mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Fixed collider visualizer.
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@@ -13,13 +13,13 @@ import (
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"io/ioutil"
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"jsexport/battle"
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"math/rand"
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"os"
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"path/filepath"
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"resolv"
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"strings"
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"sync"
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"sync/atomic"
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"time"
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"os"
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)
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const (
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@@ -344,6 +344,19 @@ func (pR *Room) InputsBufferString(allDetails bool) string {
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}
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}
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func (pR *Room) playerDownsyncStr(player *battle.PlayerDownsync) string {
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if nil == player {
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return ""
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}
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inAirInt := 0
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if player.InAir {
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inAirInt = 1
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}
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s := fmt.Sprintf("{%d,%d,%d,%d,%d,%d}", player.JoinIndex, player.VirtualGridX, player.VirtualGridY, player.VelX, player.VelY, inAirInt)
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return s
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}
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func (pR *Room) inputFrameDownsyncStr(inputFrameDownsync *pb.InputFrameDownsync) string {
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if nil == inputFrameDownsync {
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return ""
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@@ -364,7 +377,12 @@ func (pR *Room) rdfIdToActuallyUsedInputString() string {
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// Appending of the array of strings can be very SLOW due to on-demand heap allocation! Use this printing with caution.
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s := make([]string, 0)
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for rdfId := pR.RenderFrameBuffer.StFrameId; rdfId < pR.RenderFrameBuffer.EdFrameId; rdfId++ {
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s = append(s, fmt.Sprintf("rdfId:%d\nactuallyUsedinputList:{%v}", rdfId, pR.inputFrameDownsyncStr(pR.rdfIdToActuallyUsedInput[rdfId])))
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rdf := pR.RenderFrameBuffer.GetByFrameId(rdfId).(*battle.RoomDownsyncFrame)
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playersStrBldr := make([]string, 0, len(rdf.PlayersArr))
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for _, player := range rdf.PlayersArr {
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playersStrBldr = append(playersStrBldr, pR.playerDownsyncStr(player))
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}
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s = append(s, fmt.Sprintf("rdfId:%d\nplayers:[%v]\nactuallyUsedinputList:{%v}", rdfId, strings.Join(playersStrBldr, ","), pR.inputFrameDownsyncStr(pR.rdfIdToActuallyUsedInput[rdfId])))
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}
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return strings.Join(s, "\n")
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@@ -406,9 +424,9 @@ func (pR *Room) StartBattle() {
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Logger.Error("battleMainLoop, recovery spot#1, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("panic", r))
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}
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pR.StopBattleForSettlement()
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rdfIdToActuallyUsedInputDump := pR.rdfIdToActuallyUsedInputString()
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rdfIdToActuallyUsedInputDump := pR.rdfIdToActuallyUsedInputString()
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Logger.Info(fmt.Sprintf("The `battleMainLoop` for roomId=%v is stopped@renderFrameId=%v, with battleDurationFrames=%v:\n%v", pR.Id, pR.RenderFrameId, pR.BattleDurationFrames, pR.InputsBufferString(false))) // This takes sometime to print
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os.WriteFile(fmt.Sprintf("room_%d.txt", pR.Id), []byte(rdfIdToActuallyUsedInputDump), 0644) // DEBUG ONLY
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os.WriteFile(fmt.Sprintf("room_%d.txt", pR.Id), []byte(rdfIdToActuallyUsedInputDump), 0644) // DEBUG ONLY
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pR.onBattleStoppedForSettlement()
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}()
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