Enhanced backend input prediction alignment with the frontend counterpart.

This commit is contained in:
genxium
2023-01-05 12:14:55 +08:00
parent bce26f4663
commit ab6a04693d
4 changed files with 18 additions and 22 deletions

View File

@@ -46,9 +46,10 @@ type Player struct {
TutorialStage int `db:"tutorial_stage"`
// other in-battle info fields
LastSentInputFrameId int32
AckingFrameId int32
AckingInputFrameId int32
LastReceivedInputFrameId int32
LastSentInputFrameId int32
AckingFrameId int32
AckingInputFrameId int32
}
func ExistPlayerByName(name string) (bool, error) {

View File

@@ -172,6 +172,7 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
pPlayerFromDbInit.AckingFrameId = -1
pPlayerFromDbInit.AckingInputFrameId = -1
pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
pPlayerFromDbInit.LastReceivedInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
pPlayerFromDbInit.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
@@ -1033,16 +1034,16 @@ func (pR *Room) getOrPrefabInputFrameDownsync(inputFrameId int32) *battle.InputF
ConfirmedList: uint64(0),
}
j2 := j - 1
tmp2 := pR.InputsBuffer.GetByFrameId(j2)
if nil != tmp2 {
prevInputFrameDownsync := tmp2.(*battle.InputFrameDownsync)
for i, _ := range currInputFrameDownsync.InputList {
for i, _ := range currInputFrameDownsync.InputList {
j2 := pR.PlayersArr[i].LastReceivedInputFrameId
if j2 < pR.InputsBuffer.StFrameId {
j2 = pR.InputsBuffer.StFrameId
}
tmp2 := pR.InputsBuffer.GetByFrameId(j2)
if nil != tmp2 {
prevInputFrameDownsync := tmp2.(*battle.InputFrameDownsync)
currInputFrameDownsync.InputList[i] = prevInputFrameDownsync.InputList[i]
}
}
for i, _ := range currInputFrameDownsync.InputList {
// Don't predict "btnA & btnB"!
currInputFrameDownsync.InputList[i] = (currInputFrameDownsync.InputList[i] & uint64(15))
}
@@ -1066,8 +1067,8 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#1: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
continue
}
if clientInputFrameId < pR.LastAllConfirmedInputFrameId {
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
if clientInputFrameId < player.LastReceivedInputFrameId {
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, playerLastReceivedInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, player.LastReceivedInputFrameId, pR.InputsBufferString(false)))
continue
}
if clientInputFrameId > pR.InputsBuffer.EdFrameId {
@@ -1079,6 +1080,8 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
targetInputFrameDownsync.InputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
targetInputFrameDownsync.ConfirmedList |= uint64(1 << uint32(player.JoinIndex-1))
player.LastReceivedInputFrameId = clientInputFrameId
if clientInputFrameId > pR.LatestPlayerUpsyncedInputFrameId {
pR.LatestPlayerUpsyncedInputFrameId = clientInputFrameId
}