Fixed frontend rollback upon UpdateOnDynamics.

This commit is contained in:
genxium 2023-02-27 14:35:19 +08:00
parent 16e1d8a913
commit 96e355eab3
5 changed files with 41 additions and 20 deletions

View File

@ -808,7 +808,7 @@ func (pR *Room) OnDismissed() {
pR.RenderFrameBuffer = resolv.NewRingBuffer(pR.RenderCacheSize)
pR.InputsBuffer = resolv.NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
pR.rdfIdToActuallyUsedInput = make(map[int32]*pb.InputFrameDownsync)
pR.allowUpdateInputFrameInPlaceUponDynamics = false
pR.allowUpdateInputFrameInPlaceUponDynamics = true
pR.LastIndividuallyConfirmedInputFrameId = make([]int32, pR.Capacity)
for i := 0; i < pR.Capacity; i++ {
pR.LastIndividuallyConfirmedInputFrameId[i] = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
@ -847,7 +847,7 @@ func (pR *Room) OnDismissed() {
pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME
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(serverFps) / dilutedServerFps)
pR.BattleDurationFrames = int32(60 * serverFps)
pR.BattleDurationFrames = int32(10 * serverFps)
//pR.BattleDurationFrames = int32(20 * serverFps)
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
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
@ -856,7 +856,7 @@ func (pR *Room) OnDismissed() {
pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
pR.ForceAllResyncOnAnyActiveSlowTicker = true // See tradeoff discussion in "downsyncToAllPlayers"
pR.FrameDataLoggingEnabled = false // [WARNING] DON'T ENABLE ON LONG BATTLE DURATION! It consumes A LOT OF MEMORY!
pR.FrameDataLoggingEnabled = true // [WARNING] DON'T ENABLE ON LONG BATTLE DURATION! It consumes A LOT OF MEMORY!
pR.BattleUdpTunnelLock.Lock()
pR.BattleUdpTunnel = nil
pR.BattleUdpTunnelAddr = nil
@ -1308,12 +1308,9 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v! InputsBuffer=%v", j, pR.Id, pR.InputsBufferString(false)))
}
inputFrameDownsync := tmp.(*battle.InputFrameDownsync)
/*
// [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!
if pR.allowUpdateInputFrameInPlaceUponDynamics {
battle.UpdateInputFrameInPlaceUponDynamics(j, pR.Capacity, inputFrameDownsync.ConfirmedList, inputFrameDownsync.InputList, pR.LastIndividuallyConfirmedInputFrameId, pR.LastIndividuallyConfirmedInputList, int32(MAGIC_JOIN_INDEX_INVALID))
}
*/
unconfirmedMask |= (allConfirmedMask ^ inputFrameDownsync.ConfirmedList)
inputFrameDownsync.ConfirmedList = allConfirmedMask
pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
@ -1545,6 +1542,7 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *pb.InputsBufferSnapsh
break
}
}
}
for _, player := range pR.PlayersArr {
@ -1561,11 +1559,16 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *pb.InputsBufferSnapsh
if playerDownsyncChan, existent := pR.PlayerDownsyncChanDict[player.Id]; existent {
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, player.Id, playerDownsyncChan))
//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))
} else {
Logger.Warn(fmt.Sprintf("playerDownsyncChan for (roomId: %d, playerId:%d) is gone", pR.Id, player.Id))
}
}
/*
toSendInputFrameDownsyncs := inputsBufferSnapshot.ToSendInputFrameDownsyncs
toSendInputFrameIdSt, toSendInputFrameIdEd := toSendInputFrameDownsyncs[0].InputFrameId, toSendInputFrameDownsyncs[len(toSendInputFrameDownsyncs)-1].InputFrameId+1
Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot{refRenderFrameId:%d, unconfirmedMask:%v, inputFrameIdRange:[%d, %d)} to {roomId: %d}", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id))
*/
}
func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRenderFrameId int32, unconfirmedMask uint64, toSendInputFrameDownsyncsSnapshot []*pb.InputFrameDownsync, shouldForceResync bool) {
@ -1609,9 +1612,9 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
pbRefRenderFrame.SpeciesIdList = pR.SpeciesIdList
pR.sendSafely(pbRefRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false, MAGIC_JOIN_INDEX_DEFAULT)
if shouldResync1 || shouldResync3 {
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))
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))
} else {
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)))
//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)))
}
} else {
pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false, MAGIC_JOIN_INDEX_DEFAULT)

