mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Draft version for jumping with backend sync.
This commit is contained in:
@@ -17,12 +17,16 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) map[int32]
|
||||
VirtualGridY: last.VirtualGridY,
|
||||
DirX: last.DirX,
|
||||
DirY: last.DirY,
|
||||
ColliderRadius: last.ColliderRadius,
|
||||
VelX: last.VelX,
|
||||
VelY: last.VelY,
|
||||
Speed: last.Speed,
|
||||
BattleState: last.BattleState,
|
||||
CharacterState: last.CharacterState,
|
||||
InAir: last.InAir,
|
||||
JoinIndex: last.JoinIndex,
|
||||
ColliderRadius: last.ColliderRadius,
|
||||
Score: last.Score,
|
||||
Removed: last.Removed,
|
||||
JoinIndex: last.JoinIndex,
|
||||
}
|
||||
if withMetaInfo {
|
||||
toRet[k].Name = last.Name
|
||||
|
@@ -201,6 +201,7 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
|
||||
pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
|
||||
pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded
|
||||
pPlayerFromDbInit.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
|
||||
pPlayerFromDbInit.InAir = true // Hardcoded
|
||||
|
||||
pR.Players[playerId] = pPlayerFromDbInit
|
||||
pR.PlayerDownsyncSessionDict[playerId] = session
|
||||
@@ -232,6 +233,7 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
|
||||
pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
|
||||
pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // Hardcoded
|
||||
pEffectiveInRoomPlayerInstance.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
|
||||
pEffectiveInRoomPlayerInstance.InAir = true // Hardcoded
|
||||
|
||||
pR.PlayerDownsyncSessionDict[playerId] = session
|
||||
pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
|
||||
@@ -422,7 +424,7 @@ func (pR *Room) StartBattle() {
|
||||
stCalculation := utils.UnixtimeNano()
|
||||
elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt
|
||||
if elapsedNanosSinceLastFrameIdTriggered < pR.RollbackEstimatedDtNanos {
|
||||
Logger.Warn(fmt.Sprintf("renderFrameId=%v@roomId=%v: Is backend running too fast? elapsedNanosSinceLastFrameIdTriggered=%v", pR.RenderFrameId, pR.Id, elapsedNanosSinceLastFrameIdTriggered))
|
||||
Logger.Debug(fmt.Sprintf("renderFrameId=%v@roomId=%v: Is backend running too fast? elapsedNanosSinceLastFrameIdTriggered=%v", pR.RenderFrameId, pR.Id, elapsedNanosSinceLastFrameIdTriggered))
|
||||
}
|
||||
|
||||
if pR.RenderFrameId > pR.BattleDurationFrames {
|
||||
@@ -566,12 +568,12 @@ func (pR *Room) OnBattleCmdReceived(pReq *WsReq) {
|
||||
atomic.StoreInt32(&(player.AckingFrameId), ackingFrameId)
|
||||
atomic.StoreInt32(&(player.AckingInputFrameId), ackingInputFrameId)
|
||||
|
||||
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock about to lock: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
|
||||
//Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock about to lock: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
|
||||
pR.InputsBufferLock.Lock()
|
||||
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock locked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
|
||||
//Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock locked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
|
||||
defer func() {
|
||||
pR.InputsBufferLock.Unlock()
|
||||
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock unlocked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
|
||||
//Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock unlocked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
|
||||
}()
|
||||
|
||||
inputsBufferSnapshot := pR.markConfirmationIfApplicable(inputFrameUpsyncBatch, playerId, player)
|
||||
@@ -757,7 +759,7 @@ func (pR *Room) OnDismissed() {
|
||||
pR.InputFrameUpsyncDelayTolerance = 2
|
||||
pR.MaxChasingRenderFramesPerUpdate = 8
|
||||
|
||||
pR.BackendDynamicsEnabled = false // [WARNING] When "false", recovery upon reconnection wouldn't work!
