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https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Added backend collider initialization codes.
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parent
527cc94242
commit
a2a8be9068
@ -1,12 +1,5 @@
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package models
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import (
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"github.com/ByteArena/box2d"
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)
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type Barrier struct {
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X float64
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Y float64
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Boundary *Polygon2D
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CollidableBody *box2d.B2Body
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}
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@ -3,7 +3,6 @@ package models
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import (
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"database/sql"
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"fmt"
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"github.com/ByteArena/box2d"
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sq "github.com/Masterminds/squirrel"
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"github.com/jmoiron/sqlx"
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)
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@ -54,7 +53,6 @@ type Player struct {
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UpdatedAt int64 `json:"-" db:"updated_at"`
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DeletedAt NullInt64 `json:"-" db:"deleted_at"`
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TutorialStage int `json:"-" db:"tutorial_stage"`
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CollidableBody *box2d.B2Body `json:"-"`
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AckingFrameId int32 `json:"ackingFrameId"`
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AckingInputFrameId int32 `json:"-"`
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LastSentInputFrameId int32 `json:"-"`
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@ -9,6 +9,7 @@ import (
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"go.uber.org/zap"
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"io/ioutil"
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"math/rand"
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"math"
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"os"
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"path/filepath"
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. "server/common"
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@ -28,6 +29,7 @@ const (
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DOWNSYNC_MSG_ACT_HB_REQ = int32(1)
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DOWNSYNC_MSG_ACT_INPUT_BATCH = int32(2)
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DOWNSYNC_MSG_ACT_ROOM_FRAME = int32(3)
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DOWNSYNC_MSG_ACT_FORCED_RESYNC = int32(4)
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)
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const (
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@ -315,8 +317,6 @@ func (pR *Room) ChooseStage() error {
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Logger.Info("ChooseStage printing polygon2D for barrierPolygon2DList", zap.Any("barrierLocalIdInBattle", barrierLocalIdInBattle), zap.Any("polygon2D.Anchor", polygon2D.Anchor), zap.Any("polygon2D.Points", polygon2D.Points))
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*/
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pR.Barriers[barrierLocalIdInBattle] = &Barrier{
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X: polygon2D.Anchor.X,
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Y: polygon2D.Anchor.Y,
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Boundary: polygon2D,
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}
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@ -416,7 +416,7 @@ func (pR *Room) StartBattle() {
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*/
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continue
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}
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pR.sendSafely(kickoffFrame, playerId)
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pR.sendSafely(&kickoffFrame, nil, DOWNSYNC_MSG_ACT_ROOM_FRAME, playerId)
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}
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}
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@ -481,19 +481,12 @@ func (pR *Room) StartBattle() {
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var joinMask uint64 = (1 << indiceInJoinIndexBooleanArr)
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if 0 < (unconfirmedMask & joinMask) {
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refRenderFrame := pR.RenderFrameBuffer.GetByFrameId(pR.CurDynamicsRenderFrameId).(*pb.RoomDownsyncFrame)
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resp := pb.WsResp {
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Ret: int32(Constants.RetCode.Ok),
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EchoedMsgId: int32(0),
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Act: DOWNSYNC_MSG_ACT_ROOM_FRAME,
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InputFrameDownsyncBatch: toSendInputFrames,
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Rdf: refRenderFrame,
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}
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pR.sendSafely(resp, playerId)
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pR.sendSafely(refRenderFrame, toSendInputFrames, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId)
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} else {
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if 0 >= len(toSendInputFrames) {
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continue
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}
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pR.sendSafely(toSendInputFrames, playerId)
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pR.sendSafely(nil, toSendInputFrames, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId)
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atomic.StoreInt32(&(pR.Players[playerId].LastSentInputFrameId), candidateToSendInputFrameId-1)
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if -1 != debugSendingInputFrameId {
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Logger.Info("inputFrame lifecycle#4[sent]:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("playerAckingInputFrameId", player.AckingInputFrameId), zap.Any("inputFrameId", debugSendingInputFrameId), zap.Any("AllPlayerInputsBuffer", pR.AllPlayerInputsBufferString()))
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@ -644,7 +637,7 @@ func (pR *Room) StopBattleForSettlement() {
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SentAt: utils.UnixtimeMilli(),
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CountdownNanos: -1, // TODO: Replace this magic constant!
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}
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pR.sendSafely(assembledFrame, playerId)
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pR.sendSafely(&assembledFrame, nil, DOWNSYNC_MSG_ACT_ROOM_FRAME, playerId)
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}
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// Note that `pR.onBattleStoppedForSettlement` will be called by `battleMainLoop`.
