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https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Updated input prediction approach upon dynamics.
This commit is contained in:
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7b878ff947
commit
be5200663c
@ -47,11 +47,10 @@ type Player struct {
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TutorialStage int `db:"tutorial_stage"`
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// other in-battle info fields
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LastReceivedInputFrameId int32
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LastUdpReceivedInputFrameId int32
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LastSentInputFrameId int32
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AckingFrameId int32
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AckingInputFrameId int32
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LastConsecutiveRecvInputFrameId int32
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LastSentInputFrameId int32
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AckingFrameId int32
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AckingInputFrameId int32
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UdpAddr *PeerUdpAddr
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BattleUdpTunnelAddr *net.UDPAddr // This addr is used by backend only, not visible to frontend
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@ -136,7 +136,7 @@ type Room struct {
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EffectivePlayerCount int32
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DismissalWaitGroup sync.WaitGroup
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InputsBuffer *resolv.RingBuffer // Indices are STRICTLY consecutive
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InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange, LastIndividuallyConfirmedInputList, player.LastReceivedInputFrameId, player.LastUdpReceivedInputFrameId]
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InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange, LastIndividuallyConfirmedInputFrameId, LastIndividuallyConfirmedInputList, player.LastConsecutiveRecvInputFrameId]
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RenderFrameBuffer *resolv.RingBuffer // Indices are STRICTLY consecutive
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LatestPlayerUpsyncedInputFrameId int32
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LastAllConfirmedInputFrameId int32
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@ -156,8 +156,9 @@ type Room struct {
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TmxPointsMap StrToVec2DListMap
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TmxPolygonsMap StrToPolygon2DListMap
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rdfIdToActuallyUsedInput map[int32]*pb.InputFrameDownsync
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LastIndividuallyConfirmedInputList []uint64
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rdfIdToActuallyUsedInput map[int32]*pb.InputFrameDownsync
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LastIndividuallyConfirmedInputFrameId []int32
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LastIndividuallyConfirmedInputList []uint64
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BattleUdpTunnelLock sync.Mutex
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BattleUdpTunnelAddr *pb.PeerUdpAddr
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@ -194,8 +195,7 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, speciesId int, se
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pPlayerFromDbInit.AckingFrameId = -1
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pPlayerFromDbInit.AckingInputFrameId = -1
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pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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pPlayerFromDbInit.LastReceivedInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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pPlayerFromDbInit.LastUdpReceivedInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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pPlayerFromDbInit.LastConsecutiveRecvInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
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pPlayerFromDbInit.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
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@ -237,7 +237,7 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
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pEffectiveInRoomPlayerInstance.AckingFrameId = -1
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pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
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pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
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// [WARNING] DON'T reset "player.LastReceivedInputFrameId" & "player.LastUdpReceivedInputFrameId" upon reconnection!
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// [WARNING] DON'T reset "player.LastConsecutiveRecvInputFrameId" & "pR.LastIndividuallyConfirmedInputFrameId[...]" upon reconnection!
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pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
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pEffectiveInRoomPlayerInstance.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
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@ -804,6 +804,10 @@ func (pR *Room) OnDismissed() {
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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.rdfIdToActuallyUsedInput = make(map[int32]*pb.InputFrameDownsync)
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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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pR.LastIndividuallyConfirmedInputFrameId[i] = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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}
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pR.LastIndividuallyConfirmedInputList = make([]uint64, pR.Capacity)
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pR.LatestPlayerUpsyncedInputFrameId = -1
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@ -817,7 +821,7 @@ func (pR *Room) OnDismissed() {
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pR.collisionHolder = resolv.NewCollision()
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pR.effPushbacks = make([]*battle.Vec2D, pR.Capacity)
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for i := 0; i < len(pR.effPushbacks); i++ {
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for i := 0; i < pR.Capacity; i++ {
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pR.effPushbacks[i] = &battle.Vec2D{X: 0, Y: 0}
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}
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pR.hardPushbackNormsArr = make([][]*battle.Vec2D, pR.Capacity)
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@ -1190,9 +1194,9 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
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Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#1: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
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continue
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}
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if clientInputFrameId < player.LastReceivedInputFrameId {
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// [WARNING] It's important for correctness that we use "player.LastReceivedInputFrameId" instead of "player.LastUdpReceivedInputFrameId" here!
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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)))
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if clientInputFrameId < player.LastConsecutiveRecvInputFrameId {
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// [WARNING] It's important for correctness that we use "player.LastConsecutiveRecvInputFrameId" instead of "pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1]" here!
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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)))
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continue
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}
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if clientInputFrameId > pR.InputsBuffer.EdFrameId {
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@ -1208,19 +1212,19 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
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/*
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[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"!
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Moreover, only ws session upsyncs should advance "player.LastReceivedInputFrameId" & "pR.LatestPlayerUpsyncedInputFrameId".
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Moreover, only ws session upsyncs should advance "player.LastConsecutiveRecvInputFrameId" & "pR.LatestPlayerUpsyncedInputFrameId".
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Kindly note that the updates of "player.LastReceivedInputFrameId" could be discrete before and after reconnection.
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Kindly note that the updates of "player.LastConsecutiveRecvInputFrameId" could be discrete before and after reconnection.
