mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Enhanced force-resync mechanism to guarantee consistency across all players in a same room upon anyone reconnected.
This commit is contained in:
parent
a41c68fb13
commit
8647c1a859
@ -61,13 +61,13 @@ const (
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)
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const (
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ATK_CHARACTER_STATE_IDLE1 = 0
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ATK_CHARACTER_STATE_WALKING = 1
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ATK_CHARACTER_STATE_ATK1 = 2
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ATK_CHARACTER_STATE_ATKED1 = 3
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ATK_CHARACTER_STATE_INAIR_IDLE1 = 4
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ATK_CHARACTER_STATE_INAIR_ATK1 = 5
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ATK_CHARACTER_STATE_INAIR_ATKED1 = 6
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ATK_CHARACTER_STATE_IDLE1 = int32(0)
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ATK_CHARACTER_STATE_WALKING = int32(1)
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ATK_CHARACTER_STATE_ATK1 = int32(2)
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ATK_CHARACTER_STATE_ATKED1 = int32(3)
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ATK_CHARACTER_STATE_INAIR_IDLE1 = int32(4)
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ATK_CHARACTER_STATE_INAIR_ATK1 = int32(5)
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ATK_CHARACTER_STATE_INAIR_ATKED1 = int32(6)
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)
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const (
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@ -451,10 +451,7 @@ func (pR *Room) StartBattle() {
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thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState)) // Might be changed in "OnPlayerDisconnected/OnPlayerLost" from other threads
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// [WARNING] DON'T try to send any message to an inactive player!
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switch thatPlayerBattleState {
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case PlayerBattleStateIns.DISCONNECTED:
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case PlayerBattleStateIns.LOST:
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case PlayerBattleStateIns.EXPELLED_DURING_GAME:
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case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
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case PlayerBattleStateIns.DISCONNECTED, PlayerBattleStateIns.LOST, PlayerBattleStateIns.EXPELLED_DURING_GAME, PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
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continue
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}
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kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*RoomDownsyncFrame)
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@ -500,16 +497,12 @@ func (pR *Room) StartBattle() {
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case inputsBufferSnapshot := <-playerDownsyncChan:
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nowBattleState := atomic.LoadInt32(&pR.State)
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switch nowBattleState {
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case RoomBattleStateIns.IDLE:
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case RoomBattleStateIns.STOPPING_BATTLE_FOR_SETTLEMENT:
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case RoomBattleStateIns.IN_SETTLEMENT:
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case RoomBattleStateIns.IN_DISMISSAL:
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case RoomBattleStateIns.IDLE, RoomBattleStateIns.STOPPING_BATTLE_FOR_SETTLEMENT, RoomBattleStateIns.IN_SETTLEMENT, RoomBattleStateIns.IN_DISMISSAL:
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Logger.Warn(fmt.Sprintf("Battle is not waiting/preparing/active for playerDownsyncChan for (roomId: %d, playerId:%d)", pR.Id, playerId))
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return
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}
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pR.downsyncToSinglePlayer(playerId, player, inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, inputsBufferSnapshot.ToSendInputFrameDownsyncs)
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Logger.Debug(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d)#2", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, playerId))
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pR.downsyncToSinglePlayer(playerId, player, inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, inputsBufferSnapshot.ToSendInputFrameDownsyncs, inputsBufferSnapshot.ShouldForceResync)
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// Logger.Debug(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d)#2", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, playerId))
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default:
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}
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}
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@ -837,10 +830,7 @@ func (pR *Room) OnPlayerDisconnected(playerId int32) {
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if player, existent := pR.Players[playerId]; existent {
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thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState))
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switch thatPlayerBattleState {
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case PlayerBattleStateIns.DISCONNECTED:
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case PlayerBattleStateIns.LOST:
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case PlayerBattleStateIns.EXPELLED_DURING_GAME:
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case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
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case PlayerBattleStateIns.DISCONNECTED, PlayerBattleStateIns.LOST, PlayerBattleStateIns.EXPELLED_DURING_GAME, PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
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Logger.Info("Room OnPlayerDisconnected[early return #1]:", zap.Any("playerId", playerId), zap.Any("playerBattleState", pR.Players[playerId].BattleState), zap.Any("roomId", pR.Id), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount))
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return
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}
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@ -1345,9 +1335,9 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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}
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if !characStateAlreadyInAir && characStateIsInterruptWaivable {
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thatPlayerInNextFrame.VelY = pR.JumpingInitVelY
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if 1 == currPlayerDownsync.JoinIndex {
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Logger.Info(fmt.Sprintf("playerId=%v, joinIndex=%v jumped at {renderFrame.id: %d, virtualX: %d, virtualY: %d, nextVelX: %d, nextVelY: %d}, delayedInputFrame.id=%d", playerId, joinIndex, currRenderFrame.Id, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, delayedInputFrame.InputFrameId))
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}
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// if 1 == currPlayerDownsync.JoinIndex {
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// Logger.Info(fmt.Sprintf("playerId=%v, joinIndex=%v jumped at {renderFrame.id: %d, virtualX: %d, virtualY: %d, nextVelX: %d, nextVelY: %d, nextCharacterState=%d, inAir=%v}, delayedInputFrame.id=%d", playerId, joinIndex, currRenderFrame.Id, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, thatPlayerInNextFrame.CharacterState, currPlayerDownsync.InAir, delayedInputFrame.InputFrameId))
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// }
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}
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}
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@ -1450,63 +1440,61 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
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fallStopping := false
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possiblyFallStoppedOnAnotherPlayer := false
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collision := playerCollider.Check(0, 0)
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if nil == collision {
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continue
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}
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for _, obj := range collision.Objects {
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isBarrier, isAnotherPlayer, isBullet := false, false, false
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switch obj.Data.(type) {
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case *Barrier:
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isBarrier = true
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case *Player:
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isAnotherPlayer = true
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case *MeleeBullet:
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isBullet = true
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}
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if isBullet {
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// ignore bullets for this step
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continue
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}
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bShape := obj.Shape.(*resolv.ConvexPolygon)
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overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, bShape)
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if !overlapped {
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continue
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}
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normAlignmentWithGravity := (overlapResult.OverlapX*float64(0) + overlapResult.OverlapY*float64(-1.0))
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landedOnGravityPushback := (pR.SnapIntoPlatformThreshold < normAlignmentWithGravity) // prevents false snapping on the lateral sides
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if landedOnGravityPushback {
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// kindly note that one player might land on top of another player, and snapping is also required in such case
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pushbackX, pushbackY = (overlapResult.Overlap-pR.SnapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-pR.SnapIntoPlatformOverlap)*overlapResult.OverlapY
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thatPlayerInNextFrame.InAir = false
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}
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if isAnotherPlayer {
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// [WARNING] See comments of this substep in frontend.
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pushbackX, pushbackY = (overlapResult.Overlap-pR.SnapIntoPlatformOverlap*2)*overlapResult.OverlapX, (overlapResult.Overlap-pR.SnapIntoPlatformOverlap*2)*overlapResult.OverlapY
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}
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for _, hardPushbackNorm := range hardPushbackNorms[joinIndex-1] {
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projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
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if isBarrier || (isAnotherPlayer && 0 > projectedMagnitude) {
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pushbackX -= projectedMagnitude * hardPushbackNorm.X
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pushbackY -= projectedMagnitude * hardPushbackNorm.Y
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if collision := playerCollider.Check(0, 0); nil != collision {
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for _, obj := range collision.Objects {
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isBarrier, isAnotherPlayer, isBullet := false, false, false
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switch obj.Data.(type) {
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case *Barrier:
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isBarrier = true
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case *Player:
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isAnotherPlayer = true
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case *MeleeBullet:
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isBullet = true
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}
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if isBullet {
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// ignore bullets for this step
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continue
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}
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bShape := obj.Shape.(*resolv.ConvexPolygon)
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overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, bShape)
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if !overlapped {
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continue
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}
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normAlignmentWithGravity := (overlapResult.OverlapX*float64(0) + overlapResult.OverlapY*float64(-1.0))
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landedOnGravityPushback := (pR.SnapIntoPlatformThreshold < normAlignmentWithGravity) // prevents false snapping on the lateral sides
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if landedOnGravityPushback {
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// kindly note that one player might land on top of another player, and snapping is also required in such case
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pushbackX, pushbackY = (overlapResult.Overlap-pR.SnapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-pR.SnapIntoPlatformOverlap)*overlapResult.OverlapY
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thatPlayerInNextFrame.InAir = false
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}
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}
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effPushbacks[joinIndex-1].X += pushbackX
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effPushbacks[joinIndex-1].Y += pushbackY
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if currPlayerDownsync.InAir && landedOnGravityPushback {
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fallStopping = true
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if isAnotherPlayer {
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possiblyFallStoppedOnAnotherPlayer = true
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// [WARNING] See comments of this substep in frontend.
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pushbackX, pushbackY = (overlapResult.Overlap-pR.SnapIntoPlatformOverlap*2)*overlapResult.OverlapX, (overlapResult.Overlap-pR.SnapIntoPlatformOverlap*2)*overlapResult.OverlapY
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}
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}
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if 1 == joinIndex {
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halfColliderWidth, halfColliderHeight := player.ColliderRadius, player.ColliderRadius+player.ColliderRadius // avoid multiplying
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if fallStopping {
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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))
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} else if currPlayerDownsync.InAir && isBarrier && !landedOnGravityPushback {
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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)))
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} else if currPlayerDownsync.InAir && isAnotherPlayer {
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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)))
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for _, hardPushbackNorm := range hardPushbackNorms[joinIndex-1] {
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projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
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if isBarrier || (isAnotherPlayer && 0 > projectedMagnitude) {
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pushbackX -= projectedMagnitude * hardPushbackNorm.X
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pushbackY -= projectedMagnitude * hardPushbackNorm.Y
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}
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}
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effPushbacks[joinIndex-1].X += pushbackX
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effPushbacks[joinIndex-1].Y += pushbackY
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if currPlayerDownsync.InAir && landedOnGravityPushback {
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fallStopping = true
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if isAnotherPlayer {
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possiblyFallStoppedOnAnotherPlayer = true
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}
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}
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if 1 == joinIndex {
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halfColliderWidth, halfColliderHeight := player.ColliderRadius, player.ColliderRadius+player.ColliderRadius // avoid multiplying
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if fallStopping {
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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))
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} else if currPlayerDownsync.InAir && isBarrier && !landedOnGravityPushback {
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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)))
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} else if currPlayerDownsync.InAir && isAnotherPlayer {
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//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)))
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}
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}
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}
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}
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@ -1517,15 +1505,14 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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thatPlayerInNextFrame.FramesToRecover = 0
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}
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if currPlayerDownsync.InAir {
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switch thatPlayerInNextFrame.CharacterState {
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case ATK_CHARACTER_STATE_IDLE1:
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case ATK_CHARACTER_STATE_WALKING:
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oldNextCharacterState := thatPlayerInNextFrame.CharacterState
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switch oldNextCharacterState {
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case ATK_CHARACTER_STATE_IDLE1, ATK_CHARACTER_STATE_WALKING:
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1
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case ATK_CHARACTER_STATE_ATK1:
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATK1
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case ATK_CHARACTER_STATE_ATKED1:
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1
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default:
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}
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}
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}
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@ -1730,30 +1717,41 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *InputsBufferSnapshot)
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The difference from our current approach is that the "pR.PlayerDownsyncChanDict[playerId]" in use is a Golang channel, i.e. when executing #4 it automatically executes #3 (before) & #7 (after) as well, thus we couldn't do #5 & #6 in between.
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*/
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for playerId, playerDownsyncChan := range pR.PlayerDownsyncChanDict {
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if true == pR.BackendDynamicsEnabled {
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for _, player := range pR.PlayersArr {
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/*
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[WARNING] Since v0.9.1, the inconsistence between frontend & backend collision handling results became too difficult to track, therefore before we can let frontend use a Golang compiled library for "applyInputFrameDownsyncDynamicsOnSingleRenderFrame", it's a compromise here to force resync for all players in a same room if any player recovered from a reconnection (when it's most likely for anyone to notice an inconsistence).
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That said, we ensured that if "false == BackendDynamicsEnabled" and noone ever disconnects & reconnects, the frontend collision handling results are always consistent.
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*/
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playerBattleState := atomic.LoadInt32(&(player.BattleState))
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if PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED == playerBattleState {
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inputsBufferSnapshot.ShouldForceResync = true
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break
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}
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}
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}
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for _, player := range pR.PlayersArr {
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/*
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[WARNING] While the order of generation of "inputsBufferSnapshot" is preserved for sending, the underlying network I/O blocking action is dispatched to "downsyncLoop of each player" such that "markConfirmationIfApplicable & forceConfirmationIfApplicable" can re-hold "pR.InputsBufferLock" asap and proceed with more inputFrameUpsyncs.
