Enhanced forceConfirmation trigger for backend dynamics.

This commit is contained in:
genxium 2022-12-18 11:39:25 +08:00
parent 5eec7fcfe7
commit 850eee20a8
5 changed files with 60 additions and 31 deletions

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@ -11,6 +11,8 @@ Under the current "input delay" algorithm, the lag of a single player would caus
players #2, #3 #4 would receive "outdated(in their subjective feelings) but all-confirmed commands" from then on, thus forced to rollback and chase many frames - the lag due to "large range of frame-chasing" would then further deteriorate the situation - like an avalanche. players #2, #3 #4 would receive "outdated(in their subjective feelings) but all-confirmed commands" from then on, thus forced to rollback and chase many frames - the lag due to "large range of frame-chasing" would then further deteriorate the situation - like an avalanche.
**BE CAUTIOUS, THIS SITUATION HAPPENS QUITE OFTEN FOR REAL DEVICES** where different operating systems and temporary CPU overheat cause different lags for different player in a same battle! If not properly handled, slow tickers would be `inputing in the "history" of other players`, resulting in too frequent prediction mismatch and thus inconsistent graphics for other players!
In a "no-server & p2p" setup, I couldn't think of a proper way to cope with such edge case. Solely on the frontend we could only mitigate the impact to players #2, #3, #4, e.g. a potential lag due to "large range of frame-chasing" is proactively avoided in `<proj-root>/frontend/assets/scripts/Map.js, function update(dt)`. In a "no-server & p2p" setup, I couldn't think of a proper way to cope with such edge case. Solely on the frontend we could only mitigate the impact to players #2, #3, #4, e.g. a potential lag due to "large range of frame-chasing" is proactively avoided in `<proj-root>/frontend/assets/scripts/Map.js, function update(dt)`.
To be fair, **a "p2p" setup can reduce round-trip to single-trip**, but w/o a point of authority in such case player#1 needs a way to recognize the slowness (e.g. check the received peer inputs) and ticks faster for a while to catch up; in contrast in a "server as authority" setup, the server could force confirming an inputFrame without player#1's upsync, and notify player#1 to apply a "roomDownsyncFrame" as well as drop all its outdated local inputFrames. To be fair, **a "p2p" setup can reduce round-trip to single-trip**, but w/o a point of authority in such case player#1 needs a way to recognize the slowness (e.g. check the received peer inputs) and ticks faster for a while to catch up; in contrast in a "server as authority" setup, the server could force confirming an inputFrame without player#1's upsync, and notify player#1 to apply a "roomDownsyncFrame" as well as drop all its outdated local inputFrames.

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@ -161,8 +161,9 @@ type Room struct {
DismissalWaitGroup sync.WaitGroup DismissalWaitGroup sync.WaitGroup
Barriers map[int32]*Barrier Barriers map[int32]*Barrier
InputsBuffer *RingBuffer // Indices are STRICTLY consecutive InputsBuffer *RingBuffer // Indices are STRICTLY consecutive
InputsBufferLock sync.Mutex // Guards [InputsBuffer, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange] InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange]
RenderFrameBuffer *RingBuffer // Indices are STRICTLY consecutive RenderFrameBuffer *RingBuffer // Indices are STRICTLY consecutive
LatestPlayerUpsyncedInputFrameId int32
LastAllConfirmedInputFrameId int32 LastAllConfirmedInputFrameId int32
LastAllConfirmedInputFrameIdWithChange int32 LastAllConfirmedInputFrameIdWithChange int32
LastAllConfirmedInputList []uint64 LastAllConfirmedInputList []uint64
@ -502,7 +503,7 @@ func (pR *Room) StartBattle() {
return return
} }
pR.downsyncToSinglePlayer(playerId, player, inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, inputsBufferSnapshot.ToSendInputFrameDownsyncs, inputsBufferSnapshot.ShouldForceResync) pR.downsyncToSinglePlayer(playerId, player, inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, inputsBufferSnapshot.ToSendInputFrameDownsyncs, inputsBufferSnapshot.ShouldForceResync)
// Logger.Debug(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d)#2", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, playerId)) //Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d)#2", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, playerId))
default: default:
} }
} }
@ -733,6 +734,7 @@ func (pR *Room) OnDismissed() {
pR.RenderFrameBuffer = NewRingBuffer(pR.RenderCacheSize) pR.RenderFrameBuffer = NewRingBuffer(pR.RenderCacheSize)
pR.InputsBuffer = NewRingBuffer((pR.RenderCacheSize >> 1) + 1) pR.InputsBuffer = NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
pR.LatestPlayerUpsyncedInputFrameId = -1
pR.LastAllConfirmedInputFrameId = -1 pR.LastAllConfirmedInputFrameId = -1
pR.LastAllConfirmedInputFrameIdWithChange = -1 pR.LastAllConfirmedInputFrameIdWithChange = -1
pR.LastAllConfirmedInputList = make([]uint64, pR.Capacity) pR.LastAllConfirmedInputList = make([]uint64, pR.Capacity)
@ -745,9 +747,9 @@ func (pR *Room) OnDismissed() {
pR.ServerFps = 60 pR.ServerFps = 60
pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript
pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME
dilutedServerFps := float64(55.0) dilutedServerFps := float64(58.0) // Don't set this value too small, otherwise we might miss force confirmation needs for slow tickers!
pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(pR.ServerFps) / dilutedServerFps) pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(pR.ServerFps) / dilutedServerFps)
pR.BattleDurationFrames = 45 * pR.ServerFps pR.BattleDurationFrames = 90 * pR.ServerFps
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1) pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
pR.InputFrameUpsyncDelayTolerance = 2 pR.InputFrameUpsyncDelayTolerance = 2
pR.MaxChasingRenderFramesPerUpdate = 8 pR.MaxChasingRenderFramesPerUpdate = 8
@ -977,6 +979,7 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK: case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
shouldTryToStartBattle = false shouldTryToStartBattle = false
atomic.StoreInt32(&(targetPlayer.BattleState), PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED) atomic.StoreInt32(&(targetPlayer.BattleState), PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED)
Logger.Warn(fmt.Sprintf("OnPlayerBattleColliderAcked-reAdded: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount))
default: default:
} }
@ -1101,6 +1104,10 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*InputFrame
} }
targetInputFrameDownsync.InputList[player.JoinIndex-1] = inputFrameUpsync.Encoded targetInputFrameDownsync.InputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
targetInputFrameDownsync.ConfirmedList |= uint64(1 << uint32(player.JoinIndex-1)) targetInputFrameDownsync.ConfirmedList |= uint64(1 << uint32(player.JoinIndex-1))
if inputFrameUpsync.InputFrameId > pR.LatestPlayerUpsyncedInputFrameId {
pR.LatestPlayerUpsyncedInputFrameId = inputFrameUpsync.InputFrameId
}
} }
newAllConfirmedCount := int32(0) newAllConfirmedCount := int32(0)
@ -1166,31 +1173,40 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) *InputsBu
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked! // [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
// Force confirmation of non-all-confirmed inputFrame EXACTLY ONE AT A TIME, returns the non-confirmed mask of players, e.g. in a 4-player-battle returning 1001 means that players with JoinIndex=1 and JoinIndex=4 are non-confirmed for inputFrameId2 // Force confirmation of non-all-confirmed inputFrame EXACTLY ONE AT A TIME, returns the non-confirmed mask of players, e.g. in a 4-player-battle returning 1001 means that players with JoinIndex=1 and JoinIndex=4 are non-confirmed for inputFrameId2
renderFrameId1 := (pR.RenderFrameId - pR.NstDelayFrames) // the renderFrameId which should've been rendered on frontend inputFrameId2 := int32(-1)
if 0 > renderFrameId1 { if pR.LatestPlayerUpsyncedInputFrameId > (pR.LastAllConfirmedInputFrameId + (pR.NstDelayFrames >> pR.InputScaleFrames)) {
return nil // Type#1 check whether there's a significantly slow ticker among players
} Logger.Warn(fmt.Sprintf("[type#1 forceConfirmation]For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, LastAllConfirmedInputFrameId:%d, (pR.NstDelayFrames >> pR.InputScaleFrames):%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, pR.LastAllConfirmedInputFrameId, (pR.NstDelayFrames >> pR.InputScaleFrames)))
ok := false inputFrameId2 = pR.LastAllConfirmedInputFrameId + 1
renderFrameId2 := int32(-1) } else {
if ok, renderFrameId2 = pR.shouldPrefabInputFrameDownsync(prevRenderFrameId-pR.NstDelayFrames, renderFrameId1); !ok { // Type#2 check whether there's a significantly slow ticker w.r.t. BackendDynamics, this applies when all players are disconnected temporarily
/* renderFrameId1 := (pR.RenderFrameId - pR.NstDelayFrames) // the "renderFrameId" which should've been rendered on frontend
The backend "shouldPrefabInputFrameDownsync" shares the same rule as frontend "shouldGenerateInputFrameUpsync". if 0 > renderFrameId1 {
// Battle is still in an early stage, no action needed even if there were slow tickers
return nil
}
if ok, renderFrameId2 := pR.shouldPrefabInputFrameDownsync(prevRenderFrameId-pR.NstDelayFrames, renderFrameId1); ok {
/*
The backend "shouldPrefabInputFrameDownsync" shares the same rule as frontend "shouldGenerateInputFrameUpsync".
