mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Minor fixes for rejoining signals.
This commit is contained in:
parent
1004fd45db
commit
a6731dc7d6
@ -54,6 +54,11 @@ const (
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COLLISION_BARRIER_INDEX_PREFIX = (1 << 16)
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)
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const (
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MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED = -1
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MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED = -2
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)
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var DIRECTION_DECODER = [][]int32{
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{0, 0},
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{0, +1},
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@ -202,9 +207,9 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
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}
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defer pR.onPlayerAdded(playerId)
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pPlayerFromDbInit.AckingFrameId = 0
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pPlayerFromDbInit.AckingFrameId = -1
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pPlayerFromDbInit.AckingInputFrameId = -1
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pPlayerFromDbInit.LastSentInputFrameId = -1
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pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
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pPlayerFromDbInit.FrozenAtGmtMillis = -1 // Hardcoded temporarily.
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pPlayerFromDbInit.Speed = PLAYER_DEFAULT_SPEED // Hardcoded temporarily.
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@ -236,12 +241,12 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
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pR.PlayerDownsyncSessionDict[playerId] = session
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pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
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pEffectiveInRoomPlayerInstance := pR.Players[playerId]
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pEffectiveInRoomPlayerInstance.AckingFrameId = 0
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pEffectiveInRoomPlayerInstance.AckingFrameId = -1
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pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
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pEffectiveInRoomPlayerInstance.LastSentInputFrameId = -1
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pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
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pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
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Logger.Warn("ReAddPlayerIfPossible finished.", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount), zap.Any("player AckingFrameId", pEffectiveInRoomPlayerInstance.AckingFrameId), zap.Any("player AckingInputFrameId", pEffectiveInRoomPlayerInstance.AckingInputFrameId))
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Logger.Warn("ReAddPlayerIfPossible finished.", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("joinIndex", pEffectiveInRoomPlayerInstance.JoinIndex), zap.Any("playerBattleState", pEffectiveInRoomPlayerInstance.BattleState), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount), zap.Any("AckingFrameId", pEffectiveInRoomPlayerInstance.AckingFrameId), zap.Any("AckingInputFrameId", pEffectiveInRoomPlayerInstance.AckingInputFrameId), zap.Any("LastSentInputFrameId", pEffectiveInRoomPlayerInstance.LastSentInputFrameId))
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return true
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}
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@ -383,7 +388,7 @@ func (pR *Room) InputsBufferString(allDetails bool) string {
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func (pR *Room) StartBattle() {
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if RoomBattleStateIns.WAITING != pR.State {
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Logger.Warn("[StartBattle] Battle not started after all players' battle state checked!", zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State))
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Logger.Warn("[StartBattle] Battle not started due to not being WAITING!", zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State))
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return
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}
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@ -480,15 +485,20 @@ func (pR *Room) StartBattle() {
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} else {
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// [WARNING] Websocket is TCP-based, thus no need to re-send a previously sent inputFrame to a same player!
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toSendInputFrames := make([]*pb.InputFrameDownsync, 0, pR.InputsBuffer.Cnt)
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candidateToSendInputFrameId := atomic.LoadInt32(&(pR.Players[playerId].LastSentInputFrameId)) + 1
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candidateToSendInputFrameId := pR.Players[playerId].LastSentInputFrameId + 1
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if candidateToSendInputFrameId < pR.InputsBuffer.StFrameId {
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// [WARNING] As "player.LastSentInputFrameId <= lastAllConfirmedInputFrameIdWithChange" for each iteration, and "lastAllConfirmedInputFrameIdWithChange <= lastAllConfirmedInputFrameId" where the latter is used to "applyInputFrameDownsyncDynamics" and then evict "pR.InputsBuffer", thus there's a very high possibility that "player.LastSentInputFrameId" is already evicted.
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// Logger.Debug(fmt.Sprintf("LastSentInputFrameId already popped: roomId=%v, playerId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, candidateToSendInputFrameId-1, player.AckingInputFrameId, pR.InputsBufferString(false)))
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candidateToSendInputFrameId = pR.InputsBuffer.StFrameId
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}
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// [WARNING] EDGE CASE HERE: Upon initialization, all of "lastAllConfirmedInputFrameId", "lastAllConfirmedInputFrameIdWithChange" and "anchorInputFrameId" are "-1", thus "candidateToSendInputFrameId" starts with "0", however "inputFrameId: 0" might not have been all confirmed!
