Minor fixes for rejoining signals.

This commit is contained in:
genxium 2022-10-04 11:24:47 +08:00
parent 1004fd45db
commit a6731dc7d6
8 changed files with 269 additions and 191 deletions

View File

@ -54,6 +54,11 @@ const (
COLLISION_BARRIER_INDEX_PREFIX = (1 << 16) COLLISION_BARRIER_INDEX_PREFIX = (1 << 16)
) )
const (
MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED = -1
MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED = -2
)
var DIRECTION_DECODER = [][]int32{ var DIRECTION_DECODER = [][]int32{
{0, 0}, {0, 0},
{0, +1}, {0, +1},
@ -202,9 +207,9 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
} }
defer pR.onPlayerAdded(playerId) defer pR.onPlayerAdded(playerId)
pPlayerFromDbInit.AckingFrameId = 0 pPlayerFromDbInit.AckingFrameId = -1
pPlayerFromDbInit.AckingInputFrameId = -1 pPlayerFromDbInit.AckingInputFrameId = -1
pPlayerFromDbInit.LastSentInputFrameId = -1 pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
pPlayerFromDbInit.FrozenAtGmtMillis = -1 // Hardcoded temporarily. pPlayerFromDbInit.FrozenAtGmtMillis = -1 // Hardcoded temporarily.
pPlayerFromDbInit.Speed = PLAYER_DEFAULT_SPEED // Hardcoded temporarily. pPlayerFromDbInit.Speed = PLAYER_DEFAULT_SPEED // Hardcoded temporarily.
@ -236,12 +241,12 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
pR.PlayerDownsyncSessionDict[playerId] = session pR.PlayerDownsyncSessionDict[playerId] = session
pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
pEffectiveInRoomPlayerInstance := pR.Players[playerId] pEffectiveInRoomPlayerInstance := pR.Players[playerId]
pEffectiveInRoomPlayerInstance.AckingFrameId = 0 pEffectiveInRoomPlayerInstance.AckingFrameId = -1
pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1 pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
pEffectiveInRoomPlayerInstance.LastSentInputFrameId = -1 pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
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)) 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))
return true return true
} }
@ -383,7 +388,7 @@ func (pR *Room) InputsBufferString(allDetails bool) string {
func (pR *Room) StartBattle() { func (pR *Room) StartBattle() {
if RoomBattleStateIns.WAITING != pR.State { if RoomBattleStateIns.WAITING != pR.State {
Logger.Warn("[StartBattle] Battle not started after all players' battle state checked!", zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State)) Logger.Warn("[StartBattle] Battle not started due to not being WAITING!", zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State))
return return
} }
@ -480,15 +485,20 @@ func (pR *Room) StartBattle() {
} else { } else {
// [WARNING] Websocket is TCP-based, thus no need to re-send a previously sent inputFrame to a same player! // [WARNING] Websocket is TCP-based, thus no need to re-send a previously sent inputFrame to a same player!
toSendInputFrames := make([]*pb.InputFrameDownsync, 0, pR.InputsBuffer.Cnt) toSendInputFrames := make([]*pb.InputFrameDownsync, 0, pR.InputsBuffer.Cnt)
candidateToSendInputFrameId := atomic.LoadInt32(&(pR.Players[playerId].LastSentInputFrameId)) + 1 candidateToSendInputFrameId := pR.Players[playerId].LastSentInputFrameId + 1
if candidateToSendInputFrameId < pR.InputsBuffer.StFrameId { if candidateToSendInputFrameId < pR.InputsBuffer.StFrameId {
// [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. // [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.
// 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))) // 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)))
candidateToSendInputFrameId = pR.InputsBuffer.StFrameId candidateToSendInputFrameId = pR.InputsBuffer.StFrameId
} }
// [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! if MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId {
// A rejoined player, should guarantee that when it resyncs to "refRenderFrameId" a matching inputFrame to apply exists
candidateToSendInputFrameId = pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames)
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))
}
// [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!
for candidateToSendInputFrameId <= upperToSendInputFrameId { for candidateToSendInputFrameId <= upperToSendInputFrameId {
tmp := pR.InputsBuffer.GetByFrameId(candidateToSendInputFrameId) tmp := pR.InputsBuffer.GetByFrameId(candidateToSendInputFrameId)
if nil == tmp { if nil == tmp {
@ -504,12 +514,17 @@ func (pR *Room) StartBattle() {
if 0 >= len(toSendInputFrames) { if 0 >= len(toSendInputFrames) {
// [WARNING] When sending DOWNSYNC_MSG_ACT_FORCED_RESYNC, there MUST BE accompanying "toSendInputFrames" for calculating "refRenderFrameId"! // [WARNING] When sending DOWNSYNC_MSG_ACT_FORCED_RESYNC, there MUST BE accompanying "toSendInputFrames" for calculating "refRenderFrameId"!
if MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId {
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))
}
continue continue
} }
indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1) indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
var joinMask uint64 = (1 << indiceInJoinIndexBooleanArr) var joinMask uint64 = (1 << indiceInJoinIndexBooleanArr)
if 0 < (unconfirmedMask & joinMask) { if MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId || 0 < (unconfirmedMask&joinMask) {
// [WARNING] Even upon "MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED", it could be true that "0 == (unconfirmedMask & joinMask)"!
tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId) tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId)
if nil == tmp { if nil == tmp {
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())) 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()))
@ -519,7 +534,7 @@ func (pR *Room) StartBattle() {
} else { } else {
pR.sendSafely(nil, toSendInputFrames, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId) pR.sendSafely(nil, toSendInputFrames, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId)
} }
atomic.StoreInt32(&(pR.Players[playerId].LastSentInputFrameId), candidateToSendInputFrameId-1) pR.Players[playerId].LastSentInputFrameId = candidateToSendInputFrameId - 1
} }
} }
@ -762,7 +777,7 @@ func (pR *Room) OnDismissed() {
pR.RenderFrameId = 0 pR.RenderFrameId = 0
pR.CurDynamicsRenderFrameId = 0 pR.CurDynamicsRenderFrameId = 0
pR.InputDelayFrames = 8 pR.InputDelayFrames = 8
pR.NstDelayFrames = 32 pR.NstDelayFrames = 8
pR.InputScaleFrames = uint32(2) pR.InputScaleFrames = uint32(2)
pR.ServerFps = 60 pR.ServerFps = 60
pR.RollbackEstimatedDt = float64(1.0) / float64(pR.ServerFps) pR.RollbackEstimatedDt = float64(1.0) / float64(pR.ServerFps)
@ -911,8 +926,8 @@ func (pR *Room) onPlayerReAdded(playerId int32) {
} }
func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool { func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
targetPlayer, ok := pR.Players[playerId] targetPlayer, existing := pR.Players[playerId]
if false == ok { if false == existing {
return false return false
} }
@ -930,10 +945,12 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
// Broadcast added or readded player info to all players in the same room // Broadcast added or readded player info to all players in the same room
for _, eachPlayer := range pR.Players { for _, eachPlayer := range pR.Players {
/* /*
[WARNING] [WARNING]
This `playerAckedFrame` is the first ever "RoomDownsyncFrame" for every "PersistentSessionClient on the frontend", and it goes right after each "BattleColliderInfo". This `playerAckedFrame` is the first ever "RoomDownsyncFrame" for every "PersistentSessionClient on the frontend", and it goes right after each "BattleColliderInfo".
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`. 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`.
This function is triggered by an upsync message via WebSocket, thus downsync sending is also available by now.
*/ */
switch targetPlayer.BattleState { switch targetPlayer.BattleState {
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK: case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
@ -955,7 +972,7 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
} }
targetPlayer.BattleState = PlayerBattleStateIns.ACTIVE targetPlayer.BattleState = PlayerBattleStateIns.ACTIVE
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)) 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))
if pR.Capacity == int(pR.EffectivePlayerCount) { if pR.Capacity == int(pR.EffectivePlayerCount) {
allAcked := true allAcked := true
@ -1029,7 +1046,7 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *pb.InputFrameDowns
InputList: currInputList, InputList: currInputList,
ConfirmedList: uint64(0), ConfirmedList: uint64(0),
} }
} }
pR.InputsBuffer.Put(currInputFrameDownsync) pR.InputsBuffer.Put(currInputFrameDownsync)
return currInputFrameDownsync return currInputFrameDownsync
@ -1058,7 +1075,7 @@ func (pR *Room) forceConfirmationIfApplicable() uint64 {
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))) 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)))
} }
inputFrame2 := tmp.(*pb.InputFrameDownsync) inputFrame2 := tmp.(*pb.InputFrameDownsync)
for _, player := range pR.Players { for _, player := range pR.Players {
// Enrich by already arrived player upsync commands // Enrich by already arrived player upsync commands
bufIndex := pR.toDiscreteInputsBufferIndex(inputFrame2.InputFrameId, player.JoinIndex) bufIndex := pR.toDiscreteInputsBufferIndex(inputFrame2.InputFrameId, player.JoinIndex)
tmp, loaded := pR.DiscreteInputsBuffer.LoadAndDelete(bufIndex) tmp, loaded := pR.DiscreteInputsBuffer.LoadAndDelete(bufIndex)
@ -1117,20 +1134,20 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
dx := baseChange * float64(decodedInput[0]) dx := baseChange * float64(decodedInput[0])
dy := baseChange * float64(decodedInput[1]) dy := baseChange * float64(decodedInput[1])
/* /*
// The collision lib seems very slow at worst cases, omitting for now // The collision lib seems very slow at worst cases, omitting for now
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := pR.CollisionSysMap[collisionPlayerIndex] playerCollider := pR.CollisionSysMap[collisionPlayerIndex]
if collision := playerCollider.Check(dx, dy, "Barrier"); collision != nil { if collision := playerCollider.Check(dx, dy, "Barrier"); collision != nil {
changeWithCollision := collision.ContactWithObject(collision.Objects[0]) changeWithCollision := collision.ContactWithObject(collision.Objects[0])
dx = changeWithCollision.X() dx = changeWithCollision.X()
dy = changeWithCollision.Y() dy = changeWithCollision.Y()
} }
playerCollider.X += dx playerCollider.X += dx
playerCollider.Y += dy playerCollider.Y += dy
// Update in "collision space" // Update in "collision space"
playerCollider.Update() playerCollider.Update()
*/ */
player.Dir.Dx = decodedInput[0] player.Dir.Dx = decodedInput[0]
player.Dir.Dy = decodedInput[1] player.Dir.Dy = decodedInput[1]
@ -1142,7 +1159,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
newRenderFrame := pb.RoomDownsyncFrame{ newRenderFrame := pb.RoomDownsyncFrame{
Id: collisionSysRenderFrameId + 1, Id: collisionSysRenderFrameId + 1,
Players: toPbPlayers(pR.Players), Players: toPbPlayers(pR.Players),
CountdownNanos: (pR.BattleDurationNanos - int64(collisionSysRenderFrameId)*int64(pR.RollbackEstimatedDt*1000000000)), CountdownNanos: (pR.BattleDurationNanos - int64(collisionSysRenderFrameId)*int64(pR.RollbackEstimatedDt*1000000000)), // TODO: Make this number more synced with frontend!
} }
pR.RenderFrameBuffer.Put(&newRenderFrame) pR.RenderFrameBuffer.Put(&newRenderFrame)
pR.CurDynamicsRenderFrameId++ pR.CurDynamicsRenderFrameId++