It's also important that "forceConfirmationIfApplicable" is NOT EXECUTED for every renderFrame, such that when a player is forced to resync, it has some time, i.e. (1 << InputScaleFrames) renderFrames, to upsync again. It's also important that "forceConfirmationIfApplicable" is NOT EXECUTED for every renderFrame, such that when a player is forced to resync, it has some time, i.e. (1 << InputScaleFrames) renderFrames, to upsync again.
*/ */
return nil inputFrameId2 = pR.ConvertToInputFrameId(renderFrameId2, 0) // The inputFrame to force confirmation (if necessary)
if inputFrameId2 > pR.LastAllConfirmedInputFrameId {
Logger.Debug(fmt.Sprintf("[type#2 forceConfirmation]For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, renderFrameId1:%d, renderFrameId2:%d, NstDelayFrames:%d, inputFrameId2:%d, LastAllConfirmedInputFrameId:%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, renderFrameId1, renderFrameId2, pR.NstDelayFrames, inputFrameId2, pR.LastAllConfirmedInputFrameId))
}
}
} }
inputFrameId2 := pR.ConvertToInputFrameId(renderFrameId2, 0) // The inputFrame to force confirmation (if necessary) if pR.LastAllConfirmedInputFrameId >= inputFrameId2 {
if inputFrameId2 < pR.LastAllConfirmedInputFrameId { // No need to force confirmation for either type
// No need to force confirmation, the inputFrames already arrived Logger.Debug(fmt.Sprintf("inputFrameId2=%v is already all-confirmed for roomId=%v, no need to force confirmation", inputFrameId2, pR.Id))
Logger.Debug(fmt.Sprintf("inputFrameId2=%v is already all-confirmed for roomId=%v[type#1], no need to force confirmation of it", inputFrameId2, pR.Id))
return nil return nil
} }
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId2) tmp := pR.InputsBuffer.GetByFrameId(inputFrameId2)
if nil == tmp { if nil == tmp {
panic(fmt.Sprintf("inputFrameId2=%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", inputFrameId2, pR.Id, pR.InputsBufferString(false))) panic(fmt.Sprintf("For roomId=%d, inputFrameId2=%v doesn't exist, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", pR.Id, inputFrameId2, pR.InputsBufferString(false)))
} }
totPlayerCnt := uint32(pR.Capacity) totPlayerCnt := uint32(pR.Capacity)
@ -1489,9 +1505,9 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
if 1 == joinIndex { if 1 == joinIndex {
halfColliderWidth, halfColliderHeight := player.ColliderRadius, player.ColliderRadius+player.ColliderRadius // avoid multiplying halfColliderWidth, halfColliderHeight := player.ColliderRadius, player.ColliderRadius+player.ColliderRadius // avoid multiplying
if fallStopping { if fallStopping {
Logger.Info(fmt.Sprintf("playerId=%d, joinIndex=%d fallStopping#1\n{renderFrame.id: %d, possiblyFallStoppedOnAnotherPlayer: %v}\nplayerColliderPos=%v, effPushback={%.3f, %.3f}, overlapMag=%.4f", playerId, joinIndex, currRenderFrame.Id, possiblyFallStoppedOnAnotherPlayer, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap)) Logger.Debug(fmt.Sprintf("playerId=%d, joinIndex=%d fallStopping#1\n{renderFrame.id: %d, possiblyFallStoppedOnAnotherPlayer: %v}\nplayerColliderPos=%v, effPushback={%.3f, %.3f}, overlapMag=%.4f", playerId, joinIndex, currRenderFrame.Id, possiblyFallStoppedOnAnotherPlayer, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap))
} else if currPlayerDownsync.InAir && isBarrier && !landedOnGravityPushback { } else if currPlayerDownsync.InAir && isBarrier && !landedOnGravityPushback {
Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d inAir & pushed back by barrier & not landed at {renderFrame.id: %d}\nplayerColliderPos=%v, effPushback={%.3f, %.3f}, overlapMag=%.4f, len(hardPushbackNorms)=%d", playerId, joinIndex, currRenderFrame.Id, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap, len(hardPushbackNorms))) //Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d inAir & pushed back by barrier & not landed at {renderFrame.id: %d}\nplayerColliderPos=%v, effPushback={%.3f, %.3f}, overlapMag=%.4f, len(hardPushbackNorms)=%d", playerId, joinIndex, currRenderFrame.Id, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap, len(hardPushbackNorms)))
