mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Initial attempt integrating online battle.
This commit is contained in:
parent
69581009ee
commit
80c6e05731
@ -77,7 +77,6 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
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return ret
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}
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/*
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func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) []*pb.PlayerDownsync {
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toRet := make([]*pb.PlayerDownsync, len(modelInstances), len(modelInstances))
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if nil == modelInstances {
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@ -93,6 +92,10 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) []*pb.Play
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DirY: last.DirY,
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VelX: last.VelX,
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VelY: last.VelY,
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FramesToRecover: last.FramesToRecover,
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FramesInChState: last.FramesInChState,
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ActiveSkillId: last.ActiveSkillId,
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ActiveSkillHit: last.ActiveSkillHit,
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Speed: last.Speed,
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BattleState: last.BattleState,
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CharacterState: last.CharacterState,
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@ -101,8 +104,6 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) []*pb.Play
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ColliderRadius: last.ColliderRadius,
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Score: last.Score,
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Removed: last.Removed,
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FramesToRecover: last.FramesToRecover,
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FramesInChState: last.FramesInChState,
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}
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if withMetaInfo {
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pbPlayer.Name = last.Name
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@ -114,7 +115,6 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) []*pb.Play
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return toRet
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}
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*/
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func toJsPlayers(modelInstances map[int32]*Player) []*battle.PlayerDownsync {
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toRet := make([]*battle.PlayerDownsync, len(modelInstances), len(modelInstances))
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@ -90,8 +90,12 @@ func calRoomScore(inRoomPlayerCount int32, roomPlayerCnt int, currentRoomBattleS
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type Room struct {
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Id int32
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Capacity int
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BattleDurationFrames int32
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NstDelayFrames int32
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Players map[int32]*Player
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PlayersArr []*Player // ordered by joinIndex
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SpeciesIdList []int32 // ordered by joinIndex
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CharacterConfigsArr []*battle.CharacterConfig // ordered by joinIndex
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Space *resolv.Space
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CollisionSysMap map[int32]*resolv.Object
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/**
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@ -135,7 +139,6 @@ type Room struct {
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BackendDynamicsEnabled bool
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ForceAllResyncOnAnyActiveSlowTicker bool
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LastRenderFrameIdTriggeredAt int64
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PlayerDefaultSpeed int32
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BulletBattleLocalIdCounter int32
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dilutedRollbackEstimatedDtNanos int64
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@ -165,11 +168,12 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
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}
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defer pR.onPlayerAdded(playerId)
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pPlayerFromDbInit.AckingFrameId = -1
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pPlayerFromDbInit.AckingInputFrameId = -1
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pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
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pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded
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pPlayerFromDbInit.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
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pPlayerFromDbInit.InAir = true // Hardcoded
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@ -207,7 +211,7 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
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pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
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pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
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pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
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pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // Hardcoded
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pEffectiveInRoomPlayerInstance.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
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pEffectiveInRoomPlayerInstance.InAir = true // Hardcoded
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@ -373,6 +377,14 @@ func (pR *Room) StartBattle() {
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pR.RenderFrameId = 0
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for _, player := range pR.Players {
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speciesId := int(player.JoinIndex - 1) // FIXME: Hardcoded the values for now
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chosenCh := battle.Characters[speciesId]
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pR.CharacterConfigsArr[player.JoinIndex-1] = chosenCh
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pR.SpeciesIdList[player.JoinIndex-1] = int32(speciesId)
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}
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Logger.Info("[StartBattle] ", zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("SpeciesIdList", pR.SpeciesIdList))
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// Initialize the "collisionSys" as well as "RenderFrameBuffer"
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pR.CurDynamicsRenderFrameId = 0
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kickoffFrameJs := &battle.RoomDownsyncFrame{
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@ -446,7 +458,9 @@ func (pR *Room) StartBattle() {
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continue
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}
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kickoffFrameJs := pR.RenderFrameBuffer.GetByFrameId(0).(*battle.RoomDownsyncFrame)
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pR.sendSafely(toPbRoomDownsyncFrame(kickoffFrameJs), nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId, true)
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pbKickOffRenderFrame := toPbRoomDownsyncFrame(kickoffFrameJs)
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pbKickOffRenderFrame.SpeciesIdList = pR.SpeciesIdList
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pR.sendSafely(pbKickOffRenderFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId, true)
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}
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Logger.Info(fmt.Sprintf("In `battleMainLoop` for roomId=%v sent out kickoffFrame", pR.Id))
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}
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@ -515,10 +529,6 @@ func (pR *Room) StartBattle() {
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})
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}
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func (pR *Room) toDiscreteInputsBufferIndex(inputFrameId int32, joinIndex int32) int32 {
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return (inputFrameId << 2) + joinIndex // allowing joinIndex upto 15
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}
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func (pR *Room) OnBattleCmdReceived(pReq *pb.WsReq) {
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/*
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[WARNING] This function "OnBattleCmdReceived" could be called by different ws sessions and thus from different threads!
