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https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Refined experimental toggle for in-place inputsBuffer update upon dynamics.
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@ -156,9 +156,10 @@ type Room struct {
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TmxPointsMap StrToVec2DListMap
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TmxPointsMap StrToVec2DListMap
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TmxPolygonsMap StrToPolygon2DListMap
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TmxPolygonsMap StrToPolygon2DListMap
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rdfIdToActuallyUsedInput map[int32]*pb.InputFrameDownsync
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rdfIdToActuallyUsedInput map[int32]*pb.InputFrameDownsync
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LastIndividuallyConfirmedInputFrameId []int32
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allowUpdateInputFrameInPlaceUponDynamics bool
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LastIndividuallyConfirmedInputList []uint64
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LastIndividuallyConfirmedInputFrameId []int32
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LastIndividuallyConfirmedInputList []uint64
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BattleUdpTunnelLock sync.Mutex
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BattleUdpTunnelLock sync.Mutex
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BattleUdpTunnelAddr *pb.PeerUdpAddr
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BattleUdpTunnelAddr *pb.PeerUdpAddr
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@ -804,6 +805,7 @@ func (pR *Room) OnDismissed() {
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pR.RenderFrameBuffer = resolv.NewRingBuffer(pR.RenderCacheSize)
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pR.RenderFrameBuffer = resolv.NewRingBuffer(pR.RenderCacheSize)
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pR.InputsBuffer = resolv.NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
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pR.InputsBuffer = resolv.NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
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pR.rdfIdToActuallyUsedInput = make(map[int32]*pb.InputFrameDownsync)
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pR.rdfIdToActuallyUsedInput = make(map[int32]*pb.InputFrameDownsync)
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pR.allowUpdateInputFrameInPlaceUponDynamics = true
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pR.LastIndividuallyConfirmedInputFrameId = make([]int32, pR.Capacity)
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pR.LastIndividuallyConfirmedInputFrameId = make([]int32, pR.Capacity)
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for i := 0; i < pR.Capacity; i++ {
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for i := 0; i < pR.Capacity; i++ {
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pR.LastIndividuallyConfirmedInputFrameId[i] = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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pR.LastIndividuallyConfirmedInputFrameId[i] = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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@ -1303,6 +1305,9 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
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panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v! InputsBuffer=%v", j, pR.Id, pR.InputsBufferString(false)))
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panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v! InputsBuffer=%v", j, pR.Id, pR.InputsBufferString(false)))
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}
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}
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inputFrameDownsync := tmp.(*battle.InputFrameDownsync)
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inputFrameDownsync := tmp.(*battle.InputFrameDownsync)
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if pR.allowUpdateInputFrameInPlaceUponDynamics {
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battle.UpdateInputFrameInPlaceUponDynamics(j, pR.Capacity, inputFrameDownsync.ConfirmedList, inputFrameDownsync.InputList, pR.LastIndividuallyConfirmedInputFrameId, pR.LastIndividuallyConfirmedInputList, int32(MAGIC_JOIN_INDEX_INVALID))
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}
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unconfirmedMask |= (allConfirmedMask ^ inputFrameDownsync.ConfirmedList)
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unconfirmedMask |= (allConfirmedMask ^ inputFrameDownsync.ConfirmedList)
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inputFrameDownsync.ConfirmedList = allConfirmedMask
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inputFrameDownsync.ConfirmedList = allConfirmedMask
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pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
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pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
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@ -1383,7 +1388,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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}
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}
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}
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}
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battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame.Id, pR.Space, pR.CollisionSysMap, pR.SpaceOffsetX, pR.SpaceOffsetY, pR.CharacterConfigsArr, pR.RenderFrameBuffer, pR.collisionHolder, pR.effPushbacks, pR.hardPushbackNormsArr, pR.jumpedOrNotList, pR.dynamicRectangleColliders, pR.LastIndividuallyConfirmedInputFrameId, pR.LastIndividuallyConfirmedInputList, false)
