mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Fixed frontend compilation.
This commit is contained in:
parent
cb3c19a339
commit
aa795fcee5
@ -38,6 +38,7 @@ type Player struct {
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Name string `json:"name,omitempty" db:"name"`
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DisplayName string `json:"displayName,omitempty" db:"display_name"`
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Avatar string `json:"avatar,omitempty"`
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ColliderRadius float64 `json:"-"`
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// DB only fields
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CreatedAt int64 `db:"created_at"`
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@ -130,7 +130,6 @@ func calRoomScore(inRoomPlayerCount int32, roomPlayerCnt int, currentRoomBattleS
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type Room struct {
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Id int32
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Capacity int
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playerColliderRadius float64
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collisionSpaceOffsetX float64
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collisionSpaceOffsetY float64
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Players map[int32]*Player
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@ -219,7 +218,8 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
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pPlayerFromDbInit.AckingInputFrameId = -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.Speed = pR.PlayerDefaultSpeed
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pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded
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pPlayerFromDbInit.ColliderRadius = float64(12) // Hardcoded
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pR.Players[playerId] = pPlayerFromDbInit
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pR.PlayerDownsyncSessionDict[playerId] = session
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@ -251,6 +251,8 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
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pEffectiveInRoomPlayerInstance.AckingInputFrameId = -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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pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // Hardcoded
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pEffectiveInRoomPlayerInstance.ColliderRadius = float64(12) // Hardcoded
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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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@ -723,6 +725,7 @@ func (pR *Room) onBattlePrepare(cb BattleStartCbType) {
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Name: player.Name,
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DisplayName: player.DisplayName,
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Avatar: player.Avatar,
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ColliderRadius: player.ColliderRadius, // hardcoded for now
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JoinIndex: player.JoinIndex,
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}
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}
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@ -797,7 +800,6 @@ func (pR *Room) Dismiss() {
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func (pR *Room) OnDismissed() {
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// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
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pR.playerColliderRadius = float64(12) // hardcoded
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pR.WorldToVirtualGridRatio = float64(10)
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pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
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pR.PlayerDefaultSpeed = int32(3 * pR.WorldToVirtualGridRatio) // Hardcoded in virtual grids per frame
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@ -1222,7 +1224,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := pR.CollisionSysMap[collisionPlayerIndex]
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// Reset playerCollider position from the "virtual grid position"
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playerCollider.X, playerCollider.Y = pR.virtualGridToPlayerColliderPos(player.VirtualGridX, player.VirtualGridY)
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playerCollider.X, playerCollider.Y = pR.virtualGridToPlayerColliderPos(player.VirtualGridX, player.VirtualGridY, player)
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if collision := playerCollider.Check(oldDx, oldDy, "Barrier"); collision != nil {
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playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
