Fixed backend downsyncToAll battleState filtering.

This commit is contained in:
genxium
2022-12-01 12:17:30 +08:00
parent 348c889e14
commit c4489e0912
3 changed files with 23 additions and 10 deletions

View File

@@ -434,6 +434,8 @@ func (pR *Room) StartBattle() {
switch thatPlayerBattleState {
case PlayerBattleStateIns.DISCONNECTED:
case PlayerBattleStateIns.LOST:
case PlayerBattleStateIns.EXPELLED_DURING_GAME:
case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
continue
}
kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*RoomDownsyncFrame)
@@ -761,10 +763,16 @@ func (pR *Room) OnDismissed() {
}
func (pR *Room) expelPlayerDuringGame(playerId int32) {
defer pR.onPlayerExpelledDuringGame(playerId)
if signalToCloseConnOfThisPlayer, existent := pR.PlayerSignalToCloseDict[playerId]; existent {
signalToCloseConnOfThisPlayer(Constants.RetCode.UnknownError, "") // TODO: Specify an error code
}
pR.onPlayerExpelledDuringGame(playerId)
}
func (pR *Room) expelPlayerForDismissal(playerId int32) {
if signalToCloseConnOfThisPlayer, existent := pR.PlayerSignalToCloseDict[playerId]; existent {
signalToCloseConnOfThisPlayer(Constants.RetCode.UnknownError, "") // TODO: Specify an error code
}
pR.onPlayerExpelledForDismissal(playerId)
}
@@ -1441,6 +1449,15 @@ func (pR *Room) printBarrier(barrierCollider *resolv.Object) {
func (pR *Room) downsyncToAllPlayers(upperToSendInputFrameId int32, unconfirmedMask uint64, prohibitsInputsBufferLock bool) {
for playerId, player := range pR.Players {
thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState))
switch thatPlayerBattleState {
case PlayerBattleStateIns.DISCONNECTED:
case PlayerBattleStateIns.LOST:
case PlayerBattleStateIns.EXPELLED_DURING_GAME:
case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK: // This is the reason why battleState filter is put at "downsyncToAllPlayers" instead of "downsyncToSinglePlayer"
continue
}
pR.downsyncToSinglePlayer(playerId, player, pR.LastAllConfirmedInputFrameId, unconfirmedMask, prohibitsInputsBufferLock)
}
}
@@ -1501,12 +1518,12 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, upperToSe
panic(fmt.Sprintf("Required refRenderFrameId=%v for roomId=%v, renderFrameId=%v, playerId=%v, playerLastSentInputFrameId=%v, j=%v doesn't exist! InputsBuffer=%v, RenderFrameBuffer=%v", refRenderFrameId, pR.Id, pR.RenderFrameId, playerId, player.LastSentInputFrameId, j, pR.InputsBufferString(false), pR.RenderFrameBufferString()))
}
Logger.Warn(fmt.Sprintf("Sending refRenderFrameId=%v for roomId=%v, , playerId=%v, playerJoinIndex=%v, renderFrameId=%v, curDynamicsRenderFrameId=%v, playerLastSentInputFrameId=%v, lowerToSentInputFrameId=%v, upperToSendInputFrameId=%v, j=%v: InputsBuffer=%v", refRenderFrameId, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, lowerToSentInputFrameId, upperToSendInputFrameId, j, pR.InputsBufferString(false)))
refRenderFrame := tmp.(*RoomDownsyncFrame)
for playerId, player := range pR.Players {
refRenderFrame.Players[playerId].ColliderRadius = player.ColliderRadius // hardcoded for now
}
refRenderFrame.BackendUnconfirmedMask = unconfirmedMask
Logger.Warn(fmt.Sprintf("Sending refRenderFrameId=%v for roomId=%v, , playerId=%v, playerJoinIndex=%v, renderFrameId=%v, curDynamicsRenderFrameId=%v, playerLastSentInputFrameId=%v, lowerToSentInputFrameId=%v, upperToSendInputFrameId=%v, j=%v: InputsBuffer=%v", refRenderFrameId, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, lowerToSentInputFrameId, upperToSendInputFrameId, j, pR.InputsBufferString(false)))
pR.sendSafely(refRenderFrame, toSendInputFrameDownsyncs, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId)
} else {
pR.sendSafely(nil, toSendInputFrameDownsyncs, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId)