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)
)
const (
MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED = -1
MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED = -2
)
var DIRECTION_DECODER = [][]int32{
{0, 0},
{0, +1},
@ -202,9 +207,9 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
}
defer pR.onPlayerAdded(playerId)
pPlayerFromDbInit.AckingFrameId = 0
pPlayerFromDbInit.AckingFrameId = -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.FrozenAtGmtMillis = -1 // 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.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
pEffectiveInRoomPlayerInstance := pR.Players[playerId]
pEffectiveInRoomPlayerInstance.AckingFrameId = 0
pEffectiveInRoomPlayerInstance.AckingFrameId = -1
pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
pEffectiveInRoomPlayerInstance.LastSentInputFrameId = -1
pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
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
}
@ -383,7 +388,7 @@ func (pR *Room) InputsBufferString(allDetails bool) string {
func (pR *Room) StartBattle() {
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
}
@ -480,15 +485,20 @@ func (pR *Room) StartBattle() {
} else {
// [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)
candidateToSendInputFrameId := atomic.LoadInt32(&(pR.Players[playerId].LastSentInputFrameId)) + 1
candidateToSendInputFrameId := pR.Players[playerId].LastSentInputFrameId + 1
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.
// 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
}
// [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 {
tmp := pR.InputsBuffer.GetByFrameId(candidateToSendInputFrameId)
if nil == tmp {
@ -504,12 +514,17 @@ func (pR *Room) StartBattle() {
if 0 >= len(toSendInputFrames) {
// [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
}
indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
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)
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()))
@ -519,7 +534,7 @@ func (pR *Room) StartBattle() {
} else {
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.CurDynamicsRenderFrameId = 0
pR.InputDelayFrames = 8
pR.NstDelayFrames = 32
pR.NstDelayFrames = 8
pR.InputScaleFrames = uint32(2)
pR.ServerFps = 60
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 {
targetPlayer, ok := pR.Players[playerId]
if false == ok {
targetPlayer, existing := pR.Players[playerId]
if false == existing {
return false
}
@ -934,6 +949,8 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
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`.
This function is triggered by an upsync message via WebSocket, thus downsync sending is also available by now.
*/
switch targetPlayer.BattleState {
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
@ -955,7 +972,7 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
}
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) {
allAcked := true
@ -1142,7 +1159,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
newRenderFrame := pb.RoomDownsyncFrame{
Id: collisionSysRenderFrameId + 1,
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.CurDynamicsRenderFrameId++

View File

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

View File

@ -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 {

View File

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

View File

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

View File

@ -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();
self.hideFindingPlayersGUI();
const countDownScriptIns = self.countdownToBeginGameNode.getComponent("CountdownToBeginGame");
countDownScriptIns.setData();
self.showPopupInCanvas(self.countdownToBeginGameNode);
}, 1500);
}
},
_createRoomDownsyncFrameLocally(renderFrameId, collisionSys, collisionSysMap) {

View File

@ -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
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;

View File

@ -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;
};