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@ -709,14 +719,11 @@ func (pR *Room) OnDismissed() {
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// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
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pR.BulletBattleLocalIdCounter = 0
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pR.WorldToVirtualGridRatio = battle.WORLD_TO_VIRTUAL_GRID_RATIO
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pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
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pR.SpAtkLookupFrames = 5
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pR.PlayerDefaultSpeed = int32(float64(1) * pR.WorldToVirtualGridRatio) // in virtual grids per frame
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pR.CollisionMinStep = (int32(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 3) // the approx minimum distance a player can move per frame in world coordinate
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pR.playerOpPatternToSkillId = make(map[int]int)
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pR.CollisionMinStep = 8 // the approx minimum distance a player can move per frame in world coordinate
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pR.Players = make(map[int32]*Player)
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pR.PlayersArr = make([]*Player, pR.Capacity)
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pR.SpeciesIdList = make([]int32, pR.Capacity)
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pR.CharacterConfigsArr = make([]*battle.CharacterConfig, pR.Capacity)
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pR.CollisionSysMap = make(map[int32]*resolv.Object)
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pR.PlayerDownsyncSessionDict = make(map[int32]*websocket.Conn)
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for _, oldWatchdog := range pR.PlayerActiveWatchdogDict {
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@ -741,17 +748,16 @@ func (pR *Room) OnDismissed() {
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pR.RenderFrameId = 0
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pR.CurDynamicsRenderFrameId = 0
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pR.InputDelayFrames = 8
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pR.NstDelayFrames = 16
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pR.InputScaleFrames = uint32(2)
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pR.ServerFps = 60
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serverFps := 60
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pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript
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pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME
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dilutedServerFps := float64(58.0) // Don't set this value too small, otherwise we might miss force confirmation needs for slow tickers!
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pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(pR.ServerFps) / dilutedServerFps)
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pR.BattleDurationFrames = 60 * pR.ServerFps
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pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(serverFps) / dilutedServerFps)
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pR.BattleDurationFrames = int32(60 * serverFps)
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pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
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pR.InputFrameUpsyncDelayTolerance = (pR.NstDelayFrames >> pR.InputScaleFrames) - 1 // this value should be strictly smaller than (NstDelayFrames >> InputScaleFrames), otherwise "type#1 forceConfirmation" might become a lag avalanche
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pR.InputFrameUpsyncDelayTolerance = battle.ConvertToNoDelayInputFrameId(pR.NstDelayFrames) - 1 // this value should be strictly smaller than (NstDelayFrames >> InputScaleFrames), otherwise "type#1 forceConfirmation" might become a lag avalanche
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pR.MaxChasingRenderFramesPerUpdate = 12 // Don't set this value too high to avoid exhausting frontend CPU within a single frame
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pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
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@ -874,6 +880,10 @@ func (pR *Room) onPlayerAdded(playerId int32) {
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pR.Players[playerId].JoinIndex = int32(index) + 1
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pR.JoinIndexBooleanArr[index] = true
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speciesId := index // FIXME
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chosenCh := battle.Characters[speciesId]
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pR.Players[playerId].Speed = chosenCh.Speed
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// Lazily assign the initial position of "Player" for "RoomDownsyncFrame".
