mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Added backend collider initialization codes.
This commit is contained in:
parent
527cc94242
commit
a2a8be9068
@ -1,12 +1,5 @@
|
||||
package models
|
||||
|
||||
import (
|
||||
"github.com/ByteArena/box2d"
|
||||
)
|
||||
|
||||
type Barrier struct {
|
||||
X float64
|
||||
Y float64
|
||||
Boundary *Polygon2D
|
||||
CollidableBody *box2d.B2Body
|
||||
}
|
||||
|
@ -3,7 +3,6 @@ package models
|
||||
import (
|
||||
"database/sql"
|
||||
"fmt"
|
||||
"github.com/ByteArena/box2d"
|
||||
sq "github.com/Masterminds/squirrel"
|
||||
"github.com/jmoiron/sqlx"
|
||||
)
|
||||
@ -54,7 +53,6 @@ type Player struct {
|
||||
UpdatedAt int64 `json:"-" db:"updated_at"`
|
||||
DeletedAt NullInt64 `json:"-" db:"deleted_at"`
|
||||
TutorialStage int `json:"-" db:"tutorial_stage"`
|
||||
CollidableBody *box2d.B2Body `json:"-"`
|
||||
AckingFrameId int32 `json:"ackingFrameId"`
|
||||
AckingInputFrameId int32 `json:"-"`
|
||||
LastSentInputFrameId int32 `json:"-"`
|
||||
|
@ -9,6 +9,7 @@ import (
|
||||
"go.uber.org/zap"
|
||||
"io/ioutil"
|
||||
"math/rand"
|
||||
"math"
|
||||
"os"
|
||||
"path/filepath"
|
||||
. "server/common"
|
||||
@ -28,6 +29,7 @@ const (
|
||||
DOWNSYNC_MSG_ACT_HB_REQ = int32(1)
|
||||
DOWNSYNC_MSG_ACT_INPUT_BATCH = int32(2)
|
||||
DOWNSYNC_MSG_ACT_ROOM_FRAME = int32(3)
|
||||
DOWNSYNC_MSG_ACT_FORCED_RESYNC = int32(4)
|
||||
)
|
||||
|
||||
const (
|
||||
@ -315,8 +317,6 @@ func (pR *Room) ChooseStage() error {
|
||||
Logger.Info("ChooseStage printing polygon2D for barrierPolygon2DList", zap.Any("barrierLocalIdInBattle", barrierLocalIdInBattle), zap.Any("polygon2D.Anchor", polygon2D.Anchor), zap.Any("polygon2D.Points", polygon2D.Points))
|
||||
*/
|
||||
pR.Barriers[barrierLocalIdInBattle] = &Barrier{
|
||||
X: polygon2D.Anchor.X,
|
||||
Y: polygon2D.Anchor.Y,
|
||||
Boundary: polygon2D,
|
||||
}
|
||||
|
||||
@ -416,7 +416,7 @@ func (pR *Room) StartBattle() {
|
||||
*/
|
||||
continue
|
||||
}
|
||||
pR.sendSafely(kickoffFrame, playerId)
|
||||
pR.sendSafely(&kickoffFrame, nil, DOWNSYNC_MSG_ACT_ROOM_FRAME, playerId)
|
||||
}
|
||||
}
|
||||
|
||||
@ -481,19 +481,12 @@ func (pR *Room) StartBattle() {
|
||||
var joinMask uint64 = (1 << indiceInJoinIndexBooleanArr)
|
||||
if 0 < (unconfirmedMask & joinMask) {
|
||||
refRenderFrame := pR.RenderFrameBuffer.GetByFrameId(pR.CurDynamicsRenderFrameId).(*pb.RoomDownsyncFrame)
|
||||
resp := pb.WsResp {
|
||||
Ret: int32(Constants.RetCode.Ok),
|
||||
EchoedMsgId: int32(0),
|
||||
Act: DOWNSYNC_MSG_ACT_ROOM_FRAME,
|
||||
InputFrameDownsyncBatch: toSendInputFrames,
|
||||
Rdf: refRenderFrame,
|
||||
}
|
||||
pR.sendSafely(resp, playerId)
|
||||
pR.sendSafely(refRenderFrame, toSendInputFrames, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId)
|
||||
} else {
|
||||
if 0 >= len(toSendInputFrames) {
|
||||
continue
|
||||
}
|
||||
pR.sendSafely(toSendInputFrames, playerId)
|
||||
pR.sendSafely(nil, toSendInputFrames, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId)
|
||||
atomic.StoreInt32(&(pR.Players[playerId].LastSentInputFrameId), candidateToSendInputFrameId-1)
|
||||
if -1 != debugSendingInputFrameId {
|
||||
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()))
|
||||
@ -644,7 +637,7 @@ func (pR *Room) StopBattleForSettlement() {
|
||||
SentAt: utils.UnixtimeMilli(),
|
||||
CountdownNanos: -1, // TODO: Replace this magic constant!