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if MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId {
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// A rejoined player, should guarantee that when it resyncs to "refRenderFrameId" a matching inputFrame to apply exists
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candidateToSendInputFrameId = pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames)
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Logger.Warn(fmt.Sprintf("Resetting refRenderFrame for rejoined player: roomId=%v, playerId=%v, refRenderFrameId=%v, candidateToSendInputFrameId=%v, upperToSendInputFrameId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v", pR.Id, playerId, refRenderFrameId, candidateToSendInputFrameId, upperToSendInputFrameId, player.LastSentInputFrameId, player.AckingInputFrameId))
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}
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// [WARNING] EDGE CASE HERE: Upon initialization, all of "lastAllConfirmedInputFrameId", "lastAllConfirmedInputFrameIdWithChange" and "anchorInputFrameId" are "-1", thus "candidateToSendInputFrameId" starts with "0", however "inputFrameId: 0" might not have been all confirmed!
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for candidateToSendInputFrameId <= upperToSendInputFrameId {
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tmp := pR.InputsBuffer.GetByFrameId(candidateToSendInputFrameId)
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if nil == tmp {
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@ -504,12 +514,17 @@ func (pR *Room) StartBattle() {
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if 0 >= len(toSendInputFrames) {
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// [WARNING] When sending DOWNSYNC_MSG_ACT_FORCED_RESYNC, there MUST BE accompanying "toSendInputFrames" for calculating "refRenderFrameId"!
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if MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId {
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Logger.Warn(fmt.Sprintf("Not sending due to empty toSendInputFrames: roomId=%v, playerId=%v, refRenderFrameId=%v, candidateToSendInputFrameId=%v, upperToSendInputFrameId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v", pR.Id, playerId, refRenderFrameId, candidateToSendInputFrameId, upperToSendInputFrameId, player.LastSentInputFrameId, player.AckingInputFrameId))
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}
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continue
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}
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indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
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var joinMask uint64 = (1 << indiceInJoinIndexBooleanArr)
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if 0 < (unconfirmedMask & joinMask) {
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if MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId || 0 < (unconfirmedMask&joinMask) {
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// [WARNING] Even upon "MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED", it could be true that "0 == (unconfirmedMask & joinMask)"!
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tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId)
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if nil == tmp {
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panic(fmt.Sprintf("Required refRenderFrameId=%v for roomId=%v, playerId=%v, candidateToSendInputFrameId=%v doesn't exist! InputsBuffer=%v, RenderFrameBuffer=%v", refRenderFrameId, pR.Id, playerId, candidateToSendInputFrameId, pR.InputsBufferString(false), pR.RenderFrameBufferString()))
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@ -519,7 +534,7 @@ func (pR *Room) StartBattle() {
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} else {
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pR.sendSafely(nil, toSendInputFrames, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId)
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}
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atomic.StoreInt32(&(pR.Players[playerId].LastSentInputFrameId), candidateToSendInputFrameId-1)
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pR.Players[playerId].LastSentInputFrameId = candidateToSendInputFrameId - 1
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}
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}
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@ -762,7 +777,7 @@ func (pR *Room) OnDismissed() {
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pR.RenderFrameId = 0
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pR.CurDynamicsRenderFrameId = 0
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pR.InputDelayFrames = 8
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pR.NstDelayFrames = 32
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pR.NstDelayFrames = 8
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pR.InputScaleFrames = uint32(2)
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pR.ServerFps = 60
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pR.RollbackEstimatedDt = float64(1.0) / float64(pR.ServerFps)
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@ -911,8 +926,8 @@ func (pR *Room) onPlayerReAdded(playerId int32) {
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}
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func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
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targetPlayer, ok := pR.Players[playerId]
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if false == ok {
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targetPlayer, existing := pR.Players[playerId]
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if false == existing {
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return false
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}
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@ -930,10 +945,12 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
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// Broadcast added or readded player info to all players in the same room
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for _, eachPlayer := range pR.Players {
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/*
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[WARNING]
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This `playerAckedFrame` is the first ever "RoomDownsyncFrame" for every "PersistentSessionClient on the frontend", and it goes right after each "BattleColliderInfo".
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[WARNING]
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This `playerAckedFrame` is the first ever "RoomDownsyncFrame" for every "PersistentSessionClient on the frontend", and it goes right after each "BattleColliderInfo".
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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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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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This function is triggered by an upsync message via WebSocket, thus downsync sending is also available by now.