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playerPosList := *pR.TmxPointsMap["PlayerStartingPos"]
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if index > len(playerPosList) {
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@ -884,7 +894,7 @@ func (pR *Room) onPlayerAdded(playerId int32) {
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if nil == playerPos {
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panic(fmt.Sprintf("onPlayerAdded error, nil == playerPos, roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
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}
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pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = battle.WorldToVirtualGridPos(playerPos.X, playerPos.Y, pR.WorldToVirtualGridRatio)
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pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = battle.WorldToVirtualGridPos(playerPos.X, playerPos.Y)
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// Hardcoded initial character orientation/facing
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if 0 == (pR.Players[playerId].JoinIndex % 2) {
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pR.Players[playerId].DirX = -2
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@ -1121,7 +1131,7 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
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*/
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snapshotStFrameId := (pR.LastAllConfirmedInputFrameId - newAllConfirmedCount)
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refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
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refSnapshotStFrameId := battle.ConvertToInputFrameId(refRenderFrameIdIfNeeded, battle.INPUT_DELAY_FRAMES, battle.INPUT_SCALE_FRAMES)
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refSnapshotStFrameId := battle.ConvertToDelayedInputFrameId(refRenderFrameIdIfNeeded)
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if refSnapshotStFrameId < snapshotStFrameId {
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snapshotStFrameId = refSnapshotStFrameId
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}
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@ -1137,7 +1147,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
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totPlayerCnt := uint32(pR.Capacity)
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allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
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unconfirmedMask := uint64(0)
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if pR.LatestPlayerUpsyncedInputFrameId > (pR.LastAllConfirmedInputFrameId + (pR.NstDelayFrames >> pR.InputScaleFrames)) {
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if pR.LatestPlayerUpsyncedInputFrameId > (pR.LastAllConfirmedInputFrameId + pR.InputFrameUpsyncDelayTolerance + 1) {
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// Type#1 check whether there's a significantly slow ticker among players
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oldLastAllConfirmedInputFrameId := pR.LastAllConfirmedInputFrameId
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for j := pR.LastAllConfirmedInputFrameId + 1; j <= pR.LatestPlayerUpsyncedInputFrameId; j++ {
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@ -1151,7 +1161,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
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pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
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}
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if 0 < unconfirmedMask {
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Logger.Info(fmt.Sprintf("[type#1 forceConfirmation] For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, oldLastAllConfirmedInputFrameId:%d, newLastAllConfirmedInputFrameId:%d, (pR.NstDelayFrames >> pR.InputScaleFrames):%d, InputFrameUpsyncDelayTolerance:%d, unconfirmedMask=%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, oldLastAllConfirmedInputFrameId, pR.LastAllConfirmedInputFrameId, (pR.NstDelayFrames >> pR.InputScaleFrames), pR.InputFrameUpsyncDelayTolerance, unconfirmedMask))
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Logger.Info(fmt.Sprintf("[type#1 forceConfirmation] For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, oldLastAllConfirmedInputFrameId:%d, newLastAllConfirmedInputFrameId:%d, InputFrameUpsyncDelayTolerance:%d, unconfirmedMask=%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, oldLastAllConfirmedInputFrameId, pR.LastAllConfirmedInputFrameId, pR.InputFrameUpsyncDelayTolerance, unconfirmedMask))
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}
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} else {
