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https://github.com/genxium/DelayNoMore
synced 2024-12-25 03:08:57 +00:00
Fixed frontend rollback upon UpdateOnDynamics.
This commit is contained in:
parent
16e1d8a913
commit
96e355eab3
@ -808,7 +808,7 @@ func (pR *Room) OnDismissed() {
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pR.RenderFrameBuffer = resolv.NewRingBuffer(pR.RenderCacheSize)
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pR.InputsBuffer = resolv.NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
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pR.rdfIdToActuallyUsedInput = make(map[int32]*pb.InputFrameDownsync)
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pR.allowUpdateInputFrameInPlaceUponDynamics = false
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pR.allowUpdateInputFrameInPlaceUponDynamics = true
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pR.LastIndividuallyConfirmedInputFrameId = make([]int32, pR.Capacity)
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for i := 0; i < pR.Capacity; i++ {
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pR.LastIndividuallyConfirmedInputFrameId[i] = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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@ -847,7 +847,7 @@ func (pR *Room) OnDismissed() {
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pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME
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dilutedServerFps := float64(58.0) // Don't set this value too small, otherwise we might miss force confirmation needs for slow tickers!
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pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(serverFps) / dilutedServerFps)
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pR.BattleDurationFrames = int32(60 * serverFps)
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pR.BattleDurationFrames = int32(10 * serverFps)
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//pR.BattleDurationFrames = int32(20 * serverFps)
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pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
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pR.InputFrameUpsyncDelayTolerance = battle.ConvertToNoDelayInputFrameId(pR.NstDelayFrames) - 1 // this value should be strictly smaller than (NstDelayFrames >> InputScaleFrames), otherwise "type#1 forceConfirmation" might become a lag avalanche
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@ -856,7 +856,7 @@ func (pR *Room) OnDismissed() {
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pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
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pR.ForceAllResyncOnAnyActiveSlowTicker = true // See tradeoff discussion in "downsyncToAllPlayers"
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pR.FrameDataLoggingEnabled = false // [WARNING] DON'T ENABLE ON LONG BATTLE DURATION! It consumes A LOT OF MEMORY!
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pR.FrameDataLoggingEnabled = true // [WARNING] DON'T ENABLE ON LONG BATTLE DURATION! It consumes A LOT OF MEMORY!
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pR.BattleUdpTunnelLock.Lock()
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pR.BattleUdpTunnel = nil
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pR.BattleUdpTunnelAddr = nil
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@ -1308,12 +1308,9 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
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panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v! InputsBuffer=%v", j, pR.Id, pR.InputsBufferString(false)))
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}
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inputFrameDownsync := tmp.(*battle.InputFrameDownsync)
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/*
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// [WARN] Frame logging showed that using "battle.UpdateInputFrameInPlaceUponDynamics" here would CONTAMINATE "all-confirmed inputs already sent & recognized by the frontends", root cause remains to be invesitgated!
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if pR.allowUpdateInputFrameInPlaceUponDynamics {
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battle.UpdateInputFrameInPlaceUponDynamics(j, pR.Capacity, inputFrameDownsync.ConfirmedList, inputFrameDownsync.InputList, pR.LastIndividuallyConfirmedInputFrameId, pR.LastIndividuallyConfirmedInputList, int32(MAGIC_JOIN_INDEX_INVALID))
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}
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*/
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if pR.allowUpdateInputFrameInPlaceUponDynamics {
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battle.UpdateInputFrameInPlaceUponDynamics(j, pR.Capacity, inputFrameDownsync.ConfirmedList, inputFrameDownsync.InputList, pR.LastIndividuallyConfirmedInputFrameId, pR.LastIndividuallyConfirmedInputList, int32(MAGIC_JOIN_INDEX_INVALID))
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}
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unconfirmedMask |= (allConfirmedMask ^ inputFrameDownsync.ConfirmedList)
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inputFrameDownsync.ConfirmedList = allConfirmedMask
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pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
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@ -1545,6 +1542,7 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *pb.InputsBufferSnapsh
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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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@ -1561,11 +1559,16 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *pb.InputsBufferSnapsh
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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, player.Id, playerDownsyncChan))
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//Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot{refRenderFrameId:%d, unconfirmedMask:%v} to {roomId: %d, playerId:%d, playerDownsyncChan:%p}#1", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, player.Id, playerDownsyncChan))
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} else {
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Logger.Warn(fmt.Sprintf("playerDownsyncChan for (roomId: %d, playerId:%d) is gone", pR.Id, player.Id))
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}
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}
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/*
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toSendInputFrameDownsyncs := inputsBufferSnapshot.ToSendInputFrameDownsyncs
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toSendInputFrameIdSt, toSendInputFrameIdEd := toSendInputFrameDownsyncs[0].InputFrameId, toSendInputFrameDownsyncs[len(toSendInputFrameDownsyncs)-1].InputFrameId+1
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Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot{refRenderFrameId:%d, unconfirmedMask:%v, inputFrameIdRange:[%d, %d)} to {roomId: %d}", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id))
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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 []*pb.InputFrameDownsync, shouldForceResync bool) {
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@ -1609,9 +1612,9 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
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pbRefRenderFrame.SpeciesIdList = pR.SpeciesIdList
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pR.sendSafely(pbRefRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false, MAGIC_JOIN_INDEX_DEFAULT)
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if shouldResync1 || shouldResync3 {
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Logger.Info(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))
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Logger.Debug(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))
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} else {
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Logger.Debug(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)))
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//Logger.Debug(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)))
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}
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} else {
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pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false, MAGIC_JOIN_INDEX_DEFAULT)
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@ -461,7 +461,7 @@
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"array": [
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0,
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0,
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210.43877906529718,