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@ -461,7 +461,7 @@
"array": [
0,
0,
210.43877906529718,
209.57814771583418,
0,
0,
0,

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@ -968,7 +968,7 @@ accompaniedInputFrameDownsyncBatchRange=[${accompaniedInputFrameDownsyncBatch[0]
firstPredictedYetIncorrectInputFrameId: ${firstPredictedYetIncorrectInputFrameId}
lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}
recentInputCache=${self._stringifyRecentInputCache(false)}
batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inputFrameId}]
batchInputFrameIdRange=[${null == batch ? null : batch[0].inputFrameId}, ${null == batch ? null : batch[batch.length - 1].inputFrameId}]
fromUDP=${fromUDP}`);
}
self.chaserRenderFrameId = renderFrameId1;
@ -1439,7 +1439,18 @@ othersForcedDownsyncRenderFrame=${self._stringifyGopkgRdfForFrameDataLogging(oth
const delayedInputFrame = gopkgs.GetInputFrameDownsync(self.recentInputCache, j);
const allowUpdateInputFrameInPlaceUponDynamics = (!isChasing);
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);
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);
if (hasInputFrameUpdatedOnDynamics) {
const ii = gopkgs.ConvertToFirstUsedRenderFrameId(j);
if (ii < i) {
/*
The backend counterpart doesn't need this rollback because
1. Backend only applies all-confirmed inputFrames to calc dynamics.
2. Backend applies an all-confirmed inputFrame to all applicable render frames at once.
*/
self._handleIncorrectlyRenderedPrediction(j, null, false);
}
}
if (self.frameDataLoggingEnabled) {
// [WARNING] The "inputList" of "delayedInputFrame" could be mutated in "ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs", thus should clone after dynamics is applied!
const actuallyUsedInputClone = delayedInputFrame.GetInputList().slice();

File diff suppressed because one or more lines are too long

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@ -490,7 +490,8 @@ func calcHardPushbacksNorms(joinIndex int32, currPlayerDownsync, thatPlayerInNex
return retCnt
}
func UpdateInputFrameInPlaceUponDynamics(inputFrameId int32, roomCapacity int, confirmedList uint64, inputList []uint64, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics int32) {
func UpdateInputFrameInPlaceUponDynamics(inputFrameId int32, roomCapacity int, confirmedList uint64, inputList []uint64, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics int32) bool {
hasInputFrameUpdatedOnDynamics := false
for i := 0; i < roomCapacity; i++ {
if int32(i+1) == toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics {
// 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
@ -503,9 +504,14 @@ func UpdateInputFrameInPlaceUponDynamics(inputFrameId int32, roomCapacity int, c
if lastIndividuallyConfirmedInputFrameId[i] >= inputFrameId {
continue
}
inputList[i] = (lastIndividuallyConfirmedInputList[i] & uint64(15))
newVal := (lastIndividuallyConfirmedInputList[i] & uint64(15))
if newVal != inputList[i] {
inputList[i] = newVal
hasInputFrameUpdatedOnDynamics = true
}
}
return hasInputFrameUpdatedOnDynamics
}
func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, currRenderFrame *RoomDownsyncFrame, chConfig *CharacterConfig, inputsBuffer *resolv.RingBuffer) (int, bool, int32, int32) {
// returns (patternId, jumpedOrNot, effectiveDx, effectiveDy)
@ -585,6 +591,7 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
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.
*/
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 {
hasInputFrameUpdatedOnDynamics := false
currRenderFrame := renderFrameBuffer.GetByFrameId(currRenderFrameId).(*RoomDownsyncFrame)
nextRenderFrameId := currRenderFrameId + 1
roomCapacity := len(currRenderFrame.PlayersArr)
@ -637,7 +644,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
delayedInputList := delayedInputFrameDownsync.InputList
roomCapacity := len(delayedInputList)
if allowUpdateInputFrameInPlaceUponDynamics {
UpdateInputFrameInPlaceUponDynamics(delayedInputFrameId, roomCapacity, delayedInputFrameDownsync.ConfirmedList, delayedInputList, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics)
hasInputFrameUpdatedOnDynamics = UpdateInputFrameInPlaceUponDynamics(delayedInputFrameId, roomCapacity, delayedInputFrameDownsync.ConfirmedList, delayedInputList, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics)
}
}
@ -1210,7 +1217,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
ret.Id = nextRenderFrameId
ret.BulletLocalIdCounter = bulletLocalId
return true
return hasInputFrameUpdatedOnDynamics
}
func GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *resolv.Object {