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*/
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switch targetPlayer.BattleState {
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case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
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@ -955,7 +972,7 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
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}
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targetPlayer.BattleState = PlayerBattleStateIns.ACTIVE
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Logger.Info(fmt.Sprintf("OnPlayerBattleColliderAcked: roomId=%v, roomState=%v, targetPlayerId=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, pR.Capacity, pR.EffectivePlayerCount))
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Logger.Info(fmt.Sprintf("OnPlayerBattleColliderAcked: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount))
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if pR.Capacity == int(pR.EffectivePlayerCount) {
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allAcked := true
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@ -1029,7 +1046,7 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *pb.InputFrameDowns
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InputList: currInputList,
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ConfirmedList: uint64(0),
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}
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}
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}
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pR.InputsBuffer.Put(currInputFrameDownsync)
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return currInputFrameDownsync
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@ -1058,7 +1075,7 @@ func (pR *Room) forceConfirmationIfApplicable() uint64 {
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panic(fmt.Sprintf("inputFrameId2=%v doesn't exist for roomId=%v, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", inputFrameId2, pR.Id, pR.InputsBufferString(false)))
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}
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inputFrame2 := tmp.(*pb.InputFrameDownsync)
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for _, player := range pR.Players {
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for _, player := range pR.Players {
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// Enrich by already arrived player upsync commands
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bufIndex := pR.toDiscreteInputsBufferIndex(inputFrame2.InputFrameId, player.JoinIndex)
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tmp, loaded := pR.DiscreteInputsBuffer.LoadAndDelete(bufIndex)
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@ -1117,20 +1134,20 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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dx := baseChange * float64(decodedInput[0])
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dy := baseChange * float64(decodedInput[1])
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/*
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// The collision lib seems very slow at worst cases, omitting for now
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := pR.CollisionSysMap[collisionPlayerIndex]
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if collision := playerCollider.Check(dx, dy, "Barrier"); collision != nil {
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changeWithCollision := collision.ContactWithObject(collision.Objects[0])
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dx = changeWithCollision.X()
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dy = changeWithCollision.Y()
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}
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playerCollider.X += dx
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playerCollider.Y += dy
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// Update in "collision space"
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playerCollider.Update()
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*/
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/*
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// The collision lib seems very slow at worst cases, omitting for now
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := pR.CollisionSysMap[collisionPlayerIndex]
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if collision := playerCollider.Check(dx, dy, "Barrier"); collision != nil {
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changeWithCollision := collision.ContactWithObject(collision.Objects[0])