} else if currPlayerDownsync.InAir && isAnotherPlayer { } else if currPlayerDownsync.InAir && isAnotherPlayer {
//Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d inAir & pushed back by another player\n{renderFrame.id: %d}\nplayerColliderPos=%v, anotherPlayerColliderPos=%v, effPushback={%.3f, %.3f}, landedOnGravityPushback=%v, fallStopping=%v, overlapMag=%.4f, len(hardPushbackNorms)=%d", playerId, joinIndex, currRenderFrame.Id, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), RectCenterStr(obj, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, landedOnGravityPushback, fallStopping, overlapResult.Overlap, len(hardPushbackNorms))) //Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d inAir & pushed back by another player\n{renderFrame.id: %d}\nplayerColliderPos=%v, anotherPlayerColliderPos=%v, effPushback={%.3f, %.3f}, landedOnGravityPushback=%v, fallStopping=%v, overlapMag=%.4f, len(hardPushbackNorms)=%d", playerId, joinIndex, currRenderFrame.Id, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), RectCenterStr(obj, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, landedOnGravityPushback, fallStopping, overlapResult.Overlap, len(hardPushbackNorms)))
} }
@ -1598,9 +1614,9 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
if 1 == thatPlayerInNextFrame.JoinIndex { if 1 == thatPlayerInNextFrame.JoinIndex {
if currPlayerDownsync.InAir && !thatPlayerInNextFrame.InAir { if currPlayerDownsync.InAir && !thatPlayerInNextFrame.InAir {
Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d fallStopping#2:\n{nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}\n\tcalculated from <- playerColliderPos=%v, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y)) //Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d fallStopping#2:\n{nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}\n\tcalculated from <- playerColliderPos=%v, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y))
} else if !currPlayerDownsync.InAir && thatPlayerInNextFrame.InAir { } else if !currPlayerDownsync.InAir && thatPlayerInNextFrame.InAir {
Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d took off:\n{nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}\n\tcalculated from <- playerColliderPos=%v, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y)) //Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d took off:\n{nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}\n\tcalculated from <- playerColliderPos=%v, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y))
} else if thatPlayerInNextFrame.InAir && (0 != thatPlayerInNextFrame.VelY) { } else if thatPlayerInNextFrame.InAir && (0 != thatPlayerInNextFrame.VelY) {
//Logger.Info(fmt.Sprintf("playerId=%d, joinIndex=%d inAir trajectory:\n{nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}\n\tcalculated from <- playerColliderPos=%v, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y)) //Logger.Info(fmt.Sprintf("playerId=%d, joinIndex=%d inAir trajectory:\n{nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}\n\tcalculated from <- playerColliderPos=%v, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y))
} }
@ -1693,7 +1709,7 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
} }
if nil != inputsBufferSnapshot { if nil != inputsBufferSnapshot {
// Logger.Warn(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, inputsBufferSnapshot.UnconfirmedMask)) Logger.Warn(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, inputsBufferSnapshot.UnconfirmedMask))
pR.downsyncToAllPlayers(inputsBufferSnapshot) pR.downsyncToAllPlayers(inputsBufferSnapshot)
} }
} }
@ -1725,9 +1741,16 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *InputsBufferSnapshot)
That said, we ensured that if "false == BackendDynamicsEnabled" and noone ever disconnects & reconnects, the frontend collision handling results are always consistent. That said, we ensured that if "false == BackendDynamicsEnabled" and noone ever disconnects & reconnects, the frontend collision handling results are always consistent.