View File

@ -301,6 +301,7 @@ type BattleColliderInfo struct {
NstDelayFrames int32 `protobuf:"varint,15,opt,name=nstDelayFrames,proto3" json:"nstDelayFrames,omitempty"` NstDelayFrames int32 `protobuf:"varint,15,opt,name=nstDelayFrames,proto3" json:"nstDelayFrames,omitempty"`
InputFrameUpsyncDelayTolerance int32 `protobuf:"varint,16,opt,name=inputFrameUpsyncDelayTolerance,proto3" json:"inputFrameUpsyncDelayTolerance,omitempty"` InputFrameUpsyncDelayTolerance int32 `protobuf:"varint,16,opt,name=inputFrameUpsyncDelayTolerance,proto3" json:"inputFrameUpsyncDelayTolerance,omitempty"`
MaxChasingRenderFramesPerUpdate int32 `protobuf:"varint,17,opt,name=maxChasingRenderFramesPerUpdate,proto3" json:"maxChasingRenderFramesPerUpdate,omitempty"` MaxChasingRenderFramesPerUpdate int32 `protobuf:"varint,17,opt,name=maxChasingRenderFramesPerUpdate,proto3" json:"maxChasingRenderFramesPerUpdate,omitempty"`
PlayerBattleState int32 `protobuf:"varint,18,opt,name=playerBattleState,proto3" json:"playerBattleState,omitempty"`
} }
func (x *BattleColliderInfo) Reset() { func (x *BattleColliderInfo) Reset() {
@ -454,6 +455,13 @@ func (x *BattleColliderInfo) GetMaxChasingRenderFramesPerUpdate() int32 {
return 0 return 0
} }
func (x *BattleColliderInfo) GetPlayerBattleState() int32 {
if x != nil {
return x.PlayerBattleState
}
return 0
}
type Player struct { type Player struct {
state protoimpl.MessageState state protoimpl.MessageState
sizeCache protoimpl.SizeCache sizeCache protoimpl.SizeCache
@ -1105,7 +1113,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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} }
var ( var (

View File

@ -260,6 +260,7 @@ func Serve(c *gin.Context) {
NstDelayFrames: pRoom.NstDelayFrames, NstDelayFrames: pRoom.NstDelayFrames,
InputFrameUpsyncDelayTolerance: pRoom.InputFrameUpsyncDelayTolerance, InputFrameUpsyncDelayTolerance: pRoom.InputFrameUpsyncDelayTolerance,
MaxChasingRenderFramesPerUpdate: pRoom.MaxChasingRenderFramesPerUpdate, MaxChasingRenderFramesPerUpdate: pRoom.MaxChasingRenderFramesPerUpdate,
PlayerBattleState: pThePlayer.BattleState, // For frontend to know whether it's rejoining
} }
resp := &pb.WsResp{ resp := &pb.WsResp{
@ -269,7 +270,7 @@ func Serve(c *gin.Context) {
BciFrame: bciFrame, 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) theBytes, marshalErr := proto.Marshal(resp)
if nil != marshalErr { if nil != marshalErr {

View File

@ -45,6 +45,7 @@ message BattleColliderInfo {
int32 nstDelayFrames = 15; int32 nstDelayFrames = 15;
int32 inputFrameUpsyncDelayTolerance = 16; int32 inputFrameUpsyncDelayTolerance = 16;
int32 maxChasingRenderFramesPerUpdate = 17; int32 maxChasingRenderFramesPerUpdate = 17;
int32 playerBattleState = 18;
} }
message Player { message Player {

View File

@ -440,7 +440,7 @@
"array": [ "array": [
0, 0,
0, 0,
209.57814771583418, 216.50635094610968,
0, 0,
0, 0,
0, 0,

