Fixed Golang part compilation.

This commit is contained in:
genxium
2022-11-09 14:20:26 +08:00
parent d3d3629618
commit cb3c19a339
24 changed files with 1402 additions and 1127 deletions

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@@ -1,7 +1,7 @@
package models
import (
. "dnmshared"
. "dnmshared/sharedprotos"
)
type Barrier struct {

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@@ -1,77 +1,22 @@
package models
import (
. "dnmshared"
pb "server/pb_output"
. "battle_srv/protos"
. "dnmshared/sharedprotos"
)
func toPbVec2D(modelInstance *Vec2D) *pb.Vec2D {
toRet := &pb.Vec2D{
X: modelInstance.X,
Y: modelInstance.Y,
}
return toRet
}
func toPbPolygon2D(modelInstance *Polygon2D) *pb.Polygon2D {
toRet := &pb.Polygon2D{
Anchor: toPbVec2D(modelInstance.Anchor),
Points: make([]*pb.Vec2D, len(modelInstance.Points)),
}
for index, p := range modelInstance.Points {
toRet.Points[index] = toPbVec2D(p)
}
return toRet
}
func toPbVec2DList(modelInstance *Vec2DList) *pb.Vec2DList {
toRet := &pb.Vec2DList{
Vec2DList: make([]*pb.Vec2D, len(*modelInstance)),
}
for k, v := range *modelInstance {
toRet.Vec2DList[k] = toPbVec2D(v)
}
return toRet
}
func ToPbVec2DListMap(modelInstances map[string]*Vec2DList) map[string]*pb.Vec2DList {
toRet := make(map[string]*pb.Vec2DList, len(modelInstances))
for k, v := range modelInstances {
toRet[k] = toPbVec2DList(v)
}
return toRet
}
func toPbPolygon2DList(modelInstance *Polygon2DList) *pb.Polygon2DList {
toRet := &pb.Polygon2DList{
Polygon2DList: make([]*pb.Polygon2D, len(*modelInstance)),
}
for k, v := range *modelInstance {
toRet.Polygon2DList[k] = toPbPolygon2D(v)
}
return toRet
}
func ToPbPolygon2DListMap(modelInstances map[string]*Polygon2DList) map[string]*pb.Polygon2DList {
toRet := make(map[string]*pb.Polygon2DList, len(modelInstances))
for k, v := range modelInstances {
toRet[k] = toPbPolygon2DList(v)
}
return toRet
}
func toPbPlayers(modelInstances map[int32]*Player) map[int32]*pb.Player {
toRet := make(map[int32]*pb.Player, 0)
func toPbPlayers(modelInstances map[int32]*Player) map[int32]*PlayerDownsync {
toRet := make(map[int32]*PlayerDownsync, 0)
if nil == modelInstances {
return toRet
}
for k, last := range modelInstances {
toRet[k] = &pb.Player{
toRet[k] = &PlayerDownsync{
Id: last.Id,
VirtualGridX: last.VirtualGridX,
VirtualGridY: last.VirtualGridY,
Dir: &pb.Direction{
Dir: &Direction{
Dx: last.Dir.Dx,
Dy: last.Dir.Dy,
},

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@@ -2,7 +2,7 @@ package models
import (
"database/sql"
. "dnmshared"
. "dnmshared/sharedprotos"
"fmt"
sq "github.com/Masterminds/squirrel"
"github.com/jmoiron/sqlx"

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@@ -1,9 +1,9 @@
package models
import (
"battle_srv/storage"
"database/sql"
. "dnmshared"
"server/storage"
sq "github.com/Masterminds/squirrel"
"github.com/jmoiron/sqlx"

View File

@@ -1,10 +1,10 @@
package models
import (
. "battle_srv/common"
"battle_srv/common/utils"
"battle_srv/storage"
"database/sql"
. "server/common"
"server/common/utils"
"server/storage"
sq "github.com/Masterminds/squirrel"
)

View File

@@ -1,11 +1,11 @@
package models
import (
. "battle_srv/common"
"battle_srv/common/utils"
"database/sql"
. "dnmshared"
"errors"
. "server/common"
"server/common/utils"
sq "github.com/Masterminds/squirrel"
"github.com/jmoiron/sqlx"