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dx = changeWithCollision.X()
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dy = changeWithCollision.Y()
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}
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playerCollider.X += dx
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playerCollider.Y += dy
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// Update in "collision space"
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playerCollider.Update()
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*/
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player.Dir.Dx = decodedInput[0]
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player.Dir.Dy = decodedInput[1]
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@ -1142,7 +1159,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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newRenderFrame := pb.RoomDownsyncFrame{
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Id: collisionSysRenderFrameId + 1,
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Players: toPbPlayers(pR.Players),
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CountdownNanos: (pR.BattleDurationNanos - int64(collisionSysRenderFrameId)*int64(pR.RollbackEstimatedDt*1000000000)),
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CountdownNanos: (pR.BattleDurationNanos - int64(collisionSysRenderFrameId)*int64(pR.RollbackEstimatedDt*1000000000)), // TODO: Make this number more synced with frontend!
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}
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pR.RenderFrameBuffer.Put(&newRenderFrame)
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pR.CurDynamicsRenderFrameId++
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@ -301,6 +301,7 @@ type BattleColliderInfo struct {
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NstDelayFrames int32 `protobuf:"varint,15,opt,name=nstDelayFrames,proto3" json:"nstDelayFrames,omitempty"`
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InputFrameUpsyncDelayTolerance int32 `protobuf:"varint,16,opt,name=inputFrameUpsyncDelayTolerance,proto3" json:"inputFrameUpsyncDelayTolerance,omitempty"`
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MaxChasingRenderFramesPerUpdate int32 `protobuf:"varint,17,opt,name=maxChasingRenderFramesPerUpdate,proto3" json:"maxChasingRenderFramesPerUpdate,omitempty"`
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PlayerBattleState int32 `protobuf:"varint,18,opt,name=playerBattleState,proto3" json:"playerBattleState,omitempty"`
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}
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func (x *BattleColliderInfo) Reset() {
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@ -454,6 +455,13 @@ func (x *BattleColliderInfo) GetMaxChasingRenderFramesPerUpdate() int32 {
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return 0
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}
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func (x *BattleColliderInfo) GetPlayerBattleState() int32 {
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if x != nil {
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return x.PlayerBattleState
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}
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return 0
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}
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type Player struct {
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state protoimpl.MessageState
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sizeCache protoimpl.SizeCache
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@ -1105,7 +1113,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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@ -1161,129 +1169,132 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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0x28, 0x0b, 0x32, 0x20, 0x2e, 0x74, 0x72, 0x65, 0x61, 0x73, 0x75, 0x72, 0x65, 0x68, 0x75, 0x6e,
|
||||
0x74, 0x65, 0x72, 0x78, 0x2e, 0x48, 0x65, 0x61, 0x72, 0x74, 0x62, 0x65, 0x61, 0x74, 0x55, 0x70,
|
||||
0x73, 0x79, 0x6e, 0x63, 0x52, 0x02, 0x68, 0x62, 0x22, 0xa4, 0x02, 0x0a, 0x06, 0x57, 0x73, 0x52,
|
||||
0x65, 0x73, 0x70, 0x12, 0x10, 0x0a, 0x03, 0x72, 0x65, 0x74, 0x18, 0x01, 0x20, 0x01, 0x28, 0x05,
|
||||
0x52, 0x03, 0x72, 0x65, 0x74, 0x12, 0x20, 0x0a, 0x0b, 0x65, 0x63, 0x68, 0x6f, 0x65, 0x64, 0x4d,
|
||||
0x73, 0x67, 0x49, 0x64, 0x18, 0x02, 0x20, 0x01, 0x28, 0x05, 0x52, 0x0b, 0x65, 0x63, 0x68, 0x6f,
|
||||
0x65, 0x64, 0x4d, 0x73, 0x67, 0x49, 0x64, 0x12, 0x10, 0x0a, 0x03, 0x61, 0x63, 0x74, 0x18, 0x03,
|
||||
0x20, 0x01, 0x28, 0x05, 0x52, 0x03, 0x61, 0x63, 0x74, 0x12, 0x34, 0x0a, 0x03, 0x72, 0x64, 0x66,