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@ -1245,7 +1247,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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player.Dir.Dx = decodedInput[0]
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player.Dir.Dy = decodedInput[1]
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player.VirtualGridX, player.VirtualGridY = pR.playerColliderAnchorToVirtualGridPos(playerCollider.X, playerCollider.Y)
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player.VirtualGridX, player.VirtualGridY = pR.playerColliderAnchorToVirtualGridPos(playerCollider.X, playerCollider.Y, player)
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}
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}
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@ -1270,7 +1272,7 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
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space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
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for _, player := range pR.Players {
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wx, wy := pR.virtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY)
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playerCollider := GenerateRectCollider(wx, wy, pR.playerColliderRadius*2, pR.playerColliderRadius*2, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player")
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playerCollider := GenerateRectCollider(wx, wy, player.ColliderRadius*2, player.ColliderRadius*2, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player")
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space.Add(playerCollider)
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// Keep track of the collider in "pR.CollisionSysMap"
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joinIndex := player.JoinIndex
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@ -1298,26 +1300,26 @@ func (pR *Room) worldToVirtualGridPos(x, y float64) (int32, int32) {
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}
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func (pR *Room) virtualGridToWorldPos(vx, vy int32) (float64, float64) {
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var x float64 = float64(vx) * pR.VirtualGridToWorldRatio
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var y float64 = float64(vy) * pR.VirtualGridToWorldRatio
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return x, y
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var wx float64 = float64(vx) * pR.VirtualGridToWorldRatio
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var wy float64 = float64(vy) * pR.VirtualGridToWorldRatio
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return wx, wy
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}
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func (pR *Room) playerWorldToCollisionPos(wx, wy float64) (float64, float64) {
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func (pR *Room) playerWorldToCollisionPos(wx, wy float64, player *Player) (float64, float64) {
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// TODO: remove this duplicate code w.r.t. "dnmshared/resolv_helper.go"
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return wx - pR.playerColliderRadius + pR.collisionSpaceOffsetX, wy - pR.playerColliderRadius + pR.collisionSpaceOffsetY
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return wx - player.ColliderRadius + pR.collisionSpaceOffsetX, wy - player.ColliderRadius + pR.collisionSpaceOffsetY
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}
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func (pR *Room) playerColliderAnchorToWorldPos(cx, cy float64) (float64, float64) {
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return cx + pR.playerColliderRadius - pR.collisionSpaceOffsetX, cy + pR.playerColliderRadius - pR.collisionSpaceOffsetY
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func (pR *Room) playerColliderAnchorToWorldPos(cx, cy float64, player *Player) (float64, float64) {
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return cx + player.ColliderRadius - pR.collisionSpaceOffsetX, cy + player.ColliderRadius - pR.collisionSpaceOffsetY
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}
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func (pR *Room) playerColliderAnchorToVirtualGridPos(cx, cy float64) (int32, int32) {
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wx, wy := pR.playerColliderAnchorToWorldPos(cx, cy)
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func (pR *Room) playerColliderAnchorToVirtualGridPos(cx, cy float64, player *Player) (int32, int32) {
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wx, wy := pR.playerColliderAnchorToWorldPos(cx, cy, player)
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return pR.worldToVirtualGridPos(wx, wy)
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}
