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https://github.com/genxium/DelayNoMore
synced 2025-10-09 16:46:38 +00:00
Further enhanced comments.
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@@ -588,6 +588,11 @@ cc.Class({
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const shouldForceDumping1 = (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id);
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const shouldForceDumping2 = (rdf.id > self.renderFrameId + self.renderFrameIdLagTolerance);
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const shouldForceResync = rdf.shouldForceResync;
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/*
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TODO
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If "BackendUnconfirmedMask" is non-all-1 and contains the current player, show a label/button to hint manual reconnection. Note that the continuity of "recentInputCache" is not a good indicator, because due to network delay upon a [type#1 forceConfirmation] a player might just lag in upsync networking and have all consecutive inputFrameIds locally.
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*/
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const [dumpRenderCacheRet, oldStRenderFrameId, oldEdRenderFrameId] = (shouldForceDumping1 || shouldForceDumping2 || shouldForceResync) ? self.recentRenderCache.setByFrameId(rdf, rdf.id) : [window.RING_BUFF_CONSECUTIVE_SET, null, null];
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if (window.RING_BUFF_FAILED_TO_SET == dumpRenderCacheRet) {
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@@ -144,7 +144,7 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
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if (null == evt || null == evt.data) {
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return;
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}
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// FIXME: In practice, it seems like the thread invoking "onmessage" could be different from "Map.update(dt)", which makes it necessary to guard "recentRenderCache & recentInputCache" for "_generateInputFrameUpsync & rollbackAndChase & onRoomDownsyncFrame & onInputFrameDownsyncBatch" to avoid mysterious RAM contamination, but there's no explicit mutex in JavaScript for browsers.
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// FIXME: In practice, it seems like the thread invoking "onmessage" could be different from "Map.update(dt)", which makes it necessary to guard "recentRenderCache & recentInputCache" for "_generateInputFrameUpsync & rollbackAndChase & onRoomDownsyncFrame & onInputFrameDownsyncBatch" to avoid mysterious RAM contamination, but there's no explicit mutex in JavaScript for browsers -- this issue is found in Firefox (108.0.1, 64-bit, Windows 11), but not in Chrome (108.0.5359.125, Official Build, 64-bit, Windows 11) -- just breakpoint in "Map.rollbackAndChase" then see whether the logs of "onmessage" can still be printed and whether the values of "recentRenderCache & recentInputCache" change in console).
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try {
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const resp = window.pb.protos.WsResp.decode(new Uint8Array(evt.data));
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//console.log(`Got non-empty onmessage decoded: resp.act=${resp.act}`);
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