Fixed frontend compilation.

This commit is contained in:
genxium
2022-11-09 18:13:53 +08:00
parent cb3c19a339
commit aa795fcee5
15 changed files with 1383 additions and 10046 deletions

View File

@@ -34,10 +34,11 @@ func InitPlayerBattleStateIns() {
type Player struct {
// Meta info fields
Id int32 `json:"id,omitempty" db:"id"`
Name string `json:"name,omitempty" db:"name"`
DisplayName string `json:"displayName,omitempty" db:"display_name"`
Avatar string `json:"avatar,omitempty"`
Id int32 `json:"id,omitempty" db:"id"`
Name string `json:"name,omitempty" db:"name"`
DisplayName string `json:"displayName,omitempty" db:"display_name"`
Avatar string `json:"avatar,omitempty"`
ColliderRadius float64 `json:"-"`
// DB only fields
CreatedAt int64 `db:"created_at"`

View File

@@ -130,7 +130,6 @@ func calRoomScore(inRoomPlayerCount int32, roomPlayerCnt int, currentRoomBattleS
type Room struct {
Id int32
Capacity int
playerColliderRadius float64
collisionSpaceOffsetX float64
collisionSpaceOffsetY float64
Players map[int32]*Player
@@ -219,7 +218,8 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
pPlayerFromDbInit.AckingInputFrameId = -1
pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed
pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded
pPlayerFromDbInit.ColliderRadius = float64(12) // Hardcoded
pR.Players[playerId] = pPlayerFromDbInit
pR.PlayerDownsyncSessionDict[playerId] = session
@@ -251,6 +251,8 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // Hardcoded
pEffectiveInRoomPlayerInstance.ColliderRadius = float64(12) // Hardcoded
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
@@ -719,11 +721,12 @@ func (pR *Room) onBattlePrepare(cb BattleStartCbType) {
playerMetas := make(map[int32]*PlayerDownsyncMeta, 0)
for _, player := range pR.Players {
playerMetas[player.Id] = &PlayerDownsyncMeta{
Id: player.Id,
Name: player.Name,
DisplayName: player.DisplayName,
Avatar: player.Avatar,
JoinIndex: player.JoinIndex,
Id: player.Id,
Name: player.Name,
DisplayName: player.DisplayName,
Avatar: player.Avatar,
ColliderRadius: player.ColliderRadius, // hardcoded for now
JoinIndex: player.JoinIndex,
}
}
@@ -797,7 +800,6 @@ func (pR *Room) Dismiss() {
func (pR *Room) OnDismissed() {
// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
pR.playerColliderRadius = float64(12) // hardcoded
pR.WorldToVirtualGridRatio = float64(10)
pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
pR.PlayerDefaultSpeed = int32(3 * pR.WorldToVirtualGridRatio) // Hardcoded in virtual grids per frame
@@ -1222,7 +1224,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := pR.CollisionSysMap[collisionPlayerIndex]
// Reset playerCollider position from the "virtual grid position"
playerCollider.X, playerCollider.Y = pR.virtualGridToPlayerColliderPos(player.VirtualGridX, player.VirtualGridY)
playerCollider.X, playerCollider.Y = pR.virtualGridToPlayerColliderPos(player.VirtualGridX, player.VirtualGridY, player)
if collision := playerCollider.Check(oldDx, oldDy, "Barrier"); collision != nil {
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
@@ -1245,7 +1247,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
player.Dir.Dx = decodedInput[0]
player.Dir.Dy = decodedInput[1]
player.VirtualGridX, player.VirtualGridY = pR.playerColliderAnchorToVirtualGridPos(playerCollider.X, playerCollider.Y)
player.VirtualGridX, player.VirtualGridY = pR.playerColliderAnchorToVirtualGridPos(playerCollider.X, playerCollider.Y, player)
}
}
@@ -1270,7 +1272,7 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
for _, player := range pR.Players {
wx, wy := pR.virtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY)
playerCollider := GenerateRectCollider(wx, wy, pR.playerColliderRadius*2, pR.playerColliderRadius*2, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player")
playerCollider := GenerateRectCollider(wx, wy, player.ColliderRadius*2, player.ColliderRadius*2, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player")
space.Add(playerCollider)
// Keep track of the collider in "pR.CollisionSysMap"
joinIndex := player.JoinIndex
@@ -1298,26 +1300,26 @@ func (pR *Room) worldToVirtualGridPos(x, y float64) (int32, int32) {
}
func (pR *Room) virtualGridToWorldPos(vx, vy int32) (float64, float64) {
var x float64 = float64(vx) * pR.VirtualGridToWorldRatio
var y float64 = float64(vy) * pR.VirtualGridToWorldRatio
return x, y
var wx float64 = float64(vx) * pR.VirtualGridToWorldRatio
var wy float64 = float64(vy) * pR.VirtualGridToWorldRatio
return wx, wy
}
func (pR *Room) playerWorldToCollisionPos(wx, wy float64) (float64, float64) {
func (pR *Room) playerWorldToCollisionPos(wx, wy float64, player *Player) (float64, float64) {
// TODO: remove this duplicate code w.r.t. "dnmshared/resolv_helper.go"
return wx - pR.playerColliderRadius + pR.collisionSpaceOffsetX, wy - pR.playerColliderRadius + pR.collisionSpaceOffsetY
return wx - player.ColliderRadius + pR.collisionSpaceOffsetX, wy - player.ColliderRadius + pR.collisionSpaceOffsetY
}
func (pR *Room) playerColliderAnchorToWorldPos(cx, cy float64) (float64, float64) {
return cx + pR.playerColliderRadius - pR.collisionSpaceOffsetX, cy + pR.playerColliderRadius - pR.collisionSpaceOffsetY
func (pR *Room) playerColliderAnchorToWorldPos(cx, cy float64, player *Player) (float64, float64) {
return cx + player.ColliderRadius - pR.collisionSpaceOffsetX, cy + player.ColliderRadius - pR.collisionSpaceOffsetY
}
func (pR *Room) playerColliderAnchorToVirtualGridPos(cx, cy float64) (int32, int32) {
wx, wy := pR.playerColliderAnchorToWorldPos(cx, cy)
func (pR *Room) playerColliderAnchorToVirtualGridPos(cx, cy float64, player *Player) (int32, int32) {
wx, wy := pR.playerColliderAnchorToWorldPos(cx, cy, player)
return pR.worldToVirtualGridPos(wx, wy)
}
func (pR *Room) virtualGridToPlayerColliderPos(vx, vy int32) (float64, float64) {
func (pR *Room) virtualGridToPlayerColliderPos(vx, vy int32, player *Player) (float64, float64) {
wx, wy := pR.virtualGridToWorldPos(vx, vy)
return pR.playerWorldToCollisionPos(wx, wy)
return pR.playerWorldToCollisionPos(wx, wy, player)
}