mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 00:26:39 +00:00
Minor fixes for rejoining signals.
This commit is contained in:
@@ -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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