|
||||
pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
|
||||
punchSkillId := int32(1)
|
||||
pR.MeleeSkillConfig = make(map[int32]*MeleeBullet, 0)
|
||||
pR.MeleeSkillConfig[punchSkillId] = &MeleeBullet{
|
||||
@@ -1286,7 +1288,10 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
|
||||
VirtualGridY: currPlayerDownsync.VirtualGridY,
|
||||
DirX: currPlayerDownsync.DirX,
|
||||
DirY: currPlayerDownsync.DirY,
|
||||
VelX: currPlayerDownsync.VelX,
|
||||
VelY: currPlayerDownsync.VelY,
|
||||
CharacterState: currPlayerDownsync.CharacterState,
|
||||
InAir: true,
|
||||
Speed: currPlayerDownsync.Speed,
|
||||
BattleState: currPlayerDownsync.BattleState,
|
||||
Score: currPlayerDownsync.Score,
|
||||
@@ -1301,47 +1306,106 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
|
||||
}
|
||||
}
|
||||
|
||||
toRet := &RoomDownsyncFrame{
|
||||
Id: currRenderFrame.Id + 1,
|
||||
Players: nextRenderFramePlayers,
|
||||
CountdownNanos: (pR.BattleDurationNanos - int64(currRenderFrame.Id)*pR.RollbackEstimatedDtNanos),
|
||||
MeleeBullets: make([]*MeleeBullet, 0), // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
|
||||
}
|
||||
nextRenderFrameMeleeBullets := make([]*MeleeBullet, 0, len(currRenderFrame.MeleeBullets)) // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
|
||||
|
||||
// Guaranteed determinism regardless of traversal order
|
||||
jumpTriggered := make([]bool, pR.Capacity)
|
||||
movements := make([]Vec2D, pR.Capacity)
|
||||
bulletPushbacks := make([]Vec2D, pR.Capacity)
|
||||
effPushbacks := make([]Vec2D, pR.Capacity)
|
||||
hardPushbackNorms := make([][]Vec2D, pR.Capacity)
|
||||
|
||||
// Reset playerCollider position from the "virtual grid position"
|
||||
// 1. Process player inputs
|
||||
if nil != delayedInputFrame {
|
||||
var delayedInputFrameForPrevRenderFrame *InputFrameDownsync = nil
|
||||
tmp := pR.InputsBuffer.GetByFrameId(pR.ConvertToInputFrameId(currRenderFrame.Id-1, pR.InputDelayFrames))
|
||||
if nil != tmp {
|
||||
delayedInputFrameForPrevRenderFrame = tmp.(*InputFrameDownsync)
|
||||
}
|
||||
inputList := delayedInputFrame.InputList
|
||||
for _, player := range pR.PlayersArr {
|
||||
playerId := player.Id
|
||||
joinIndex := player.JoinIndex
|
||||
currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
|
||||
if 0 < thatPlayerInNextFrame.FramesToRecover {
|
||||
continue
|
||||
}
|
||||
decodedInput := pR.decodeInput(inputList[joinIndex-1])
|
||||
prevBtnALevel, prevBtnBLevel := int32(0), int32(0)
|
||||
if nil != delayedInputFrameForPrevRenderFrame {
|
||||
prevDecodedInput := pR.decodeInput(delayedInputFrameForPrevRenderFrame.InputList[joinIndex-1])
|
||||
prevBtnALevel = prevDecodedInput.BtnALevel
|
||||
prevBtnBLevel = prevDecodedInput.BtnBLevel
|
||||
}
|
||||
|
||||
if decodedInput.BtnBLevel > prevBtnBLevel {
|
||||
characStateAlreadyInAir := false
|
||||
if ATK_CHARACTER_STATE_INAIR_IDLE1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_ATK1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_ATKED1 == thatPlayerInNextFrame.CharacterState {
|
||||
characStateAlreadyInAir = true
|
||||
}
|
||||
characStateIsInterruptWaivable := false
|
||||
if ATK_CHARACTER_STATE_IDLE1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_WALKING == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_IDLE1 == thatPlayerInNextFrame.CharacterState {
|
||||
characStateIsInterruptWaivable = true
|
||||
}
|
||||
if !characStateAlreadyInAir && characStateIsInterruptWaivable {
|
||||
thatPlayerInNextFrame.VelY = pR.JumpingInitVelY
|
||||
Logger.Info(fmt.Sprintf("playerId=%v, joinIndex=%v triggered a jump at renderFrame.id=%v, delayedInputFrame.id=%v, nextVelY=%v", playerId, joinIndex, currRenderFrame.Id, delayedInputFrame.InputFrameId, thatPlayerInNextFrame.VelY))
|
||||
}
|
||||
}
|
||||
|
||||
if decodedInput.BtnALevel > prevBtnALevel {
|
||||
punchSkillId := int32(1)
|
||||
punchConfig := pR.MeleeSkillConfig[punchSkillId]
|
||||
var newMeleeBullet MeleeBullet = *punchConfig
