mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Updated input prediction approach upon dynamics.
This commit is contained in:
@@ -47,11 +47,10 @@ type Player struct {
|
||||
TutorialStage int `db:"tutorial_stage"`
|
||||
|
||||
// other in-battle info fields
|
||||
LastReceivedInputFrameId int32
|
||||
LastUdpReceivedInputFrameId int32
|
||||
LastSentInputFrameId int32
|
||||
AckingFrameId int32
|
||||
AckingInputFrameId int32
|
||||
LastConsecutiveRecvInputFrameId int32
|
||||
LastSentInputFrameId int32
|
||||
AckingFrameId int32
|
||||
AckingInputFrameId int32
|
||||
|
||||
UdpAddr *PeerUdpAddr
|
||||
BattleUdpTunnelAddr *net.UDPAddr // This addr is used by backend only, not visible to frontend
|
||||
|
@@ -136,7 +136,7 @@ type Room struct {
|
||||
EffectivePlayerCount int32
|
||||
DismissalWaitGroup sync.WaitGroup
|
||||
InputsBuffer *resolv.RingBuffer // Indices are STRICTLY consecutive
|
||||
InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange, LastIndividuallyConfirmedInputList, player.LastReceivedInputFrameId, player.LastUdpReceivedInputFrameId]
|
||||
InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange, LastIndividuallyConfirmedInputFrameId, LastIndividuallyConfirmedInputList, player.LastConsecutiveRecvInputFrameId]
|
||||
RenderFrameBuffer *resolv.RingBuffer // Indices are STRICTLY consecutive
|
||||
LatestPlayerUpsyncedInputFrameId int32
|
||||
LastAllConfirmedInputFrameId int32
|
||||
@@ -156,8 +156,9 @@ type Room struct {
|
||||
TmxPointsMap StrToVec2DListMap
|
||||
TmxPolygonsMap StrToPolygon2DListMap
|
||||
|
||||
rdfIdToActuallyUsedInput map[int32]*pb.InputFrameDownsync
|
||||
LastIndividuallyConfirmedInputList []uint64
|
||||
rdfIdToActuallyUsedInput map[int32]*pb.InputFrameDownsync
|
||||
LastIndividuallyConfirmedInputFrameId []int32
|
||||
LastIndividuallyConfirmedInputList []uint64
|
||||
|
||||
BattleUdpTunnelLock sync.Mutex
|
||||
BattleUdpTunnelAddr *pb.PeerUdpAddr
|
||||
@@ -194,8 +195,7 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, speciesId int, se
|
||||
pPlayerFromDbInit.AckingFrameId = -1
|
||||
pPlayerFromDbInit.AckingInputFrameId = -1
|
||||
pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
|
||||
pPlayerFromDbInit.LastReceivedInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
|
||||
pPlayerFromDbInit.LastUdpReceivedInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
|
||||
pPlayerFromDbInit.LastConsecutiveRecvInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
|
||||
pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
|
||||
|
||||
pPlayerFromDbInit.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
|
||||
@@ -237,7 +237,7 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
|
||||
pEffectiveInRoomPlayerInstance.AckingFrameId = -1
|
||||
pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
|
||||
pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
|
||||
// [WARNING] DON'T reset "player.LastReceivedInputFrameId" & "player.LastUdpReceivedInputFrameId" upon reconnection!
|
||||
// [WARNING] DON'T reset "player.LastConsecutiveRecvInputFrameId" & "pR.LastIndividuallyConfirmedInputFrameId[...]" upon reconnection!
