Fixed frontend action triggers.

This commit is contained in:
genxium
2023-01-17 12:07:41 +08:00
parent e9119530f1
commit b27b567c77
11 changed files with 6793 additions and 54 deletions

View File

@@ -58,7 +58,7 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
BulletLocalId: last.BattleAttr.BulletLocalId,
OriginatedRenderFrameId: last.BattleAttr.OriginatedRenderFrameId,
OffenderJoinIndex: last.BattleAttr.OffenderJoinIndex,
TeamId: last.BattleAttr.TeamId,
TeamId: last.BattleAttr.TeamId,
StartupFrames: last.Bullet.StartupFrames,
CancellableStFrame: last.Bullet.CancellableStFrame,
@@ -81,11 +81,11 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
BlowUp: last.Bullet.BlowUp,
SpeciesId: last.Bullet.SpeciesId,
ExplosionFrames: last.Bullet.ExplosionFrames,
SpeciesId: last.Bullet.SpeciesId,
ExplosionFrames: last.Bullet.ExplosionFrames,
BlState: last.BlState,
FramesInBlState: last.FramesInBlState,
BlState: last.BlState,
FramesInBlState: last.FramesInBlState,
}
ret.MeleeBullets[i] = pbBullet
}
@@ -95,7 +95,7 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
BulletLocalId: last.BattleAttr.BulletLocalId,
OriginatedRenderFrameId: last.BattleAttr.OriginatedRenderFrameId,
OffenderJoinIndex: last.BattleAttr.OffenderJoinIndex,
TeamId: last.BattleAttr.TeamId,
TeamId: last.BattleAttr.TeamId,
StartupFrames: last.Bullet.StartupFrames,
CancellableStFrame: last.Bullet.CancellableStFrame,
@@ -118,11 +118,11 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
BlowUp: last.Bullet.BlowUp,
SpeciesId: last.Bullet.SpeciesId,
ExplosionFrames: last.Bullet.ExplosionFrames,
SpeciesId: last.Bullet.SpeciesId,
ExplosionFrames: last.Bullet.ExplosionFrames,
BlState: last.BlState,
FramesInBlState: last.FramesInBlState,
BlState: last.BlState,
FramesInBlState: last.FramesInBlState,
VirtualGridX: last.VirtualGridX,
VirtualGridY: last.VirtualGridY,

View File

@@ -1342,7 +1342,7 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
snapshotStFrameId = refSnapshotStFrameId
}
inputsBufferSnapshot := pR.produceInputsBufferSnapshotWithCurDynamicsRenderFrameAsRef(unconfirmedMask, snapshotStFrameId, pR.LastAllConfirmedInputFrameId+1)
Logger.Debug(fmt.Sprintf("[forceConfirmation] roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, unconfirmedMask))
//Logger.Warn(fmt.Sprintf("[forceConfirmation] roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, unconfirmedMask))
pR.downsyncToAllPlayers(inputsBufferSnapshot)
}
}
@@ -1457,8 +1457,8 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
pbRefRenderFrame.SpeciesIdList = pR.SpeciesIdList
pR.sendSafely(pbRefRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false)
//Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: InputsBuffer=%v", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, pR.InputsBufferString(false)))
if shouldResync1 {
Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: shouldResync1=%v, shouldResync2=%v, shouldResync3=%v, playerBattleState=%d", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, shouldResync1, shouldResync2, shouldResync3, playerBattleState))
if shouldResync1 || shouldResync3 {
Logger.Debug(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: shouldResync1=%v, shouldResync2=%v, shouldResync3=%v, playerBattleState=%d", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, shouldResync1, shouldResync2, shouldResync3, playerBattleState))
}
} else {
pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false)