|
||||
newMeleeBullet.BattleLocalId = pR.BulletBattleLocalIdCounter
|
||||
pR.BulletBattleLocalIdCounter += 1
|
||||
newMeleeBullet.OffenderJoinIndex = joinIndex
|
||||
newMeleeBullet.OffenderPlayerId = playerId
|
||||
newMeleeBullet.OriginatedRenderFrameId = currRenderFrame.Id
|
||||
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, &newMeleeBullet)
|
||||
thatPlayerInNextFrame.FramesToRecover = newMeleeBullet.RecoveryFrames
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATK1
|
||||
if false == currPlayerDownsync.InAir {
|
||||
thatPlayerInNextFrame.VelX = 0
|
||||
}
|
||||
Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a rising-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
|
||||
|
||||
} else if decodedInput.BtnALevel < prevBtnALevel {
|
||||
Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a falling-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
|
||||
} else {
|
||||
// No bullet trigger, process movement inputs
|
||||
// Note that by now "0 == thatPlayerInNextFrame.FramesToRecover", we should change "CharacterState" to "WALKING" or "IDLE" depending on player inputs
|
||||
if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
|
||||
thatPlayerInNextFrame.DirX = decodedInput.Dx
|
||||
thatPlayerInNextFrame.DirY = decodedInput.Dy
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
|
||||
thatPlayerInNextFrame.VelX = decodedInput.Dx * currPlayerDownsync.Speed
|
||||
} else {
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
||||
thatPlayerInNextFrame.VelX = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 2. Process player movement
|
||||
for _, player := range pR.PlayersArr {
|
||||
playerId := player.Id
|
||||
joinIndex := player.JoinIndex
|
||||
jumpTriggered[joinIndex-1] = false
|
||||
movements[joinIndex-1].X, movements[joinIndex-1].Y = float64(0), float64(0)
|
||||
bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y = float64(0), float64(0)
|
||||
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
|
||||
currPlayerDownsync := currRenderFrame.Players[playerId]
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
|
||||
newVx, newVy := currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY
|
||||
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
playerCollider := collisionSysMap[collisionPlayerIndex]
|
||||
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio)
|
||||
currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
|
||||
// Reset playerCollider position from the "virtual grid position"
|
||||
newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
|
||||
|
||||
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio)
|
||||
// Update in the collision system
|
||||
playerCollider.Update()
|
||||
|
||||
movements[joinIndex-1].X, movements[joinIndex-1].Y = VirtualGridToWorldPos(currPlayerDownsync.VelX, currPlayerDownsync.VelY, pR.VirtualGridToWorldRatio)
|
||||
playerCollider.X += movements[joinIndex-1].X
|
||||
playerCollider.Y += movements[joinIndex-1].Y
|
||||
if currPlayerDownsync.InAir {
|
||||
thatPlayerInNextFrame.VelX += pR.GravityX
|
||||
thatPlayerInNextFrame.VelY += pR.GravityY
|
||||
}
|
||||
|
||||
// Update in the collision system
|
||||
playerCollider.Update()
|
||||
}
|
||||
|
||||
// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
|
||||
// 3. Add bullet colliders into collision system
|
||||
bulletColliders := make(map[int32]*resolv.Object, 0) // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
|
||||
removedBulletsAtCurrFrame := make(map[int32]int32, 0)
|
||||
for _, meleeBullet := range currRenderFrame.MeleeBullets {
|
||||
@@ -1368,141 +1432,70 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
|
||||
}
|
||||
}
|
||||
|
||||
for _, bulletCollider := range bulletColliders {
|
||||
shouldRemove := false
|
||||
meleeBullet := bulletCollider.Data.(*MeleeBullet)
|
||||
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
|
||||
bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
|
||||
if collision := bulletCollider.Check(0, 0); collision != nil {
|
||||
offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId]
|
||||
// 4. Invoke collision system stepping (no-op for backend collision lib)
|
||||
|
||||
// 5. Calc pushbacks for each player (after its movement) w/o bullets
|
||||
for _, player := range pR.PlayersArr {
|
||||
joinIndex := player.JoinIndex
|
||||
playerId := player.Id
|
||||
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
playerCollider := collisionSysMap[collisionPlayerIndex]
|
||||
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
|
||||
hardPushbackNorms[joinIndex-1] = pR.calcHardPushbacksNorms(playerCollider, playerShape, pR.SnapIntoPlatformOverlap, &(effPushbacks[joinIndex-1]))
|
||||
if 0 < len(hardPushbackNorms[joinIndex-1]) {
|
||||
Logger.Debug(fmt.Sprintf("playerId=%d, joinIndex=%d got %d non-empty hardPushbacks at renderFrame.id=%d", playerId, joinIndex, len(hardPushbackNorms), currRenderFrame.Id))
|
||||
}
|
||||
currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
|
||||
fallStopping := false
|
||||
possiblyFallStoppedOnAnotherPlayer := false
|
||||
if collision := playerCollider.Check(0, 0); collision != nil {
|
||||
for _, obj := range collision.Objects {
|
||||
defenderShape := obj.Shape.(*resolv.ConvexPolygon)
|
||||
switch t := obj.Data.(type) {
|
||||
isBarrier, isAnotherPlayer, isBullet := false, false, false
|
||||
switch obj.Data.(type) {
|
||||
case *Barrier:
|
||||
isBarrier = true
|
||||
case *Player:
|
||||
if meleeBullet.OffenderPlayerId != t.Id {
|
||||
if overlapped, _, _, _ := CalcPushbacks(0, 0, bulletShape, defenderShape); overlapped {
|
||||
xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis"
|
||||
if 0 > offender.DirX {
|
||||
xfac = float64(-1.0)
|
||||
}
|
||||
bulletPushbacks[t.JoinIndex-1].X += xfac * meleeBullet.Pushback
|
||||
thatAckedPlayerInCurFrame := currRenderFrame.Players[t.Id]
|
||||
thatAckedPlayerInNextFrame := nextRenderFramePlayers[t.Id]
|
||||
thatAckedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
|
||||
if thatAckedPlayerInCurFrame.InAir {
|
||||
thatAckedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1
|
||||
}
|
||||
oldFramesToRecover := nextRenderFramePlayers[t.Id].FramesToRecover
|
||||
if meleeBullet.HitStunFrames > oldFramesToRecover {
|
||||
nextRenderFramePlayers[t.Id].FramesToRecover = meleeBullet.HitStunFrames
|
||||
}
|
||||
Logger.Debug(fmt.Sprintf("roomId=%v, a meleeBullet collides w/ player at currRenderFrame.id=%v: b=%v, p=%v", pR.Id, currRenderFrame.Id, ConvexPolygonStr(bulletShape), ConvexPolygonStr(defenderShape)))
|
||||
isAnotherPlayer = true
|
||||
case *MeleeBullet:
|
||||
isBullet = true
|
||||
}
|
||||
if isBullet {
|
||||
// ignore bullets for this step
|
||||
continue
|
||||
}
|
||||
bShape := obj.Shape.(*resolv.ConvexPolygon)
|
||||
if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, bShape); overlapped {
|
||||
normAlignmentWithGravity := (overlapResult.OverlapX*float64(0) + overlapResult.OverlapY*float64(-1.0))
|
||||
landedOnGravityPushback := (pR.SnapIntoPlatformThreshold < normAlignmentWithGravity) // prevents false snapping on the lateral sides
|
||||
if landedOnGravityPushback {
|
||||
// kindly note that one player might land on top of another player, and snapping is also required in such case
|
||||
pushbackX, pushbackY = (overlapResult.Overlap-pR.SnapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-pR.SnapIntoPlatformOverlap)*overlapResult.OverlapY
|
||||
thatPlayerInNextFrame.InAir = false
|
||||
}
|
||||
for _, hardPushbackNorm := range hardPushbackNorms[joinIndex-1] {
|
||||
projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
|
||||
if isBarrier || (0 > projectedMagnitude && isAnotherPlayer) {
|
||||
pushbackX -= projectedMagnitude * hardPushbackNorm.X
|
||||
pushbackY -= projectedMagnitude * hardPushbackNorm.Y
|
||||
}
|
||||
}
|
||||
default:
|
||||