|
||||
pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
|
||||
|
||||
pEffectiveInRoomPlayerInstance.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
|
||||
@@ -804,6 +804,10 @@ func (pR *Room) OnDismissed() {
|
||||
pR.RenderFrameBuffer = resolv.NewRingBuffer(pR.RenderCacheSize)
|
||||
pR.InputsBuffer = resolv.NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
|
||||
pR.rdfIdToActuallyUsedInput = make(map[int32]*pb.InputFrameDownsync)
|
||||
pR.LastIndividuallyConfirmedInputFrameId = make([]int32, pR.Capacity)
|
||||
for i := 0; i < pR.Capacity; i++ {
|
||||
pR.LastIndividuallyConfirmedInputFrameId[i] = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
|
||||
}
|
||||
pR.LastIndividuallyConfirmedInputList = make([]uint64, pR.Capacity)
|
||||
|
||||
pR.LatestPlayerUpsyncedInputFrameId = -1
|
||||
@@ -817,7 +821,7 @@ func (pR *Room) OnDismissed() {
|
||||
|
||||
pR.collisionHolder = resolv.NewCollision()
|
||||
pR.effPushbacks = make([]*battle.Vec2D, pR.Capacity)
|
||||
for i := 0; i < len(pR.effPushbacks); i++ {
|
||||
for i := 0; i < pR.Capacity; i++ {
|
||||
pR.effPushbacks[i] = &battle.Vec2D{X: 0, Y: 0}
|
||||
}
|
||||
pR.hardPushbackNormsArr = make([][]*battle.Vec2D, pR.Capacity)
|
||||
@@ -1190,9 +1194,9 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
|
||||
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#1: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
|
||||
continue
|
||||
}
|
||||
if clientInputFrameId < player.LastReceivedInputFrameId {
|
||||
// [WARNING] It's important for correctness that we use "player.LastReceivedInputFrameId" instead of "player.LastUdpReceivedInputFrameId" here!
|
||||
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, playerLastReceivedInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, player.LastReceivedInputFrameId, pR.InputsBufferString(false)))
|
||||
if clientInputFrameId < player.LastConsecutiveRecvInputFrameId {
|
||||
// [WARNING] It's important for correctness that we use "player.LastConsecutiveRecvInputFrameId" instead of "pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1]" here!
|
||||
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, playerLastConsecutiveRecvInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, player.LastConsecutiveRecvInputFrameId, pR.InputsBufferString(false)))
|
||||
continue
|
||||
}
|
||||
if clientInputFrameId > pR.InputsBuffer.EdFrameId {
|
||||
@@ -1208,19 +1212,19 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
|
||||
/*
|
||||
[WARNING] We have to distinguish whether or not the incoming batch is from UDP here, otherwise "pR.LatestPlayerUpsyncedInputFrameId - pR.LastAllConfirmedInputFrameId" might become unexpectedly large in case of "UDP packet loss + slow ws session"!
|
||||
|
||||
Moreover, only ws session upsyncs should advance "player.LastReceivedInputFrameId" & "pR.LatestPlayerUpsyncedInputFrameId".
|
||||
Moreover, only ws session upsyncs should advance "player.LastConsecutiveRecvInputFrameId" & "pR.LatestPlayerUpsyncedInputFrameId".
|
||||
|
||||
Kindly note that the updates of "player.LastReceivedInputFrameId" could be discrete before and after reconnection.
|
||||
Kindly note that the updates of "player.LastConsecutiveRecvInputFrameId" could be discrete before and after reconnection.
|
||||
*/
|
||||
player.LastReceivedInputFrameId = clientInputFrameId
|
||||
player.LastConsecutiveRecvInputFrameId = clientInputFrameId
|
||||
if clientInputFrameId > pR.LatestPlayerUpsyncedInputFrameId {
|
||||
pR.LatestPlayerUpsyncedInputFrameId = clientInputFrameId
|
||||
}
|
||||
}
|
||||
|
||||
if clientInputFrameId > player.LastUdpReceivedInputFrameId {
|
||||
// No need to update "player.LastUdpReceivedInputFrameId" only when "true == fromUDP", we should keep "player.LastUdpReceivedInputFrameId >= player.LastReceivedInputFrameId" at any moment.
|
||||
player.LastUdpReceivedInputFrameId = clientInputFrameId
|
||||
if clientInputFrameId > pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1] {
|
||||
// No need to update "pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1]" only when "true == fromUDP", we should keep "pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1] >= player.LastConsecutiveRecvInputFrameId" at any moment.
|
||||
pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1] = clientInputFrameId
|
||||
// It's safe (in terms of getting an eventually correct "RenderFrameBuffer") to put the following update of "pR.LastIndividuallyConfirmedInputList" which is ONLY used for prediction in "InputsBuffer" out of "false == fromUDP" block.
|
||||
pR.LastIndividuallyConfirmedInputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
|
||||
}
|
||||
@@ -1379,7 +1383,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
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)
|
||||
pR.CurDynamicsRenderFrameId++
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user