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*/
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player.LastReceivedInputFrameId = clientInputFrameId
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player.LastConsecutiveRecvInputFrameId = clientInputFrameId
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if clientInputFrameId > pR.LatestPlayerUpsyncedInputFrameId {
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pR.LatestPlayerUpsyncedInputFrameId = clientInputFrameId
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}
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}
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if clientInputFrameId > player.LastUdpReceivedInputFrameId {
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// No need to update "player.LastUdpReceivedInputFrameId" only when "true == fromUDP", we should keep "player.LastUdpReceivedInputFrameId >= player.LastReceivedInputFrameId" at any moment.
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player.LastUdpReceivedInputFrameId = clientInputFrameId
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if clientInputFrameId > pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1] {
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// 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.
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pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1] = clientInputFrameId
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// 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.
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pR.LastIndividuallyConfirmedInputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
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}
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@ -1379,7 +1383,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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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)
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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)
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pR.CurDynamicsRenderFrameId++
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}
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}
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@ -512,8 +512,7 @@ cc.Class({
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window.clearBoundRoomIdInBothVolatileAndPersistentStorage();
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window.initPersistentSessionClient(self.initAfterWSConnected, null /* Deliberately NOT passing in any `expectedRoomId`. -- YFLu */ );
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};
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resultPanelScriptIns.onCloseDelegate = () => {
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};
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resultPanelScriptIns.onCloseDelegate = () => {};
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self.gameRuleNode = cc.instantiate(self.gameRulePrefab);
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self.gameRuleNode.width = self.canvasNode.width;
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@ -1428,7 +1427,7 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
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};
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self.rdfIdToActuallyUsedInput.set(i, inputFrameDownsyncClone);
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}
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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);
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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);
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const nextRdf = gopkgs.GetRoomDownsyncFrame(self.recentRenderCache, i + 1);
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if (true == isChasing) {
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File diff suppressed because one or more lines are too long
@ -76,7 +76,7 @@
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"shelter_z_reducer",
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"shelter"
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],
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"last-module-event-record-time": 1676513919950,
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"last-module-event-record-time": 1677337364473,
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"simulator-orientation": false,
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"simulator-resolution": {
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"height": 640,
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@ -490,7 +490,18 @@ func calcHardPushbacksNorms(joinIndex int32, currPlayerDownsync, thatPlayerInNex
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return retCnt
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}
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func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, currRenderFrame *RoomDownsyncFrame, chConfig *CharacterConfig, inputsBuffer *resolv.RingBuffer) (int, bool, int32, int32) {
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func updateInputFrameInPlaceUponDynamics(inputFrameId int32, roomCapacity int, confirmedList uint64, inputList []uint64, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64) {
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for i := 0; i < roomCapacity; i++ {
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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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if lastIndividuallyConfirmedInputFrameId[i] < inputFrameId {
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inputList[i] = lastIndividuallyConfirmedInputList[i]
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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) (int, bool, int32, int32) {
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// returns (patternId, jumpedOrNot, effectiveDx, effectiveDy)
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delayedInputFrameId := ConvertToDelayedInputFrameId(currRenderFrame.Id)
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delayedInputFrameIdForPrevRdf := ConvertToDelayedInputFrameId(currRenderFrame.Id - 1)
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@ -503,10 +514,17 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
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return PATTERN_ID_UNABLE_TO_OP, false, 0, 0
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}
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delayedInputList := inputsBuffer.GetByFrameId(delayedInputFrameId).(*InputFrameDownsync).InputList
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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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updateInputFrameInPlaceUponDynamics(delayedInputFrameId, roomCapacity, delayedInputFrameDownsync.ConfirmedList, delayedInputList, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList)
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var delayedInputListForPrevRdf []uint64 = nil
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if 0 < delayedInputFrameIdForPrevRdf {
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delayedInputListForPrevRdf = inputsBuffer.GetByFrameId(delayedInputFrameIdForPrevRdf).(*InputFrameDownsync).InputList
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delayedInputFrameDownsyncForPrevRdf := inputsBuffer.GetByFrameId(delayedInputFrameIdForPrevRdf).(*InputFrameDownsync)
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delayedInputListForPrevRdf = delayedInputFrameDownsyncForPrevRdf.InputList
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updateInputFrameInPlaceUponDynamics(delayedInputFrameIdForPrevRdf, roomCapacity, delayedInputFrameDownsyncForPrevRdf.ConfirmedList, delayedInputListForPrevRdf, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList)
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}
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jumpedOrNot := false
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@ -564,7 +582,7 @@ 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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*/
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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) 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) bool {
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currRenderFrame := renderFrameBuffer.GetByFrameId(currRenderFrameId).(*RoomDownsyncFrame)
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nextRenderFrameId := currRenderFrameId + 1
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roomCapacity := len(currRenderFrame.PlayersArr)
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@ -613,7 +631,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
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for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
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chConfig := chConfigsOrderedByJoinIndex[i]
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thatPlayerInNextFrame := nextRenderFramePlayers[i]
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patternId, jumpedOrNot, effDx, effDy := deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame, currRenderFrame, chConfig, inputsBuffer)
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patternId, jumpedOrNot, effDx, effDy := deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame, currRenderFrame, chConfig, inputsBuffer, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList)
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jumpedOrNotList[i] = jumpedOrNot
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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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}
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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) 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) bool {
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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)
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return ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer, currRenderFrameId, collisionSys, collisionSysMap, collisionSpaceOffsetX, collisionSpaceOffsetY, chConfigsOrderedByJoinIndex, renderFrameBuffer, collision, effPushbacks, hardPushbackNormsArr, jumpedOrNotList, dynamicRectangleColliders, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList)
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}
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func GetRoomDownsyncFrame(renderFrameBuffer *resolv.RingBuffer, frameId int32) *js.Object {
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