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The use of "downsyncLoop of each player" also waives the need of guarding each "pR.PlayerDownsyncSessionDict[playerId]" from multithread-access (e.g. by a "pR.PlayerDownsyncSessionMutexDict[playerId]"), i.e. Gorilla v1.2.0 "conn.WriteMessage" isn't thread-safe https://github.com/gorilla/websocket/blob/v1.2.0/conn.go#L585.
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*/
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if player, existent := pR.Players[playerId]; existent {
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playerBattleState := atomic.LoadInt32(&(player.BattleState))
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switch playerBattleState {
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case PlayerBattleStateIns.DISCONNECTED:
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case PlayerBattleStateIns.LOST:
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case PlayerBattleStateIns.EXPELLED_DURING_GAME:
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case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
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case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
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case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
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continue
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}
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playerBattleState := atomic.LoadInt32(&(player.BattleState))
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switch playerBattleState {
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case PlayerBattleStateIns.DISCONNECTED, PlayerBattleStateIns.LOST, PlayerBattleStateIns.EXPELLED_DURING_GAME, PlayerBattleStateIns.EXPELLED_IN_DISMISSAL, PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK, PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
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continue
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}
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if playerDownsyncChan, existent := pR.PlayerDownsyncChanDict[player.Id]; existent {
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playerDownsyncChan <- (*inputsBufferSnapshot)
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// 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))
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}
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}
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}
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func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRenderFrameId int32, unconfirmedMask uint64, toSendInputFrameDownsyncsSnapshot []*InputFrameDownsync) {
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func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRenderFrameId int32, unconfirmedMask uint64, toSendInputFrameDownsyncsSnapshot []*InputFrameDownsync, shouldForceResync bool) {
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/*
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[WARNING] This function MUST BE called while "pR.InputsBufferLock" is unlocked -- otherwise the network I/O blocking of "sendSafely" might cause significant lag for "markConfirmationIfApplicable & forceConfirmationIfApplicable"!
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@ -1763,33 +1761,22 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
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playerJoinIndex := player.JoinIndex - 1
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playerBattleState := atomic.LoadInt32(&(player.BattleState))
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switch playerBattleState {
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case PlayerBattleStateIns.DISCONNECTED:
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case PlayerBattleStateIns.LOST:
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case PlayerBattleStateIns.EXPELLED_DURING_GAME:
|
||||
case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
|
||||
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
|
||||
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
|
||||
case PlayerBattleStateIns.DISCONNECTED, PlayerBattleStateIns.LOST, PlayerBattleStateIns.EXPELLED_DURING_GAME, PlayerBattleStateIns.EXPELLED_IN_DISMISSAL, PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK, PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
