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https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Fixes for frontend rollback field access.
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a85c6f9ad8
commit
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@ -10,9 +10,12 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
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return nil
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}
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ret := &pb.RoomDownsyncFrame{
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Id: rdf.Id,
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PlayersArr: make([]*pb.PlayerDownsync, len(rdf.PlayersArr), len(rdf.PlayersArr)),
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MeleeBullets: make([]*pb.MeleeBullet, len(rdf.MeleeBullets), len(rdf.MeleeBullets)),
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Id: rdf.Id,
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PlayersArr: make([]*pb.PlayerDownsync, len(rdf.PlayersArr), len(rdf.PlayersArr)),
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MeleeBullets: make([]*pb.MeleeBullet, len(rdf.MeleeBullets), len(rdf.MeleeBullets)),
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CountdownNanos: rdf.CountdownNanos,
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BackendUnconfirmedMask: rdf.BackendUnconfirmedMask,
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ShouldForceResync: rdf.ShouldForceResync,
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}
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for i, last := range rdf.PlayersArr {
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@ -1160,7 +1160,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
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pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
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}
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if 0 < unconfirmedMask {
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Logger.Debug(fmt.Sprintf("[type#1 forceConfirmation] For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, LastAllConfirmedInputFrameId:%d, (pR.NstDelayFrames >> pR.InputScaleFrames):%d, InputFrameUpsyncDelayTolerance:%d, unconfirmedMask=%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, oldLastAllConfirmedInputFrameId, (pR.NstDelayFrames >> pR.InputScaleFrames), pR.InputFrameUpsyncDelayTolerance, unconfirmedMask))
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Logger.Info(fmt.Sprintf("[type#1 forceConfirmation] For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, oldLastAllConfirmedInputFrameId:%d, newLastAllConfirmedInputFrameId:%d, (pR.NstDelayFrames >> pR.InputScaleFrames):%d, InputFrameUpsyncDelayTolerance:%d, unconfirmedMask=%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, oldLastAllConfirmedInputFrameId, pR.LastAllConfirmedInputFrameId, (pR.NstDelayFrames >> pR.InputScaleFrames), pR.InputFrameUpsyncDelayTolerance, unconfirmedMask))
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}
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} else {
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// Type#2 helps resolve the edge case when all players are disconnected temporarily
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@ -605,7 +605,7 @@ cc.Class({
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}
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const shouldForceDumping1 = (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.Id);
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let shouldForceDumping2 = (rdf.Id >= self.renderFrameId + self.renderFrameIdLagTolerance);
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let shouldForceResync = rdf.ShouldForceResync;
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let shouldForceResync = pbRdf.ShouldForceResync;
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const notSelfUnconfirmed = (0 == (rdf.BackendUnconfirmedMask & (1 << (self.selfPlayerInfo.joinIndex - 1))));
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if (notSelfUnconfirmed) {
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shouldForceDumping2 = false;
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@ -618,7 +618,7 @@ cc.Class({
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If "BackendUnconfirmedMask" is non-all-1 and contains the current player, show a label/button to hint manual reconnection. Note that the continuity of "recentInputCache" is not a good indicator, because due to network delay upon a [type#1 forceConfirmation] a player might just lag in upsync networking and have all consecutive inputFrameIds locally.
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*/
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const [dumpRenderCacheRet, oldStRenderFrameId, oldEdRenderFrameId] = (shouldForceDumping1 || shouldForceDumping2 || shouldForceResync) ? self.recentRenderCache.setByFrameId(rdf, rdf.id) : [window.RING_BUFF_CONSECUTIVE_SET, null, null];
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const [dumpRenderCacheRet, oldStRenderFrameId, oldEdRenderFrameId] = (shouldForceDumping1 || shouldForceDumping2 || shouldForceResync) ? self.recentRenderCache.setByFrameId(rdf, rdf.Id) : [window.RING_BUFF_CONSECUTIVE_SET, null, null];
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if (window.RING_BUFF_FAILED_TO_SET == dumpRenderCacheRet) {
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throw `Failed to dump render cache#1 (maybe recentRenderCache too small)! rdf.id=${rdf.id}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`;
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}
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@ -646,6 +646,8 @@ cc.Class({
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if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.Id) {
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console.log('On battle started! renderFrameId=', rdf.Id);
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} else {
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console.log('On battle resynced! renderFrameId=', rdf.Id);
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}
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self.renderFrameId = rdf.Id;
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self.lastRenderFrameIdTriggeredAt = performance.now();
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@ -720,6 +722,9 @@ cc.Class({
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onInputFrameDownsyncBatch(batch) {
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// TODO: find some kind of synchronization mechanism against "getOrPrefabInputFrameUpsync"!
