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https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Added an experimental toggle for in-place inputsBuffer update upon dynamics.
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@@ -501,7 +501,7 @@ func updateInputFrameInPlaceUponDynamics(inputFrameId int32, roomCapacity int, c
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}
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}
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func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, currRenderFrame *RoomDownsyncFrame, chConfig *CharacterConfig, inputsBuffer *resolv.RingBuffer, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64) (int, bool, int32, int32) {
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func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, currRenderFrame *RoomDownsyncFrame, chConfig *CharacterConfig, inputsBuffer *resolv.RingBuffer, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64, allowUpdateInputFrameInPlaceUponDynamics bool) (int, bool, int32, int32) {
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// returns (patternId, jumpedOrNot, effectiveDx, effectiveDy)
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delayedInputFrameId := ConvertToDelayedInputFrameId(currRenderFrame.Id)
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delayedInputFrameIdForPrevRdf := ConvertToDelayedInputFrameId(currRenderFrame.Id - 1)
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@@ -517,7 +517,9 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
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delayedInputFrameDownsync := inputsBuffer.GetByFrameId(delayedInputFrameId).(*InputFrameDownsync)
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delayedInputList := delayedInputFrameDownsync.InputList
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roomCapacity := len(delayedInputList)
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updateInputFrameInPlaceUponDynamics(delayedInputFrameId, roomCapacity, delayedInputFrameDownsync.ConfirmedList, delayedInputList, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList)
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if allowUpdateInputFrameInPlaceUponDynamics {
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updateInputFrameInPlaceUponDynamics(delayedInputFrameId, roomCapacity, delayedInputFrameDownsync.ConfirmedList, delayedInputList, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList)
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}
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var delayedInputListForPrevRdf []uint64 = nil
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if 0 < delayedInputFrameIdForPrevRdf {
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@@ -580,7 +582,7 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
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The function "ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame" is creating new heap-memory blocks at 60fps, e.g. nextRenderFramePlayers & nextRenderFrameMeleeBullets & nextRenderFrameFireballBullets & effPushbacks & hardPushbackNorms & jumpedOrNotList & dynamicRectangleColliders("player" & "bullet"), which would induce "possibly performance impacting garbage collections" when many rooms are running simultaneously.
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*/
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func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.RingBuffer, currRenderFrameId int32, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, collisionSpaceOffsetX, collisionSpaceOffsetY float64, chConfigsOrderedByJoinIndex []*CharacterConfig, renderFrameBuffer *resolv.RingBuffer, collision *resolv.Collision, effPushbacks []*Vec2D, hardPushbackNormsArr [][]*Vec2D, jumpedOrNotList []bool, dynamicRectangleColliders []*resolv.Object, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64) bool {
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func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.RingBuffer, currRenderFrameId int32, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, collisionSpaceOffsetX, collisionSpaceOffsetY float64, chConfigsOrderedByJoinIndex []*CharacterConfig, renderFrameBuffer *resolv.RingBuffer, collision *resolv.Collision, effPushbacks []*Vec2D, hardPushbackNormsArr [][]*Vec2D, jumpedOrNotList []bool, dynamicRectangleColliders []*resolv.Object, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64, allowUpdateInputFrameInPlaceUponDynamics bool) bool {
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currRenderFrame := renderFrameBuffer.GetByFrameId(currRenderFrameId).(*RoomDownsyncFrame)
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nextRenderFrameId := currRenderFrameId + 1
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roomCapacity := len(currRenderFrame.PlayersArr)
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@@ -629,7 +631,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
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for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
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chConfig := chConfigsOrderedByJoinIndex[i]
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thatPlayerInNextFrame := nextRenderFramePlayers[i]
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patternId, jumpedOrNot, effDx, effDy := deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame, currRenderFrame, chConfig, inputsBuffer, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList)
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patternId, jumpedOrNot, effDx, effDy := deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame, currRenderFrame, chConfig, inputsBuffer, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList, allowUpdateInputFrameInPlaceUponDynamics)
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jumpedOrNotList[i] = jumpedOrNot
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joinIndex := currPlayerDownsync.JoinIndex
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