|
||||
return
|
||||
}
|
||||
|
||||
shouldResync1 := (PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED == playerBattleState) // i.e. implies that "MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId"
|
||||
shouldResync2 := (0 < (unconfirmedMask & uint64(1<<uint32(playerJoinIndex)))) // This condition is critical, if we don't send resync upon this condition, the "reconnected or slowly-clocking player" might never get its input synced
|
||||
// shouldResync2 := (0 < unconfirmedMask) // An easier version of the above, might keep sending "refRenderFrame"s to still connected players when any player is disconnected
|
||||
shouldResyncOverall := (shouldResync1 || shouldResync2)
|
||||
|
||||
if shouldResyncOverall {
|
||||
// A rejoined player, should guarantee that when it resyncs to "refRenderFrameId" a matching inputFrame to apply exists
|
||||
Logger.Debug(fmt.Sprintf("Resyncing player: roomId=%v, playerId=%v, playerJoinIndex=%v, renderFrameId=%v, curDynamicsRenderFrameId=%v, playerLastSentInputFrameId=%v, refRenderFrameId=%v", pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, refRenderFrameId))
|
||||
}
|
||||
shouldResync3 := shouldForceResync
|
||||
shouldResyncOverall := (shouldResync1 || shouldResync2 || shouldResync3)
|
||||
|
||||
/*
|
||||
Resync helps
|
||||
1. when player with a slower frontend clock lags significantly behind and thus wouldn't get its inputUpsync recognized due to faster "forceConfirmation"
|
||||
2. reconnection
|
||||
*/
|
||||
|
||||
//toSendInputFrameIdSt, toSendInputFrameIdEd := toSendInputFrameDownsyncsSnapshot[0].InputFrameId, toSendInputFrameDownsyncsSnapshot[len(toSendInputFrameDownsyncsSnapshot)-1].InputFrameId+1
|
||||
_, toSendInputFrameIdEd := toSendInputFrameDownsyncsSnapshot[0].InputFrameId, toSendInputFrameDownsyncsSnapshot[len(toSendInputFrameDownsyncsSnapshot)-1].InputFrameId+1
|
||||
toSendInputFrameIdSt, toSendInputFrameIdEd := toSendInputFrameDownsyncsSnapshot[0].InputFrameId, toSendInputFrameDownsyncsSnapshot[len(toSendInputFrameDownsyncsSnapshot)-1].InputFrameId+1
|
||||
if pR.BackendDynamicsEnabled && shouldResyncOverall {
|
||||
tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId)
|
||||
if nil == tmp {
|
||||
@ -1800,9 +1787,13 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
|
||||
for _, player := range pR.PlayersArr {
|
||||
refRenderFrame.Players[player.Id].ColliderRadius = player.ColliderRadius // hardcoded for now
|
||||
}
|
||||
if shouldResync3 {
|
||||
refRenderFrame.ShouldForceResync = true
|
||||
}
|
||||
refRenderFrame.BackendUnconfirmedMask = unconfirmedMask
|
||||
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.Warn(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))
|
||||
} else {
|
||||
pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false)
|
||||
}
|
||||
|
@ -670,6 +670,7 @@ type InputsBufferSnapshot struct {
|
||||
RefRenderFrameId int32 `protobuf:"varint,1,opt,name=refRenderFrameId,proto3" json:"refRenderFrameId,omitempty"`
|
||||
UnconfirmedMask uint64 `protobuf:"varint,2,opt,name=unconfirmedMask,proto3" json:"unconfirmedMask,omitempty"`
|
||||
ToSendInputFrameDownsyncs []*InputFrameDownsync `protobuf:"bytes,3,rep,name=toSendInputFrameDownsyncs,proto3" json:"toSendInputFrameDownsyncs,omitempty"`
|
||||
ShouldForceResync bool `protobuf:"varint,4,opt,name=shouldForceResync,proto3" json:"shouldForceResync,omitempty"`
|
||||
}
|
||||
|
||||
func (x *InputsBufferSnapshot) Reset() {
|
||||
@ -725,6 +726,13 @@ func (x *InputsBufferSnapshot) GetToSendInputFrameDownsyncs() []*InputFrameDowns
|
||||
return nil
|
||||
}
|
||||
|
||||
func (x *InputsBufferSnapshot) GetShouldForceResync() bool {
|
||||
if x != nil {
|
||||
return x.ShouldForceResync
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
type MeleeBullet struct {
|
||||
state protoimpl.MessageState
|
||||
sizeCache protoimpl.SizeCache
|
||||
@ -1199,6 +1207,7 @@ type RoomDownsyncFrame struct {
|
||||
CountdownNanos int64 `protobuf:"varint,3,opt,name=countdownNanos,proto3" json:"countdownNanos,omitempty"`
|
||||
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
|
||||
BackendUnconfirmedMask uint64 `protobuf:"varint,5,opt,name=backendUnconfirmedMask,proto3" json:"backendUnconfirmedMask,omitempty"` // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync
|
||||
ShouldForceResync bool `protobuf:"varint,6,opt,name=shouldForceResync,proto3" json:"shouldForceResync,omitempty"`
|
||||
}
|
||||
|
||||
