mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Enhanced inplace rdf update.
This commit is contained in:
parent
60866674b5
commit
b19549b0a8
@ -518,7 +518,7 @@
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"array": [
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"array": [
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0,
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0,
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0,
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0,
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209.66956379694378,
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210.4441731196186,
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0,
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0,
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0,
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0,
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0,
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0,
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@ -188,6 +188,8 @@ cc.Class({
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prefabbedInputList[k] = (prefabbedInputList[k] & 15);
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prefabbedInputList[k] = (prefabbedInputList[k] & 15);
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}
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}
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}
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}
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// [WARNING] Do not blindly use "selfJoinIndexMask" here, as the "actuallyUsedInput for self" couldn't be confirmed while prefabbing, otherwise we'd have confirmed a wrong self input by "_markConfirmationIfApplicable()"!
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let initConfirmedList = 0;
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let initConfirmedList = 0;
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if (null != existingInputFrame) {
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if (null != existingInputFrame) {
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// When "null != existingInputFrame", it implies that "true == canConfirmSelf" here
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// When "null != existingInputFrame", it implies that "true == canConfirmSelf" here
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@ -197,10 +199,21 @@ cc.Class({
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prefabbedInputList[(joinIndex - 1)] = currSelfInput;
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prefabbedInputList[(joinIndex - 1)] = currSelfInput;
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while (self.recentInputCache.GetEdFrameId() <= inputFrameId) {
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while (self.recentInputCache.GetEdFrameId() <= inputFrameId) {
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// Fill the gap
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// Fill the gap
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// [WARNING] Do not blindly use "selfJoinIndexMask" here, as the "actuallyUsedInput for self" couldn't be confirmed while prefabbing, otherwise we'd have confirmed a wrong self input by "_markConfirmationIfApplicable()"!
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const gapInputFrameId = self.recentInputCache.GetEdFrameId();
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const prefabbedInputFrameDownsync = gopkgs.NewInputFrameDownsync(self.recentInputCache.GetEdFrameId(), prefabbedInputList, initConfirmedList);
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self.recentInputCache.DryPut();
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let ifdHolder = gopkgs.GetInputFrameDownsync(self.recentInputCache, gapInputFrameId);
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if (null == ifdHolder) {
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// Lazy heap alloc, calling "gopkgs.NewInputFrameDownsync" would trigger not only heap alloc but also "gopherjs $externalize", neither is efficient T_T
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const prefabbedInputFrameDownsync = gopkgs.NewInputFrameDownsync(gapInputFrameId, prefabbedInputList, initConfirmedList);
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// console.log(`Prefabbed inputFrameId=${prefabbedInputFrameDownsync.GetInputFrameId()}`);
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// console.log(`Prefabbed inputFrameId=${prefabbedInputFrameDownsync.GetInputFrameId()}`);
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self.recentInputCache.Put(prefabbedInputFrameDownsync);
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self.recentInputCache.SetByFrameId(prefabbedInputFrameDownsync, gapInputFrameId);
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} else {
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gopkgs.SetInputFrameId(ifdHolder, gapInputFrameId);
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for (let k = 0; k < window.boundRoomCapacity; ++k) {
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gopkgs.SetInput(ifdHolder, k, prefabbedInputList[k]);
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}
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gopkgs.SetConfirmedList(ifdHolder, initConfirmedList);
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}
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}
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}
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return [previousSelfInput, currSelfInput];
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return [previousSelfInput, currSelfInput];
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@ -680,7 +693,7 @@ cc.Class({
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}
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}
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// This function is also applicable to "re-joining".
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// This function is also applicable to "re-joining".
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const rdf = gopkgs.NewRoomDownsyncFrameJs(pbRdf.id, jsPlayersArr, pbRdf.bulletLocalIdCounter, jsMeleeBulletsArr, jsFireballBulletsArr);
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const rdf = gopkgs.NewRoomDownsyncFrameJs(pbRdf.id, jsPlayersArr, pbRdf.bulletLocalIdCounter, jsMeleeBulletsArr, jsFireballBulletsArr); // TODO: Check whether a "proper" preallocated rdf is available and reuse it to avoid redundant heap alloc. By "proper" I mean "pbRdf.id" should yield a "non window.RING_BUFF_FAILED_TO_SET" result, yet currently it's a bit difficult to sort out the following codes for efficient reuse, thus I'm keeping it as-is.
