
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case constants.RET_CODE.PLAYER_NOT_FOUND:
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case constants.RET_CODE.PLAYER_CHEATING:
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case 1006: // Peer(i.e. the backend) gone unexpectedly
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case 1006: // Peer(i.e. the backend) gone unexpectedly
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if (window.handleClientSessionError) {
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window.handleClientSessionError();
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}
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