func (x *RoomDownsyncFrame) Reset() {
|
||||
@ -1268,6 +1277,13 @@ func (x *RoomDownsyncFrame) GetBackendUnconfirmedMask() uint64 {
|
||||
return 0
|
||||
}
|
||||
|
||||
func (x *RoomDownsyncFrame) GetShouldForceResync() bool {
|
||||
if x != nil {
|
||||
return x.ShouldForceResync
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
var File_room_downsync_frame_proto protoreflect.FileDescriptor
|
||||
|
||||
var file_room_downsync_frame_proto_rawDesc = []byte{
|
||||
@ -1373,7 +1389,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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|
||||
@ -1386,196 +1402,201 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
|
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0x75, 0x6c, 0x64, 0x46, 0x6f, 0x72, 0x63, 0x65, 0x52, 0x65, 0x73, 0x79, 0x6e, 0x63, 0x1a, 0x52,
|
||||
0x0a, 0x0c, 0x50, 0x6c, 0x61, 0x79, 0x65, 0x72, 0x73, 0x45, 0x6e, 0x74, 0x72, 0x79, 0x12, 0x10,
|
||||
0x0a, 0x03, 0x6b, 0x65, 0x79, 0x18, 0x01, 0x20, 0x01, 0x28, 0x05, 0x52, 0x03, 0x6b, 0x65, 0x79,
|
||||
0x12, 0x2c, 0x0a, 0x05, 0x76, 0x61, 0x6c, 0x75, 0x65, 0x18, 0x02, 0x20, 0x01, 0x28, 0x0b, 0x32,
|
||||
0x16, 0x2e, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x73, 0x2e, 0x50, 0x6c, 0x61, 0x79, 0x65, 0x72, 0x44,
|
||||
0x6f, 0x77, 0x6e, 0x73, 0x79, 0x6e, 0x63, 0x52, 0x05, 0x76, 0x61, 0x6c, 0x75, 0x65, 0x3a, 0x02,
|
||||
0x38, 0x01, 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 (
|
||||
|
@ -76,6 +76,7 @@ message InputsBufferSnapshot {
|
||||
int32 refRenderFrameId = 1;
|
||||
uint64 unconfirmedMask = 2;
|
||||
repeated InputFrameDownsync toSendInputFrameDownsyncs = 3;
|
||||
bool shouldForceResync = 4;
|
||||
}
|
||||
|
||||
message MeleeBullet {
|
||||
@ -151,4 +152,5 @@ message RoomDownsyncFrame {
|
||||
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
|
||||
uint64 backendUnconfirmedMask = 5; // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync
|
||||
bool shouldForceResync = 6;
|
||||
}
|
||||
|
@ -440,7 +440,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
216.50635094610968,
|
||||
216.05530045313827,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@ -454,7 +454,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
216.50635094610968,
|
||||
209.73151519075364,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@ -588,12 +588,13 @@ cc.Class({
|
||||
}
|
||||
const shouldForceDumping1 = (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id);
|
||||
const shouldForceDumping2 = (rdf.id > self.renderFrameId + self.renderFrameIdLagTolerance);
|
||||
const shouldForceResync = rdf.shouldForceResync;
|
||||
|
||||
const [dumpRenderCacheRet, oldStRenderFrameId, oldEdRenderFrameId] = (shouldForceDumping1 || shouldForceDumping2) ? self.recentRenderCache.setByFrameId(rdf, rdf.id) : [window.RING_BUFF_CONSECUTIVE_SET, null, null];
|
||||
const [dumpRenderCacheRet, oldStRenderFrameId, oldEdRenderFrameId] = (shouldForceDumping1 || shouldForceDumping2 || shouldForceResync) ? self.recentRenderCache.setByFrameId(rdf, rdf.id) : [window.RING_BUFF_CONSECUTIVE_SET, null, null];
|
||||
if (window.RING_BUFF_FAILED_TO_SET == dumpRenderCacheRet) {
|
||||
throw `Failed to dump render cache#1 (maybe recentRenderCache too small)! rdf.id=${rdf.id}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`;
|
||||
}
|
||||
if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START < rdf.id && window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet) {
|
||||
if (!shouldForceResync && (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START < rdf.id && window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet)) {
|
||||
/*
|
||||
Don't change
|
||||
- lastAllConfirmedRenderFrameId, it's updated only in "rollbackAndChase" (except for when RING_BUFF_NON_CONSECUTIVE_SET)
|
||||
|
@ -3654,6 +3654,7 @@ $root.protos = (function() {
|
||||
* @property {number|null} [refRenderFrameId] InputsBufferSnapshot refRenderFrameId
|
||||
* @property {number|Long|null} [unconfirmedMask] InputsBufferSnapshot unconfirmedMask
|
||||
* @property {Array.<protos.InputFrameDownsync>|null} [toSendInputFrameDownsyncs] InputsBufferSnapshot toSendInputFrameDownsyncs
|
||||
* @property {boolean|null} [shouldForceResync] InputsBufferSnapshot shouldForceResync
|
||||
*/
|
||||
|
||||
/**
|
||||
@ -3696,6 +3697,14 @@ $root.protos = (function() {
|
||||
*/
|
||||
InputsBufferSnapshot.prototype.toSendInputFrameDownsyncs = $util.emptyArray;
|
||||
|
||||
/**
|
||||
* InputsBufferSnapshot shouldForceResync.