|
||||
0x18, 0x04, 0x20, 0x01, 0x28, 0x0b, 0x32, 0x22, 0x2e, 0x74, 0x72, 0x65, 0x61, 0x73, 0x75, 0x72,
|
||||
0x65, 0x68, 0x75, 0x6e, 0x74, 0x65, 0x72, 0x78, 0x2e, 0x52, 0x6f, 0x6f, 0x6d, 0x44, 0x6f, 0x77,
|
||||
0x6e, 0x73, 0x79, 0x6e, 0x63, 0x46, 0x72, 0x61, 0x6d, 0x65, 0x52, 0x03, 0x72, 0x64, 0x66, 0x12,
|
||||
0x5d, 0x0a, 0x17, 0x69, 0x6e, 0x70, 0x75, 0x74, 0x46, 0x72, 0x61, 0x6d, 0x65, 0x44, 0x6f, 0x77,
|
||||
0x6e, 0x73, 0x79, 0x6e, 0x63, 0x42, 0x61, 0x74, 0x63, 0x68, 0x18, 0x05, 0x20, 0x03, 0x28, 0x0b,
|
||||
0x32, 0x23, 0x2e, 0x74, 0x72, 0x65, 0x61, 0x73, 0x75, 0x72, 0x65, 0x68, 0x75, 0x6e, 0x74, 0x65,
|
||||
0x72, 0x78, 0x2e, 0x49, 0x6e, 0x70, 0x75, 0x74, 0x46, 0x72, 0x61, 0x6d, 0x65, 0x44, 0x6f, 0x77,
|
||||
0x6e, 0x73, 0x79, 0x6e, 0x63, 0x52, 0x17, 0x69, 0x6e, 0x70, 0x75, 0x74, 0x46, 0x72, 0x61, 0x6d,
|
||||
0x65, 0x44, 0x6f, 0x77, 0x6e, 0x73, 0x79, 0x6e, 0x63, 0x42, 0x61, 0x74, 0x63, 0x68, 0x12, 0x3f,
|
||||
0x0a, 0x08, 0x62, 0x63, 0x69, 0x46, 0x72, 0x61, 0x6d, 0x65, 0x18, 0x06, 0x20, 0x01, 0x28, 0x0b,
|
||||
0x32, 0x23, 0x2e, 0x74, 0x72, 0x65, 0x61, 0x73, 0x75, 0x72, 0x65, 0x68, 0x75, 0x6e, 0x74, 0x65,
|
||||
0x72, 0x78, 0x2e, 0x42, 0x61, 0x74, 0x74, 0x6c, 0x65, 0x43, 0x6f, 0x6c, 0x6c, 0x69, 0x64, 0x65,
|
||||
0x72, 0x49, 0x6e, 0x66, 0x6f, 0x52, 0x08, 0x62, 0x63, 0x69, 0x46, 0x72, 0x61, 0x6d, 0x65, 0x42,
|
||||
0x03, 0x5a, 0x01, 0x2e, 0x62, 0x06, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x33,
|
||||
}
|
||||
|
||||
var (
|
||||
|
@ -260,6 +260,7 @@ func Serve(c *gin.Context) {
|
||||
NstDelayFrames: pRoom.NstDelayFrames,
|
||||
InputFrameUpsyncDelayTolerance: pRoom.InputFrameUpsyncDelayTolerance,
|
||||
MaxChasingRenderFramesPerUpdate: pRoom.MaxChasingRenderFramesPerUpdate,
|
||||
PlayerBattleState: pThePlayer.BattleState, // For frontend to know whether it's rejoining
|
||||
}
|
||||
|
||||
resp := &pb.WsResp{
|
||||
@ -269,7 +270,7 @@ func Serve(c *gin.Context) {
|
||||
BciFrame: bciFrame,
|
||||
}
|
||||
|
||||
// Logger.Info("Sending downsync HeartbeatRequirements:", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("resp", resp))
|
||||
Logger.Debug("Sending downsync HeartbeatRequirements:", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("resp", resp))
|
||||
|
||||
theBytes, marshalErr := proto.Marshal(resp)
|
||||
if nil != marshalErr {
|
||||
|
@ -45,6 +45,7 @@ message BattleColliderInfo {
|
||||
int32 nstDelayFrames = 15;
|
||||
int32 inputFrameUpsyncDelayTolerance = 16;
|
||||
int32 maxChasingRenderFramesPerUpdate = 17;
|
||||
int32 playerBattleState = 18;
|
||||
}
|
||||
|
||||
message Player {
|
||||
|
@ -440,7 +440,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
209.57814771583418,
|
||||
216.50635094610968,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@ -22,6 +22,16 @@ window.MAGIC_ROOM_DOWNSYNC_FRAME_ID = {
|
||||
BATTLE_START: 0
|
||||
};
|
||||
|
||||
window.PlayerBattleState = {
|
||||
ADDED_PENDING_BATTLE_COLLIDER_ACK: 0,
|
||||
READDED_PENDING_BATTLE_COLLIDER_ACK: 1,
|
||||
ACTIVE: 2,
|
||||
DISCONNECTED: 3,
|
||||
LOST: 4,
|
||||
EXPELLED_DURING_GAME: 5,
|
||||
EXPELLED_IN_DISMISSAL: 6
|
||||
};
|
||||
|
||||
cc.Class({
|
||||
extends: cc.Component,
|
||||
|
||||
@ -97,6 +107,10 @@ cc.Class({
|
||||
type: cc.TiledMap,
|
||||
default: null
|
||||
},
|
||||
renderFrameIdLagTolerance: {
|
||||
type: cc.Integer,
|
||||
default: 4 // implies (renderFrameIdLagTolerance >> inputScaleFrames) count of inputFrameIds
|
||||
},
|
||||
},
|
||||
|
||||
_inputFrameIdDebuggable(inputFrameId) {
|
||||
@ -334,10 +348,10 @@ cc.Class({
|
||||
window.handleClientSessionCloseOrError = function() {
|
||||
console.warn('+++++++ Common handleClientSessionCloseOrError()');
|
||||
|
||||
if (ALL_BATTLE_STATES.IN_SETTLEMENT == self.battleState) { //如果是游戏时间结束引起的断连
|
||||
console.log("游戏结束引起的断连, 不需要回到登录页面");
|
||||
if (ALL_BATTLE_STATES.IN_SETTLEMENT == self.battleState) {
|
||||
console.log("Battled ended by settlement");
|
||||
} else {
|
||||
console.warn("意外断连,即将回到登录页面");
|
||||
console.warn("Connection lost, going back to login page");
|
||||
window.clearLocalStorageAndBackToLoginScene(true);
|
||||
}
|
||||
};
|
||||
@ -510,7 +524,7 @@ cc.Class({
|
||||
} else if (null != boundRoomId) {
|
||||
self.disableGameRuleNode();
|
||||
self.battleState = ALL_BATTLE_STATES.WAITING;
|
||||
window.initPersistentSessionClient(self.initAfterWSConnected, expectedRoomId);
|
||||
window.initPersistentSessionClient(self.initAfterWSConnected, boundRoomId);
|
||||
} else {
|
||||
self.showPopupInCanvas(self.gameRuleNode);
|
||||
// Deliberately left blank. -- YFLu
|
||||
@ -633,10 +647,11 @@ cc.Class({
|
||||
if (window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet) {
|
||||
// Deliberately left blank, in this case "chaserRenderFrameId" is already reset to proper value.