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func (pR *Room) virtualGridToPlayerColliderPos(vx, vy int32) (float64, float64) {
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func (pR *Room) virtualGridToPlayerColliderPos(vx, vy int32, player *Player) (float64, float64) {
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wx, wy := pR.virtualGridToWorldPos(vx, vy)
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return pR.playerWorldToCollisionPos(wx, wy)
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return pR.playerWorldToCollisionPos(wx, wy, player)
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}
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@ -365,6 +365,7 @@ type PlayerDownsyncMeta struct {
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DisplayName string `protobuf:"bytes,3,opt,name=displayName,proto3" json:"displayName,omitempty"`
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Avatar string `protobuf:"bytes,4,opt,name=avatar,proto3" json:"avatar,omitempty"`
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JoinIndex int32 `protobuf:"varint,5,opt,name=joinIndex,proto3" json:"joinIndex,omitempty"`
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ColliderRadius float64 `protobuf:"fixed64,6,opt,name=colliderRadius,proto3" json:"colliderRadius,omitempty"`
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}
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func (x *PlayerDownsyncMeta) Reset() {
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@ -434,6 +435,13 @@ func (x *PlayerDownsyncMeta) GetJoinIndex() int32 {
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return 0
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}
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func (x *PlayerDownsyncMeta) GetColliderRadius() float64 {
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if x != nil {
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return x.ColliderRadius
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}
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return 0
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}
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type InputFrameUpsync struct {
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state protoimpl.MessageState
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sizeCache protoimpl.SizeCache
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@ -972,7 +980,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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@ -981,87 +989,90 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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0x72, 0x61, 0x6d, 0x65, 0x52, 0x03, 0x72, 0x64, 0x66, 0x12, 0x54, 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, 0x1a, 0x2e, 0x70, 0x72, 0x6f,
|
||||
0x74, 0x6f, 0x73, 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,
|
||||
0x36, 0x0a, 0x08, 0x62, 0x63, 0x69, 0x46, 0x72, 0x61, 0x6d, 0x65, 0x18, 0x06, 0x20, 0x01, 0x28,
|
||||
0x0b, 0x32, 0x1a, 0x2e, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x73, 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, 0x13, 0x5a, 0x11, 0x62, 0x61, 0x74, 0x74, 0x6c,
|
||||
0x65, 0x5f, 0x73, 0x72, 0x76, 0x2f, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x73, 0x62, 0x06, 0x70, 0x72,
|
||||
0x6f, 0x74, 0x6f, 0x33,
|
||||
}
|
||||
|
||||
var (
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "bd514df4-095e-4088-9060-d99397a29a4f",
|
||||
"isPlugin": true,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
"subMetas": {}
|
||||
}
|
5
frontend/assets/resources/pbfiles/geometry.proto.meta
Normal file
5
frontend/assets/resources/pbfiles/geometry.proto.meta
Normal file
@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.0.0",
|
||||
"uuid": "2ba698f8-1af7-4c47-9d43-b2730b62c692",
|
||||
"subMetas": {}
|
||||
}
|
@ -50,6 +50,7 @@ message PlayerDownsyncMeta {
|
||||
string displayName = 3;
|
||||
string avatar = 4;
|
||||
int32 joinIndex = 5;
|
||||
double colliderRadius = 6;
|
||||
}
|
||||
|
||||
message InputFrameUpsync {
|
||||
|
@ -440,7 +440,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
209.73151519075364,
|
||||
377.5870760500153,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@ -123,12 +123,6 @@ cc.Class({
|
||||
|
||||
dumpToRenderCache: function(rdf) {
|
||||
const self = this;
|
||||
// round player position to lower precision
|
||||
for (let playerId in rdf.players) {
|
||||
const immediatePlayerInfo = rdf.players[playerId];
|
||||
rdf.players[playerId].x = parseFloat(parseInt(immediatePlayerInfo.x * 100)) / 100.0;
|
||||
rdf.players[playerId].y = parseFloat(parseInt(immediatePlayerInfo.y * 100)) / 100.0;
|
||||
}
|
||||
const minToKeepRenderFrameId = self.lastAllConfirmedRenderFrameId;
|
||||
while (0 < self.recentRenderCache.cnt && self.recentRenderCache.stFrameId < minToKeepRenderFrameId) {
|
||||
self.recentRenderCache.pop();
|
||||
@ -428,9 +422,11 @@ cc.Class({
|
||||
self.rollbackEstimatedDt = parsedBattleColliderInfo.rollbackEstimatedDt;
|
||||