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battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame.Id, pR.Space, pR.CollisionSysMap, pR.SpaceOffsetX, pR.SpaceOffsetY, pR.CharacterConfigsArr, pR.RenderFrameBuffer, pR.collisionHolder, pR.effPushbacks, pR.hardPushbackNormsArr, pR.jumpedOrNotList, pR.dynamicRectangleColliders, pR.LastIndividuallyConfirmedInputFrameId, pR.LastIndividuallyConfirmedInputList, false, MAGIC_JOIN_INDEX_INVALID) // "allowUpdateInputFrameInPlaceUponDynamics" is instead used when "forceConfirmationIfApplicable"
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pR.CurDynamicsRenderFrameId++
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pR.CurDynamicsRenderFrameId++
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}
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}
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}
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}
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@ -1427,8 +1427,8 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
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};
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};
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self.rdfIdToActuallyUsedInput.set(i, inputFrameDownsyncClone);
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self.rdfIdToActuallyUsedInput.set(i, inputFrameDownsyncClone);
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}
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}
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const allowUpdateInputFrameInPlaceUponDynamics = (false == isChasing);
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const allowUpdateInputFrameInPlaceUponDynamics = (!isChasing);
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const renderRes = gopkgs.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(self.recentInputCache, i, collisionSys, collisionSysMap, self.spaceOffsetX, self.spaceOffsetY, self.chConfigsOrderedByJoinIndex, self.recentRenderCache, self.collisionHolder, self.effPushbacks, self.hardPushbackNormsArr, self.jumpedOrNotList, self.dynamicRectangleColliders, self.lastIndividuallyConfirmedInputFrameId, self.lastIndividuallyConfirmedInputList, allowUpdateInputFrameInPlaceUponDynamics);
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const renderRes = gopkgs.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(self.recentInputCache, i, collisionSys, collisionSysMap, self.spaceOffsetX, self.spaceOffsetY, self.chConfigsOrderedByJoinIndex, self.recentRenderCache, self.collisionHolder, self.effPushbacks, self.hardPushbackNormsArr, self.jumpedOrNotList, self.dynamicRectangleColliders, self.lastIndividuallyConfirmedInputFrameId, self.lastIndividuallyConfirmedInputList, allowUpdateInputFrameInPlaceUponDynamics, self.selfPlayerInfo.joinIndex);
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const nextRdf = gopkgs.GetRoomDownsyncFrame(self.recentRenderCache, i + 1);
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const nextRdf = gopkgs.GetRoomDownsyncFrame(self.recentRenderCache, i + 1);
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if (true == isChasing) {
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if (true == isChasing) {
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File diff suppressed because one or more lines are too long
@ -490,18 +490,24 @@ func calcHardPushbacksNorms(joinIndex int32, currPlayerDownsync, thatPlayerInNex
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return retCnt
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return retCnt
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}
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}
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func updateInputFrameInPlaceUponDynamics(inputFrameId int32, roomCapacity int, confirmedList uint64, inputList []uint64, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64) {
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func UpdateInputFrameInPlaceUponDynamics(inputFrameId int32, roomCapacity int, confirmedList uint64, inputList []uint64, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics int32) {
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for i := 0; i < roomCapacity; i++ {
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for i := 0; i < roomCapacity; i++ {
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if 0 == (confirmedList & (1 << uint32(i))) {
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if int32(i+1) == toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics {
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// This in-place update on the "inputsBuffer" is only correct when "delayed input for this player is not yet confirmed"
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// On frontend, a "self input" is only confirmed by websocket downsync, which is quite late and might get the "self input" incorrectly overwritten if not excluded here
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if lastIndividuallyConfirmedInputFrameId[i] < inputFrameId {
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continue
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inputList[i] = lastIndividuallyConfirmedInputList[i]
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}
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}
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}
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if 0 < (confirmedList & (1 << uint32(i))) {
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// This in-place update on the "inputsBuffer" is only correct when "delayed input for this player is not yet confirmed"
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continue
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}
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if lastIndividuallyConfirmedInputFrameId[i] >= inputFrameId {
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continue
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}
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inputList[i] = (lastIndividuallyConfirmedInputList[i] & uint64(15))
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}
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}
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}