|
||||
} else {
|
||||
const inputFrameIdConsecutive = (inputFrameDownsyncId == self.lastAllConfirmedInputFrameId + 1);
|
||||
const localInputFrame = self.recentInputCache.getByFrameId(inputFrameDownsyncId);
|
||||
if (null == localInputFrame) {
|
||||
console.warn("localInputFrame not existing: recentInputCache is NOT having inputFrameDownsyncId=", inputFrameDownsyncId, "; now recentInputCache=", self._stringifyRecentInputCache(false));
|
||||
} else if (null == firstPredictedYetIncorrectInputFrameId && !self.equalInputLists(localInputFrame.inputList, inputFrameDownsync.inputList)) {
|
||||
if (null == localInputFrame && false == inputFrameIdConsecutive) {
|
||||
throw "localInputFrame not existing and is NOT CONSECUTIVELY EXTENDING recentInputCache: inputFrameDownsyncId=" + inputFrameDownsyncId + ", lastAllConfirmedInputFrameId=" + self.lastAllConfirmedInputFrameId + ", recentInputCache=" + self._stringifyRecentInputCache(false);
|
||||
} else if (null == firstPredictedYetIncorrectInputFrameId && null != localInputFrame && !self.equalInputLists(localInputFrame.inputList, inputFrameDownsync.inputList)) {
|
||||
firstPredictedYetIncorrectInputFrameId = inputFrameDownsyncId;
|
||||
}
|
||||
}
|
||||
@ -687,7 +702,7 @@ cc.Class({
|
||||
logBattleStats() {
|
||||
const self = this;
|
||||
let s = [];
|
||||
s.push("Battle stats: lastUpsyncInputFrameId=" + self.lastUpsyncInputFrameId + ", lastAllConfirmedInputFrameId=" + self.lastAllConfirmedInputFrameId);
|
||||
s.push("Battle stats: renderFrameId=" + self.renderFrameId + ", lastAllConfirmedRenderFrameId=" + self.lastAllConfirmedRenderFrameId + ", lastUpsyncInputFrameId=" + self.lastUpsyncInputFrameId + ", lastAllConfirmedInputFrameId=" + self.lastAllConfirmedInputFrameId);
|
||||
|
||||
for (let i = self.recentInputCache.stFrameId; i < self.recentInputCache.edFrameId; ++i) {
|
||||
const inputFrameDownsync = self.recentInputCache.getByFrameId(i);
|
||||
@ -790,7 +805,7 @@ cc.Class({
|
||||
} finally {
|
||||
// Update countdown
|
||||
if (null != self.countdownNanos) {
|
||||
self.countdownNanos -= self.rollbackEstimatedDt * 1000000000;
|
||||
self.countdownNanos -= (performance.now() - self.lastRenderFrameIdTriggeredAt) * 1000000;
|
||||
if (self.countdownNanos <= 0) {
|
||||
self.onBattleStopped(self.playerRichInfoDict);
|
||||
return;
|
||||
@ -879,29 +894,26 @@ cc.Class({
|
||||
setLocalZOrder(toShowNode, 10);
|
||||
},
|
||||
|
||||
onBattleReadyToStart(playerMetas, isSelfRejoining) {
|
||||
hideFindingPlayersGUI() {
|
||||
const self = this;
|
||||
if (null == self.findingPlayerNode.parent) return;
|
||||
self.findingPlayerNode.parent.removeChild(self.findingPlayerNode);
|
||||
},
|
||||
|
||||
onBattleReadyToStart(playerMetas) {
|
||||
console.log("Calling `onBattleReadyToStart` with:", playerMetas);
|
||||
const self = this;
|
||||
const findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
|
||||
findingPlayerScriptIns.hideExitButton();
|
||||
findingPlayerScriptIns.updatePlayersInfo(playerMetas);
|
||||
|
||||
const hideFindingPlayersGUI = function() {
|
||||
if (null == self.findingPlayerNode.parent) return;
|
||||
self.findingPlayerNode.parent.removeChild(self.findingPlayerNode);
|
||||
};
|
||||
|
||||
if (true == isSelfRejoining) {
|
||||
hideFindingPlayersGUI();
|
||||
} else {
|
||||
// Delay to hide the "finding player" GUI, then show a countdown clock
|
||||
window.setTimeout(() => {
|
||||
hideFindingPlayersGUI();
|
||||
const countDownScriptIns = self.countdownToBeginGameNode.getComponent("CountdownToBeginGame");
|
||||
countDownScriptIns.setData();
|
||||
self.showPopupInCanvas(self.countdownToBeginGameNode);
|
||||
}, 1500);
|
||||
}
|
||||
// Delay to hide the "finding player" GUI, then show a countdown clock
|
||||
window.setTimeout(() => {
|
||||
self.hideFindingPlayersGUI();
|
||||
const countDownScriptIns = self.countdownToBeginGameNode.getComponent("CountdownToBeginGame");
|
||||
countDownScriptIns.setData();
|
||||
self.showPopupInCanvas(self.countdownToBeginGameNode);
|
||||
}, 1500);
|
||||
},
|
||||
|
||||
_createRoomDownsyncFrameLocally(renderFrameId, collisionSys, collisionSysMap) {
|
||||
@ -1046,7 +1058,7 @@ cc.Class({
|
||||
}
|
||||
}
|
||||
|
||||
latestRdf = self._createRoomDownsyncFrameLocally(i+1, collisionSys, collisionSysMap);
|
||||
latestRdf = self._createRoomDownsyncFrameLocally(i + 1, collisionSys, collisionSysMap);
