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https://github.com/genxium/DelayNoMore
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Temp broken commit, refactoring battle_srv to use jsexport.
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@@ -79,10 +79,6 @@ message InputsBufferSnapshot {
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bool shouldForceResync = 4;
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}
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message Barrier {
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sharedprotos.Polygon2D boundary = 1;
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}
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message MeleeBullet {
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// Jargon reference https://www.thegamer.com/fighting-games-frame-data-explained/
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// ALL lengths are in world coordinate
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@@ -94,60 +90,62 @@ message MeleeBullet {
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int32 recoveryFrames = 4;
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int32 recoveryFramesOnBlock = 5;
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int32 recoveryFramesOnHit = 6;
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sharedprotos.Vec2D moveforward = 7;
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double hitboxOffset = 8;
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sharedprotos.Vec2D hitboxSize = 9;
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int32 originatedRenderFrameId = 10;
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double hitboxOffset = 7;
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int32 originatedRenderFrameId = 8;
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// for defender
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int32 hitStunFrames = 11;
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int32 blockStunFrames = 12;
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double pushback = 13;
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int32 hitStunFrames = 9;
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int32 blockStunFrames = 10;
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double pushback = 11;
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int32 releaseTriggerType = 14; // 1: rising-edge, 2: falling-edge
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int32 damage = 15;
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int32 releaseTriggerType = 12; // 1: rising-edge, 2: falling-edge
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int32 damage = 13;
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int32 offenderJoinIndex = 16;
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int32 offenderPlayerId = 17;
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int32 offenderJoinIndex = 14;
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int32 offenderPlayerId = 15;
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double hitboxSizeX = 16;
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double hitboxSizeY = 17;
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double selfMoveforwardX = 18;
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double selfMoveforwardY = 19;
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}
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message BattleColliderInfo {
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string stageName = 1;
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map<string, sharedprotos.Vec2DList> strToVec2DListMap = 2;
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map<string, sharedprotos.Polygon2DList> strToPolygon2DListMap = 3;
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int32 stageDiscreteW = 4;
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int32 stageDiscreteH = 5;
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int32 stageTileW = 6;
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int32 stageTileH = 7;
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int32 stageDiscreteW = 2;
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int32 stageDiscreteH = 3;
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int32 stageTileW = 4;
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int32 stageTileH = 5;
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int32 intervalToPing = 8;
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int32 willKickIfInactiveFor = 9;
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int32 boundRoomId = 10;
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int32 battleDurationFrames = 12;
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int64 battleDurationNanos = 13;
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int32 serverFps = 14;
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int32 inputDelayFrames = 15; // in the count of render frames
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uint32 inputScaleFrames = 16; // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
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int32 nstDelayFrames = 17; // network-single-trip delay in the count of render frames, proposed to be (InputDelayFrames >> 1) because we expect a round-trip delay to be exactly "InputDelayFrames"
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int32 inputFrameUpsyncDelayTolerance = 18;
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int32 maxChasingRenderFramesPerUpdate = 19;
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int32 playerBattleState = 20;
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double rollbackEstimatedDtMillis = 21;
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int64 rollbackEstimatedDtNanos = 22;
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int32 intervalToPing = 6;
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int32 willKickIfInactiveFor = 7;
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int32 boundRoomId = 8;
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int32 battleDurationFrames = 9;
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int64 battleDurationNanos = 10;
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int32 serverFps = 11;
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int32 inputDelayFrames = 12; // in the count of render frames
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uint32 inputScaleFrames = 13; // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
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int32 nstDelayFrames = 14; // network-single-trip delay in the count of render frames, proposed to be (InputDelayFrames >> 1) because we expect a round-trip delay to be exactly "InputDelayFrames"
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int32 inputFrameUpsyncDelayTolerance = 15;
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int32 maxChasingRenderFramesPerUpdate = 16;
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int32 playerBattleState = 17;
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double rollbackEstimatedDtMillis = 18;
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int64 rollbackEstimatedDtNanos = 19;
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double worldToVirtualGridRatio = 23;
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double virtualGridToWorldRatio = 24;
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double worldToVirtualGridRatio = 20;
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double virtualGridToWorldRatio = 21;
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int32 spAtkLookupFrames = 25;
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int32 renderCacheSize = 26;
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int32 spAtkLookupFrames = 22;
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int32 renderCacheSize = 23;
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map<int32, MeleeBullet> meleeSkillConfig = 27; // skillId -> skill
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map<int32, MeleeBullet> meleeSkillConfig = 24; // skillId -> skill
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double snapIntoPlatformOverlap = 28;
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double snapIntoPlatformThreshold = 29;
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int32 jumpingInitVelY = 30;
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int32 gravityX = 31;
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int32 gravityY = 32;
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double snapIntoPlatformOverlap = 25;
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double snapIntoPlatformThreshold = 26;
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int32 jumpingInitVelY = 27;
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int32 gravityX = 28;
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int32 gravityY = 29;
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}
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message RoomDownsyncFrame {
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