Logger.Debug(fmt.Sprintf("Bullet %v collided with non-player %v: roomId=%v, currRenderFrame.Id=%v, delayedInputFrame.Id=%v, objDataType=%t, objData=%v", ConvexPolygonStr(bulletShape), ConvexPolygonStr(defenderShape), pR.Id, currRenderFrame.Id, delayedInputFrame.InputFrameId, obj.Data, obj.Data))
|
||||
if currPlayerDownsync.InAir && landedOnGravityPushback {
|
||||
fallStopping = true
|
||||
if isAnotherPlayer {
|
||||
possiblyFallStoppedOnAnotherPlayer = true
|
||||
}
|
||||
}
|
||||
effPushbacks[joinIndex-1].X += pushbackX
|
||||
effPushbacks[joinIndex-1].Y += pushbackY
|
||||
}
|
||||
}
|
||||
shouldRemove = true
|
||||
}
|
||||
if shouldRemove {
|
||||
removedBulletsAtCurrFrame[collisionBulletIndex] = 1
|
||||
}
|
||||
}
|
||||
|
||||
for _, meleeBullet := range currRenderFrame.MeleeBullets {
|
||||
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
|
||||
if bulletCollider, existent := collisionSysMap[collisionBulletIndex]; existent {
|
||||
bulletCollider.Space.Remove(bulletCollider)
|
||||
delete(collisionSysMap, collisionBulletIndex)
|
||||
}
|
||||
if _, existent := removedBulletsAtCurrFrame[collisionBulletIndex]; existent {
|
||||
continue
|
||||
}
|
||||
toRet.MeleeBullets = append(toRet.MeleeBullets, meleeBullet)
|
||||
}
|
||||
|
||||
if nil != delayedInputFrame {
|
||||
var delayedInputFrameForPrevRenderFrame *InputFrameDownsync = nil
|
||||
tmp := pR.InputsBuffer.GetByFrameId(pR.ConvertToInputFrameId(currRenderFrame.Id-1, pR.InputDelayFrames))
|
||||
if nil != tmp {
|
||||
delayedInputFrameForPrevRenderFrame = tmp.(*InputFrameDownsync)
|
||||
}
|
||||
inputList := delayedInputFrame.InputList
|
||||
// Process player inputs
|
||||
for _, player := range pR.PlayersArr {
|
||||
playerId := player.Id
|
||||
joinIndex := player.JoinIndex
|
||||
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
playerCollider := collisionSysMap[collisionPlayerIndex]
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
|
||||
if 0 < thatPlayerInNextFrame.FramesToRecover {
|
||||
// No need to process inputs for this player, but there might be bullet pushbacks on this player
|
||||
// Also note that in this case we keep "CharacterState" of this player from last render frame
|
||||
playerCollider.X += bulletPushbacks[joinIndex-1].X
|
||||
playerCollider.Y += bulletPushbacks[joinIndex-1].Y
|
||||
// Update in the collision system
|
||||
playerCollider.Update()
|
||||
if 0 != bulletPushbacks[joinIndex-1].X || 0 != bulletPushbacks[joinIndex-1].Y {
|
||||
Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v is pushed back by (%.2f, %.2f) by bullet impacts, now its framesToRecover is %d at currRenderFrame.id=%v", pR.Id, playerId, bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y, thatPlayerInNextFrame.FramesToRecover, currRenderFrame.Id))
|
||||
}
|
||||
continue
|
||||
}
|
||||
currPlayerDownsync := currRenderFrame.Players[playerId]
|
||||
decodedInput := pR.decodeInput(inputList[joinIndex-1])
|
||||
prevBtnALevel, prevBtnBLevel := int32(0), int32(0)
|
||||
if nil != delayedInputFrameForPrevRenderFrame {
|
||||
prevDecodedInput := pR.decodeInput(delayedInputFrameForPrevRenderFrame.InputList[joinIndex-1])
|
||||
prevBtnALevel = prevDecodedInput.BtnALevel
|
||||
prevBtnBLevel = prevDecodedInput.BtnBLevel
|
||||
}
|
||||
|
||||
if decodedInput.BtnBLevel > prevBtnBLevel {
|
||||
characStateAlreadyInAir := false
|
||||
if ATK_CHARACTER_STATE_INAIR_IDLE1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_ATK1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_ATKED1 == thatPlayerInNextFrame.CharacterState {
|
||||
characStateAlreadyInAir = true
|
||||
}
|
||||
characStateIsInterruptWaivable := false
|
||||
if ATK_CHARACTER_STATE_IDLE1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_WALKING == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_IDLE1 == thatPlayerInNextFrame.CharacterState {
|
||||
characStateIsInterruptWaivable = true
|
||||
}
|
||||
if !characStateAlreadyInAir && characStateIsInterruptWaivable {
|
||||
thatPlayerInNextFrame.VelY = pR.JumpingInitVelY