|
||||
}
|
||||
pR.sendSafely(assembledFrame, playerId)
|
||||
pR.sendSafely(&assembledFrame, nil, DOWNSYNC_MSG_ACT_ROOM_FRAME, playerId)
|
||||
}
|
||||
// Note that `pR.onBattleStoppedForSettlement` will be called by `battleMainLoop`.
|
||||
}
|
||||
@ -687,7 +680,7 @@ func (pR *Room) onBattlePrepare(cb BattleStartCbType) {
|
||||
|
||||
Logger.Info("Sending out frame for RoomBattleState.PREPARE ", zap.Any("battleReadyToStartFrame", battleReadyToStartFrame))
|
||||
for _, player := range pR.Players {
|
||||
pR.sendSafely(battleReadyToStartFrame, player.Id)
|
||||
pR.sendSafely(&battleReadyToStartFrame, nil, DOWNSYNC_MSG_ACT_ROOM_FRAME, player.Id)
|
||||
}
|
||||
|
||||
battlePreparationNanos := int64(6000000000)
|
||||
@ -950,7 +943,7 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
|
||||
|
||||
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`.
|
||||
*/
|
||||
pR.sendSafely(playerAckedFrame, player.Id)
|
||||
pR.sendSafely(&playerAckedFrame, nil, DOWNSYNC_MSG_ACT_ROOM_FRAME, player.Id)
|
||||
}
|
||||
|
||||
pPlayer.BattleState = PlayerBattleStateIns.ACTIVE
|
||||
@ -974,38 +967,19 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
|
||||
return true
|
||||
}
|
||||
|
||||
func (pR *Room) sendSafely(s interface{}, playerId int32) {
|
||||
func (pR *Room) sendSafely(roomDownsyncFrame *pb.RoomDownsyncFrame, toSendFrames []*pb.InputFrameDownsync, act int32, playerId int32) {
|
||||
defer func() {
|
||||
if r := recover(); r != nil {
|
||||
pR.PlayerSignalToCloseDict[playerId](Constants.RetCode.UnknownError, fmt.Sprintf("%v", r))
|
||||
}
|
||||
}()
|
||||
|
||||
var pResp *pb.WsResp = nil
|
||||
|
||||
switch v := s.(type) {
|
||||
case pb.WsResp:
|
||||
resp := s.(pb.WsResp)
|
||||
pResp = &resp
|
||||
case pb.RoomDownsyncFrame:
|
||||
roomDownsyncFrame := s.(pb.RoomDownsyncFrame)
|
||||
pResp = &pb.WsResp{
|
||||
Ret: int32(Constants.RetCode.Ok),
|
||||
EchoedMsgId: int32(0),
|
||||
Act: DOWNSYNC_MSG_ACT_ROOM_FRAME,
|
||||
Rdf: &roomDownsyncFrame,
|
||||
}
|
||||
case []*pb.InputFrameDownsync:
|
||||
toSendFrames := s.([]*pb.InputFrameDownsync)
|
||||
pResp = &pb.WsResp{
|
||||
Ret: int32(Constants.RetCode.Ok),
|
||||
EchoedMsgId: int32(0),
|
||||
Act: DOWNSYNC_MSG_ACT_INPUT_BATCH,
|
||||
InputFrameDownsyncBatch: toSendFrames,
|
||||
}
|
||||
default:
|
||||
panic(fmt.Sprintf("Unknown downsync message type, roomId=%v, playerId=%v, roomState=%v, v=%v", pR.Id, playerId, v))
|
||||
}
|
||||
pResp := &pb.WsResp{
|
||||