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// Type#2 helps resolve the edge case when all players are disconnected temporarily
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@ -1226,7 +1236,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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}
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}
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nextRenderFrame := battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame, pR.Space, pR.CollisionSysMap, pR.SpaceOffsetX, pR.SpaceOffsetY)
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nextRenderFrame := battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame, pR.Space, pR.CollisionSysMap, pR.SpaceOffsetX, pR.SpaceOffsetY, pR.CharacterConfigsArr)
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pR.RenderFrameBuffer.Put(nextRenderFrame)
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pR.CurDynamicsRenderFrameId++
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}
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@ -1248,7 +1258,7 @@ func (pR *Room) refreshColliders() {
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// For debug-printing only.
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Logger.Info("ChooseStage printing polygon2D for barrierPolygon2DList", zap.Any("barrierLocalIdInBattle", barrierLocalIdInBattle), zap.Any("polygon2D.Anchor", polygon2D.Anchor), zap.Any("polygon2D.Points", polygon2D.Points))
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*/
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barrierCollider := battle.GenerateConvexPolygonCollider(polygon2DUnaligned, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, nil, "Barrier")
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barrierCollider := battle.GenerateConvexPolygonCollider(polygon2DUnaligned, pR.SpaceOffsetX, pR.SpaceOffsetY, nil, "Barrier")
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pR.Space.Add(barrierCollider)
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}
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}
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@ -1280,7 +1290,7 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
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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 := battle.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId) + 1
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Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
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Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, LastAllConfirmedInputFrameId=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, nextDynamicsRenderFrameId))
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pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId)
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*pDynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
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}
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@ -1410,14 +1420,13 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
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}
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refRenderFrame := tmp.(*battle.RoomDownsyncFrame)
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for i, player := range pR.PlayersArr {
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refRenderFrame.PlayersArr[i].ColliderRadius = player.ColliderRadius // hardcoded for now
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}
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if shouldResync3 {
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refRenderFrame.ShouldForceResync = true
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}
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refRenderFrame.BackendUnconfirmedMask = unconfirmedMask
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pR.sendSafely(toPbRoomDownsyncFrame(refRenderFrame), toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false)
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pbRefRenderFrame := toPbRoomDownsyncFrame(refRenderFrame)
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pbRefRenderFrame.SpeciesIdList = pR.SpeciesIdList
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pR.sendSafely(pbRefRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false)
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//Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: InputsBuffer=%v", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, pR.InputsBufferString(false)))
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if shouldResync1 {