|
||||
jumpTriggered[joinIndex-1] = true
|
||||
Logger.Info(fmt.Sprintf("playerId=%v, joinIndex=%v triggered a rising-edge of btnB at renderFrame.id=%v, delayedInputFrame.id=%v, nextVelY=%v, characStateAlreadyInAir=%v, characStateIsInterruptWaivable=%v", playerId, joinIndex, currRenderFrame.Id, delayedInputFrame.InputFrameId, thatPlayerInNextFrame.VelY, characStateAlreadyInAir, characStateIsInterruptWaivable))
|
||||
}
|
||||
}
|
||||
|
||||
if decodedInput.BtnALevel > prevBtnALevel {
|
||||
punchSkillId := int32(1)
|
||||
punchConfig := pR.MeleeSkillConfig[punchSkillId]
|
||||
var newMeleeBullet MeleeBullet = *punchConfig
|
||||
newMeleeBullet.BattleLocalId = pR.BulletBattleLocalIdCounter
|
||||
pR.BulletBattleLocalIdCounter += 1
|
||||
newMeleeBullet.OffenderJoinIndex = joinIndex
|
||||
newMeleeBullet.OffenderPlayerId = playerId
|
||||
newMeleeBullet.OriginatedRenderFrameId = currRenderFrame.Id
|
||||
toRet.MeleeBullets = append(toRet.MeleeBullets, &newMeleeBullet)
|
||||
thatPlayerInNextFrame.FramesToRecover = newMeleeBullet.RecoveryFrames
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATK1
|
||||
if false == currPlayerDownsync.InAir {
|
||||
thatPlayerInNextFrame.VelX = 0
|
||||
}
|
||||
Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a rising-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
|
||||
|
||||
} else if decodedInput.BtnALevel < prevBtnALevel {
|
||||
Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a falling-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
|
||||
} else {
|
||||
// No bullet trigger, process movement inputs
|
||||
// Note that by now "0 == thatPlayerInNextFrame.FramesToRecover", we should change "CharacterState" to "WALKING" or "IDLE" depending on player inputs
|
||||
if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
|
||||
thatPlayerInNextFrame.DirX = decodedInput.Dx
|
||||
thatPlayerInNextFrame.DirY = decodedInput.Dy
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
|
||||
thatPlayerInNextFrame.VelX = decodedInput.Dx * currPlayerDownsync.Speed
|
||||
} else {
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
||||
thatPlayerInNextFrame.VelX = 0
|
||||
if fallStopping {
|
||||
thatPlayerInNextFrame.VelX = 0
|
||||
thatPlayerInNextFrame.VelY = 0
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
||||
thatPlayerInNextFrame.FramesToRecover = 0
|
||||
if possiblyFallStoppedOnAnotherPlayer {
|
||||
Logger.Info(fmt.Sprintf("playerId=%d, joinIndex=%d possiblyFallStoppedOnAnotherPlayer with effPushback={%.2f, %.2f} at renderFrame.id=%d", playerId, joinIndex, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, currRenderFrame.Id))
|
||||
}
|
||||
}
|
||||
if currPlayerDownsync.InAir {
|
||||
@@ -1518,62 +1511,93 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// handle pushbacks upon collision after all movements treated as simultaneous
|
||||
for _, player := range pR.PlayersArr {
|
||||
joinIndex := player.JoinIndex
|
||||
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
playerCollider := collisionSysMap[collisionPlayerIndex]
|
||||
currPlayerDownsync := currRenderFrame.Players[playerId]
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
|
||||
fallStopping := false
|
||||
snappedIntoPlatformEx, snappedIntoPlatformEy := float64(0), float64(0)
|
||||
if collision := playerCollider.Check(0, 0); collision != nil {
|
||||
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
|
||||
for _, obj := range collision.Objects {
|
||||
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
|
||||
if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape); overlapped {
|
||||
if nil == obj.Data {
|
||||
// "nil == obj.Data" implies a barrier
|
||||
const flatEnough = (self.snapIntoPlatformThreshold < normAlignmentWithGravity); // prevents false snapping on the lateral sides
|
||||
const remainsNotInAir = (!currPlayerDownsync.inAir && flatEnough);
|
||||
const localFallStopping = (currPlayerDownsync.inAir && flatEnough);
|