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const self = window.mapIns;
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const self = window.mapIns;
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self.onInputFrameDownsyncBatch(accompaniedInputFrameDownsyncBatch); // Important to do this step before setting IN_BATTLE
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self.onInputFrameDownsyncBatch(accompaniedInputFrameDownsyncBatch); // Important to do this step before setting IN_BATTLE
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if (!self.recentRenderCache) {
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if (!self.recentRenderCache) {
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@ -35,7 +35,7 @@ cc.Class({
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self.inputFrameUpsyncDelayTolerance = 2;
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self.inputFrameUpsyncDelayTolerance = 2;
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self.collisionMinStep = 8;
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self.collisionMinStep = 8;
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self.renderCacheSize = 1024;
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self.renderCacheSize = 128;
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self.serverFps = 60;
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self.serverFps = 60;
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self.rollbackEstimatedDt = 0.016667;
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self.rollbackEstimatedDt = 0.016667;
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self.rollbackEstimatedDtMillis = 16.667;
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self.rollbackEstimatedDtMillis = 16.667;
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File diff suppressed because one or more lines are too long
@ -1,6 +1,6 @@
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{
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{
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"ver": "1.0.5",
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"ver": "1.0.5",
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"uuid": "eeaa56f4-bd6c-4208-bec4-6ab1aa39ca93",
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"uuid": "02c5cdc1-9797-49ab-bc11-963215909926",
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"isPlugin": true,
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"isPlugin": true,
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"loadPluginInWeb": true,
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"loadPluginInWeb": true,
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"loadPluginInNative": true,
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"loadPluginInNative": true,
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@ -571,12 +571,22 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
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var ret *RoomDownsyncFrame = nil
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var ret *RoomDownsyncFrame = nil
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candidate := renderFrameBuffer.GetByFrameId(nextRenderFrameId)
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candidate := renderFrameBuffer.GetByFrameId(nextRenderFrameId)
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if nil == candidate {
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if nil == candidate {
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// Lazy alloc heap-mem for holder, will be called on each "nextRenderFrameId == renderFrameBuffer.EdFrameId"
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if nextRenderFrameId == renderFrameBuffer.EdFrameId {
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renderFrameBuffer.DryPut()
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candidate = renderFrameBuffer.GetByFrameId(nextRenderFrameId)
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if nil == candidate {
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// Lazy alloc heap-mem for holder
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ret = NewPreallocatedRoomDownsyncFrame(roomCapacity, 64, 64)
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ret = NewPreallocatedRoomDownsyncFrame(roomCapacity, 64, 64)
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renderFrameBuffer.SetByFrameId(ret, nextRenderFrameId)
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renderFrameBuffer.SetByFrameId(ret, nextRenderFrameId)
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} else {
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} else {
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ret = candidate.(*RoomDownsyncFrame)
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ret = candidate.(*RoomDownsyncFrame)
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}
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}
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} else {
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panic("Invalid nextRenderFrameId=" + string(nextRenderFrameId) + "!")
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}
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} else {
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ret = candidate.(*RoomDownsyncFrame)
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}
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// [WARNING] On backend this function MUST BE called while "InputsBufferLock" is locked!
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// [WARNING] On backend this function MUST BE called while "InputsBufferLock" is locked!
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nextRenderFramePlayers := ret.PlayersArr
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nextRenderFramePlayers := ret.PlayersArr
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// Make a copy first
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// Make a copy first
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@ -893,6 +903,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
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fireballBulletCnt++
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fireballBulletCnt++
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}
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}
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}
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}
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// Explicitly specify termination of fireball bullets
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nextRenderFrameFireballBullets[fireballBulletCnt].BattleAttr.BulletLocalId = TERMINATING_BULLET_LOCAL_ID
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for _, prevMelee := range currRenderFrame.MeleeBullets {
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for _, prevMelee := range currRenderFrame.MeleeBullets {
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if TERMINATING_BULLET_LOCAL_ID == prevMelee.BattleAttr.BulletLocalId {
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if TERMINATING_BULLET_LOCAL_ID == prevMelee.BattleAttr.BulletLocalId {
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@ -931,6 +943,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
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meleeBulletCnt++
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meleeBulletCnt++
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}
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}
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}
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}
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// Explicitly specify termination of melee bullets
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nextRenderFrameMeleeBullets[meleeBulletCnt].BattleAttr.BulletLocalId = TERMINATING_BULLET_LOCAL_ID
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// 4. Calc pushbacks for each player (after its movement) w/o bullets
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// 4. Calc pushbacks for each player (after its movement) w/o bullets
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for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
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for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
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@ -1,198 +0,0 @@
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package battle
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import (
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"resolv"
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)
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/*
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[WARNING] NOT USED ANYWHERE YET!!!