|
||||
* @member {boolean} shouldForceResync
|
||||
* @memberof protos.InputsBufferSnapshot
|
||||
* @instance
|
||||
*/
|
||||
InputsBufferSnapshot.prototype.shouldForceResync = false;
|
||||
|
||||
/**
|
||||
* Creates a new InputsBufferSnapshot instance using the specified properties.
|
||||
* @function create
|
||||
@ -3727,6 +3736,8 @@ $root.protos = (function() {
|
||||
if (message.toSendInputFrameDownsyncs != null && message.toSendInputFrameDownsyncs.length)
|
||||
for (var i = 0; i < message.toSendInputFrameDownsyncs.length; ++i)
|
||||
$root.protos.InputFrameDownsync.encode(message.toSendInputFrameDownsyncs[i], writer.uint32(/* id 3, wireType 2 =*/26).fork()).ldelim();
|
||||
if (message.shouldForceResync != null && Object.hasOwnProperty.call(message, "shouldForceResync"))
|
||||
writer.uint32(/* id 4, wireType 0 =*/32).bool(message.shouldForceResync);
|
||||
return writer;
|
||||
};
|
||||
|
||||
@ -3775,6 +3786,10 @@ $root.protos = (function() {
|
||||
message.toSendInputFrameDownsyncs.push($root.protos.InputFrameDownsync.decode(reader, reader.uint32()));
|
||||
break;
|
||||
}
|
||||
case 4: {
|
||||
message.shouldForceResync = reader.bool();
|
||||
break;
|
||||
}
|
||||
default:
|
||||
reader.skipType(tag & 7);
|
||||
break;
|
||||
@ -3825,6 +3840,9 @@ $root.protos = (function() {
|
||||
return "toSendInputFrameDownsyncs." + error;
|
||||
}
|
||||
}
|
||||
if (message.shouldForceResync != null && message.hasOwnProperty("shouldForceResync"))
|
||||
if (typeof message.shouldForceResync !== "boolean")
|
||||
return "shouldForceResync: boolean expected";
|
||||
return null;
|
||||
};
|
||||
|
||||
@ -3861,6 +3879,8 @@ $root.protos = (function() {
|
||||
message.toSendInputFrameDownsyncs[i] = $root.protos.InputFrameDownsync.fromObject(object.toSendInputFrameDownsyncs[i]);
|
||||
}
|
||||
}
|
||||
if (object.shouldForceResync != null)
|
||||
message.shouldForceResync = Boolean(object.shouldForceResync);
|
||||
return message;
|
||||
};
|
||||
|
||||
@ -3886,6 +3906,7 @@ $root.protos = (function() {
|
||||
object.unconfirmedMask = options.longs === String ? long.toString() : options.longs === Number ? long.toNumber() : long;
|
||||
} else
|
||||
object.unconfirmedMask = options.longs === String ? "0" : 0;
|
||||
object.shouldForceResync = false;
|
||||
}
|
||||
if (message.refRenderFrameId != null && message.hasOwnProperty("refRenderFrameId"))
|
||||
object.refRenderFrameId = message.refRenderFrameId;
|
||||
@ -3899,6 +3920,8 @@ $root.protos = (function() {
|
||||
for (var j = 0; j < message.toSendInputFrameDownsyncs.length; ++j)
|
||||
object.toSendInputFrameDownsyncs[j] = $root.protos.InputFrameDownsync.toObject(message.toSendInputFrameDownsyncs[j], options);
|
||||
}
|
||||
if (message.shouldForceResync != null && message.hasOwnProperty("shouldForceResync"))
|
||||
object.shouldForceResync = message.shouldForceResync;
|
||||
return object;
|
||||
};
|
||||
|
||||
@ -5576,6 +5599,7 @@ $root.protos = (function() {
|
||||
* @property {number|Long|null} [countdownNanos] RoomDownsyncFrame countdownNanos
|
||||
* @property {Array.<protos.MeleeBullet>|null} [meleeBullets] RoomDownsyncFrame meleeBullets
|
||||
* @property {number|Long|null} [backendUnconfirmedMask] RoomDownsyncFrame backendUnconfirmedMask
|
||||
* @property {boolean|null} [shouldForceResync] RoomDownsyncFrame shouldForceResync
|
||||
*/
|
||||
|
||||
/**
|
||||
@ -5635,6 +5659,14 @@ $root.protos = (function() {
|
||||
*/
|
||||
RoomDownsyncFrame.prototype.backendUnconfirmedMask = $util.Long ? $util.Long.fromBits(0,0,true) : 0;
|
||||
|
||||
/**
|
||||
* RoomDownsyncFrame shouldForceResync.