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}
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@ -687,7 +680,7 @@ func (pR *Room) onBattlePrepare(cb BattleStartCbType) {
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Logger.Info("Sending out frame for RoomBattleState.PREPARE ", zap.Any("battleReadyToStartFrame", battleReadyToStartFrame))
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for _, player := range pR.Players {
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pR.sendSafely(battleReadyToStartFrame, player.Id)
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pR.sendSafely(&battleReadyToStartFrame, nil, DOWNSYNC_MSG_ACT_ROOM_FRAME, player.Id)
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}
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battlePreparationNanos := int64(6000000000)
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@ -950,7 +943,7 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
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By making use of the sequential nature of each ws session, all later "RoomDownsyncFrame"s generated after `pRoom.StartBattle()` will be put behind this `playerAckedFrame`.
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*/
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pR.sendSafely(playerAckedFrame, player.Id)
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pR.sendSafely(&playerAckedFrame, nil, DOWNSYNC_MSG_ACT_ROOM_FRAME, player.Id)
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}
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pPlayer.BattleState = PlayerBattleStateIns.ACTIVE
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@ -974,38 +967,19 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
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return true
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}
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func (pR *Room) sendSafely(s interface{}, playerId int32) {
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func (pR *Room) sendSafely(roomDownsyncFrame *pb.RoomDownsyncFrame, toSendFrames []*pb.InputFrameDownsync, act int32, playerId int32) {
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defer func() {
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if r := recover(); r != nil {
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pR.PlayerSignalToCloseDict[playerId](Constants.RetCode.UnknownError, fmt.Sprintf("%v", r))
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}
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}()
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var pResp *pb.WsResp = nil
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switch v := s.(type) {
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case pb.WsResp:
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resp := s.(pb.WsResp)
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pResp = &resp
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case pb.RoomDownsyncFrame:
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roomDownsyncFrame := s.(pb.RoomDownsyncFrame)
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pResp = &pb.WsResp{
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Ret: int32(Constants.RetCode.Ok),
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EchoedMsgId: int32(0),
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Act: DOWNSYNC_MSG_ACT_ROOM_FRAME,
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Rdf: &roomDownsyncFrame,
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}
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case []*pb.InputFrameDownsync:
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toSendFrames := s.([]*pb.InputFrameDownsync)
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pResp = &pb.WsResp{
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Ret: int32(Constants.RetCode.Ok),
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EchoedMsgId: int32(0),
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Act: DOWNSYNC_MSG_ACT_INPUT_BATCH,
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InputFrameDownsyncBatch: toSendFrames,
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}
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default:
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panic(fmt.Sprintf("Unknown downsync message type, roomId=%v, playerId=%v, roomState=%v, v=%v", pR.Id, playerId, v))
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}
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pResp := &pb.WsResp{
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Ret: int32(Constants.RetCode.Ok),
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Act: act,
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Rdf: roomDownsyncFrame,
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InputFrameDownsyncBatch: toSendFrames,
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}
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theBytes, marshalErr := proto.Marshal(pResp)
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if nil != marshalErr {
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@ -1151,8 +1125,44 @@ func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool {
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}
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func (pR *Room) refreshColliders() {
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// Kindly note that by now, we've already got all the shapes in the tmx file into "pR.(Players | Barriers)" from "ParseTmxLayersAndGroups"
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space := resolv.NewSpace(int(pR.StageDiscreteW), int(pR.StageDiscreteH), int(pR.StageTileW), int(pR.StageTileH)) // allocate a new collision space everytime after a battle is settled
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for _, player := range pR.Players {
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playerCollider := resolv.NewObject(player.X, player.Y, 12, 12) // Radius=12 is hardcoded
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playerColliderShape := resolv.NewCircle(player.X, player.Y, 12)
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playerCollider.SetShape(playerColliderShape)
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space.Add(playerCollider)
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// Keep track of the collider in "pR.CollisionSysMap"
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joinIndex := player.JoinIndex
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pR.PlayersArr[joinIndex-1] = player
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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pR.CollisionSysMap[collisionPlayerIndex] = playerCollider
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}
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for _, barrier := range pR.Barriers {
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var w float64 = 0
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var h float64 = 0
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for i, pi := range barrier.Boundary.Points {
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for j, pj := range barrier.Boundary.Points {
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if i == j {
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continue
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}
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if math.Abs(pj.X - pi.X) > w {
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w = math.Abs(pj.X - pi.X)
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}
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if math.Abs(pj.Y - pi.Y) > h {
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h = math.Abs(pj.Y - pi.Y)
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}
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}
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}
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barrierColliderShape := resolv.NewConvexPolygon()
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for _, p := range barrier.Boundary.Points {
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barrierColliderShape.AddPoints(p.X+barrier.Boundary.Anchor.X, p.Y+barrier.Boundary.Anchor.Y)
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}
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barrierCollider := resolv.NewObject(barrier.Boundary.Anchor.X, barrier.Boundary.Anchor.Y, w, h, "Barrier")
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barrierCollider.SetShape(barrierColliderShape)
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space.Add(barrierCollider)
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}
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}
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@ -222,11 +222,14 @@ cc.Class({
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shouldSendInputFrameUpsyncBatch(prevSelfInput, currSelfInput, lastUpsyncInputFrameId, currInputFrameId) {
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/*
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For a 2-player-battle, this "shouldUpsyncForEarlyAllConfirmedOnServer" can be omitted, however for more players in a same battle, to avoid a "long time non-moving player" jamming the downsync of other moving players, we should use this flag.