View File

@ -22,6 +22,16 @@ window.MAGIC_ROOM_DOWNSYNC_FRAME_ID = {
BATTLE_START: 0 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({ cc.Class({
extends: cc.Component, extends: cc.Component,
@ -97,6 +107,10 @@ cc.Class({
type: cc.TiledMap, type: cc.TiledMap,
default: null default: null
}, },
renderFrameIdLagTolerance: {
type: cc.Integer,
default: 4 // implies (renderFrameIdLagTolerance >> inputScaleFrames) count of inputFrameIds
},
}, },
_inputFrameIdDebuggable(inputFrameId) { _inputFrameIdDebuggable(inputFrameId) {
@ -334,10 +348,10 @@ cc.Class({
window.handleClientSessionCloseOrError = function() { window.handleClientSessionCloseOrError = function() {
console.warn('+++++++ Common handleClientSessionCloseOrError()'); 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 if (ALL_BATTLE_STATES.IN_SETTLEMENT == self.battleState) {
console.log("游戏结束引起的断连, 不需要回到登录页面"); console.log("Battled ended by settlement");
} else { } 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); window.clearLocalStorageAndBackToLoginScene(true);
} }
}; };
@ -510,7 +524,7 @@ cc.Class({
} else if (null != boundRoomId) { } else if (null != boundRoomId) {
self.disableGameRuleNode(); self.disableGameRuleNode();
self.battleState = ALL_BATTLE_STATES.WAITING; self.battleState = ALL_BATTLE_STATES.WAITING;
window.initPersistentSessionClient(self.initAfterWSConnected, expectedRoomId); window.initPersistentSessionClient(self.initAfterWSConnected, boundRoomId);
} else { } else {
self.showPopupInCanvas(self.gameRuleNode); self.showPopupInCanvas(self.gameRuleNode);
// Deliberately left blank. -- YFLu // Deliberately left blank. -- YFLu
@ -633,10 +647,11 @@ cc.Class({
if (window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet) { if (window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet) {
// Deliberately left blank, in this case "chaserRenderFrameId" is already reset to proper value. // Deliberately left blank, in this case "chaserRenderFrameId" is already reset to proper value.
} else { } else {
const inputFrameIdConsecutive = (inputFrameDownsyncId == self.lastAllConfirmedInputFrameId + 1);
const localInputFrame = self.recentInputCache.getByFrameId(inputFrameDownsyncId); const localInputFrame = self.recentInputCache.getByFrameId(inputFrameDownsyncId);
if (null == localInputFrame) { if (null == localInputFrame && false == inputFrameIdConsecutive) {
console.warn("localInputFrame not existing: recentInputCache is NOT having inputFrameDownsyncId=", inputFrameDownsyncId, "; now recentInputCache=", self._stringifyRecentInputCache(false)); throw "localInputFrame not existing and is NOT CONSECUTIVELY EXTENDING recentInputCache: inputFrameDownsyncId=" + inputFrameDownsyncId + ", lastAllConfirmedInputFrameId=" + self.lastAllConfirmedInputFrameId + ", recentInputCache=" + self._stringifyRecentInputCache(false);
} else if (null == firstPredictedYetIncorrectInputFrameId && !self.equalInputLists(localInputFrame.inputList, inputFrameDownsync.inputList)) { } else if (null == firstPredictedYetIncorrectInputFrameId && null != localInputFrame && !self.equalInputLists(localInputFrame.inputList, inputFrameDownsync.inputList)) {
firstPredictedYetIncorrectInputFrameId = inputFrameDownsyncId; firstPredictedYetIncorrectInputFrameId = inputFrameDownsyncId;
} }
} }
@ -687,7 +702,7 @@ cc.Class({
logBattleStats() { logBattleStats() {
const self = this; const self = this;
let s = []; 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) { for (let i = self.recentInputCache.stFrameId; i < self.recentInputCache.edFrameId; ++i) {
const inputFrameDownsync = self.recentInputCache.getByFrameId(i); const inputFrameDownsync = self.recentInputCache.getByFrameId(i);
@ -790,7 +805,7 @@ cc.Class({
} finally { } finally {
// Update countdown // Update countdown
if (null != self.countdownNanos) { if (null != self.countdownNanos) {
self.countdownNanos -= self.rollbackEstimatedDt * 1000000000; self.countdownNanos -= (performance.now() - self.lastRenderFrameIdTriggeredAt) * 1000000;
if (self.countdownNanos <= 0) { if (self.countdownNanos <= 0) {
self.onBattleStopped(self.playerRichInfoDict); self.onBattleStopped(self.playerRichInfoDict);
return; return;
@ -879,29 +894,26 @@ cc.Class({
setLocalZOrder(toShowNode, 10); 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); console.log("Calling `onBattleReadyToStart` with:", playerMetas);
const self = this; const self = this;
const findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer"); const findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
findingPlayerScriptIns.hideExitButton(); findingPlayerScriptIns.hideExitButton();
findingPlayerScriptIns.updatePlayersInfo(playerMetas); findingPlayerScriptIns.updatePlayersInfo(playerMetas);
const hideFindingPlayersGUI = function() { // Delay to hide the "finding player" GUI, then show a countdown clock
if (null == self.findingPlayerNode.parent) return; window.setTimeout(() => {
self.findingPlayerNode.parent.removeChild(self.findingPlayerNode); self.hideFindingPlayersGUI();
}; const countDownScriptIns = self.countdownToBeginGameNode.getComponent("CountdownToBeginGame");
countDownScriptIns.setData();
if (true == isSelfRejoining) { self.showPopupInCanvas(self.countdownToBeginGameNode);
hideFindingPlayersGUI(); }, 1500);
} 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);
}
}, },
_createRoomDownsyncFrameLocally(renderFrameId, collisionSys, collisionSysMap) { _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; return latestRdf;