|
||||
}
|
||||
|
||||
return latestRdf;
|
||||
|
@ -166,9 +166,10 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
|
||||
break;
|
||||
case window.DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED:
|
||||
// Deliberately left blank for now
|
||||
mapIns.hideFindingPlayersGUI();
|
||||
break;
|
||||
case window.DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START:
|
||||
mapIns.onBattleReadyToStart(resp.rdf.playerMetas, false);
|
||||
mapIns.onBattleReadyToStart(resp.rdf.playerMetas);
|
||||
break;
|
||||
case window.DOWNSYNC_MSG_ACT_BATTLE_START:
|
||||
mapIns.onRoomDownsyncFrame(resp.rdf);
|
||||
@ -180,10 +181,22 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
|
||||
mapIns.onInputFrameDownsyncBatch(resp.inputFrameDownsyncBatch);
|
||||
break;
|
||||
case window.DOWNSYNC_MSG_ACT_FORCED_RESYNC:
|
||||
console.warn("Got forced resync@localRenderFrameId=", mapIns.renderFrameId, ", @lastAllConfirmedRenderFrameId=", mapIns.lastAllConfirmedRenderFrameId, "@lastAllConfirmedInputFrameId=", mapIns.lastAllConfirmedInputFrameId, ", @localRecentInputCache=", mapIns._stringifyRecentInputCache(false), ", the incoming resp=\n", JSON.stringify(resp));
|
||||
// The following order of execution is important, because "onInputFrameDownsyncBatch" is only available when state is IN_BATTLE
|
||||
const dumpRenderCacheRet = mapIns.onRoomDownsyncFrame(resp.rdf);
|
||||
mapIns.onInputFrameDownsyncBatch(resp.inputFrameDownsyncBatch, dumpRenderCacheRet);
|
||||
if (null == resp.inputFrameDownsyncBatch || 0 >= resp.inputFrameDownsyncBatch.length) {
|
||||
console.error("Got empty inputFrameDownsyncBatch upon resync@localRenderFrameId=", mapIns.renderFrameId, ", @lastAllConfirmedRenderFrameId=", mapIns.lastAllConfirmedRenderFrameId, "@lastAllConfirmedInputFrameId=", mapIns.lastAllConfirmedInputFrameId, ", @localRecentInputCache=", mapIns._stringifyRecentInputCache(false), ", the incoming resp=\n", JSON.stringify(resp, null, 2));
|
||||
return;
|
||||
}
|
||||
// Unless upon ws session lost and reconnected, it's maintained true that "inputFrameDownsyncBatch[0].inputFrameId == frontend.lastAllConfirmedInputFrameId+1", and in this case we should try to keep frontend moving only by "frontend.recentInputCache" to avoid jiggling of synced positions
|
||||
const inputFrameIdConsecutive = (resp.inputFrameDownsyncBatch[0].inputFrameId == mapIns.lastAllConfirmedInputFrameId + 1);
|
||||
const renderFrameIdConsecutive = (resp.rdf.id <= mapIns.renderFrameId + mapIns.renderFrameIdLagTolerance);
|
||||
if (inputFrameIdConsecutive && renderFrameIdConsecutive) {
|
||||
console.log("Got consecutive resync@localRenderFrameId=", mapIns.renderFrameId, ", @lastAllConfirmedRenderFrameId=", mapIns.lastAllConfirmedRenderFrameId, "@lastAllConfirmedInputFrameId=", mapIns.lastAllConfirmedInputFrameId, ", @localRecentInputCache=", mapIns._stringifyRecentInputCache(false), ", the incoming resp=\n", JSON.stringify(resp));
|
||||
mapIns.onInputFrameDownsyncBatch(resp.inputFrameDownsyncBatch);
|
||||
} else {
|
||||
console.warn("Got forced resync@localRenderFrameId=", mapIns.renderFrameId, ", @lastAllConfirmedRenderFrameId=", mapIns.lastAllConfirmedRenderFrameId, "@lastAllConfirmedInputFrameId=", mapIns.lastAllConfirmedInputFrameId, ", @localRecentInputCache=", mapIns._stringifyRecentInputCache(false), ", the incoming resp=\n", JSON.stringify(resp, null, 2));
|
||||
// The following order of execution is important
|
||||
const dumpRenderCacheRet = mapIns.onRoomDownsyncFrame(resp.rdf);
|
||||
mapIns.onInputFrameDownsyncBatch(resp.inputFrameDownsyncBatch, dumpRenderCacheRet);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
|
@ -1196,6 +1196,7 @@ $root.treasurehunterx = (function() {
|
||||
* @property {number|null} [nstDelayFrames] BattleColliderInfo nstDelayFrames
|
||||
* @property {number|null} [inputFrameUpsyncDelayTolerance] BattleColliderInfo inputFrameUpsyncDelayTolerance
|
||||
* @property {number|null} [maxChasingRenderFramesPerUpdate] BattleColliderInfo maxChasingRenderFramesPerUpdate
|
||||
* @property {number|null} [playerBattleState] BattleColliderInfo playerBattleState
|
||||
*/
|
||||
|
||||
/**
|
||||
@ -1351,6 +1352,14 @@ $root.treasurehunterx = (function() {
|
||||
*/
|
||||
BattleColliderInfo.prototype.maxChasingRenderFramesPerUpdate = 0;
|
||||
|
||||
/**
|
||||
* BattleColliderInfo playerBattleState.
