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https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Updated dungeon map.
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@@ -1180,6 +1180,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) *InputsBu
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var inputsBufferSnapshot *InputsBufferSnapshot = nil
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if pR.LatestPlayerUpsyncedInputFrameId > (pR.LastAllConfirmedInputFrameId + (pR.NstDelayFrames >> pR.InputScaleFrames)) {
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// Type#1 check whether there's a significantly slow ticker among players
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unconfirmedMask := uint64(0)
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refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
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if 0 > refRenderFrameIdIfNeeded {
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return nil
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@@ -1191,6 +1192,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) *InputsBu
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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.(*InputFrameDownsync)
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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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}
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@@ -1200,7 +1202,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) *InputsBu
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inputsBufferSnapshot = &InputsBufferSnapshot{
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RefRenderFrameId: refRenderFrameIdIfNeeded,
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UnconfirmedMask: allConfirmedMask, // Will force resync all players in the same battle.
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UnconfirmedMask: unconfirmedMask, // To avoid jamming the remaining active players if some players are lost till end of a battle
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ToSendInputFrameDownsyncs: toSendInputFrameDownsyncs,
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}
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} else {
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