View File

@ -166,9 +166,10 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
break; break;
case window.DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED: case window.DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED:
// Deliberately left blank for now // Deliberately left blank for now
mapIns.hideFindingPlayersGUI();
break; break;
case window.DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START: case window.DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START:
mapIns.onBattleReadyToStart(resp.rdf.playerMetas, false); mapIns.onBattleReadyToStart(resp.rdf.playerMetas);
break; break;
case window.DOWNSYNC_MSG_ACT_BATTLE_START: case window.DOWNSYNC_MSG_ACT_BATTLE_START:
mapIns.onRoomDownsyncFrame(resp.rdf); mapIns.onRoomDownsyncFrame(resp.rdf);
@ -180,10 +181,22 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
mapIns.onInputFrameDownsyncBatch(resp.inputFrameDownsyncBatch); mapIns.onInputFrameDownsyncBatch(resp.inputFrameDownsyncBatch);
break; break;
case window.DOWNSYNC_MSG_ACT_FORCED_RESYNC: 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)); if (null == resp.inputFrameDownsyncBatch || 0 >= resp.inputFrameDownsyncBatch.length) {
// The following order of execution is important, because "onInputFrameDownsyncBatch" is only available when state is IN_BATTLE 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));
const dumpRenderCacheRet = mapIns.onRoomDownsyncFrame(resp.rdf); return;
mapIns.onInputFrameDownsyncBatch(resp.inputFrameDownsyncBatch, dumpRenderCacheRet); }
// 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; break;
default: default:
break; break;