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*/
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type InplaceRingBuffer struct {
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Ed int32 // write index, open index
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St int32 // read index, closed index
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EdFrameId int32
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StFrameId int32
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N int32
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Cnt int32 // the count of valid elements in the buffer, used mainly to distinguish what "st == ed" means for "Pop" and "Get" methods
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Eles []interface{}
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}
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func NewInplaceRingBuffer(n int32) *InplaceRingBuffer {
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return &InplaceRingBuffer{
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Ed: 0,
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St: 0,
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EdFrameId: 0,
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StFrameId: 0,
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N: n,
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Cnt: 0,
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Eles: make([]interface{}, n),
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}
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}
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func (rb *InplaceRingBuffer) Put(pItem interface{}) {
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switch pItem.(type) {
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case *RoomDownsyncFrame:
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default:
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// Other types are not supported!
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return
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}
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for 0 < rb.Cnt && rb.Cnt >= rb.N {
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// Make room for the new element
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rb.Pop(nil)
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}
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switch v := pItem.(type) {
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case *RoomDownsyncFrame:
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CloneRoomDownsyncFrame(v.Id, v.PlayersArr, v.BulletLocalIdCounter, v.MeleeBullets, v.FireballBullets, rb.Eles[rb.Ed].(*RoomDownsyncFrame))
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}
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rb.EdFrameId++
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rb.Cnt++
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rb.Ed++
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if rb.Ed >= rb.N {
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rb.Ed -= rb.N // Deliberately not using "%" operator for performance concern
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}
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}
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func (rb *InplaceRingBuffer) Pop(holder interface{}) bool {
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switch holder.(type) {
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case *RoomDownsyncFrame, nil:
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default:
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// Other types are not supported!
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return false
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}
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if 0 == rb.Cnt {
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return false
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}
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switch u := holder.(type) {
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case *RoomDownsyncFrame:
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v := rb.Eles[rb.St].(*RoomDownsyncFrame)
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CloneRoomDownsyncFrame(v.Id, v.PlayersArr, v.BulletLocalIdCounter, v.MeleeBullets, v.FireballBullets, u)
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// If nil, there's no holder for output, I'm OK for that...
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}
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rb.StFrameId++
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rb.Cnt--
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rb.St++
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if rb.St >= rb.N {
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rb.St -= rb.N
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}
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return true
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}
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func (rb *InplaceRingBuffer) GetArrIdxByOffset(offsetFromSt int32) int32 {
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if 0 == rb.Cnt || 0 > offsetFromSt {
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return -1
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}
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arrIdx := rb.St + offsetFromSt
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if rb.St < rb.Ed {
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// case#1: 0...st...ed...N-1
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if rb.St <= arrIdx && arrIdx < rb.Ed {
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return arrIdx
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}
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} else {
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// if rb.St >= rb.Ed
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// case#2: 0...ed...st...N-1
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if arrIdx >= rb.N {
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arrIdx -= rb.N
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}
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if arrIdx >= rb.St || arrIdx < rb.Ed {
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return arrIdx
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}
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}
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return -1
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}
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func (rb *InplaceRingBuffer) GetByOffset(offsetFromSt int32, holder interface{}) bool {
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switch holder.(type) {
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case *RoomDownsyncFrame:
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default:
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// Other types are not supported!
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return false
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}
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arrIdx := rb.GetArrIdxByOffset(offsetFromSt)
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if -1 == arrIdx {
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return false
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}
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switch u := holder.(type) {
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case *RoomDownsyncFrame:
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v := rb.Eles[arrIdx].(*RoomDownsyncFrame)
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CloneRoomDownsyncFrame(v.Id, v.PlayersArr, v.BulletLocalIdCounter, v.MeleeBullets, v.FireballBullets, u)
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}
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return true
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}
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func (rb *InplaceRingBuffer) GetByFrameId(frameId int32, holder interface{}) bool {
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switch holder.(type) {
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case *RoomDownsyncFrame:
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default:
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// Other types are not supported!