|
||||
* @member {number} playerBattleState
|
||||
* @memberof treasurehunterx.BattleColliderInfo
|
||||
* @instance
|
||||
*/
|
||||
BattleColliderInfo.prototype.playerBattleState = 0;
|
||||
|
||||
/**
|
||||
* Creates a new BattleColliderInfo instance using the specified properties.
|
||||
* @function create
|
||||
@ -1415,6 +1424,8 @@ $root.treasurehunterx = (function() {
|
||||
writer.uint32(/* id 16, wireType 0 =*/128).int32(message.inputFrameUpsyncDelayTolerance);
|
||||
if (message.maxChasingRenderFramesPerUpdate != null && Object.hasOwnProperty.call(message, "maxChasingRenderFramesPerUpdate"))
|
||||
writer.uint32(/* id 17, wireType 0 =*/136).int32(message.maxChasingRenderFramesPerUpdate);
|
||||
if (message.playerBattleState != null && Object.hasOwnProperty.call(message, "playerBattleState"))
|
||||
writer.uint32(/* id 18, wireType 0 =*/144).int32(message.playerBattleState);
|
||||
return writer;
|
||||
};
|
||||
|
||||
@ -1555,6 +1566,10 @@ $root.treasurehunterx = (function() {
|
||||
message.maxChasingRenderFramesPerUpdate = reader.int32();
|
||||
break;
|
||||
}
|
||||
case 18: {
|
||||
message.playerBattleState = reader.int32();
|
||||
break;
|
||||
}
|
||||
default:
|
||||
reader.skipType(tag & 7);
|
||||
break;
|
||||
@ -1655,6 +1670,9 @@ $root.treasurehunterx = (function() {
|
||||
if (message.maxChasingRenderFramesPerUpdate != null && message.hasOwnProperty("maxChasingRenderFramesPerUpdate"))
|
||||
if (!$util.isInteger(message.maxChasingRenderFramesPerUpdate))
|
||||
return "maxChasingRenderFramesPerUpdate: integer expected";
|
||||
if (message.playerBattleState != null && message.hasOwnProperty("playerBattleState"))
|
||||
if (!$util.isInteger(message.playerBattleState))
|
||||
return "playerBattleState: integer expected";
|
||||
return null;
|
||||
};
|
||||
|
||||
@ -1727,6 +1745,8 @@ $root.treasurehunterx = (function() {
|
||||
message.inputFrameUpsyncDelayTolerance = object.inputFrameUpsyncDelayTolerance | 0;
|
||||
if (object.maxChasingRenderFramesPerUpdate != null)
|
||||
message.maxChasingRenderFramesPerUpdate = object.maxChasingRenderFramesPerUpdate | 0;
|
||||
if (object.playerBattleState != null)
|
||||
message.playerBattleState = object.playerBattleState | 0;
|
||||
return message;
|
||||
};
|
||||
|
||||
@ -1767,6 +1787,7 @@ $root.treasurehunterx = (function() {
|
||||
object.nstDelayFrames = 0;
|
||||
object.inputFrameUpsyncDelayTolerance = 0;
|
||||
object.maxChasingRenderFramesPerUpdate = 0;
|
||||
object.playerBattleState = 0;
|
||||
}
|
||||
if (message.stageName != null && message.hasOwnProperty("stageName"))
|
||||
object.stageName = message.stageName;
|
||||
@ -1812,6 +1833,8 @@ $root.treasurehunterx = (function() {
|
||||
object.inputFrameUpsyncDelayTolerance = message.inputFrameUpsyncDelayTolerance;
|
||||
if (message.maxChasingRenderFramesPerUpdate != null && message.hasOwnProperty("maxChasingRenderFramesPerUpdate"))
|
||||
object.maxChasingRenderFramesPerUpdate = message.maxChasingRenderFramesPerUpdate;
|
||||
if (message.playerBattleState != null && message.hasOwnProperty("playerBattleState"))
|
||||
object.playerBattleState = message.playerBattleState;
|
||||
return object;
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user