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209.57814771583418,
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0,
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0,
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0,
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@ -968,7 +968,7 @@ accompaniedInputFrameDownsyncBatchRange=[${accompaniedInputFrameDownsyncBatch[0]
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firstPredictedYetIncorrectInputFrameId: ${firstPredictedYetIncorrectInputFrameId}
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lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}
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recentInputCache=${self._stringifyRecentInputCache(false)}
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batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inputFrameId}]
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batchInputFrameIdRange=[${null == batch ? null : batch[0].inputFrameId}, ${null == batch ? null : batch[batch.length - 1].inputFrameId}]
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fromUDP=${fromUDP}`);
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}
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self.chaserRenderFrameId = renderFrameId1;
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@ -1439,7 +1439,18 @@ othersForcedDownsyncRenderFrame=${self._stringifyGopkgRdfForFrameDataLogging(oth
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const delayedInputFrame = gopkgs.GetInputFrameDownsync(self.recentInputCache, j);
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const allowUpdateInputFrameInPlaceUponDynamics = (!isChasing);
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const renderRes = gopkgs.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(self.recentInputCache, i, collisionSys, collisionSysMap, self.spaceOffsetX, self.spaceOffsetY, self.chConfigsOrderedByJoinIndex, self.recentRenderCache, self.collisionHolder, self.effPushbacks, self.hardPushbackNormsArr, self.jumpedOrNotList, self.dynamicRectangleColliders, self.lastIndividuallyConfirmedInputFrameId, self.lastIndividuallyConfirmedInputList, allowUpdateInputFrameInPlaceUponDynamics, self.selfPlayerInfo.joinIndex);
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const hasInputFrameUpdatedOnDynamics = gopkgs.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(self.recentInputCache, i, collisionSys, collisionSysMap, self.spaceOffsetX, self.spaceOffsetY, self.chConfigsOrderedByJoinIndex, self.recentRenderCache, self.collisionHolder, self.effPushbacks, self.hardPushbackNormsArr, self.jumpedOrNotList, self.dynamicRectangleColliders, self.lastIndividuallyConfirmedInputFrameId, self.lastIndividuallyConfirmedInputList, allowUpdateInputFrameInPlaceUponDynamics, self.selfPlayerInfo.joinIndex);
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if (hasInputFrameUpdatedOnDynamics) {
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const ii = gopkgs.ConvertToFirstUsedRenderFrameId(j);
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if (ii < i) {
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/*
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The backend counterpart doesn't need this rollback because
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1. Backend only applies all-confirmed inputFrames to calc dynamics.
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2. Backend applies an all-confirmed inputFrame to all applicable render frames at once.
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*/
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self._handleIncorrectlyRenderedPrediction(j, null, false);
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}
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}
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if (self.frameDataLoggingEnabled) {
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// [WARNING] The "inputList" of "delayedInputFrame" could be mutated in "ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs", thus should clone after dynamics is applied!
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const actuallyUsedInputClone = delayedInputFrame.GetInputList().slice();
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File diff suppressed because one or more lines are too long
@ -490,7 +490,8 @@ func calcHardPushbacksNorms(joinIndex int32, currPlayerDownsync, thatPlayerInNex
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return retCnt
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}
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func UpdateInputFrameInPlaceUponDynamics(inputFrameId int32, roomCapacity int, confirmedList uint64, inputList []uint64, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics int32) {
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func UpdateInputFrameInPlaceUponDynamics(inputFrameId int32, roomCapacity int, confirmedList uint64, inputList []uint64, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics int32) bool {
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hasInputFrameUpdatedOnDynamics := false
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for i := 0; i < roomCapacity; i++ {
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if int32(i+1) == toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics {
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// On frontend, a "self input" is only confirmed by websocket downsync, which is quite late and might get the "self input" incorrectly overwritten if not excluded here
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@ -503,8 +504,13 @@ func UpdateInputFrameInPlaceUponDynamics(inputFrameId int32, roomCapacity int, c
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if lastIndividuallyConfirmedInputFrameId[i] >= inputFrameId {
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continue
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}
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inputList[i] = (lastIndividuallyConfirmedInputList[i] & uint64(15))
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newVal := (lastIndividuallyConfirmedInputList[i] & uint64(15))
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if newVal != inputList[i] {
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inputList[i] = newVal
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hasInputFrameUpdatedOnDynamics = true
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}
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}
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return hasInputFrameUpdatedOnDynamics
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}
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func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, currRenderFrame *RoomDownsyncFrame, chConfig *CharacterConfig, inputsBuffer *resolv.RingBuffer) (int, bool, int32, int32) {
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@ -585,6 +591,7 @@ 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, allowUpdateInputFrameInPlaceUponDynamics bool, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics int32) bool {
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hasInputFrameUpdatedOnDynamics := false
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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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@ -637,7 +644,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
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delayedInputList := delayedInputFrameDownsync.InputList
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roomCapacity := len(delayedInputList)
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if allowUpdateInputFrameInPlaceUponDynamics {
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UpdateInputFrameInPlaceUponDynamics(delayedInputFrameId, roomCapacity, delayedInputFrameDownsync.ConfirmedList, delayedInputList, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics)
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hasInputFrameUpdatedOnDynamics = UpdateInputFrameInPlaceUponDynamics(delayedInputFrameId, roomCapacity, delayedInputFrameDownsync.ConfirmedList, delayedInputList, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics)
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}
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}
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@ -1210,7 +1217,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
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ret.Id = nextRenderFrameId
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ret.BulletLocalIdCounter = bulletLocalId
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return true
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return hasInputFrameUpdatedOnDynamics
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}
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func GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *resolv.Object {
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