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return false
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}
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if frameId >= rb.EdFrameId || frameId < rb.StFrameId {
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return false
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}
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return rb.GetByOffset(frameId-rb.StFrameId, holder)
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}
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// [WARNING] During a battle, frontend could receive non-consecutive frames (either renderFrame or inputFrame) due to resync, the buffer should handle these frames properly.
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func (rb *InplaceRingBuffer) SetByFrameId(pItem interface{}, frameId int32) (int32, int32, int32) {
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oldStFrameId, oldEdFrameId := rb.StFrameId, rb.EdFrameId
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switch pItem.(type) {
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case *RoomDownsyncFrame:
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default:
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// Other types are not supported!
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return resolv.RING_BUFF_FAILED_TO_SET, oldStFrameId, oldEdFrameId
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}
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if frameId < oldStFrameId {
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return resolv.RING_BUFF_FAILED_TO_SET, oldStFrameId, oldEdFrameId
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}
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// By now "rb.StFrameId <= frameId"
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if oldEdFrameId > frameId {
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arrIdx := rb.GetArrIdxByOffset(frameId - rb.StFrameId)
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if -1 != arrIdx {
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switch v := pItem.(type) {
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case *RoomDownsyncFrame:
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CloneRoomDownsyncFrame(v.Id, v.PlayersArr, v.BulletLocalIdCounter, v.MeleeBullets, v.FireballBullets, rb.Eles[arrIdx].(*RoomDownsyncFrame))
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return resolv.RING_BUFF_CONSECUTIVE_SET, oldStFrameId, oldEdFrameId
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default:
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// Other types are not supported!
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return resolv.RING_BUFF_FAILED_TO_SET, oldStFrameId, oldEdFrameId
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}
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}
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}
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// By now "rb.EdFrameId <= frameId"
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ret := resolv.RING_BUFF_CONSECUTIVE_SET
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if oldEdFrameId < frameId {
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rb.St, rb.Ed = 0, 0
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rb.StFrameId, rb.EdFrameId = frameId, frameId
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rb.Cnt = 0
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ret = resolv.RING_BUFF_NON_CONSECUTIVE_SET
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}
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// By now "rb.EdFrameId == frameId"
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rb.Put(pItem)
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return ret, oldStFrameId, oldEdFrameId
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}
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func (rb *InplaceRingBuffer) Clear() {
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for 0 < rb.Cnt {
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rb.Pop(nil)
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}
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rb.St = 0
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rb.Ed = 0
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rb.StFrameId = 0
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rb.EdFrameId = 0
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}
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func (rb *InplaceRingBuffer) GetStFrameId() int32 {
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return rb.StFrameId
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}
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func (rb *InplaceRingBuffer) GetEdFrameId() int32 {
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return rb.EdFrameId
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}
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func (rb *InplaceRingBuffer) GetCnt() int32 {
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return rb.Cnt
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}
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@ -79,14 +79,9 @@ func NewNpcPatrolCue(flAct, frAct uint64, x, y float64) *js.Object {
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}
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}
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func NewRoomDownsyncFrameJs(id int32, playersArr []*PlayerDownsync, bulletLocalIdCounter int32, meleeBullets []*MeleeBullet, fireballBullets []*FireballBullet) *js.Object {
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func NewRoomDownsyncFrameJs(id int32, playersArr []*PlayerDownsync, bulletLocalIdCounter int32, meleeBullets []*MeleeBullet, fireballBullets []*FireballBullet) *js.Object {
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// [WARNING] Avoid using "pb.RoomDownsyncFrame" here, in practive "MakeFullWrapper" doesn't expose the public fields for a "protobuf struct" as expected and requires helper functions like "GetCollisionSpaceObjsJs".