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Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: shouldResync1=%v, shouldResync2=%v, shouldResync3=%v, playerBattleState=%d", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, shouldResync1, shouldResync2, shouldResync3, playerBattleState))
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@ -1103,6 +1103,7 @@ type RoomDownsyncFrame struct {
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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
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BackendUnconfirmedMask uint64 `protobuf:"varint,5,opt,name=backendUnconfirmedMask,proto3" json:"backendUnconfirmedMask,omitempty"` // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync
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ShouldForceResync bool `protobuf:"varint,6,opt,name=shouldForceResync,proto3" json:"shouldForceResync,omitempty"`
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SpeciesIdList []int32 `protobuf:"varint,7,rep,packed,name=speciesIdList,proto3" json:"speciesIdList,omitempty"`
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}
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func (x *RoomDownsyncFrame) Reset() {
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@ -1179,6 +1180,13 @@ func (x *RoomDownsyncFrame) GetShouldForceResync() bool {
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return false
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}
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func (x *RoomDownsyncFrame) GetSpeciesIdList() []int32 {
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if x != nil {
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return x.SpeciesIdList
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}
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return nil
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}
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var File_room_downsync_frame_proto protoreflect.FileDescriptor
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var file_room_downsync_frame_proto_rawDesc = []byte{
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@ -1396,7 +1404,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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|
||||
0x67, 0x69, 0x6e, 0x67, 0x45, 0x6e, 0x61, 0x62, 0x6c, 0x65, 0x64, 0x22, 0xc8, 0x02, 0x0a, 0x11,
|
||||
0x52, 0x6f, 0x6f, 0x6d, 0x44, 0x6f, 0x77, 0x6e, 0x73, 0x79, 0x6e, 0x63, 0x46, 0x72, 0x61, 0x6d,
|
||||
0x65, 0x12, 0x0e, 0x0a, 0x02, 0x69, 0x64, 0x18, 0x01, 0x20, 0x01, 0x28, 0x05, 0x52, 0x02, 0x69,
|
||||
0x64, 0x12, 0x36, 0x0a, 0x0a, 0x70, 0x6c, 0x61, 0x79, 0x65, 0x72, 0x73, 0x41, 0x72, 0x72, 0x18,
|
||||
@ -1415,8 +1423,11 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
|
||||
0x73, 0x6b, 0x12, 0x2c, 0x0a, 0x11, 0x73, 0x68, 0x6f, 0x75, 0x6c, 0x64, 0x46, 0x6f, 0x72, 0x63,
|
||||
0x65, 0x52, 0x65, 0x73, 0x79, 0x6e, 0x63, 0x18, 0x06, 0x20, 0x01, 0x28, 0x08, 0x52, 0x11, 0x73,
|
||||
0x68, 0x6f, 0x75, 0x6c, 0x64, 0x46, 0x6f, 0x72, 0x63, 0x65, 0x52, 0x65, 0x73, 0x79, 0x6e, 0x63,
|
||||
0x42, 0x13, 0x5a, 0x11, 0x62, 0x61, 0x74, 0x74, 0x6c, 0x65, 0x5f, 0x73, 0x72, 0x76, 0x2f, 0x70,
|
||||
0x72, 0x6f, 0x74, 0x6f, 0x73, 0x62, 0x06, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x33,
|
||||
0x12, 0x24, 0x0a, 0x0d, 0x73, 0x70, 0x65, 0x63, 0x69, 0x65, 0x73, 0x49, 0x64, 0x4c, 0x69, 0x73,
|
||||
0x74, 0x18, 0x07, 0x20, 0x03, 0x28, 0x05, 0x52, 0x0d, 0x73, 0x70, 0x65, 0x63, 0x69, 0x65, 0x73,
|
||||
0x49, 0x64, 0x4c, 0x69, 0x73, 0x74, 0x42, 0x13, 0x5a, 0x11, 0x62, 0x61, 0x74, 0x74, 0x6c, 0x65,
|
||||
0x5f, 0x73, 0x72, 0x76, 0x2f, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x73, 0x62, 0x06, 0x70, 0x72, 0x6f,
|
||||
0x74, 0x6f, 0x33,
|
||||
}
|
||||
|
||||
var (
|
||||
|
@ -249,12 +249,11 @@ func Serve(c *gin.Context) {
|
||||
|
||||
InputFrameUpsyncDelayTolerance: pRoom.InputFrameUpsyncDelayTolerance,
|
||||
MaxChasingRenderFramesPerUpdate: pRoom.MaxChasingRenderFramesPerUpdate,
|
||||
PlayerBattleState: pThePlayer.BattleState, // For frontend to know whether it's rejoining
|
||||
RollbackEstimatedDtMillis: pRoom.RollbackEstimatedDtMillis,
|
||||
RollbackEstimatedDtNanos: pRoom.RollbackEstimatedDtNanos,
|
||||
|
||||
InputDelayFrames: pRoom.InputDelayFrames,
|
||||
InputScaleFrames: pRoom.InputScaleFrames,
|
||||
SpaceOffsetX: pRoom.SpaceOffsetX,
|
||||
SpaceOffsetY: pRoom.SpaceOffsetY,
|
||||
|
||||
RenderCacheSize: pRoom.RenderCacheSize,
|
||||
CollisionMinStep: pRoom.CollisionMinStep,
|
||||
|
@ -4968,7 +4968,7 @@ $packages["jsexport/battle"] = (function() {
|
||||
this.Eles = Eles_;
|
||||
});
|
||||
SkillMapperType = $pkg.SkillMapperType = $newType(4, $kindFunc, "battle.SkillMapperType", true, "jsexport/battle", true, null);
|
||||
CharacterConfig = $pkg.CharacterConfig = $newType(0, $kindStruct, "battle.CharacterConfig", true, "jsexport/battle", true, function(SpeciesId_, SpeciesName_, InAirIdleFrameIdxTurningPoint_, InAirIdleFrameIdxTurnedCycle_, LayDownFrames_, LayDownFramesToRecover_, GetUpFrames_, GetUpFramesToRecover_, JumpingInitVelY_, SkillMapper_) {