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}
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func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, currRenderFrame *RoomDownsyncFrame, chConfig *CharacterConfig, inputsBuffer *resolv.RingBuffer, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64, allowUpdateInputFrameInPlaceUponDynamics bool) (int, bool, int32, int32) {
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func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, currRenderFrame *RoomDownsyncFrame, chConfig *CharacterConfig, inputsBuffer *resolv.RingBuffer) (int, bool, int32, int32) {
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// returns (patternId, jumpedOrNot, effectiveDx, effectiveDy)
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// returns (patternId, jumpedOrNot, effectiveDx, effectiveDy)
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delayedInputFrameId := ConvertToDelayedInputFrameId(currRenderFrame.Id)
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delayedInputFrameId := ConvertToDelayedInputFrameId(currRenderFrame.Id)
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delayedInputFrameIdForPrevRdf := ConvertToDelayedInputFrameId(currRenderFrame.Id - 1)
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delayedInputFrameIdForPrevRdf := ConvertToDelayedInputFrameId(currRenderFrame.Id - 1)
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@ -516,10 +522,6 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
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delayedInputFrameDownsync := inputsBuffer.GetByFrameId(delayedInputFrameId).(*InputFrameDownsync)
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delayedInputFrameDownsync := inputsBuffer.GetByFrameId(delayedInputFrameId).(*InputFrameDownsync)
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delayedInputList := delayedInputFrameDownsync.InputList
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delayedInputList := delayedInputFrameDownsync.InputList
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roomCapacity := len(delayedInputList)
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if allowUpdateInputFrameInPlaceUponDynamics {
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updateInputFrameInPlaceUponDynamics(delayedInputFrameId, roomCapacity, delayedInputFrameDownsync.ConfirmedList, delayedInputList, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList)
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}
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var delayedInputListForPrevRdf []uint64 = nil
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var delayedInputListForPrevRdf []uint64 = nil
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if 0 < delayedInputFrameIdForPrevRdf {
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if 0 < delayedInputFrameIdForPrevRdf {
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@ -582,7 +584,7 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
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The function "ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame" is creating new heap-memory blocks at 60fps, e.g. nextRenderFramePlayers & nextRenderFrameMeleeBullets & nextRenderFrameFireballBullets & effPushbacks & hardPushbackNorms & jumpedOrNotList & dynamicRectangleColliders("player" & "bullet"), which would induce "possibly performance impacting garbage collections" when many rooms are running simultaneously.
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The function "ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame" is creating new heap-memory blocks at 60fps, e.g. nextRenderFramePlayers & nextRenderFrameMeleeBullets & nextRenderFrameFireballBullets & effPushbacks & hardPushbackNorms & jumpedOrNotList & dynamicRectangleColliders("player" & "bullet"), which would induce "possibly performance impacting garbage collections" when many rooms are running simultaneously.
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*/
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*/
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func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.RingBuffer, currRenderFrameId int32, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, collisionSpaceOffsetX, collisionSpaceOffsetY float64, chConfigsOrderedByJoinIndex []*CharacterConfig, renderFrameBuffer *resolv.RingBuffer, collision *resolv.Collision, effPushbacks []*Vec2D, hardPushbackNormsArr [][]*Vec2D, jumpedOrNotList []bool, dynamicRectangleColliders []*resolv.Object, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64, allowUpdateInputFrameInPlaceUponDynamics bool) bool {
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func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.RingBuffer, currRenderFrameId int32, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, collisionSpaceOffsetX, collisionSpaceOffsetY float64, chConfigsOrderedByJoinIndex []*CharacterConfig, renderFrameBuffer *resolv.RingBuffer, collision *resolv.Collision, effPushbacks []*Vec2D, hardPushbackNormsArr [][]*Vec2D, jumpedOrNotList []bool, dynamicRectangleColliders []*resolv.Object, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64, allowUpdateInputFrameInPlaceUponDynamics bool, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics int32) bool {
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currRenderFrame := renderFrameBuffer.GetByFrameId(currRenderFrameId).(*RoomDownsyncFrame)
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currRenderFrame := renderFrameBuffer.GetByFrameId(currRenderFrameId).(*RoomDownsyncFrame)
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nextRenderFrameId := currRenderFrameId + 1
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nextRenderFrameId := currRenderFrameId + 1
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roomCapacity := len(currRenderFrame.PlayersArr)
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roomCapacity := len(currRenderFrame.PlayersArr)
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@ -628,10 +630,21 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
