mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-24 10:48:48 +00:00
Fixes for BackendDynamics disabled.
This commit is contained in:
parent
59d6300880
commit
c582071f4f
@ -851,7 +851,7 @@ func (pR *Room) OnDismissed() {
|
||||
pR.InputFrameUpsyncDelayTolerance = battle.ConvertToNoDelayInputFrameId(pR.NstDelayFrames) - 1 // this value should be strictly smaller than (NstDelayFrames >> InputScaleFrames), otherwise "type#1 forceConfirmation" might become a lag avalanche
|
||||
pR.MaxChasingRenderFramesPerUpdate = 9 // Don't set this value too high to avoid exhausting frontend CPU within a single frame, roughly as the "turn-around frames to recover" is empirically OK
|
||||
|
||||
pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
|
||||
pR.BackendDynamicsEnabled = false // [WARNING] When "false", recovery upon reconnection wouldn't work!
|
||||
pR.ForceAllResyncOnAnyActiveSlowTicker = true // See tradeoff discussion in "downsyncToAllPlayers"
|
||||
|
||||
pR.FrameDataLoggingEnabled = false // [WARNING] DON'T ENABLE ON LONG BATTLE DURATION! It consumes A LOT OF MEMORY!
|
||||
@ -1213,13 +1213,13 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
|
||||
targetInputFrameDownsync.ConfirmedList |= uint64(1 << uint32(player.JoinIndex-1))
|
||||
|
||||
if false == fromUDP {
|
||||
/*
|
||||
[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"!
|
||||
/**
|
||||
[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"!
|
||||
|
||||
Moreover, only ws session upsyncs should advance "player.LastConsecutiveRecvInputFrameId" & "pR.LatestPlayerUpsyncedInputFrameId".
|
||||
Moreover, only ws session upsyncs should advance "player.LastConsecutiveRecvInputFrameId" & "pR.LatestPlayerUpsyncedInputFrameId".
|
||||
|
||||
Kindly note that the updates of "player.LastConsecutiveRecvInputFrameId" could be discrete before and after reconnection.
|
||||
*/
|
||||
Kindly note that the updates of "player.LastConsecutiveRecvInputFrameId" could be discrete before and after reconnection.
|
||||
*/
|
||||
player.LastConsecutiveRecvInputFrameId = clientInputFrameId
|
||||
if clientInputFrameId > pR.LatestPlayerUpsyncedInputFrameId {
|
||||
pR.LatestPlayerUpsyncedInputFrameId = clientInputFrameId
|
||||
@ -1282,7 +1282,7 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
|
||||
snapshotStFrameId := (pR.LastAllConfirmedInputFrameId - newAllConfirmedCount)
|
||||
refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
|
||||
refSnapshotStFrameId := battle.ConvertToDelayedInputFrameId(refRenderFrameIdIfNeeded)
|
||||
if refSnapshotStFrameId < snapshotStFrameId {
|
||||
if pR.BackendDynamicsEnabled && refSnapshotStFrameId < snapshotStFrameId {
|
||||
snapshotStFrameId = refSnapshotStFrameId
|
||||
}
|
||||
Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable for roomId=%v returning newAllConfirmedCount=%d: InputsBuffer=%v", pR.Id, newAllConfirmedCount, pR.InputsBufferString(false)))
|
||||
@ -1336,7 +1336,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
|
||||
func (pR *Room) produceInputsBufferSnapshotWithCurDynamicsRenderFrameAsRef(unconfirmedMask uint64, snapshotStFrameId, snapshotEdFrameId int32) *pb.InputsBufferSnapshot {
|
||||
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
|
||||
refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
|
||||
if 0 > refRenderFrameIdIfNeeded {
|
||||
if pR.BackendDynamicsEnabled && 0 > refRenderFrameIdIfNeeded {
|
||||
return nil
|
||||
}
|
||||
// Duplicate downsynced inputFrameIds will be filtered out by frontend.
|
||||
|
File diff suppressed because one or more lines are too long
@ -76,7 +76,7 @@
|
||||
"shelter_z_reducer",
|
||||
"shelter"
|
||||
],
|
||||
"last-module-event-record-time": 1678432182471,
|
||||
"last-module-event-record-time": 1680159688511,
|
||||
"simulator-orientation": false,
|
||||
"simulator-resolution": {
|
||||
"height": 640,
|
||||
|
@ -786,7 +786,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
|
||||
// Revive from Dying
|
||||
newVx, newVy = currPlayerDownsync.RevivalVirtualGridX, currPlayerDownsync.RevivalVirtualGridY
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_GET_UP1
|
||||
thatPlayerInNextFrame.FramesInChState = ATK_CHARACTER_STATE_GET_UP1
|
||||
thatPlayerInNextFrame.FramesInChState = 0
|
||||
thatPlayerInNextFrame.FramesToRecover = chConfig.GetUpFramesToRecover
|
||||
thatPlayerInNextFrame.FramesInvinsible = chConfig.GetUpInvinsibleFrames
|
||||
thatPlayerInNextFrame.Hp = currPlayerDownsync.MaxHp
|
||||
|
Loading…
Reference in New Issue
Block a user