Ret: int32(Constants.RetCode.Ok),
|
||||
Act: act,
|
||||
Rdf: roomDownsyncFrame,
|
||||
InputFrameDownsyncBatch: toSendFrames,
|
||||
}
|
||||
|
||||
theBytes, marshalErr := proto.Marshal(pResp)
|
||||
if nil != marshalErr {
|
||||
@ -1151,8 +1125,44 @@ func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool {
|
||||
}
|
||||
|
||||
func (pR *Room) refreshColliders() {
|
||||
// Kindly note that by now, we've already got all the shapes in the tmx file into "pR.(Players | Barriers)" from "ParseTmxLayersAndGroups"
|
||||
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
|
||||
for _, player := range pR.Players {
|
||||
playerCollider := resolv.NewObject(player.X, player.Y, 12, 12) // Radius=12 is hardcoded
|
||||
playerColliderShape := resolv.NewCircle(player.X, player.Y, 12)
|
||||
playerCollider.SetShape(playerColliderShape)
|
||||
space.Add(playerCollider)
|
||||
// Keep track of the collider in "pR.CollisionSysMap"
|
||||
joinIndex := player.JoinIndex
|
||||
pR.PlayersArr[joinIndex-1] = player
|
||||
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
pR.CollisionSysMap[collisionPlayerIndex] = playerCollider
|
||||
}
|
||||
|
||||
for _, barrier := range pR.Barriers {
|
||||
var w float64 = 0
|
||||
var h float64 = 0
|
||||
for i, pi := range barrier.Boundary.Points {
|
||||
for j, pj := range barrier.Boundary.Points {
|
||||
if i == j {
|
||||
continue
|
||||
}
|
||||
if math.Abs(pj.X - pi.X) > w {
|
||||
w = math.Abs(pj.X - pi.X)
|
||||
}
|
||||
if math.Abs(pj.Y - pi.Y) > h {
|
||||
h = math.Abs(pj.Y - pi.Y)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
barrierColliderShape := resolv.NewConvexPolygon()
|
||||
for _, p := range barrier.Boundary.Points {
|
||||
barrierColliderShape.AddPoints(p.X+barrier.Boundary.Anchor.X, p.Y+barrier.Boundary.Anchor.Y)
|
||||
}
|
||||
|
||||
barrierCollider := resolv.NewObject(barrier.Boundary.Anchor.X, barrier.Boundary.Anchor.Y, w, h, "Barrier")
|
||||
barrierCollider.SetShape(barrierColliderShape)
|
||||
space.Add(barrierCollider)
|
||||
}
|
||||
}
|
||||
|
@ -222,11 +222,14 @@ cc.Class({
|
||||
|
||||
shouldSendInputFrameUpsyncBatch(prevSelfInput, currSelfInput, lastUpsyncInputFrameId, currInputFrameId) {
|
||||
/*
|
||||
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.
|
||||
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.
|
||||
|
||||
When backend implements the "force confirmation" feature, we can have "false == shouldUpsyncForEarlyAllConfirmedOnBackend" all the time as well!