View File

@ -1196,6 +1196,7 @@ $root.treasurehunterx = (function() {
* @property {number|null} [nstDelayFrames] BattleColliderInfo nstDelayFrames * @property {number|null} [nstDelayFrames] BattleColliderInfo nstDelayFrames
* @property {number|null} [inputFrameUpsyncDelayTolerance] BattleColliderInfo inputFrameUpsyncDelayTolerance * @property {number|null} [inputFrameUpsyncDelayTolerance] BattleColliderInfo inputFrameUpsyncDelayTolerance
* @property {number|null} [maxChasingRenderFramesPerUpdate] BattleColliderInfo maxChasingRenderFramesPerUpdate * @property {number|null} [maxChasingRenderFramesPerUpdate] BattleColliderInfo maxChasingRenderFramesPerUpdate
* @property {number|null} [playerBattleState] BattleColliderInfo playerBattleState
*/ */
/** /**
@ -1351,6 +1352,14 @@ $root.treasurehunterx = (function() {
*/ */
BattleColliderInfo.prototype.maxChasingRenderFramesPerUpdate = 0; 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. * Creates a new BattleColliderInfo instance using the specified properties.
* @function create * @function create
@ -1415,6 +1424,8 @@ $root.treasurehunterx = (function() {
writer.uint32(/* id 16, wireType 0 =*/128).int32(message.inputFrameUpsyncDelayTolerance); writer.uint32(/* id 16, wireType 0 =*/128).int32(message.inputFrameUpsyncDelayTolerance);
if (message.maxChasingRenderFramesPerUpdate != null && Object.hasOwnProperty.call(message, "maxChasingRenderFramesPerUpdate")) if (message.maxChasingRenderFramesPerUpdate != null && Object.hasOwnProperty.call(message, "maxChasingRenderFramesPerUpdate"))
writer.uint32(/* id 17, wireType 0 =*/136).int32(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; return writer;
}; };
@ -1555,6 +1566,10 @@ $root.treasurehunterx = (function() {
message.maxChasingRenderFramesPerUpdate = reader.int32(); message.maxChasingRenderFramesPerUpdate = reader.int32();
break; break;
} }
case 18: {
message.playerBattleState = reader.int32();
break;
}
default: default:
reader.skipType(tag & 7); reader.skipType(tag & 7);
break; break;
@ -1655,6 +1670,9 @@ $root.treasurehunterx = (function() {
if (message.maxChasingRenderFramesPerUpdate != null && message.hasOwnProperty("maxChasingRenderFramesPerUpdate")) if (message.maxChasingRenderFramesPerUpdate != null && message.hasOwnProperty("maxChasingRenderFramesPerUpdate"))
if (!$util.isInteger(message.maxChasingRenderFramesPerUpdate)) if (!$util.isInteger(message.maxChasingRenderFramesPerUpdate))
return "maxChasingRenderFramesPerUpdate: integer expected"; return "maxChasingRenderFramesPerUpdate: integer expected";
if (message.playerBattleState != null && message.hasOwnProperty("playerBattleState"))
if (!$util.isInteger(message.playerBattleState))
return "playerBattleState: integer expected";
return null; return null;
}; };
@ -1727,6 +1745,8 @@ $root.treasurehunterx = (function() {
message.inputFrameUpsyncDelayTolerance = object.inputFrameUpsyncDelayTolerance | 0; message.inputFrameUpsyncDelayTolerance = object.inputFrameUpsyncDelayTolerance | 0;
if (object.maxChasingRenderFramesPerUpdate != null) if (object.maxChasingRenderFramesPerUpdate != null)
message.maxChasingRenderFramesPerUpdate = object.maxChasingRenderFramesPerUpdate | 0; message.maxChasingRenderFramesPerUpdate = object.maxChasingRenderFramesPerUpdate | 0;
if (object.playerBattleState != null)
message.playerBattleState = object.playerBattleState | 0;
return message; return message;
}; };
@ -1767,6 +1787,7 @@ $root.treasurehunterx = (function() {
object.nstDelayFrames = 0; object.nstDelayFrames = 0;
object.inputFrameUpsyncDelayTolerance = 0; object.inputFrameUpsyncDelayTolerance = 0;
object.maxChasingRenderFramesPerUpdate = 0; object.maxChasingRenderFramesPerUpdate = 0;
object.playerBattleState = 0;
} }
if (message.stageName != null && message.hasOwnProperty("stageName")) if (message.stageName != null && message.hasOwnProperty("stageName"))
object.stageName = message.stageName; object.stageName = message.stageName;
@ -1812,6 +1833,8 @@ $root.treasurehunterx = (function() {
object.inputFrameUpsyncDelayTolerance = message.inputFrameUpsyncDelayTolerance; object.inputFrameUpsyncDelayTolerance = message.inputFrameUpsyncDelayTolerance;
if (message.maxChasingRenderFramesPerUpdate != null && message.hasOwnProperty("maxChasingRenderFramesPerUpdate")) if (message.maxChasingRenderFramesPerUpdate != null && message.hasOwnProperty("maxChasingRenderFramesPerUpdate"))
object.maxChasingRenderFramesPerUpdate = message.maxChasingRenderFramesPerUpdate; object.maxChasingRenderFramesPerUpdate = message.maxChasingRenderFramesPerUpdate;
if (message.playerBattleState != null && message.hasOwnProperty("playerBattleState"))
object.playerBattleState = message.playerBattleState;
return object; return object;
}; };