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https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Minor fix.
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@@ -776,7 +776,7 @@ func (pR *Room) OnDismissed() {
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pR.RenderCacheSize = 256
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pR.RenderFrameBuffer = NewRingBuffer(pR.RenderCacheSize)
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pR.DiscreteInputsBuffer = sync.Map{}
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pR.InputsBuffer = NewRingBuffer((pR.RenderCacheSize >> 2)+1)
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pR.InputsBuffer = NewRingBuffer((pR.RenderCacheSize >> 2) + 1)
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pR.LastAllConfirmedInputFrameId = -1
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pR.LastAllConfirmedInputFrameIdWithChange = -1
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@@ -1161,6 +1161,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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// TODO: Write unit-test for this function to compare with its frontend counter part
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func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSysMap map[int32]*resolv.Object) *RoomDownsyncFrame {
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// TODO: Derive "nextRenderFramePlayers[*].CharacterState" as the frontend counter-part!
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nextRenderFramePlayers := make(map[int32]*PlayerDownsync, pR.Capacity)
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// Make a copy first
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for playerId, currPlayerDownsync := range currRenderFrame.Players {
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