View File

@@ -1,6 +1,9 @@
package models
import (
. "battle_srv/common"
"battle_srv/common/utils"
. "battle_srv/protos"
. "dnmshared"
"encoding/xml"
"fmt"
@@ -13,9 +16,6 @@ import (
"math/rand"
"os"
"path/filepath"
. "battle_srv/common"
"battle_srv/common/utils"
pb "battle_srv/protos"
"strings"
"sync"
"sync/atomic"
@@ -328,7 +328,7 @@ func (pR *Room) ChooseStage() error {
barrierPolygon2DList := *(toRetStrToPolygon2DListMap["Barrier"])
var barrierLocalIdInBattle int32 = 0
for _, polygon2DUnaligned := range barrierPolygon2DList {
for _, polygon2DUnaligned := range barrierPolygon2DList.Eles {
polygon2D := AlignPolygon2DToBoundingBox(polygon2DUnaligned)
/*
// For debug-printing only.
@@ -361,7 +361,7 @@ func (pR *Room) ConvertToLastUsedRenderFrameId(inputFrameId int32, inputDelayFra
return ((inputFrameId << pR.InputScaleFrames) + inputDelayFrames + (1 << pR.InputScaleFrames) - 1)
}
func (pR *Room) EncodeUpsyncCmd(upsyncCmd *pb.InputFrameUpsync) uint64 {
func (pR *Room) EncodeUpsyncCmd(upsyncCmd *InputFrameUpsync) uint64 {
var ret uint64 = 0
// There're 13 possible directions, occupying the first 4 bits, no need to shift
ret += uint64(upsyncCmd.EncodedDir)
@@ -385,7 +385,7 @@ func (pR *Room) InputsBufferString(allDetails bool) string {
if nil == tmp {
break
}
f := tmp.(*pb.InputFrameDownsync)
f := tmp.(*InputFrameDownsync)
s = append(s, fmt.Sprintf("{inputFrameId: %v, inputList: %v, confirmedList: %v}", f.InputFrameId, f.InputList, f.ConfirmedList))
}
@@ -407,7 +407,7 @@ func (pR *Room) StartBattle() {
// Initialize the "collisionSys" as well as "RenderFrameBuffer"
pR.CurDynamicsRenderFrameId = 0
kickoffFrame := &pb.RoomDownsyncFrame{
kickoffFrame := &RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
CountdownNanos: pR.BattleDurationNanos,
@@ -508,11 +508,11 @@ func (pR *Room) StartBattle() {
continue
}
if 0 == pR.RenderFrameId {
kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*pb.RoomDownsyncFrame)
kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*RoomDownsyncFrame)
pR.sendSafely(kickoffFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId)
} else {
// [WARNING] Websocket is TCP-based, thus no need to re-send a previously sent inputFrame to a same player!
toSendInputFrames := make([]*pb.InputFrameDownsync, 0, pR.InputsBuffer.Cnt)
toSendInputFrames := make([]*InputFrameDownsync, 0, pR.InputsBuffer.Cnt)
candidateToSendInputFrameId := pR.Players[playerId].LastSentInputFrameId + 1
if candidateToSendInputFrameId < pR.InputsBuffer.StFrameId {
// [WARNING] As "player.LastSentInputFrameId <= lastAllConfirmedInputFrameIdWithChange" for each iteration, and "lastAllConfirmedInputFrameIdWithChange <= lastAllConfirmedInputFrameId" where the latter is used to "applyInputFrameDownsyncDynamics" and then evict "pR.InputsBuffer", thus there's a very high possibility that "player.LastSentInputFrameId" is already evicted.
@@ -532,7 +532,7 @@ func (pR *Room) StartBattle() {
if nil == tmp {
panic(fmt.Sprintf("Required inputFrameId=%v for roomId=%v, playerId=%v doesn't exist! InputsBuffer=%v", candidateToSendInputFrameId, pR.Id, playerId, pR.InputsBufferString(false)))
}
f := tmp.(*pb.InputFrameDownsync)
f := tmp.(*InputFrameDownsync)
if pR.inputFrameIdDebuggable(candidateToSendInputFrameId) {
Logger.Debug("inputFrame lifecycle#3[sending]:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("playerAckingInputFrameId", player.AckingInputFrameId), zap.Any("inputFrameId", candidateToSendInputFrameId), zap.Any("inputFrameId-doublecheck", f.InputFrameId), zap.Any("InputsBuffer", pR.InputsBufferString(false)), zap.Any("ConfirmedList", f.ConfirmedList))