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if (null == batch) {
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return;
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}
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const self = this;
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if (!self.recentInputCache) {
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return;
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@ -773,7 +778,9 @@ cc.Class({
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*/
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// The actual rollback-and-chase would later be executed in update(dt).
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console.warn(`Mismatched input detected, resetting chaserRenderFrameId: ${self.chaserRenderFrameId}->${renderFrameId1} by firstPredictedYetIncorrectInputFrameId: ${inputFrameId1}
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lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}`);
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lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}
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recentInputCache=${self._stringifyRecentInputCache(false)}
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batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inputFrameId}]`);
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self.chaserRenderFrameId = renderFrameId1;
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},
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@ -1104,11 +1111,11 @@ ${self._stringifyRecentInputAndRenderCacheCorrespondingly()}`);
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if (true == isChasing) {
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// [WARNING] Move the cursor "self.chaserRenderFrameId" when "true == isChasing", keep in mind that "self.chaserRenderFrameId" is not monotonic!
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self.chaserRenderFrameId = nextRdf.id;
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} else if (nextRdf.id == self.chaserRenderFrameId + 1) {
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self.chaserRenderFrameId = nextRdf.id; // To avoid redundant calculation
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self.chaserRenderFrameId = nextRdf.Id;
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} else if (nextRdf.Id == self.chaserRenderFrameId + 1) {
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self.chaserRenderFrameId = nextRdf.Id; // To avoid redundant calculation
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}
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self.recentRenderCache.setByFrameId(nextRdf, nextRdf.id);
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self.recentRenderCache.setByFrameId(nextRdf, nextRdf.Id);
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prevLatestRdf = currRdf;
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latestRdf = nextRdf;
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}
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@ -1158,15 +1165,30 @@ ${self._stringifyRecentInputAndRenderCacheCorrespondingly()}`);
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return `[stInputFrameId=${self.recentInputCache.stFrameId}, edInputFrameId=${self.recentInputCache.edFrameId})`;
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},
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_stringifyGopkgRoomDownsyncFrame(rdf) {
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let s = [];
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s.push(`{`);
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s.push(` id: ${rdf.Id}`);
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s.push(` players: [`);
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for (let k in rdf.PlayersArr) {
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const player = rdf.PlayersArr[k];
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s.push(` {joinIndex: ${player.JoinIndex}, id: ${player.Id}, vx: ${player.VirtualGridX}, vy: ${player.VirtualGridY}, velX: ${player.VelX}, velY: ${player.VelY}}`);
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}
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s.push(` ]`);
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s.push(`}`);
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return s.join("\n");
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},
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_stringifyRecentRenderCache(usefullOutput) {
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const self = this;
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if (true == usefullOutput) {
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let s = [];
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for (let i = self.recentRenderCache.stFrameId; i < self.recentRenderCache.edFrameId; ++i) {
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s.push(JSON.stringify(self.recentRenderCache.getByFrameId(i)));
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const rdf = self.recentRenderCache.getByFrameId(i);
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s.push(self._stringifyGopkgRoomDownsyncFrame(rdf));
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}
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return s.join('\n');
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return s.join("\n");
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}
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return `[stRenderFrameId=${self.recentRenderCache.stFrameId}, edRenderFrameId=${self.recentRenderCache.edFrameId})`;
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},
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