self.rollbackEstimatedDtMillis = parsedBattleColliderInfo.rollbackEstimatedDtMillis;
|
||||
self.rollbackEstimatedDtNanos = parsedBattleColliderInfo.rollbackEstimatedDtNanos;
|
||||
self.rollbackEstimatedDtToleranceMillis = self.rollbackEstimatedDtMillis / 1000.0;
|
||||
self.maxChasingRenderFramesPerUpdate = parsedBattleColliderInfo.maxChasingRenderFramesPerUpdate;
|
||||
|
||||
self.worldToVirtualGridRatio = parsedBattleColliderInfo.worldToVirtualGridRatio;
|
||||
self.virtualGridToWorldRatio = parsedBattleColliderInfo.virtualGridToWorldRatio;
|
||||
|
||||
const tiledMapIns = self.node.getComponent(cc.TiledMap);
|
||||
|
||||
const fullPathOfTmxFile = cc.js.formatStr("map/%s/map", parsedBattleColliderInfo.stageName);
|
||||
@ -970,11 +966,12 @@ cc.Class({
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const currentSelfColliderCircle = playerRichInfo.node.getComponent(cc.CircleCollider);
|
||||
const vpos = self.playerColliderAnchorToVirtualGridPos(playerCollider.x, playerCollider.y, playerRichInfo);
|
||||
const r = currentSelfColliderCircle.radius;
|
||||
rdf.players[playerRichInfo.id] = {
|
||||
id: playerRichInfo.id,
|
||||
x: playerCollider.x + r, // [WARNING] the (x, y) of "playerCollider" is offset to the anchor (i.e. first point of all points) of the polygon shape
|
||||
y: playerCollider.y + r,
|
||||
virtualGridX: vpos[0],
|
||||
virtualGridY: vpos[1],
|
||||
dir: self.ctrl.decodeDirection(null == inputFrameAppliedOnPrevRenderFrame ? 0 : inputFrameAppliedOnPrevRenderFrame.inputList[joinIndex - 1]),
|
||||
speed: (null == speedRefRenderFrame ? playerRichInfo.speed : speedRefRenderFrame.players[playerRichInfo.id].speed),
|
||||
joinIndex: joinIndex
|
||||
@ -1001,12 +998,13 @@ cc.Class({
|
||||
|
||||
self.playerRichInfoDict.forEach((playerRichInfo, playerId) => {
|
||||
const immediatePlayerInfo = rdf.players[playerId];
|
||||
const dx = (immediatePlayerInfo.x - playerRichInfo.node.x);
|
||||
const dy = (immediatePlayerInfo.y - playerRichInfo.node.y);
|
||||
const wpos = self.virtualGridToWorldPos(immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY);
|
||||
const dx = (wpos[0] - playerRichInfo.node.x);
|
||||
const dy = (wpos[1] - playerRichInfo.node.y);
|
||||
const justJiggling = (self.teleportEps1D >= Math.abs(dx) && self.teleportEps1D >= Math.abs(dy));
|
||||
if (!justJiggling) {
|
||||
console.log("@renderFrameId=" + self.renderFrameId + ", teleporting playerId=" + playerId + ": '(" + playerRichInfo.node.x + ", " + playerRichInfo.node.y, ")' to '(" + immediatePlayerInfo.x + ", " + immediatePlayerInfo.y + ")'");
|
||||
playerRichInfo.node.setPosition(immediatePlayerInfo.x, immediatePlayerInfo.y);
|
||||
console.log("@renderFrameId=" + self.renderFrameId + ", teleporting playerId=" + playerId + ": '(" + playerRichInfo.node.x + ", " + playerRichInfo.node.y, ")' to '(" + wpos[0] + ", " + wpos[1] + ")'");
|
||||
playerRichInfo.node.setPosition(wpos[0], wpos[1]);
|
||||
}
|
||||
playerRichInfo.scriptIns.scheduleNewDirection(immediatePlayerInfo.dir, false);
|
||||
playerRichInfo.scriptIns.updateSpeed(immediatePlayerInfo.speed);
|
||||
@ -1046,10 +1044,9 @@ cc.Class({
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const player = latestRdf.players[playerId];
|
||||
|
||||
const currentSelfColliderCircle = playerRichInfo.node.getComponent(cc.CircleCollider);
|
||||
const r = currentSelfColliderCircle.radius;
|
||||
playerCollider.x = player.x - r;
|
||||
playerCollider.y = player.y - r;
|
||||
const cpos = self.worldToVirtualGridPos(player.virtualGridX, player.virtualGridY);
|
||||
playerCollider.x = cpos[0];
|
||||
playerCollider.y = cpos[1];
|
||||
});
|
||||
|
||||
/*
|
||||
@ -1072,7 +1069,7 @@ cc.Class({
|
||||
const player = renderFrame.players[playerId];
|
||||
const encodedInput = inputList[joinIndex - 1];
|
||||
const decodedInput = self.ctrl.decodeDirection(encodedInput);
|
||||
const baseChange = player.speed * self.rollbackEstimatedDt * decodedInput.speedFactor;
|
||||
const baseChange = player.speed * decodedInput.speedFactor;
|
||||
playerCollider.x += baseChange * decodedInput.dx;
|
||||
playerCollider.y += baseChange * decodedInput.dy;
|
||||
}
|
||||
@ -1115,6 +1112,8 @@ cc.Class({
|
||||
scriptIns: nodeAndScriptIns[1]
|
||||
});
|
||||
|
||||
Object.assign(self.playerRichInfoDict.get(playerId), immediatePlayerMeta);
|
||||
|
||||
if (self.selfPlayerInfo.id == playerId) {
|
||||
self.selfPlayerInfo = Object.assign(self.selfPlayerInfo, immediatePlayerInfo);
|
||||
nodeAndScriptIns[1].showArrowTipNode();
|
||||
@ -1152,4 +1151,38 @@ cc.Class({
|
||||
return "[stRenderFrameId=" + self.recentRenderCache.stFrameId + ", edRenderFrameId=" + self.recentRenderCache.edFrameId + ")";
|
||||
},
|
||||
|
||||
worldToVirtualGridPos(x, y) {
|
||||
const self = this;
|
||||
// In JavaScript floating numbers suffer from seemingly non-deterministic arithmetics, and even if certain libs solved this issue by approaches such as fixed-point-number, they might not be used in other libs -- e.g. the "collision libs" we're interested in -- thus couldn't kill all pains.