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preallocatedRdf := NewPreallocatedRoomDownsyncFrame(len(playersArr), 64, 64)
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return js.MakeWrapper(&RoomDownsyncFrame{
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CloneRoomDownsyncFrame(id, playersArr, bulletLocalIdCounter, meleeBullets, fireballBullets, preallocatedRdf)
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Id: id,
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return js.MakeWrapper(preallocatedRdf)
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BulletLocalIdCounter: bulletLocalIdCounter,
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PlayersArr: playersArr,
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MeleeBullets: meleeBullets,
|
|
||||||
FireballBullets: fireballBullets,
|
|
||||||
})
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func GetCollisionSpaceObjsJs(space *resolv.Space) []*js.Object {
|
func GetCollisionSpaceObjsJs(space *resolv.Space) []*js.Object {
|
||||||
@ -138,6 +133,28 @@ func GetInput(ifd *InputFrameDownsync, i int) uint64 {
|
|||||||
return ifd.InputList[i]
|
return ifd.InputList[i]
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func SetInputFrameId(ifd *InputFrameDownsync, newVal int32) bool {
|
||||||
|
// [WARNING] This function should be only used by frontend which is single-threaded; on the backend more rigorous thread-safety concerns are taken care of by proper locking.
|
||||||
|
ifd.InputFrameId = newVal
|
||||||
|
return true
|
||||||
|
}
|
||||||
|
|
||||||
|
func SetInput(ifd *InputFrameDownsync, i int, newVal uint64) bool {
|
||||||
|
// [WARNING] This function should be only used by frontend which is single-threaded; on the backend more rigorous thread-safety concerns are taken care of by proper locking.
|
||||||
|
if i >= len(ifd.InputList) {
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
|
||||||
|
ifd.InputList[i] = newVal
|
||||||
|
return true
|
||||||
|
}
|
||||||
|
|
||||||
|
func SetConfirmedList(ifd *InputFrameDownsync, newVal uint64) bool {
|
||||||
|
// [WARNING] This function should be only used by frontend which is single-threaded; on the backend more rigorous thread-safety concerns are taken care of by proper locking.
|
||||||
|
ifd.ConfirmedList = newVal
|
||||||
|
return true
|
||||||
|
}
|
||||||
|
|
||||||
func GetPlayer(rdf *RoomDownsyncFrame, i int) *js.Object {
|
func GetPlayer(rdf *RoomDownsyncFrame, i int) *js.Object {
|
||||||
// [WARNING] Calling "rdf.GetPlayersArr()" directly from transpiled frontend code would automatically invoke the expensive "$externalize" and "$mapArray"! See profiling result for more details.
|
// [WARNING] Calling "rdf.GetPlayersArr()" directly from transpiled frontend code would automatically invoke the expensive "$externalize" and "$mapArray"! See profiling result for more details.
|
||||||
return js.MakeWrapper(rdf.PlayersArr[i])
|
return js.MakeWrapper(rdf.PlayersArr[i])
|
||||||
@ -192,5 +209,8 @@ func main() {
|
|||||||
"GetFireballBullet": GetFireballBullet,
|
"GetFireballBullet": GetFireballBullet,
|
||||||
"GetInput": GetInput,
|
"GetInput": GetInput,
|
||||||
"NewDynamicRectangleColliders": NewDynamicRectangleColliders,
|
"NewDynamicRectangleColliders": NewDynamicRectangleColliders,
|
||||||
|
"SetInputFrameId": SetInputFrameId,
|
||||||
|
"SetInput": SetInput,
|
||||||
|
"SetConfirmedList": SetConfirmedList,
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
@ -28,6 +28,19 @@ func NewRingBuffer(n int32) *RingBuffer {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (rb *RingBuffer) DryPut() {
|
||||||
|
for 0 < rb.Cnt && rb.Cnt >= rb.N {
|
||||||
|
// Make room for the new element
|
||||||
|
rb.Pop()
|
||||||
|
}
|
||||||
|
rb.EdFrameId++
|
||||||
|
rb.Cnt++
|
||||||
|
rb.Ed++
|
||||||
|
if rb.Ed >= rb.N {
|
||||||
|
rb.Ed -= rb.N // Deliberately not using "%" operator for performance concern
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
func (rb *RingBuffer) Put(pItem interface{}) {
|
func (rb *RingBuffer) Put(pItem interface{}) {
|
||||||
for 0 < rb.Cnt && rb.Cnt >= rb.N {
|
for 0 < rb.Cnt && rb.Cnt >= rb.N {
|
||||||
// Make room for the new element
|
// Make room for the new element
|
||||||
|
Loading…
Reference in New Issue
Block a user