}
@@ -557,7 +557,7 @@ func (pR *Room) StartBattle() {
if nil == tmp {
panic(fmt.Sprintf("Required refRenderFrameId=%v for roomId=%v, playerId=%v, candidateToSendInputFrameId=%v doesn't exist! InputsBuffer=%v, RenderFrameBuffer=%v", refRenderFrameId, pR.Id, playerId, candidateToSendInputFrameId, pR.InputsBufferString(false), pR.RenderFrameBufferString()))
}
refRenderFrame := tmp.(*pb.RoomDownsyncFrame)
refRenderFrame := tmp.(*RoomDownsyncFrame)
pR.sendSafely(refRenderFrame, toSendInputFrames, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId)
} else {
pR.sendSafely(nil, toSendInputFrames, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId)
@@ -584,7 +584,7 @@ func (pR *Room) StartBattle() {
toApplyInputFrameId = minLastSentInputFrameId
}
for pR.InputsBuffer.N < pR.InputsBuffer.Cnt || (0 < pR.InputsBuffer.Cnt && pR.InputsBuffer.StFrameId < toApplyInputFrameId) {
f := pR.InputsBuffer.Pop().(*pb.InputFrameDownsync)
f := pR.InputsBuffer.Pop().(*InputFrameDownsync)
if pR.inputFrameIdDebuggable(f.InputFrameId) {
// Popping of an "inputFrame" would be AFTER its being all being confirmed, because it requires the "inputFrame" to be all acked
Logger.Debug("inputFrame lifecycle#4[popped]:", zap.Any("roomId", pR.Id), zap.Any("inputFrameId", f.InputFrameId), zap.Any("InputsBuffer", pR.InputsBufferString(false)))
@@ -610,7 +610,7 @@ func (pR *Room) toDiscreteInputsBufferIndex(inputFrameId int32, joinIndex int32)
return (inputFrameId << 2) + joinIndex // allowing joinIndex upto 15
}
func (pR *Room) OnBattleCmdReceived(pReq *pb.WsReq) {
func (pR *Room) OnBattleCmdReceived(pReq *WsReq) {
if swapped := atomic.CompareAndSwapInt32(&pR.State, RoomBattleStateIns.IN_BATTLE, RoomBattleStateIns.IN_BATTLE); !swapped {
return
}
@@ -648,7 +648,7 @@ func (pR *Room) OnBattleCmdReceived(pReq *pb.WsReq) {
}
}
func (pR *Room) onInputFrameDownsyncAllConfirmed(inputFrameDownsync *pb.InputFrameDownsync, playerId int32) {
func (pR *Room) onInputFrameDownsyncAllConfirmed(inputFrameDownsync *InputFrameDownsync, playerId int32) {
inputFrameId := inputFrameDownsync.InputFrameId
if -1 == pR.LastAllConfirmedInputFrameIdWithChange || false == pR.equalInputLists(inputFrameDownsync.InputList, pR.LastAllConfirmedInputList) {
if -1 == playerId {
@@ -690,7 +690,7 @@ func (pR *Room) StopBattleForSettlement() {
Logger.Info("Stopping the `battleMainLoop` for:", zap.Any("roomId", pR.Id))
pR.RenderFrameId++
for playerId, _ := range pR.Players {
assembledFrame := pb.RoomDownsyncFrame{
assembledFrame := RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
CountdownNanos: -1, // TODO: Replace this magic constant!
@@ -716,9 +716,9 @@ func (pR *Room) onBattlePrepare(cb BattleStartCbType) {
pR.State = RoomBattleStateIns.PREPARE
Logger.Info("Battle state transitted to RoomBattleStateIns.PREPARE for:", zap.Any("roomId", pR.Id))
playerMetas := make(map[int32]*pb.PlayerMeta, 0)
playerMetas := make(map[int32]*PlayerDownsyncMeta, 0)
for _, player := range pR.Players {
playerMetas[player.Id] = &pb.PlayerMeta{
playerMetas[player.Id] = &PlayerDownsyncMeta{
Id: player.Id,
Name: player.Name,
DisplayName: player.DisplayName,
@@ -727,7 +727,7 @@ func (pR *Room) onBattlePrepare(cb BattleStartCbType) {
}
}
battleReadyToStartFrame := &pb.RoomDownsyncFrame{