||||
if (remainsNotInAir || localFallStopping) {
|
||||
fallStopping |= localFallStopping;
|
||||
[pushbackX, pushbackY] = [(result2.overlap - self.snapIntoPlatformOverlap) * result2.overlap_x, (result2.overlap - self.snapIntoPlatformOverlap) * result2.overlap_y]
|
||||
snappedIntoPlatformEx = -result2.overlap_y;
|
||||
snappedIntoPlatformEy = result2.overlap_x;
|
||||
if (snappedIntoPlatformEx * currPlayerDownsync.dirX + snappedIntoPlatformEy * currPlayerDownsync.dirY) {
|
||||
[snappedIntoPlatformEx, snappedIntoPlatformEy] = [-snappedIntoPlatformEx, -snappedIntoPlatformEy];
|
||||
}
|
||||
}
|
||||
}
|
||||
Logger.Debug(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
|
||||
effPushbacks[joinIndex-1].X += pushbackX
|
||||
effPushbacks[joinIndex-1].Y += pushbackY
|
||||
} else {
|
||||
Logger.Debug(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), overlapResult))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for _, player := range pR.PlayersArr {
|
||||
playerId := player.Id
|
||||
joinIndex := player.JoinIndex
|
||||
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
playerCollider := collisionSysMap[collisionPlayerIndex]
|
||||
|
||||
// Update "virtual grid position"
|
||||
newVx, newVy := PolygonColliderAnchorToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.WorldToVirtualGridRatio)
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
|
||||
thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = newVx, newVy
|
||||
}
|
||||
|
||||
Logger.Debug(fmt.Sprintf("After applyInputFrameDownsyncDynamicsOnSingleRenderFrame: currRenderFrame.Id=%v, inputList=%v, currRenderFrame.Players=%v, nextRenderFramePlayers=%v", currRenderFrame.Id, inputList, currRenderFrame.Players, nextRenderFramePlayers))
|
||||
}
|
||||
|
||||
return toRet
|
||||
// 6. Check bullet-anything collisions
|
||||
for _, bulletCollider := range bulletColliders {
|
||||
shouldRemove := false
|
||||
meleeBullet := bulletCollider.Data.(*MeleeBullet)
|
||||
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
|
||||
bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
|
||||
if collision := bulletCollider.Check(0, 0); collision != nil {
|
||||
offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId]
|
||||
for _, obj := range collision.Objects {
|
||||
defenderShape := obj.Shape.(*resolv.ConvexPolygon)
|
||||
switch t := obj.Data.(type) {
|
||||
case *Player:
|
||||
if meleeBullet.OffenderPlayerId != t.Id {
|
||||
if overlapped, _, _, _ := CalcPushbacks(0, 0, bulletShape, defenderShape); overlapped {
|
||||
joinIndex := t.JoinIndex
|
||||
xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis"
|
||||
if 0 > offender.DirX {
|
||||
xfac = float64(-1.0)
|
||||
}
|
||||
pushbackX, pushbackY := -xfac*meleeBullet.Pushback, float64(0)
|
||||
|
||||
for _, hardPushbackNorm := range hardPushbackNorms[joinIndex-1] {
|
||||
projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
|
||||
if 0 > projectedMagnitude {
|
||||
Logger.Info(fmt.Sprintf("defenderPlayerId=%d, joinIndex=%d reducing bullet pushback={%.2f, %.2f} by {%.2f, %.2f} where hardPushbackNorm={%.2f, %.2f}, projectedMagnitude=%.2f at renderFrame.id=%d", t.Id, joinIndex, pushbackX, pushbackY, projectedMagnitude*hardPushbackNorm.X, projectedMagnitude*hardPushbackNorm.Y, hardPushbackNorm.X, hardPushbackNorm.Y, projectedMagnitude, currRenderFrame.Id))
|
||||
pushbackX -= projectedMagnitude * hardPushbackNorm.X
|
||||
pushbackY -= projectedMagnitude * hardPushbackNorm.Y
|
||||
}
|
||||
}
|
||||
|
||||
effPushbacks[joinIndex-1].X += pushbackX
|
||||
effPushbacks[joinIndex-1].Y += pushbackY
|
||||
atkedPlayerInCurFrame, atkedPlayerInNextFrame := currRenderFrame.Players[t.Id], nextRenderFramePlayers[t.Id]
|
||||
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
|
||||
if atkedPlayerInCurFrame.InAir {
|
||||
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1
|
||||
}
|
||||
oldFramesToRecover := nextRenderFramePlayers[t.Id].FramesToRecover
|
||||