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For a 2-player-battle, this "shouldUpsyncForEarlyAllConfirmedOnBackend" can be omitted, however for more players in a same battle, to avoid a "long time non-moving player" jamming the downsync of other moving players, we should use this flag.
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When backend implements the "force confirmation" feature, we can have "false == shouldUpsyncForEarlyAllConfirmedOnBackend" all the time as well!
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*/
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if (null == currSelfInput) return false;
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const shouldUpsyncForEarlyAllConfirmedOnServer = (currInputFrameId - lastUpsyncInputFrameId >= this.inputFrameUpsyncDelayTolerance);
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return shouldUpsyncForEarlyAllConfirmedOnServer || (prevSelfInput != currSelfInput);
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const shouldUpsyncForEarlyAllConfirmedOnBackend = (currInputFrameId - lastUpsyncInputFrameId >= this.inputFrameUpsyncDelayTolerance);
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return shouldUpsyncForEarlyAllConfirmedOnBackend || (prevSelfInput != currSelfInput);
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},
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sendInputFrameUpsyncBatch(inputFrameId) {
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@ -562,14 +565,11 @@ cc.Class({
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self.onBattleReadyToStart(rdf.playerMetas, false);
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return;
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case window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START:
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self.onBattleStarted(rdf);
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self.onBattleStartedOrResynced(rdf);
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return;
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case window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.PLAYER_READDED_AND_ACKED:
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// [WARNING] The "frameId" from server could be quite fast-forwarding, don't assign it in other cases.
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self.renderFrameId = frameId;
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self.lastAllConfirmedRenderFrameId = frameId;
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self.onBattleReadyToStart(rdf.playerMetas, true);
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self.onBattleStarted(rdf);
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self.onBattleStartedOrResynced(rdf);
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return;
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}
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@ -689,10 +689,14 @@ cc.Class({
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this._inputControlEnabled = false;
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},
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onBattleStarted(rdf) {
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onBattleStartedOrResynced(rdf) {
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// This function is also applicable to "re-joining".
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console.log('On battle started!');
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console.log('On battle started or resynced! renderFrameId=', rdf.id);
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const self = window.mapIns;
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self.renderFrameId = rdf.id;
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self.lastAllConfirmedRenderFrameId = rdf.id;
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self.chaserRenderFrameId = rdf.id;
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const players = rdf.players;
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const playerMetas = rdf.playerMetas;
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self._initPlayerRichInfoDict(players, playerMetas);
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@ -717,7 +721,6 @@ cc.Class({
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self.countdownToBeginGameNode.parent.removeChild(self.countdownToBeginGameNode);
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}
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self.transitToState(ALL_MAP_STATES.VISUAL);
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self.chaserRenderFrameId = rdf.id;
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self.applyRoomDownsyncFrameDynamics(rdf);
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self._dumpToRenderCache(rdf);
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self.battleState = ALL_BATTLE_STATES.IN_BATTLE; // Starts the increment of "self.renderFrameId" in "self.update(dt)"
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@ -5,6 +5,7 @@ window.UPSYNC_MSG_ACT_PLAYER_COLLIDER_ACK = 3;
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window.DOWNSYNC_MSG_ACT_HB_REQ = 1;
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window.DOWNSYNC_MSG_ACT_INPUT_BATCH = 2;
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window.DOWNSYNC_MSG_ACT_ROOM_FRAME = 3;
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window.DOWNSYNC_MSG_ACT_FORCED_RESYNC = 4;
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window.sendSafely = function(msgStr) {
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/**
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@ -163,6 +164,13 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
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window.handleInputFrameDownsyncBatch(resp.inputFrameDownsyncBatch);
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}
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break;
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case window.DOWNSYNC_MSG_ACT_FORCED_RESYNC:
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if (window.handleInputFrameDownsyncBatch && window.handleRoomDownsyncFrame) {
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// The following order of execution is important, because "handleInputFrameDownsyncBatch" is only available when state is IN_BATTLE
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window.handleRoomDownsyncFrame(resp.rdf);
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window.handleInputFrameDownsyncBatch(resp.inputFrameDownsyncBatch);
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}
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break;
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default:
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break;
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}
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