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https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Minor fix on backend coordinate ratio conversion.
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@ -14,7 +14,7 @@ _(in game screenshot)_
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![screenshot-1](./charts/screenshot-1.png)
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![screenshot-1](./charts/screenshot-1.png)
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Please checkout [this demo video](https://pan.baidu.com/s/123LlWcT9X-wbcYybqYnvmA?pwd=qrlw) to see whether the source codes are doing what you expect for synchronization.
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Please checkout [this demo video](https://pan.baidu.com/s/1YkfuHjNLzlFVnKiEj6wrDQ?pwd=tkr5) to see whether the source codes are doing what you expect for synchronization.
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The video mainly shows the following features.
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The video mainly shows the following features.
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- The backend receives inputs from frontend peers and [by a GGPO-alike manner](https://github.com/pond3r/ggpo/blob/master/doc/README.md) broadcasts back for synchronization.
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- The backend receives inputs from frontend peers and [by a GGPO-alike manner](https://github.com/pond3r/ggpo/blob/master/doc/README.md) broadcasts back for synchronization.
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@ -790,9 +790,9 @@ func (pR *Room) Dismiss() {
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func (pR *Room) OnDismissed() {
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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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// 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.WorldToVirtualGridRatio = float64(10)
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pR.WorldToVirtualGridRatio = float64(1000)
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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.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
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pR.PlayerDefaultSpeed = 20 // Hardcoded in virtual grids per frame
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pR.PlayerDefaultSpeed = int32(float64(2) * pR.WorldToVirtualGridRatio) // in virtual grids per frame
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pR.Players = make(map[int32]*Player)
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pR.Players = make(map[int32]*Player)
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pR.PlayersArr = make([]*Player, pR.Capacity)
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pR.PlayersArr = make([]*Player, pR.Capacity)
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pR.CollisionSysMap = make(map[int32]*resolv.Object)
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pR.CollisionSysMap = make(map[int32]*resolv.Object)
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@ -16,6 +16,7 @@ import (
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"time"
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"time"
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. "dnmshared"
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. "dnmshared"
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"runtime/debug"
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)
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)
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const (
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const (
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@ -104,7 +105,7 @@ func Serve(c *gin.Context) {
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}
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}
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defer func() {
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defer func() {
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if r := recover(); r != nil {
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if r := recover(); r != nil {
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Logger.Warn("Recovered from: ", zap.Any("panic", r))
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Logger.Error("Recovered from: ", zap.Any("panic", r))
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}
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}
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}()
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}()
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/**
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/**
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@ -356,7 +357,7 @@ func Serve(c *gin.Context) {
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receivingLoopAgainstPlayer := func() error {
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receivingLoopAgainstPlayer := func() error {
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defer func() {
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defer func() {
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if r := recover(); r != nil {
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if r := recover(); r != nil {
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Logger.Warn("Goroutine `receivingLoopAgainstPlayer`, recovery spot#1, recovered from: ", zap.Any("panic", r))
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Logger.Error("Goroutine `receivingLoopAgainstPlayer`, recovery spot#1, recovered from: ", zap.Any("panic", r), zap.Any("callstack", debug.Stack()))
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}
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}
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Logger.Info("Goroutine `receivingLoopAgainstPlayer` is stopped for:", zap.Any("playerId", playerId), zap.Any("roomId", pRoom.Id))
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Logger.Info("Goroutine `receivingLoopAgainstPlayer` is stopped for:", zap.Any("playerId", playerId), zap.Any("roomId", pRoom.Id))
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}()
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}()
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@ -352,7 +352,7 @@ cc.Class({
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window.mapIns = self;
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window.mapIns = self;
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window.forceBigEndianFloatingNumDecoding = self.forceBigEndianFloatingNumDecoding;
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window.forceBigEndianFloatingNumDecoding = self.forceBigEndianFloatingNumDecoding;
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self.showCriticalCoordinateLabels = true;
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self.showCriticalCoordinateLabels = false;
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console.warn("+++++++ Map onLoad()");
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console.warn("+++++++ Map onLoad()");
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window.handleClientSessionError = function() {
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window.handleClientSessionError = function() {
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@ -30,6 +30,10 @@ cc.Class({
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'2-1': 'attackedRight'
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'2-1': 'attackedRight'
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};
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};
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this.arrowTipNode.active = false;
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this.arrowTipNode.active = false;
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if (!this.mapIns.showCriticalCoordinateLabels) {
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this.coordLabel.node.active = false;
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}
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},
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},
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showArrowTipNode() {
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showArrowTipNode() {
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