|
||||
let virtualGridX = parseInt(x * self.worldToVirtualGridRatio);
|
||||
let virtualGridY = parseInt(y * self.worldToVirtualGridRatio);
|
||||
return [virtualGridX, virtualGridY];
|
||||
},
|
||||
|
||||
virtualGridToWorldPos(vx, vy) {
|
||||
const self = this;
|
||||
let wx = parseFloat(vx) * self.virtualGridToWorldRatio;
|
||||
let wy = parseFloat(vy) * self.virtualGridToWorldRatio;
|
||||
return [wx, wy];
|
||||
},
|
||||
|
||||
playerWorldToCollisionPos(wx, wy, playerRichInfo) {
|
||||
return [wx - playerRichInfo.colliderRadius, wy - playerRichInfo.colliderRadius];
|
||||
},
|
||||
|
||||
playerColliderAnchorToWorldPos(cx, cy, playerRichInfo) {
|
||||
return [cx + playerRichInfo.colliderRadius, cy + playerRichInfo.colliderRadius];
|
||||
},
|
||||
|
||||
playerColliderAnchorToVirtualGridPos(cx, cy, playerRichInfo) {
|
||||
const self = this;
|
||||
const wpos = self.playerColliderAnchorToWorldPos(cx, cy, playerRichInfo);
|
||||
return pR.worldToVirtualGridPos(wpos[0], wpos[1])
|
||||
},
|
||||
|
||||
virtualGridToPlayerColliderPos(vx, vy, playerRichInfo) {
|
||||
const self = this;
|
||||
const wpos = self.virtualGridToWorldPos(vx, vy);
|
||||
return playerWorldToCollisionPos(wpos[0], wpos[1], playerRichInfo)
|
||||
},
|
||||
});
|
||||
|
@ -5,10 +5,10 @@ window.DIRECTION_DECODER = [
|
||||
[0, -1, 1.0],
|
||||
[+2, 0, 0.5],
|
||||
[-2, 0, 0.5],
|
||||
[+2, +1, 0.4472],
|
||||
[-2, -1, 0.4472],
|
||||
[+2, -1, 0.4472],
|
||||
[-2, +1, 0.4472],
|
||||
[+2, +1, 0.44],
|
||||
[-2, -1, 0.44],
|
||||
[+2, -1, 0.44],
|
||||
[-2, +1, 0.44],
|
||||
[+2, 0, 0.5],
|
||||
[-2, 0, 0.5],
|
||||
[0, +1, 1.0],
|
||||
|
@ -1,6 +1,6 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "f9cd97f6-3533-4a27-afc8-cf302da003b2",
|
||||
"uuid": "1ef4a156-5c54-45b9-85ac-86734985e13a",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
|
File diff suppressed because one or more lines are too long
@ -1,5 +0,0 @@
|
||||
{
|
||||
"ver": "1.0.1",
|
||||
"uuid": "e646fbd9-7821-4567-9846-fb6e45aeb921",
|
||||
"subMetas": {}
|
||||
}
|
File diff suppressed because it is too large
Load Diff
@ -22,6 +22,8 @@ js_outdir=$js_basedir/assets/scripts/modules
|
||||
# npm install -g protobufjs-cli
|
||||
|
||||
# The specific filename is respected by "frontend/build-templates/wechatgame/game.js".
|
||||
pbjs -t static-module -w commonjs --keep-case --force-message -o $js_outdir/room_downsync_frame_proto_bundle.forcemsg.js $js_basedir/assets/resources/pbfiles/room_downsync_frame.proto
|
||||
pbjs -t static-module -w commonjs --keep-case --force-message -o $js_outdir/room_downsync_frame_proto_bundle.forcemsg.js $js_basedir/assets/resources/pbfiles/geometry.proto $js_basedir/assets/resources/pbfiles/room_downsync_frame.proto
|
||||
|
||||
sed -i 's#require("protobufjs/minimal")#require("./protobuf-with-floating-num-decoding-endianess-toggle")#g' $js_outdir/room_downsync_frame_proto_bundle.forcemsg.js # Not working in OSX, needs further investigation
|
||||
|
||||
echo "JavaScript part done"
|
||||
|
Loading…
Reference in New Issue
Block a user