if meleeBullet.HitStunFrames > oldFramesToRecover {
|
||||
atkedPlayerInNextFrame.FramesToRecover = meleeBullet.HitStunFrames
|
||||
}
|
||||
Logger.Debug(fmt.Sprintf("roomId=%v, a meleeBullet collides w/ player at currRenderFrame.id=%v: b=%v, p=%v", pR.Id, currRenderFrame.Id, ConvexPolygonStr(bulletShape), ConvexPolygonStr(defenderShape)))
|
||||
}
|
||||
}
|
||||
default:
|
||||
Logger.Debug(fmt.Sprintf("Bullet %v collided with non-player %v: roomId=%v, currRenderFrame.Id=%v, delayedInputFrame.Id=%v, objDataType=%t, objData=%v", ConvexPolygonStr(bulletShape), ConvexPolygonStr(defenderShape), pR.Id, currRenderFrame.Id, delayedInputFrame.InputFrameId, obj.Data, obj.Data))
|
||||
}
|
||||
}
|
||||
shouldRemove = true
|
||||
}
|
||||
if shouldRemove {
|
||||
removedBulletsAtCurrFrame[collisionBulletIndex] = 1
|
||||
}
|
||||
}
|
||||
|
||||
// [WARNING] Remove bullets from collisionSys ANYWAY for the convenience of rollback
|
||||
for _, meleeBullet := range currRenderFrame.MeleeBullets {
|
||||
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
|
||||
if bulletCollider, existent := collisionSysMap[collisionBulletIndex]; existent {
|
||||
bulletCollider.Space.Remove(bulletCollider)
|
||||
delete(collisionSysMap, collisionBulletIndex)
|
||||
}
|
||||
if _, existent := removedBulletsAtCurrFrame[collisionBulletIndex]; existent {
|
||||
continue
|
||||
}
|
||||
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
|
||||
}
|
||||
|
||||
// 7. Get players out of stuck barriers if there's any
|
||||
for _, player := range pR.PlayersArr {
|
||||
joinIndex := player.JoinIndex
|
||||
playerId := player.Id
|
||||
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
playerCollider := collisionSysMap[collisionPlayerIndex]
|
||||
// Update "virtual grid position"
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
|
||||
thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = PolygonColliderAnchorToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.WorldToVirtualGridRatio)
|
||||
}
|
||||
|
||||
return &RoomDownsyncFrame{
|
||||
Id: currRenderFrame.Id + 1,
|
||||
Players: nextRenderFramePlayers,
|
||||
CountdownNanos: (pR.BattleDurationNanos - int64(currRenderFrame.Id)*pR.RollbackEstimatedDtNanos),
|
||||
MeleeBullets: nextRenderFrameMeleeBullets,
|
||||
}
|
||||
}
|
||||
|
||||
func (pR *Room) decodeInput(encodedInput uint64) *InputFrameDecoded {
|
||||
@@ -1613,6 +1637,7 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
|
||||
for _, barrier := range pR.Barriers {
|
||||
boundaryUnaligned := barrier.Boundary
|
||||
barrierCollider := GenerateConvexPolygonCollider(boundaryUnaligned, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Barrier")
|
||||
barrierCollider.Data = barrier
|
||||
pR.Space.Add(barrierCollider)
|
||||
}
|
||||
}
|
||||
@@ -1776,3 +1801,25 @@ func (pR *Room) cloneInputsBuffer(stFrameId, edFrameId int32) []*InputFrameDowns
|
||||
|
||||
return cloned
|
||||
}
|
||||
|
||||
func (pR *Room) calcHardPushbacksNorms(playerCollider *resolv.Object, playerShape *resolv.ConvexPolygon, snapIntoPlatformOverlap float64, pEffPushback *Vec2D) []Vec2D {
|
||||
ret := make([]Vec2D, 0, 10) // no one would simultaneously have more than 5 hardPushbacks
|
||||
if collision := playerCollider.Check(0, 0); collision != nil {
|
||||
for _, obj := range collision.Objects {
|
||||
switch obj.Data.(type) {
|
||||
case *Barrier:
|
||||
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
|
||||
if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape); overlapped {
|
||||
// ALWAY snap into hardPushbacks!
|
||||
// [OverlapX, OverlapY] is the unit vector that points into the platform
|
||||
pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapY
|
||||
ret = append(ret, Vec2D{X: overlapResult.OverlapX, Y: overlapResult.OverlapY})
|
||||
pEffPushback.X += pushbackX
|
||||
pEffPushback.Y += pushbackY
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
return ret
|
||||
}
|
||||
|
Reference in New Issue
Block a user