*/ */
playerBattleState := atomic.LoadInt32(&(player.BattleState)) playerBattleState := atomic.LoadInt32(&(player.BattleState))
thatPlayerJoinMask := uint64(1 << uint32(player.JoinIndex-1))
if PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED == playerBattleState { if PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED == playerBattleState {
inputsBufferSnapshot.ShouldForceResync = true inputsBufferSnapshot.ShouldForceResync = true
break break
} else if PlayerBattleStateIns.ACTIVE == playerBattleState && 0 < (inputsBufferSnapshot.UnconfirmedMask&thatPlayerJoinMask) {
/*
[WARNING] Whenever there's an ACTIVE SLOW TICKER, all players should also be resynced to avoid inconsistent display. See `<proj-root>/ConcerningEdgeCases.md` for more information.
*/
inputsBufferSnapshot.ShouldForceResync = true
break
} }
} }
} }
@ -1746,7 +1769,9 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *InputsBufferSnapshot)
if playerDownsyncChan, existent := pR.PlayerDownsyncChanDict[player.Id]; existent { if playerDownsyncChan, existent := pR.PlayerDownsyncChanDict[player.Id]; existent {
playerDownsyncChan <- (*inputsBufferSnapshot) playerDownsyncChan <- (*inputsBufferSnapshot)
// Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d, playerDownsyncChan:%p)#1", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, playerId, playerDownsyncChan)) //Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d, playerDownsyncChan:%p)#1", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, player.Id, playerDownsyncChan))
} else {
Logger.Warn(fmt.Sprintf("playerDownsyncChan for (roomId: %d, playerId:%d) is gone", pR.Id, player.Id))
} }
} }
} }
@ -1793,7 +1818,9 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
refRenderFrame.BackendUnconfirmedMask = unconfirmedMask refRenderFrame.BackendUnconfirmedMask = unconfirmedMask
pR.sendSafely(refRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false) pR.sendSafely(refRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false)
//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))) //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)))
Logger.Debug(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId)) if shouldResync1 {
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))
}
} else { } else {
pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false) pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false)
} }

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@ -19,7 +19,7 @@ func ConvexPolygonStr(body *resolv.ConvexPolygon) string {
} }
func RectCenterStr(body *resolv.Object, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64) string { func RectCenterStr(body *resolv.Object, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64) string {
return fmt.Sprintf("{%.2f, %.2f}", body.X + leftPadding + halfBoundingW - spaceOffsetX, body.Y + bottomPadding + halfBoundingH - spaceOffsetY) return fmt.Sprintf("{%.2f, %.2f}", body.X+leftPadding+halfBoundingW-spaceOffsetX, body.Y+bottomPadding+halfBoundingH-spaceOffsetY)
} }
func GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object { func GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object {

View File

@ -440,7 +440,7 @@
"array": [ "array": [
0, 0,
0, 0,
215.81269742929726, 216.19964242526865,
0, 0,
0, 0,
0, 0,

View File

@ -146,7 +146,7 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
} }
try { try {
const resp = window.pb.protos.WsResp.decode(new Uint8Array(evt.data)); const resp = window.pb.protos.WsResp.decode(new Uint8Array(evt.data));
// console.log(`Got non-empty onmessage decoded: resp.act=${resp.act}`); //console.log(`Got non-empty onmessage decoded: resp.act=${resp.act}`);
switch (resp.act) { switch (resp.act) {
case window.DOWNSYNC_MSG_ACT_HB_REQ: case window.DOWNSYNC_MSG_ACT_HB_REQ:
window.handleHbRequirements(resp); window.handleHbRequirements(resp);