|
||||
CharacterConfig = $pkg.CharacterConfig = $newType(0, $kindStruct, "battle.CharacterConfig", true, "jsexport/battle", true, function(SpeciesId_, SpeciesName_, InAirIdleFrameIdxTurningPoint_, InAirIdleFrameIdxTurnedCycle_, LayDownFrames_, LayDownFramesToRecover_, GetUpFrames_, GetUpFramesToRecover_, Speed_, JumpingInitVelY_, SkillMapper_) {
|
||||
this.$val = this;
|
||||
if (arguments.length === 0) {
|
||||
this.SpeciesId = 0;
|
||||
@ -4979,6 +4979,7 @@ $packages["jsexport/battle"] = (function() {
|
||||
this.LayDownFramesToRecover = 0;
|
||||
this.GetUpFrames = 0;
|
||||
this.GetUpFramesToRecover = 0;
|
||||
this.Speed = 0;
|
||||
this.JumpingInitVelY = 0;
|
||||
this.SkillMapper = $throwNilPointerError;
|
||||
return;
|
||||
@ -4991,6 +4992,7 @@ $packages["jsexport/battle"] = (function() {
|
||||
this.LayDownFramesToRecover = LayDownFramesToRecover_;
|
||||
this.GetUpFrames = GetUpFrames_;
|
||||
this.GetUpFramesToRecover = GetUpFramesToRecover_;
|
||||
this.Speed = Speed_;
|
||||
this.JumpingInitVelY = JumpingInitVelY_;
|
||||
this.SkillMapper = SkillMapper_;
|
||||
});
|
||||
@ -6006,7 +6008,7 @@ $packages["jsexport/battle"] = (function() {
|
||||
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$2, tag: ""}]);
|
||||
SkillMapperType.init([$Int, ptrType$5], [$Int], false);
|
||||
CharacterConfig.init("", [{prop: "SpeciesId", name: "SpeciesId", embedded: false, exported: true, typ: $Int, tag: ""}, {prop: "SpeciesName", name: "SpeciesName", embedded: false, exported: true, typ: $String, tag: ""}, {prop: "InAirIdleFrameIdxTurningPoint", name: "InAirIdleFrameIdxTurningPoint", embedded: false, exported: true, typ: $Int, tag: ""}, {prop: "InAirIdleFrameIdxTurnedCycle", name: "InAirIdleFrameIdxTurnedCycle", embedded: false, exported: true, typ: $Int, tag: ""}, {prop: "LayDownFrames", name: "LayDownFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "LayDownFramesToRecover", name: "LayDownFramesToRecover", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "GetUpFrames", name: "GetUpFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "GetUpFramesToRecover", name: "GetUpFramesToRecover", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "JumpingInitVelY", name: "JumpingInitVelY", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "SkillMapper", name: "SkillMapper", embedded: false, exported: true, typ: SkillMapperType, tag: ""}]);
|
||||
CharacterConfig.init("", [{prop: "SpeciesId", name: "SpeciesId", embedded: false, exported: true, typ: $Int, tag: ""}, {prop: "SpeciesName", name: "SpeciesName", embedded: false, exported: true, typ: $String, tag: ""}, {prop: "InAirIdleFrameIdxTurningPoint", name: "InAirIdleFrameIdxTurningPoint", embedded: false, exported: true, typ: $Int, tag: ""}, {prop: "InAirIdleFrameIdxTurnedCycle", name: "InAirIdleFrameIdxTurnedCycle", embedded: false, exported: true, typ: $Int, tag: ""}, {prop: "LayDownFrames", name: "LayDownFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "LayDownFramesToRecover", name: "LayDownFramesToRecover", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "GetUpFrames", name: "GetUpFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "GetUpFramesToRecover", name: "GetUpFramesToRecover", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Speed", name: "Speed", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "JumpingInitVelY", name: "JumpingInitVelY", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "SkillMapper", name: "SkillMapper", embedded: false, exported: true, typ: SkillMapperType, 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: ""}]);
|
||||
$init = function() {
|
||||
$pkg.$init = function() {};
|
||||
@ -6015,7 +6017,7 @@ $packages["jsexport/battle"] = (function() {
|
||||
$r = resolv.$init(); /* */ $s = 2; case 2: if($c) { $c = false; $r = $r.$blk(); } if ($r && $r.$blk !== undefined) { break s; }
|
||||
$pkg.DIRECTION_DECODER = new sliceType$1([new sliceType([0, 0]), new sliceType([0, 2]), new sliceType([0, -2]), new sliceType([2, 0]), new sliceType([-2, 0]), new sliceType([1, 1]), new sliceType([-1, -1]), new sliceType([1, -1]), new sliceType([-1, 1])]);
|
||||