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bulletLocalId := currRenderFrame.BulletLocalIdCounter
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bulletLocalId := currRenderFrame.BulletLocalIdCounter
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// 1. Process player inputs
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// 1. Process player inputs
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delayedInputFrameId := ConvertToDelayedInputFrameId(currRenderFrame.Id)
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if 0 < delayedInputFrameId {
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delayedInputFrameDownsync := inputsBuffer.GetByFrameId(delayedInputFrameId).(*InputFrameDownsync)
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delayedInputList := delayedInputFrameDownsync.InputList
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roomCapacity := len(delayedInputList)
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if allowUpdateInputFrameInPlaceUponDynamics {
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UpdateInputFrameInPlaceUponDynamics(delayedInputFrameId, roomCapacity, delayedInputFrameDownsync.ConfirmedList, delayedInputList, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics)
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}
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}
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for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
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for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
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chConfig := chConfigsOrderedByJoinIndex[i]
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chConfig := chConfigsOrderedByJoinIndex[i]
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thatPlayerInNextFrame := nextRenderFramePlayers[i]
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thatPlayerInNextFrame := nextRenderFramePlayers[i]
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patternId, jumpedOrNot, effDx, effDy := deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame, currRenderFrame, chConfig, inputsBuffer, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList, allowUpdateInputFrameInPlaceUponDynamics)
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patternId, jumpedOrNot, effDx, effDy := deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame, currRenderFrame, chConfig, inputsBuffer)
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jumpedOrNotList[i] = jumpedOrNot
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jumpedOrNotList[i] = jumpedOrNot
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joinIndex := currPlayerDownsync.JoinIndex
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joinIndex := currPlayerDownsync.JoinIndex
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@ -106,9 +106,9 @@ func GetCharacterConfigsOrderedByJoinIndex(speciesIdList []int) []*js.Object {
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return ret
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return ret
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}
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}
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func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(inputsBuffer *resolv.RingBuffer, currRenderFrameId int32, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, collisionSpaceOffsetX, collisionSpaceOffsetY float64, chConfigsOrderedByJoinIndex []*CharacterConfig, renderFrameBuffer *resolv.RingBuffer, collision *resolv.Collision, effPushbacks []*Vec2D, hardPushbackNormsArr [][]*Vec2D, jumpedOrNotList []bool, dynamicRectangleColliders []*resolv.Object, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64, allowUpdateInputFrameInPlaceUponDynamics bool) bool {
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func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(inputsBuffer *resolv.RingBuffer, currRenderFrameId int32, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, collisionSpaceOffsetX, collisionSpaceOffsetY float64, chConfigsOrderedByJoinIndex []*CharacterConfig, renderFrameBuffer *resolv.RingBuffer, collision *resolv.Collision, effPushbacks []*Vec2D, hardPushbackNormsArr [][]*Vec2D, jumpedOrNotList []bool, dynamicRectangleColliders []*resolv.Object, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64, allowUpdateInputFrameInPlaceUponDynamics bool, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics int32) bool {
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// We need access to all fields of RoomDownsyncFrame for displaying in frontend
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// We need access to all fields of RoomDownsyncFrame for displaying in frontend
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return ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer, currRenderFrameId, collisionSys, collisionSysMap, collisionSpaceOffsetX, collisionSpaceOffsetY, chConfigsOrderedByJoinIndex, renderFrameBuffer, collision, effPushbacks, hardPushbackNormsArr, jumpedOrNotList, dynamicRectangleColliders, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList, allowUpdateInputFrameInPlaceUponDynamics)
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return ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer, currRenderFrameId, collisionSys, collisionSysMap, collisionSpaceOffsetX, collisionSpaceOffsetY, chConfigsOrderedByJoinIndex, renderFrameBuffer, collision, effPushbacks, hardPushbackNormsArr, jumpedOrNotList, dynamicRectangleColliders, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList, allowUpdateInputFrameInPlaceUponDynamics, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics)
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}
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}
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func GetRoomDownsyncFrame(renderFrameBuffer *resolv.RingBuffer, frameId int32) *js.Object {
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func GetRoomDownsyncFrame(renderFrameBuffer *resolv.RingBuffer, frameId int32) *js.Object {
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