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

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;