battleReadyToStartFrame := &RoomDownsyncFrame{
Id: DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START,
Players: toPbPlayers(pR.Players),
PlayerMetas: playerMetas,
@@ -940,10 +940,10 @@ func (pR *Room) onPlayerAdded(playerId int32) {
// Lazily assign the initial position of "Player" for "RoomDownsyncFrame".
playerPosList := *(pR.RawBattleStrToVec2DListMap["PlayerStartingPos"])
if index > len(playerPosList) {
if index > len(playerPosList.Eles) {
panic(fmt.Sprintf("onPlayerAdded error, index >= len(playerPosList), roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
}
playerPos := playerPosList[index]
playerPos := playerPosList.Eles[index]
if nil == playerPos {
panic(fmt.Sprintf("onPlayerAdded error, nil == playerPos, roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
@@ -976,9 +976,9 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
return false
}
playerMetas := make(map[int32]*pb.PlayerMeta, 0)
playerMetas := make(map[int32]*PlayerDownsyncMeta, 0)
for _, eachPlayer := range pR.Players {
playerMetas[eachPlayer.Id] = &pb.PlayerMeta{
playerMetas[eachPlayer.Id] = &PlayerDownsyncMeta{
Id: eachPlayer.Id,
Name: eachPlayer.Name,
DisplayName: eachPlayer.DisplayName,
@@ -999,14 +999,14 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
*/
switch targetPlayer.BattleState {
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
playerAckedFrame := &pb.RoomDownsyncFrame{
playerAckedFrame := &RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
PlayerMetas: playerMetas,
}
pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, eachPlayer.Id)
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
playerAckedFrame := &pb.RoomDownsyncFrame{
playerAckedFrame := &RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
PlayerMetas: playerMetas,
@@ -1037,14 +1037,14 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
return true
}
func (pR *Room) sendSafely(roomDownsyncFrame *pb.RoomDownsyncFrame, toSendFrames []*pb.InputFrameDownsync, act int32, playerId int32) {
func (pR *Room) sendSafely(roomDownsyncFrame *RoomDownsyncFrame, toSendFrames []*InputFrameDownsync, act int32, playerId int32) {
defer func() {
if r := recover(); r != nil {
pR.PlayerSignalToCloseDict[playerId](Constants.RetCode.UnknownError, fmt.Sprintf("%v", r))
}
}()
pResp := &pb.WsResp{
pResp := &WsResp{
Ret: int32(Constants.RetCode.Ok),
Act: act,
Rdf: roomDownsyncFrame,
@@ -1065,16 +1065,16 @@ func (pR *Room) shouldPrefabInputFrameDownsync(renderFrameId int32) bool {
return ((renderFrameId & ((1 << pR.InputScaleFrames) - 1)) == 0)
}
func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *pb.InputFrameDownsync {
func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync {
/*
Kindly note that on backend the prefab is much simpler than its frontend counterpart, because frontend will upsync its latest command immediately if there's any change w.r.t. its own prev cmd, thus if no upsync received from a frontend,
- EITHER it's due to local lag and bad network,
- OR there's no change w.r.t. to its prev cmd.
*/
var currInputFrameDownsync *pb.InputFrameDownsync = nil
var currInputFrameDownsync *InputFrameDownsync = nil
if 0 == inputFrameId && 0 == pR.InputsBuffer.Cnt {
currInputFrameDownsync = &pb.InputFrameDownsync{
currInputFrameDownsync = &InputFrameDownsync{
InputFrameId: 0,
InputList: make([]uint64, pR.Capacity),
ConfirmedList: uint64(0),
@@ -1084,9 +1084,9 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *pb.InputFrameDowns
