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https://github.com/genxium/DelayNoMore
synced 2025-10-09 00:26:39 +00:00
Temp broken commit, refactoring battle_srv to use jsexport.
This commit is contained in:
@@ -43,7 +43,7 @@ func ConvertToInputFrameId(renderFrameId int32, inputDelayFrames int32, inputSca
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return ((renderFrameId - inputDelayFrames) >> inputScaleFrames)
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}
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func DecodeInput(encodedInput uint64) *InputFrameDecoded {
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func decodeInput(encodedInput uint64) *InputFrameDecoded {
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encodedDirection := (encodedInput & uint64(15))
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btnALevel := int32((encodedInput >> 4) & 1)
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btnBLevel := int32((encodedInput >> 5) & 1)
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@@ -255,7 +255,7 @@ func VirtualGridToPolygonColliderBLPos(vx, vy int32, halfBoundingW, halfBounding
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return WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
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}
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func CalcHardPushbacksNorms(playerCollider *resolv.Object, playerShape *resolv.ConvexPolygon, snapIntoPlatformOverlap float64, pEffPushback *Vec2D) []Vec2D {
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func calcHardPushbacksNorms(playerCollider *resolv.Object, playerShape *resolv.ConvexPolygon, snapIntoPlatformOverlap float64, pEffPushback *Vec2D) []Vec2D {
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ret := make([]Vec2D, 0, 10) // no one would simultaneously have more than 5 hardPushbacks
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collision := playerCollider.Check(0, 0)
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if nil == collision {
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@@ -281,8 +281,9 @@ func CalcHardPushbacksNorms(playerCollider *resolv.Object, playerShape *resolv.C
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return ret
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}
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func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, delayedInputFrameForPrevRenderFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames int32, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio float64) *RoomDownsyncFrame {
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// [WARNING] This function MUST BE called while "InputsBufferLock" is locked!
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// [WARNING] The params of this method is carefully tuned such that only "battle.RoomDownsyncFrame" is a necessary custom struct.
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func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputList, delayedInputListForPrevRenderFrame []uint64, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames int32, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio float64) *RoomDownsyncFrame {
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// [WARNING] On backend this function MUST BE called while "InputsBufferLock" is locked!
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roomCapacity := len(currRenderFrame.PlayersArr)
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nextRenderFramePlayers := make([]*PlayerDownsync, roomCapacity)
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// Make a copy first
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@@ -315,18 +316,17 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, delay
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hardPushbackNorms := make([][]Vec2D, roomCapacity)
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// 1. Process player inputs
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if nil != delayedInputFrame {
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inputList := delayedInputFrame.InputList
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if nil != delayedInputList {
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for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
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joinIndex := currPlayerDownsync.JoinIndex
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thatPlayerInNextFrame := nextRenderFramePlayers[i]
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if 0 < thatPlayerInNextFrame.FramesToRecover {
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continue
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}
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decodedInput := DecodeInput(inputList[joinIndex-1])
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decodedInput := decodeInput(delayedInputList[joinIndex-1])
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prevBtnBLevel := int32(0)
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if nil != delayedInputFrameForPrevRenderFrame {
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prevDecodedInput := DecodeInput(delayedInputFrameForPrevRenderFrame.InputList[joinIndex-1])
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if nil != delayedInputListForPrevRenderFrame {
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prevDecodedInput := decodeInput(delayedInputListForPrevRenderFrame[joinIndex-1])
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prevBtnBLevel = prevDecodedInput.BtnBLevel
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}
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@@ -386,7 +386,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, delay
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := collisionSysMap[collisionPlayerIndex]
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playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
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hardPushbackNorms[joinIndex-1] = CalcHardPushbacksNorms(playerCollider, playerShape, snapIntoPlatformOverlap, &(effPushbacks[joinIndex-1]))
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hardPushbackNorms[joinIndex-1] = calcHardPushbacksNorms(playerCollider, playerShape, snapIntoPlatformOverlap, &(effPushbacks[joinIndex-1]))
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thatPlayerInNextFrame := nextRenderFramePlayers[i]
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fallStopping := false
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if collision := playerCollider.Check(0, 0); nil != collision {
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@@ -394,12 +394,13 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, delay
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isBarrier, isAnotherPlayer, isBullet := false, false, false
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// TODO: Make this part work in JavaScript without having to expose all types Barrier/PlayerDownsync/MeleeBullet by js.MakeWrapper.
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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 *PlayerDownsync:
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isAnotherPlayer = true
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case *MeleeBullet:
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isBullet = true
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default:
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// By default it's a regular barrier, even if data is nil
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isBarrier = true
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}
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if isBullet {
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// ignore bullets for this step
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@@ -47,12 +47,6 @@ type InputFrameUpsync struct {
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Encoded uint64
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}
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type InputFrameDownsync struct {
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InputFrameId int32
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InputList []uint64
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ConfirmedList uint64
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}
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type Barrier struct {
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Boundary *Polygon2D
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}
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@@ -58,14 +58,6 @@ func NewRoomDownsyncFrameJs(id int32, playersArr []*PlayerDownsync, meleeBullets
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})
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}
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func NewInputFrameDownsyncJs(inputFrameId int32, inputList []uint64, confirmedList uint64) *js.Object {
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return js.MakeFullWrapper(&InputFrameDownsync{
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InputFrameId: inputFrameId,
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InputList: inputList,
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ConfirmedList: confirmedList,
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})
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}
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func GetCollisionSpaceObjsJs(space *resolv.Space) []*js.Object {
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objs := space.Objects()
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ret := make([]*js.Object, 0, len(objs))
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@@ -110,9 +102,9 @@ func CheckCollisionJs(obj *resolv.Object, dx, dy float64) *js.Object {
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return js.MakeFullWrapper(obj.Check(dx, dy))
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}
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func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(delayedInputFrame, delayedInputFrameForPrevRenderFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames int32, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio float64) *js.Object {
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func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(delayedInputList, delayedInputListForPrevRenderFrame []uint64, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames int32, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio float64) *js.Object {
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// We need access to all fields of RoomDownsyncFrame for displaying in frontend
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return js.MakeFullWrapper(ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, delayedInputFrameForPrevRenderFrame, currRenderFrame, collisionSys, collisionSysMap, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio))
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return js.MakeFullWrapper(ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputList, delayedInputListForPrevRenderFrame, currRenderFrame, collisionSys, collisionSysMap, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio))
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}
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func main() {
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@@ -123,7 +115,6 @@ func main() {
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"NewPlayerDownsyncJs": NewPlayerDownsyncJs,
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"NewRoomDownsyncFrameJs": NewRoomDownsyncFrameJs,
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"NewCollisionSpaceJs": NewCollisionSpaceJs,
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"NewInputFrameDownsyncJs": NewInputFrameDownsyncJs,
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"GenerateRectColliderJs": GenerateRectColliderJs,
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"GenerateConvexPolygonColliderJs": GenerateConvexPolygonColliderJs,
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"GetPlayersArrJs": GetPlayersArrJs,
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