|
||||
*/
|
||||
if (null == currSelfInput) return false;
|
||||
const shouldUpsyncForEarlyAllConfirmedOnServer = (currInputFrameId - lastUpsyncInputFrameId >= this.inputFrameUpsyncDelayTolerance);
|
||||
return shouldUpsyncForEarlyAllConfirmedOnServer || (prevSelfInput != currSelfInput);
|
||||
|
||||
const shouldUpsyncForEarlyAllConfirmedOnBackend = (currInputFrameId - lastUpsyncInputFrameId >= this.inputFrameUpsyncDelayTolerance);
|
||||
return shouldUpsyncForEarlyAllConfirmedOnBackend || (prevSelfInput != currSelfInput);
|
||||
},
|
||||
|
||||
sendInputFrameUpsyncBatch(inputFrameId) {
|
||||
@ -562,14 +565,11 @@ cc.Class({
|
||||
self.onBattleReadyToStart(rdf.playerMetas, false);
|
||||
return;
|
||||
case window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START:
|
||||
self.onBattleStarted(rdf);
|
||||
self.onBattleStartedOrResynced(rdf);
|
||||
return;
|
||||
case window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.PLAYER_READDED_AND_ACKED:
|
||||
// [WARNING] The "frameId" from server could be quite fast-forwarding, don't assign it in other cases.
|
||||
self.renderFrameId = frameId;
|
||||
self.lastAllConfirmedRenderFrameId = frameId;
|
||||
self.onBattleReadyToStart(rdf.playerMetas, true);
|
||||
self.onBattleStarted(rdf);
|
||||
self.onBattleStartedOrResynced(rdf);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -689,10 +689,14 @@ cc.Class({
|
||||
this._inputControlEnabled = false;
|
||||
},
|
||||
|
||||
onBattleStarted(rdf) {
|
||||
onBattleStartedOrResynced(rdf) {
|
||||
// This function is also applicable to "re-joining".
|
||||
console.log('On battle started!');
|
||||
console.log('On battle started or resynced! renderFrameId=', rdf.id);
|
||||
const self = window.mapIns;
|
||||
self.renderFrameId = rdf.id;
|
||||
self.lastAllConfirmedRenderFrameId = rdf.id;
|
||||
self.chaserRenderFrameId = rdf.id;
|
||||
|
||||
const players = rdf.players;
|
||||
const playerMetas = rdf.playerMetas;
|
||||
self._initPlayerRichInfoDict(players, playerMetas);
|
||||
@ -717,7 +721,6 @@ cc.Class({
|
||||
self.countdownToBeginGameNode.parent.removeChild(self.countdownToBeginGameNode);
|
||||
}
|
||||
self.transitToState(ALL_MAP_STATES.VISUAL);
|
||||
self.chaserRenderFrameId = rdf.id;
|
||||
self.applyRoomDownsyncFrameDynamics(rdf);
|
||||
self._dumpToRenderCache(rdf);
|
||||
self.battleState = ALL_BATTLE_STATES.IN_BATTLE; // Starts the increment of "self.renderFrameId" in "self.update(dt)"
|
||||
|
@ -5,6 +5,7 @@ window.UPSYNC_MSG_ACT_PLAYER_COLLIDER_ACK = 3;
|
||||
window.DOWNSYNC_MSG_ACT_HB_REQ = 1;
|
||||
window.DOWNSYNC_MSG_ACT_INPUT_BATCH = 2;
|
||||
window.DOWNSYNC_MSG_ACT_ROOM_FRAME = 3;
|
||||
window.DOWNSYNC_MSG_ACT_FORCED_RESYNC = 4;
|
||||
|
||||
window.sendSafely = function(msgStr) {
|
||||
/**
|
||||
@ -163,6 +164,13 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
|
||||
window.handleInputFrameDownsyncBatch(resp.inputFrameDownsyncBatch);
|
||||
}
|
||||
break;
|
||||
case window.DOWNSYNC_MSG_ACT_FORCED_RESYNC:
|
||||
if (window.handleInputFrameDownsyncBatch && window.handleRoomDownsyncFrame) {
|
||||
// The following order of execution is important, because "handleInputFrameDownsyncBatch" is only available when state is IN_BATTLE
|
||||
window.handleRoomDownsyncFrame(resp.rdf);
|
||||
window.handleInputFrameDownsyncBatch(resp.inputFrameDownsyncBatch);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user