if nil == tmp {
panic(fmt.Sprintf("Error prefabbing inputFrameDownsync: roomId=%v, InputsBuffer=%v", pR.Id, pR.InputsBufferString(false)))
}
prevInputFrameDownsync := tmp.(*pb.InputFrameDownsync)
prevInputFrameDownsync := tmp.(*InputFrameDownsync)
currInputList := prevInputFrameDownsync.InputList // Would be a clone of the values
currInputFrameDownsync = &pb.InputFrameDownsync{
currInputFrameDownsync = &InputFrameDownsync{
InputFrameId: inputFrameId,
InputList: currInputList,
ConfirmedList: uint64(0),
@@ -1112,14 +1112,14 @@ func (pR *Room) markConfirmationIfApplicable() {
if nil == tmp {
panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", inputFrameId, pR.Id, pR.InputsBufferString(false)))
}
inputFrameDownsync := tmp.(*pb.InputFrameDownsync)
inputFrameDownsync := tmp.(*InputFrameDownsync)
for _, player := range pR.Players {
bufIndex := pR.toDiscreteInputsBufferIndex(inputFrameId, player.JoinIndex)
tmp, loaded := pR.DiscreteInputsBuffer.LoadAndDelete(bufIndex) // It's safe to "LoadAndDelete" here because the "inputFrameUpsync" of this player is already remembered by the corresponding "inputFrameDown".
if !loaded {
continue
}
inputFrameUpsync := tmp.(*pb.InputFrameUpsync)
inputFrameUpsync := tmp.(*InputFrameUpsync)
indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = pR.EncodeUpsyncCmd(inputFrameUpsync)
inputFrameDownsync.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr)
@@ -1156,7 +1156,7 @@ func (pR *Room) forceConfirmationIfApplicable() uint64 {
if nil == tmp {
panic(fmt.Sprintf("inputFrameId2=%v doesn't exist for roomId=%v, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", inputFrameId2, pR.Id, pR.InputsBufferString(false)))
}
inputFrame2 := tmp.(*pb.InputFrameDownsync)
inputFrame2 := tmp.(*InputFrameDownsync)
for _, player := range pR.Players {
// Enrich by already arrived player upsync commands
bufIndex := pR.toDiscreteInputsBufferIndex(inputFrame2.InputFrameId, player.JoinIndex)
@@ -1164,7 +1164,7 @@ func (pR *Room) forceConfirmationIfApplicable() uint64 {
if !loaded {
continue
}
inputFrameUpsync := tmp.(*pb.InputFrameUpsync)
inputFrameUpsync := tmp.(*InputFrameUpsync)
indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
inputFrame2.InputList[indiceInJoinIndexBooleanArr] = pR.EncodeUpsyncCmd(inputFrameUpsync)
inputFrame2.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr)
@@ -1201,7 +1201,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
if nil == tmp {
panic(fmt.Sprintf("delayedInputFrameId=%v doesn't exist for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v) @ collisionSysRenderFrameId=%v! InputsBuffer=%v", delayedInputFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, collisionSysRenderFrameId, pR.InputsBufferString(false)))
}
delayedInputFrame := tmp.(*pb.InputFrameDownsync)
delayedInputFrame := tmp.(*InputFrameDownsync)
// [WARNING] It's possible that by now "allConfirmedMask != delayedInputFrame.ConfirmedList && delayedInputFrameId <= pR.LastAllConfirmedInputFrameId", we trust "pR.LastAllConfirmedInputFrameId" as the TOP AUTHORITY.
atomic.StoreUint64(&(delayedInputFrame.ConfirmedList), allConfirmedMask)
@@ -1249,7 +1249,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
}
}
newRenderFrame := pb.RoomDownsyncFrame{
newRenderFrame := RoomDownsyncFrame{
Id: collisionSysRenderFrameId + 1,
Players: toPbPlayers(pR.Players),
CountdownNanos: (pR.BattleDurationNanos - int64(collisionSysRenderFrameId)*pR.RollbackEstimatedDtNanos),