skills = $makeMap($Int.keyFor, [{ k: 1, v: new Skill.ptr(0, 30, 30, 30, 1, 2, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 7, 13, 30, 22, 13, 9, 50, 0, 5, 0, 0, 1200, 0, 2400, 3200, false, $makeMap($Int.keyFor, [{ k: 1, v: 2 }])))])) }, { k: 2, v: new Skill.ptr(0, 36, 36, 36, 1, 11, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 18, 22, 36, 18, 18, 9, 50, 0, 5, 0, 0, 1800, 0, 2400, 3200, false, $makeMap($Int.keyFor, [{ k: 1, v: 3 }])))])) }, { k: 3, v: new Skill.ptr(0, 60, 60, 60, 1, 12, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 15, 0, 0, 40, 999999999, 9, 200, 700, 10, 0, 0, 2400, 0, 3200, 3200, true, false))])) }, { k: 4, v: new Skill.ptr(0, 30, 30, 30, 1, 2, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 7, 13, 30, 22, 13, 9, 50, 0, 5, 0, 0, 1200, 0, 2400, 3200, false, $makeMap($Int.keyFor, [{ k: 1, v: 5 }])))])) }, { k: 5, v: new Skill.ptr(0, 36, 36, 36, 1, 11, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 18, 22, 36, 18, 18, 9, 50, 0, 5, 0, 0, 1800, 0, 2400, 3200, false, $makeMap($Int.keyFor, [{ k: 1, v: 6 }])))])) }, { k: 6, v: new Skill.ptr(0, 60, 60, 60, 1, 12, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 15, 0, 0, 40, 999999999, 9, 200, 700, 10, 0, 0, 2400, 0, 3200, 3200, true, false))])) }, { k: 255, v: new Skill.ptr(0, 34, 34, 34, 1, 6, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 3, 0, 0, 20, 18, 9, 50, 0, 5, 0, 0, 1200, 0, 3200, 2400, false, false))])) }, { k: 256, v: new Skill.ptr(0, 34, 34, 34, 1, 6, new sliceType$2([new MeleeBullet.ptr(new Bullet.ptr(0, 0, 3, 0, 0, 20, 18, 9, 50, 0, 5, 0, 0, 1200, 0, 3200, 2400, false, false))])) }]);
|
||||
$pkg.Characters = $makeMap($Int.keyFor, [{ k: 0, v: new CharacterConfig.ptr(0, "MonkGirl", 11, 1, 16, 16, 33, 30, 800, (function(patternId, currPlayerDownsync) {
|
||||
$pkg.Characters = $makeMap($Int.keyFor, [{ k: 0, v: new CharacterConfig.ptr(0, "MonkGirl", 11, 1, 16, 16, 33, 30, 120, 800, (function(patternId, currPlayerDownsync) {
|
||||
var _entry, _entry$1, _ref, _tuple, _tuple$1, currPlayerDownsync, existent1, existent2, nextSkillId, patternId, skillConfig, v, x, x$1;
|
||||
if (1 === patternId) {
|
||||
if (0 === currPlayerDownsync.FramesToRecover) {
|
||||
@ -6045,7 +6047,7 @@ $packages["jsexport/battle"] = (function() {
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
})) }, { k: 1, v: new CharacterConfig.ptr(1, "KnifeGirl", 9, 1, 16, 16, 30, 27, 750, (function(patternId, currPlayerDownsync) {
|
||||
})) }, { k: 1, v: new CharacterConfig.ptr(1, "KnifeGirl", 9, 1, 16, 16, 30, 27, 140, 750, (function(patternId, currPlayerDownsync) {
|
||||
var _entry, _entry$1, _ref, _tuple, _tuple$1, currPlayerDownsync, existent1, existent2, nextSkillId, patternId, skillConfig, v, x, x$1;
|
||||
if (1 === patternId) {
|
||||
if (0 === currPlayerDownsync.FramesToRecover) {
|
||||
|
@ -9,10 +9,10 @@
|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup id="1" name="PlayerStartingPos">
|
||||
<object id="135" x="865" y="1447">
|
||||
<object id="135" x="800" y="1447">
|
||||
<point/>
|
||||
</object>
|
||||
<object id="137" x="909" y="1447">
|
||||
<object id="137" x="1000" y="1447">
|
||||
<point/>
|
||||
</object>
|
||||
</objectgroup>
|
||||
|
@ -139,4 +139,5 @@ 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
|
||||
uint64 backendUnconfirmedMask = 5; // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync
|
||||
bool shouldForceResync = 6;
|
||||
repeated int32 speciesIdList = 7;
|
||||
}
|
||||
|
@ -440,7 +440,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
216.50135522089343,
|
||||
216.79917701871616,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@ -461,7 +461,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
210.4441731196186,
|
||||
209.83528025849938,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@ -279,7 +279,7 @@ cc.Class({
|
||||
self.collisionPlayerIndexPrefix = (1 << 17); // For tracking the movements of players
|
||||
if (null != self.playerRichInfoDict) {
|
||||
self.playerRichInfoDict.forEach((playerRichInfo, playerId) => {
|
||||
if (playerRichInfo.node.parent) {
|
||||
if (playerRichInfo.node && playerRichInfo.node.parent) {
|
||||
playerRichInfo.node.parent.removeChild(playerRichInfo.node);
|
||||
}
|
||||
});
|
||||
|
@ -5161,6 +5161,7 @@ $root.protos = (function() {
|
||||
* @property {Array.<protos.MeleeBullet>|null} [meleeBullets] RoomDownsyncFrame meleeBullets
|
||||
* @property {number|Long|null} [backendUnconfirmedMask] RoomDownsyncFrame backendUnconfirmedMask
|
||||
* @property {boolean|null} [shouldForceResync] RoomDownsyncFrame shouldForceResync
|
||||
* @property {Array.<number>|null} [speciesIdList] RoomDownsyncFrame speciesIdList
|
||||
*/
|
||||
|
||||
/**
|
||||
@ -5174,6 +5175,7 @@ $root.protos = (function() {
|
||||
function RoomDownsyncFrame(properties) {
|
||||
this.playersArr = [];
|
||||
this.meleeBullets = [];
|
||||
this.speciesIdList = [];
|
||||
if (properties)
|
||||
for (var keys = Object.keys(properties), i = 0; i < keys.length; ++i)
|
||||
if (properties[keys[i]] != null)
|
||||
@ -5228,6 +5230,14 @@ $root.protos = (function() {
|
||||
*/
|
||||
RoomDownsyncFrame.prototype.shouldForceResync = false;
|
||||
|
||||
/**
|
||||
* RoomDownsyncFrame speciesIdList.
|
||||
* @member {Array.<number>} speciesIdList
|
||||
* @memberof protos.RoomDownsyncFrame
|
||||
* @instance
|
||||
*/
|
||||
RoomDownsyncFrame.prototype.speciesIdList = $util.emptyArray;
|
||||
|
||||
/**
|
||||
* Creates a new RoomDownsyncFrame instance using the specified properties.
|
||||
* @function create
|
||||
@ -5266,6 +5276,12 @@ $root.protos = (function() {
|
||||
writer.uint32(/* id 5, wireType 0 =*/40).uint64(message.backendUnconfirmedMask);
|
||||
if (message.shouldForceResync != null && Object.hasOwnProperty.call(message, "shouldForceResync"))
|
||||
writer.uint32(/* id 6, wireType 0 =*/48).bool(message.shouldForceResync);
|
||||
if (message.speciesIdList != null && message.speciesIdList.length) {
|
||||
writer.uint32(/* id 7, wireType 2 =*/58).fork();
|
||||
for (var i = 0; i < message.speciesIdList.length; ++i)
|
||||
writer.int32(message.speciesIdList[i]);
|
||||
writer.ldelim();
|
||||
}
|
||||
return writer;
|
||||
};
|
||||
|
||||
@ -5328,6 +5344,17 @@ $root.protos = (function() {
|
||||
message.shouldForceResync = reader.bool();
|
||||
break;
|
||||
}
|
||||
case 7: {
|
||||
if (!(message.speciesIdList && message.speciesIdList.length))
|
||||
message.speciesIdList = [];
|
||||
if ((tag & 7) === 2) {
|
||||
var end2 = reader.uint32() + reader.pos;
|
||||
while (reader.pos < end2)
|
||||
message.speciesIdList.push(reader.int32());
|
||||
} else
|
||||
message.speciesIdList.push(reader.int32());
|
||||
break;
|
||||
}
|
||||
default:
|
||||
reader.skipType(tag & 7);
|
||||
break;
|
||||
@ -5393,6 +5420,13 @@ $root.protos = (function() {
|
||||
if (message.shouldForceResync != null && message.hasOwnProperty("shouldForceResync"))
|
||||
if (typeof message.shouldForceResync !== "boolean")
|
||||
return "shouldForceResync: boolean expected";
|
||||
if (message.speciesIdList != null && message.hasOwnProperty("speciesIdList")) {
|
||||
if (!Array.isArray(message.speciesIdList))
|
||||
return "speciesIdList: array expected";
|
||||
for (var i = 0; i < message.speciesIdList.length; ++i)
|
||||
if (!$util.isInteger(message.speciesIdList[i]))
|
||||
return "speciesIdList: integer[] expected";
|
||||
}
|
||||
return null;
|
||||
};
|
||||
|
||||
@ -5450,6 +5484,13 @@ $root.protos = (function() {
|
||||
message.backendUnconfirmedMask = new $util.LongBits(object.backendUnconfirmedMask.low >>> 0, object.backendUnconfirmedMask.high >>> 0).toNumber(true);
|
||||
if (object.shouldForceResync != null)
|
||||
message.shouldForceResync = Boolean(object.shouldForceResync);
|
||||
if (object.speciesIdList) {
|
||||
if (!Array.isArray(object.speciesIdList))
|
||||
throw TypeError(".protos.RoomDownsyncFrame.speciesIdList: array expected");
|
||||
message.speciesIdList = [];
|
||||
for (var i = 0; i < object.speciesIdList.length; ++i)
|
||||
message.speciesIdList[i] = object.speciesIdList[i] | 0;
|
||||
}
|
||||
return message;
|
||||
};
|
||||
|
||||
@ -5469,6 +5510,7 @@ $root.protos = (function() {
|
||||
if (options.arrays || options.defaults) {
|
||||
object.playersArr = [];
|
||||
object.meleeBullets = [];
|
||||
object.speciesIdList = [];
|
||||
}
|
||||
if (options.defaults) {
|
||||
object.id = 0;
|
||||
@ -5508,6 +5550,11 @@ $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;
|
||||
if (message.shouldForceResync != null && message.hasOwnProperty("shouldForceResync"))
|
||||
object.shouldForceResync = message.shouldForceResync;
|
||||
if (message.speciesIdList && message.speciesIdList.length) {
|
||||
object.speciesIdList = [];
|
||||
for (var j = 0; j < message.speciesIdList.length; ++j)
|
||||
object.speciesIdList[j] = message.speciesIdList[j];
|
||||
}
|
||||
return object;
|
||||
};
|
||||
|
||||
|
@ -25,6 +25,8 @@ const (
|
||||
INPUT_SCALE_FRAMES = uint32(2) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
|
||||
NST_DELAY_FRAMES = int32(16) // 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"
|
||||
|
||||
SP_ATK_LOOKUP_FRAMES = int32(5)
|
||||
|
||||
SNAP_INTO_PLATFORM_OVERLAP = float64(0.1)
|
||||
SNAP_INTO_PLATFORM_THRESHOLD = float64(0.5)
|
||||
|
||||
|
@ -15,6 +15,7 @@ type CharacterConfig struct {
|
||||
GetUpFrames int32
|
||||
GetUpFramesToRecover int32
|
||||
|
||||
Speed int32
|
||||
JumpingInitVelY int32
|
||||
|
||||
SkillMapper SkillMapperType
|
||||
@ -34,6 +35,7 @@ var Characters = map[int]*CharacterConfig{
|
||||
GetUpFrames: int32(33),
|
||||
GetUpFramesToRecover: int32(30), // 3 invinsible frames for just-blown-up character to make a comeback
|
||||
|
||||
Speed: int32(float64(1.2) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
JumpingInitVelY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
|
||||
SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int {
|
||||
@ -76,6 +78,7 @@ var Characters = map[int]*CharacterConfig{
|
||||
GetUpFrames: int32(30),
|
||||
GetUpFramesToRecover: int32(27), // 3 invinsible frames for just-blown-up character to make a comeback
|
||||
|
||||
Speed: int32(float64(1.4) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
JumpingInitVelY: int32(float64(7.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
|
||||
SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int {
|
||||
|
Loading…
Reference in New Issue
Block a user