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https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Further enhanced frontend input processing and fixed frame data logging.
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@ -440,7 +440,7 @@
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"array": [
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0,
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0,
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216.50635094610968,
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210.57636167057314,
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0,
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0,
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0,
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@ -464,7 +464,7 @@
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"array": [
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0,
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0,
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216.50635094610968,
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210.57636167057314,
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0,
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0,
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0,
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@ -152,7 +152,6 @@ cc.Class({
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prefabbedInputList[k] = (prefabbedInputList[k] & 15);
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}
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currSelfInput = self.ctrl.getEncodedInput(); // When "null == existingInputFrame", it'd be safe to say that the realtime "self.ctrl.getEncodedInput()" is for the requested "inputFrameId"
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//console.log(`@rdf.Id=${self.renderFrameId}, currSelfInput=${currSelfInput}`);
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prefabbedInputList[(joinIndex - 1)] = currSelfInput;
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while (self.recentInputCache.EdFrameId <= inputFrameId) {
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// Fill the gap
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@ -924,6 +923,12 @@ batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inpu
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[prevSelfInput, currSelfInput] = self.getOrPrefabInputFrameUpsync(noDelayInputFrameId);
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}
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const delayedInputFrameId = gopkgs.ConvertToDelayedInputFrameId(self.renderFrameId);
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if (null == self.recentInputCache.GetByFrameId(delayedInputFrameId)) {
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// Possible edge case after resync
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self.getOrPrefabInputFrameUpsync(delayedInputFrameId);
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}
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let t0 = performance.now();
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if (self.shouldSendInputFrameUpsyncBatch(prevSelfInput, currSelfInput, self.lastUpsyncInputFrameId, noDelayInputFrameId)) {
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// TODO: Is the following statement run asynchronously in an implicit manner? Should I explicitly run it asynchronously?
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@ -1196,7 +1201,25 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
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throw `Couldn't find renderFrame for i=${i} to rollback (are you using Firefox?), self.renderFrameId=${self.renderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, might've been interruptted by onRoomDownsyncFrame`;
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}
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const j = gopkgs.ConvertToDelayedInputFrameId(i);
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const delayedInputFrame = self.getOrPrefabInputFrameUpsync(j);
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const delayedInputFrame = self.recentInputCache.GetByFrameId(j);
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/*
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const prevJ = gopkgs.ConvertToDelayedInputFrameId(i - 1);
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const prevDelayedInputFrame = self.recentInputCache.GetByFrameId(prevJ);
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const prevBtnALevel = (null == prevDelayedInputFrame ? 0 : ((prevDelayedInputFrame.InputList[self.selfPlayerInfo.JoinIndex - 1] >> 4) & 1));
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const btnALevel = ((delayedInputFrame.InputList[self.selfPlayerInfo.JoinIndex - 1] >> 4) & 1);
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if (
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ATK_CHARACTER_STATE.Atk1[0] == currRdf.PlayersArr[self.selfPlayerInfo.JoinIndex - 1].CharacterState
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ATK_CHARACTER_STATE.Atk2[0] == currRdf.PlayersArr[self.selfPlayerInfo.JoinIndex - 1].CharacterState
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) {
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console.log(`rdf.Id=${i}, (btnALevel,j)=(${btnALevel},${j}), (prevBtnALevel,prevJ) is (${prevBtnALevel},${prevJ}), in cancellable atk!`);
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}
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if (btnALevel > 0) {
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if (btnALevel > prevBtnALevel) {
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console.log(`rdf.Id=${i}, rising edge of btnA triggered`);
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}
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}
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*/
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if (self.frameDataLoggingEnabled) {
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const actuallyUsedInputClone = delayedInputFrame.InputList.slice();
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@ -94,7 +94,7 @@ cc.Class({
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const p2Vpos = gopkgs.WorldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y);
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const colliderRadiusV = gopkgs.WorldToVirtualGridPos(12.0, 0);
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const speciesIdList = [4096, 1];
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const speciesIdList = [1, 4096];
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const chConfigsOrderedByJoinIndex = gopkgs.GetCharacterConfigsOrderedByJoinIndex(speciesIdList);
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const startRdf = window.pb.protos.RoomDownsyncFrame.create({
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@ -23,7 +23,7 @@ const (
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GRAVITY_Y = -int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
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INPUT_DELAY_FRAMES = int32(4) // in the count of render frames
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INPUT_SCALE_FRAMES = uint32(3) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
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INPUT_SCALE_FRAMES = uint32(2) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
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NST_DELAY_FRAMES = int32(16) // network-single-trip delay in the count of render frames, proposed to be (InputDelayFrames >> 1) because we expect a round-trip delay to be exactly "InputDelayFrames"
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SP_ATK_LOOKUP_FRAMES = int32(5)
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@ -489,15 +489,19 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
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}
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patternId := PATTERN_ID_NO_OP
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if decodedInput.BtnALevel > prevBtnALevel {
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if 0 > effDy {
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patternId = 3
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} else if 0 < effDy {
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patternId = 2
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} else {
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patternId = 1
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}
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}
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if 0 < decodedInput.BtnALevel {
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if decodedInput.BtnALevel > prevBtnALevel {
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if 0 > effDy {
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patternId = 3
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} else if 0 < effDy {
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patternId = 2
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} else {
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patternId = 1
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}
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} else {
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patternId = 4 // Holding
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}
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}
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return patternId, jumpedOrNot, effDx, effDy
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}
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