|
||||
* @member {boolean} shouldForceResync
|
||||
* @memberof protos.RoomDownsyncFrame
|
||||
* @instance
|
||||
*/
|
||||
RoomDownsyncFrame.prototype.shouldForceResync = false;
|
||||
|
||||
/**
|
||||
* Creates a new RoomDownsyncFrame instance using the specified properties.
|
||||
* @function create
|
||||
@ -5673,6 +5705,8 @@ $root.protos = (function() {
|
||||
$root.protos.MeleeBullet.encode(message.meleeBullets[i], writer.uint32(/* id 4, wireType 2 =*/34).fork()).ldelim();
|
||||
if (message.backendUnconfirmedMask != null && Object.hasOwnProperty.call(message, "backendUnconfirmedMask"))
|
||||
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);
|
||||
return writer;
|
||||
};
|
||||
|
||||
@ -5748,6 +5782,10 @@ $root.protos = (function() {
|
||||
message.backendUnconfirmedMask = reader.uint64();
|
||||
break;
|
||||
}
|
||||
case 6: {
|
||||
message.shouldForceResync = reader.bool();
|
||||
break;
|
||||
}
|
||||
default:
|
||||
reader.skipType(tag & 7);
|
||||
break;
|
||||
@ -5815,6 +5853,9 @@ $root.protos = (function() {
|
||||
if (message.backendUnconfirmedMask != null && message.hasOwnProperty("backendUnconfirmedMask"))
|
||||
if (!$util.isInteger(message.backendUnconfirmedMask) && !(message.backendUnconfirmedMask && $util.isInteger(message.backendUnconfirmedMask.low) && $util.isInteger(message.backendUnconfirmedMask.high)))
|
||||
return "backendUnconfirmedMask: integer|Long expected";
|
||||
if (message.shouldForceResync != null && message.hasOwnProperty("shouldForceResync"))
|
||||
if (typeof message.shouldForceResync !== "boolean")
|
||||
return "shouldForceResync: boolean expected";
|
||||
return null;
|
||||
};
|
||||
|
||||
@ -5870,6 +5911,8 @@ $root.protos = (function() {
|
||||
message.backendUnconfirmedMask = object.backendUnconfirmedMask;
|
||||
else if (typeof object.backendUnconfirmedMask === "object")
|
||||
message.backendUnconfirmedMask = new $util.LongBits(object.backendUnconfirmedMask.low >>> 0, object.backendUnconfirmedMask.high >>> 0).toNumber(true);
|
||||
if (object.shouldForceResync != null)
|
||||
message.shouldForceResync = Boolean(object.shouldForceResync);
|
||||
return message;
|
||||
};
|
||||
|
||||
@ -5902,6 +5945,7 @@ $root.protos = (function() {
|
||||
object.backendUnconfirmedMask = options.longs === String ? long.toString() : options.longs === Number ? long.toNumber() : long;
|
||||
} else
|
||||
object.backendUnconfirmedMask = options.longs === String ? "0" : 0;
|
||||
object.shouldForceResync = false;
|
||||
}
|
||||
if (message.id != null && message.hasOwnProperty("id"))
|
||||
object.id = message.id;
|
||||
@ -5926,6 +5970,8 @@ $root.protos = (function() {
|
||||
object.backendUnconfirmedMask = options.longs === String ? String(message.backendUnconfirmedMask) : message.backendUnconfirmedMask;
|
||||
else
|
||||
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;
|
||||
return object;
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user