Drafted bullet explosion data structure.

This commit is contained in:
genxium
2023-01-15 13:11:19 +08:00
parent 16fb23c376
commit 84af0d1572
31 changed files with 2343 additions and 315 deletions

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After

Width:  |  Height:  |  Size: 13 KiB

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@@ -9,10 +9,10 @@
</data>
</layer>
<objectgroup id="1" name="PlayerStartingPos">
<object id="135" x="1140" y="488">
<object id="135" x="840" y="530">
<point/>
</object>
<object id="137" x="1527" y="488">
<object id="137" x="959" y="532">
<point/>
</object>
</objectgroup>

View File

@@ -6,11 +6,11 @@ import "geometry.proto"; // The import path here is only w.r.t. the proto file,
message PlayerDownsync {
int32 id = 1;
int32 virtualGridX = 2;
int32 virtualGridY = 3;
int32 virtualGridX = 2;
int32 virtualGridY = 3;
int32 dirX = 4;
int32 dirY = 5; // "dirX" and "dirY" determines character facing
int32 velX = 6;
int32 velX = 6;
int32 velY = 7; // "velX" and "velY" is used to record the accumulated effect by accelerations (including gravity)
int32 speed = 8; // this is the instantaneous scalar attribute of a character, different from but will be accounted in "velX" and "velY"
int32 battleState = 9;
@@ -60,97 +60,106 @@ message InputFrameDownsync {
}
message HeartbeatUpsync {
int64 clientTimestamp = 1;
int64 clientTimestamp = 1;
}
message WsReq {
int32 msgId = 1;
int32 playerId = 2;
int32 act = 3;
int32 act = 3;
int32 joinIndex = 4;
int32 ackingFrameId = 5;
int32 ackingInputFrameId = 6;
repeated InputFrameUpsync inputFrameUpsyncBatch = 7;
HeartbeatUpsync hb = 8;
repeated InputFrameUpsync inputFrameUpsyncBatch = 7;
HeartbeatUpsync hb = 8;
}
message WsResp {
int32 ret = 1;
int32 echoedMsgId = 2;
int32 act = 3;
RoomDownsyncFrame rdf = 4;
int32 echoedMsgId = 2;
int32 act = 3;
RoomDownsyncFrame rdf = 4;
repeated InputFrameDownsync inputFrameDownsyncBatch = 5;
BattleColliderInfo bciFrame = 6;
BattleColliderInfo bciFrame = 6;
}
message InputsBufferSnapshot {
int32 refRenderFrameId = 1;
int32 refRenderFrameId = 1;
uint64 unconfirmedMask = 2;
repeated InputFrameDownsync toSendInputFrameDownsyncs = 3;
bool shouldForceResync = 4;
}
message MeleeBullet {
message MeleeBullet {
// Jargon reference https://www.thegamer.com/fighting-games-frame-data-explained/
// ALL lengths are in world coordinate
// for offender
int32 originatedRenderFrameId = 1;
int32 offenderJoinIndex = 2;
int32 originatedRenderFrameId = 1;
int32 offenderJoinIndex = 2;
int32 startupFrames = 3;
int32 startupFrames = 3;
int32 cancellableStFrame = 4;
int32 cancellableEdFrame = 5;
int32 activeFrames = 6;
int32 activeFrames = 6;
int32 hitStunFrames = 7;
int32 blockStunFrames = 8;
int32 pushbackVelX = 9;
int32 pushbackVelY = 10;
int32 damage = 11;
int32 hitStunFrames = 7;
int32 blockStunFrames = 8;
int32 pushbackVelX = 9;
int32 pushbackVelY = 10;
int32 damage = 11;
int32 selfLockVelX = 12;
int32 selfLockVelY = 13;
int32 selfLockVelX = 12;
int32 selfLockVelY = 13;
int32 hitboxOffsetX = 14;
int32 hitboxOffsetY = 15;
int32 hitboxSizeX = 16;
int32 hitboxOffsetX = 14;
int32 hitboxOffsetY = 15;
int32 hitboxSizeX = 16;
int32 hitboxSizeY = 17;
bool blowUp = 18;
int32 teamId = 19;
int32 bulletLocalId = 20;
}
int32 bulletLocalId = 20;
int32 speciesId = 21;
int32 explosionFrames = 22;
message FireballBullet {
int32 originatedRenderFrameId = 1;
int32 offenderJoinIndex = 2;
int32 blState = 23;
int32 framesInBlState = 24;
}
int32 startupFrames = 3;
message FireballBullet {
int32 originatedRenderFrameId = 1;
int32 offenderJoinIndex = 2;
int32 startupFrames = 3;
int32 cancellableStFrame = 4;
int32 cancellableEdFrame = 5;
int32 activeFrames = 6;
int32 activeFrames = 6;
int32 hitStunFrames = 7;
int32 blockStunFrames = 8;
int32 pushbackVelX = 9;
int32 pushbackVelY = 10;
int32 damage = 11;
int32 hitStunFrames = 7;
int32 blockStunFrames = 8;
int32 pushbackVelX = 9;
int32 pushbackVelY = 10;
int32 damage = 11;
int32 selfLockVelX = 12;
int32 selfLockVelY = 13;
int32 selfLockVelX = 12;
int32 selfLockVelY = 13;
int32 hitboxOffsetX = 14;
int32 hitboxOffsetY = 15;
int32 hitboxSizeX = 16;
int32 hitboxOffsetX = 14;
int32 hitboxOffsetY = 15;
int32 hitboxSizeX = 16;
int32 hitboxSizeY = 17;
bool blowUp = 18;
int32 teamId = 19;
int32 bulletLocalId = 20;
int32 speciesId = 21;
int32 bulletLocalId = 20;
int32 speciesId = 21;
int32 explosionFrames = 22;
int32 blState = 23;
int32 framesInBlState = 24;
int32 virtualGridX = 999;
int32 virtualGridY = 1000;
@@ -159,20 +168,20 @@ message FireballBullet {
int32 velX = 1003;
int32 velY = 1004;
int32 speed = 1005;
}
}
message BattleColliderInfo {
string stageName = 1;
int32 intervalToPing = 2;
int32 intervalToPing = 2;
int32 willKickIfInactiveFor = 3;
int32 boundRoomId = 4;
int64 battleDurationNanos = 5;
int32 inputFrameUpsyncDelayTolerance = 6;
int32 boundRoomId = 4;
int64 battleDurationNanos = 5;
int32 inputFrameUpsyncDelayTolerance = 6;
int32 maxChasingRenderFramesPerUpdate = 7;
double rollbackEstimatedDtMillis = 8;
int64 rollbackEstimatedDtNanos = 9;
int32 renderCacheSize = 10;
double spaceOffsetX = 11;
double spaceOffsetY = 12;
@@ -186,7 +195,7 @@ message RoomDownsyncFrame {
repeated PlayerDownsync playersArr = 2;
int64 countdownNanos = 3;
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 FireballBullet fireballBullets = 5;
repeated FireballBullet fireballBullets = 5;
uint64 backendUnconfirmedMask = 1024; // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync
bool shouldForceResync = 1025;

View File

@@ -24,11 +24,11 @@
"_active": true,
"_components": [
{
"__id__": 8
"__id__": 12
}
],
"_prefab": {
"__id__": 9
"__id__": 13
},
"_opacity": 255,
"_color": {
@@ -87,12 +87,15 @@
"_children": [
{
"__id__": 3
},
{
"__id__": 7
}
],
"_active": true,
"_components": [],
"_prefab": {
"__id__": 7
"__id__": 11
},
"_opacity": 255,
"_color": {
@@ -254,6 +257,9 @@
"_clips": [
{
"__uuid__": "ba12416b-eec3-4260-8402-7fc25b125624"
},
{
"__uuid__": "7941215a-2b8c-4798-954b-4f1b16d5f6f5"
}
],
"playOnLoad": false,
@@ -270,6 +276,135 @@
"fileId": "5f1s6pDt5F3rknJTu0gQW7",
"sync": false
},
{
"__type__": "cc.Node",
"_name": "MeleeExplosion",
"_objFlags": 0,
"_parent": {
"__id__": 2
},
"_children": [],
"_active": false,
"_components": [
{
"__id__": 8
},
{
"__id__": 9
}
],
"_prefab": {
"__id__": 10
},
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 0,
"height": 0
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
24,
8,
0,
0,
0,
0,
1,
1,
1,
1
]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": ""
},
{
"__type__": "cc.Animation",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 7
},
"_enabled": true,
"_defaultClip": null,
"_clips": [
{
"__uuid__": "954a2924-89df-4df4-93fc-36d2b22e7619"
},
{
"__uuid__": "5bd304eb-c8ba-426f-a9ab-5698ac62de85"
},
{
"__uuid__": "5054633c-a588-4506-b4ac-eef29b1d8511"
}
],
"playOnLoad": false,
"_id": ""
},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 7
},
"_enabled": true,
"_materials": [],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": null,
"_type": 0,
"_sizeMode": 1,
"_fillType": 0,
"_fillCenter": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": {
"__uuid__": "1c4c1dcb-54af-485b-9119-abd6d6d84526"
},
"_id": ""
},
{
"__type__": "cc.PrefabInfo",
"root": {
"__id__": 1
},
"asset": {
"__uuid__": "d92d4831-cd65-4eb5-90bd-b77021aec35b"
},
"fileId": "fd9jQiClRJSI00917fifB8",
"sync": false
},
{
"__type__": "cc.PrefabInfo",
"root": {