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)

View File

@ -485,7 +485,7 @@ cc.Class({
++barrierIdCounter;
const collisionBarrierIndex = (self.collisionBarrierIndexPrefix + barrierIdCounter);
self.collisionSysMap.set(collisionBarrierIndex, newBarrierCollider);
console.log(`Created new barrier collider: ${newBarrierCollider}`);
// console.log(`Created new barrier collider: ${collisionBarrierIndex}`);
}
self.selfPlayerInfo = JSON.parse(cc.sys.localStorage.getItem('selfPlayer'));
@ -926,9 +926,6 @@ cc.Class({
const self = this;
if (null == self.findingPlayerNode.parent) return;
self.findingPlayerNode.parent.removeChild(self.findingPlayerNode);
if (null != rdf) {
self._initPlayerRichInfoDict(rdf.players);
}
},
onBattleReadyToStart(rdf) {

View File

@ -146,9 +146,10 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
}
try {
const resp = window.pb.protos.WsResp.decode(new Uint8Array(evt.data));
// console.log(`Got non-empty onmessage decoded: resp.act=${resp.act}`);
switch (resp.act) {
case window.DOWNSYNC_MSG_ACT_HB_REQ:
window.handleHbRequirements(resp); // 获取boundRoomId并存储到localStorage
window.handleHbRequirements(resp);
break;
case window.DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED:
mapIns.onPlayerAdded(resp.rdf);
@ -167,11 +168,9 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
break;
case window.DOWNSYNC_MSG_ACT_FORCED_RESYNC:
if (null == resp.inputFrameDownsyncBatch || 0 >= resp.inputFrameDownsyncBatch.length) {
console.error(`Got empty inputFrameDownsyncBatch upon resync@localRenderFrameId=${mapIns.renderFrameId}, @lastAllConfirmedRenderFrameId=${mapIns.lastAllConfirmedRenderFrameId}, @lastAllConfirmedInputFrameId=${mapIns.lastAllConfirmedInputFrameId}, @chaserRenderFrameId=${mapIns.chaserRenderFrameId}, @localRecentInputCache=${mapIns._stringifyRecentInputCache(false)}, the incoming resp=
${JSON.stringify(resp, null, 2)}`);
console.error(`Got empty inputFrameDownsyncBatch upon resync@localRenderFrameId=${mapIns.renderFrameId}, @lastAllConfirmedRenderFrameId=${mapIns.lastAllConfirmedRenderFrameId}, @lastAllConfirmedInputFrameId=${mapIns.lastAllConfirmedInputFrameId}, @chaserRenderFrameId=${mapIns.chaserRenderFrameId}, @localRecentInputCache=${mapIns._stringifyRecentInputCache(false)}, the incoming resp=${JSON.stringify(resp, null, 2)}`);
return;
}
const inputFrameIdConsecutive = (resp.inputFrameDownsyncBatch[0].inputFrameId == mapIns.lastAllConfirmedInputFrameId + 1);
mapIns.onRoomDownsyncFrame(resp.rdf, resp.inputFrameDownsyncBatch);
break;
default: