mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Fixed part of frame chasing dynamics, yet collision handling is still broken.
This commit is contained in:
parent
1cc0eed39e
commit
cccbeb1c29
@ -8,7 +8,8 @@
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||||
"_srcBlendFactor": 770,
|
||||
"_dstBlendFactor": 771,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
@ -476,6 +484,9 @@
|
||||
"__id__": 1
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [],
|
||||
"_srcBlendFactor": 770,
|
||||
"_dstBlendFactor": 771,
|
||||
"_spriteFrame": null,
|
||||
"_type": 0,
|
||||
"_sizeMode": 0,
|
||||
@ -488,10 +499,7 @@
|
||||
"_fillStart": 0,
|
||||
"_fillRange": 0,
|
||||
"_isTrimmedMode": true,
|
||||
"_state": 0,
|
||||
"_atlas": null,
|
||||
"_srcBlendFactor": 770,
|
||||
"_dstBlendFactor": 771,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
@ -549,8 +557,8 @@
|
||||
},
|
||||
"_enabled": true,
|
||||
"animComp": null,
|
||||
"baseSpeed": 300,
|
||||
"speed": 200,
|
||||
"baseSpeed": 50,
|
||||
"speed": 50,
|
||||
"lastMovedAt": 0,
|
||||
"eps": 0.1,
|
||||
"magicLeanLowerBound": 0.414,
|
||||
|
@ -8,11 +8,11 @@ module.export = cc.Class({
|
||||
},
|
||||
baseSpeed: {
|
||||
type: cc.Float,
|
||||
default: 300,
|
||||
default: 50,
|
||||
},
|
||||
speed: {
|
||||
type: cc.Float,
|
||||
default: 300
|
||||
default: 50
|
||||
},
|
||||
lastMovedAt: {
|
||||
type: cc.Float,
|
||||
|
@ -614,30 +614,31 @@ cc.Class({
|
||||
}
|
||||
|
||||
if (null != firstPredictedYetIncorrectInputFrameId) {
|
||||
const renderFrameId2 = self.renderFrameId;
|
||||
const inputFrameId2 = self._convertToInputFrameId(renderFrameId2, self.inputDelayFrames);
|
||||
const inputFrameId1 = firstPredictedYetIncorrectInputFrameId;
|
||||
const renderFrameId1 = self._convertToRenderFrameId(inputFrameId1, self.inputDelayFrames); // a.k.a. "firstRenderFrameIdUsingIncorrectInputFrameId"
|
||||
if (renderFrameId1 < renderFrameId2) {
|
||||
if (renderFrameId1 < self.renderFrameId) {
|
||||
/*
|
||||
A typical case is as follows.
|
||||
--------------------------------------------------------
|
||||
[lastAllConfirmedRenderFrameId] : 22
|
||||
[self.lastAllConfirmedRenderFrameId] : 22
|
||||
|
||||
<renderFrameId1> : 36
|
||||
<renderFrameId1> : 36
|
||||
|
||||
|
||||
[chaserRenderFrameId] : 62
|
||||
<self.chaserRenderFrameId> : 62
|
||||
|
||||
<renderFrameId2> : 64
|
||||
[self.renderFrameId] : 64
|
||||
--------------------------------------------------------
|
||||
*/
|
||||
console.warn("Mismatched input detected!: inputFrameId1:", inputFrameId1, ", renderFrameId1:", renderFrameId1);
|
||||
// The actual rollback-and-replay would later be executed in update(dt).
|
||||
self.chaserRenderFrameId = renderFrameId1;
|
||||
if (renderFrameId1 < self.chaserRenderFrameId) {
|
||||
// The actual rollback-and-replay would later be executed in update(dt).
|
||||
console.warn("Mismatched input detected, resetting chaserRenderFrameId: inputFrameId1:", inputFrameId1, ", renderFrameId1:", renderFrameId1, ", chaserRenderFrameId before reset: ", self.chaserRenderFrameId);
|
||||
self.chaserRenderFrameId = renderFrameId1;
|
||||
} else {
|
||||
// Deliberately left blank, chasing is ongoing.
|
||||
}
|
||||
} else {
|
||||
// No need to rollback when "renderFrameId1 == renderFrameId2", because the "delayedInputFrame for renderFrameId2" is not yet executed by now, it just went through "++self.renderFrameId" in "update(dt)" and javascript-runtime is mostly single-threaded in our programmable range.
|
||||
console.log("Mismatched input yet no rollback needed: [inputFrameId1:", inputFrameId1, ", inputFrameId2:", inputFrameId2, "), [renderFrameId1:", renderFrameId1, ", renderFrameId2:", renderFrameId2, "). ");
|
||||
// No need to rollback when "renderFrameId1 == self.renderFrameId", because the "corresponding delayedInputFrame for renderFrameId2" is NOT YET EXECUTED BY NOW, it just went through "++self.renderFrameId" in "update(dt)" and javascript-runtime is mostly single-threaded in our programmable range.
|
||||
}
|
||||
}
|
||||
};
|
||||
@ -718,6 +719,9 @@ cc.Class({
|
||||
self.applyRoomDownsyncFrameDynamics(rdf);
|
||||
self._dumpToRenderCache(rdf);
|
||||
self.battleState = ALL_BATTLE_STATES.IN_BATTLE; // Starts the increment of "self.renderFrameId" in "self.update(dt)"
|
||||
if (null != window.boundRoomId) {
|
||||
self.boundRoomIdLabel.string = window.boundRoomId;
|
||||
}
|
||||
},
|
||||
|
||||
logBattleStats() {
|
||||
@ -725,9 +729,10 @@ cc.Class({
|
||||
let s = [];
|
||||
s.push("Battle stats: lastUpsyncInputFrameId=" + self.lastUpsyncInputFrameId + ", lastAllConfirmedInputFrameId=" + self.lastAllConfirmedInputFrameId);
|
||||
|
||||
self.recentInputCache.forEach((inputFrameDownsync, inputFrameId) => {
|
||||
for (let i = self.recentInputCache.stFrameId; i < self.recentInputCache.edFrameId; ++i) {
|
||||
const inputFrameDownsync = self.recentInputCache.getByFrameId(i);
|
||||
s.push(JSON.stringify(inputFrameDownsync));
|
||||
});
|
||||
}
|
||||
|
||||
console.log(s.join('\n'));
|
||||
},
|
||||
@ -776,65 +781,64 @@ cc.Class({
|
||||
|
||||
update(dt) {
|
||||
const self = this;
|
||||
try {
|
||||
if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) {
|
||||
let prevSelfInput = null, currSelfInput = null;
|
||||
const noDelayInputFrameId = self._convertToInputFrameId(self.renderFrameId, 0); // It's important that "inputDelayFrames == 0" here
|
||||
if (self._shouldGenerateInputFrameUpsync(self.renderFrameId)) {
|
||||
const prevAndCurrInputs = self._generateInputFrameUpsync(noDelayInputFrameId);
|
||||
prevSelfInput = prevAndCurrInputs[0];
|
||||
currSelfInput = prevAndCurrInputs[1];
|
||||
if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) {
|
||||
try {
|
||||
let prevSelfInput = null, currSelfInput = null;
|
||||
const noDelayInputFrameId = self._convertToInputFrameId(self.renderFrameId, 0); // It's important that "inputDelayFrames == 0" here
|
||||
if (self._shouldGenerateInputFrameUpsync(self.renderFrameId)) {
|
||||
const prevAndCurrInputs = self._generateInputFrameUpsync(noDelayInputFrameId);
|
||||
prevSelfInput = prevAndCurrInputs[0];
|
||||
currSelfInput = prevAndCurrInputs[1];
|
||||
}
|
||||
|
||||
let t0 = performance.now();
|
||||
if (self.shouldSendInputFrameUpsyncBatch(prevSelfInput, currSelfInput, self.lastUpsyncInputFrameId, noDelayInputFrameId)) {
|
||||
// TODO: Is the following statement run asynchronously in an implicit manner? Should I explicitly run it asynchronously?
|
||||
self.sendInputFrameUpsyncBatch(noDelayInputFrameId);
|
||||
}
|
||||
|
||||
let t1 = performance.now();
|
||||
const prevChaserRenderFrameId = self.chaserRenderFrameId;
|
||||
let nextChaserRenderFrameId = (prevChaserRenderFrameId + self.maxChasingRenderFramesPerUpdate);
|
||||
if (nextChaserRenderFrameId > self.renderFrameId) nextChaserRenderFrameId = self.renderFrameId;
|
||||
self.rollbackAndReplay(prevChaserRenderFrameId, nextChaserRenderFrameId, self.chaserCollisionSys, self.chaserCollisionSysMap);
|
||||
self.chaserRenderFrameId = nextChaserRenderFrameId; // Move the cursor "self.chaserRenderFrameId", keep in mind that "self.chaserRenderFrameId" is not monotonic!
|
||||
let t2 = performance.now();
|
||||
|
||||
// Inside "self.rollbackAndReplay", the "self.latestCollisionSys" is ALWAYS ROLLED BACK to "self.recentRenderCache.get(self.renderFrameId)" before being applied dynamics from corresponding inputFrameDownsync, REGARDLESS OF whether or not "self.chaserRenderFrameId == self.renderFrameId" now.
|
||||
const rdf = self.rollbackAndReplay(self.renderFrameId, self.renderFrameId+1, self.latestCollisionSys, self.latestCollisionSysMap);
|
||||
|
||||
self.applyRoomDownsyncFrameDynamics(rdf);
|
||||
let t3 = performance.now();
|
||||
/*
|
||||
if (prevChaserRenderFrameId < nextChaserRenderFrameId) {
|
||||
console.log("Took ", t1-t0, " milliseconds to send upsync cmds, ", t2-t1, " milliseconds to chase renderFrameIds=[", prevChaserRenderFrameId, ", ", nextChaserRenderFrameId, "], @renderFrameId=", self.renderFrameId);
|
||||
}
|
||||
*/
|
||||
} catch (err) {
|
||||
console.error("Error during Map.update", err);
|
||||
} finally {
|
||||
// Update camera to track selfPlayer.
|
||||
if (null != self.ctrl) {
|
||||
self.ctrl.justifyMapNodePosAndScale(self.ctrl.linearSpeedBase, self.ctrl.zoomingSpeedBase);
|
||||
}
|
||||
|
||||
let t0 = performance.now();
|
||||
if (self.shouldSendInputFrameUpsyncBatch(prevSelfInput, currSelfInput, self.lastUpsyncInputFrameId, noDelayInputFrameId)) {
|
||||
// TODO: Is the following statement run asynchronously in an implicit manner? Should I explicitly run it asynchronously?
|
||||
self.sendInputFrameUpsyncBatch(noDelayInputFrameId);
|
||||
}
|
||||
// Update countdown
|
||||
if (null != self.countdownNanos) {
|
||||
self.countdownNanos -= self.rollbackEstimatedDt*1000000000;
|
||||
if (self.countdownNanos <= 0) {
|
||||
self.onBattleStopped(self.playerRichInfoDict);
|
||||
return;
|
||||
}
|
||||
|
||||
let t1 = performance.now();
|
||||
if (self.chaserRenderFrameId <= self.renderFrameId) {
|
||||
let chaserUpperRenderFrameId = (self.chaserRenderFrameId + self.maxChasingRenderFramesPerUpdate);
|
||||
if (chaserUpperRenderFrameId > self.renderFrameId) chaserUpperRenderFrameId = self.renderFrameId;
|
||||
self.rollbackAndReplay(self.chaserRenderFrameId, chaserUpperRenderFrameId, self.chaserCollisionSys, self.chaserCollisionSysMap);
|
||||
self.chaserRenderFrameId = chaserUpperRenderFrameId; // Move the cursor "self.chaserRenderFrameId", keep in mind that "self.chaserRenderFrameId" is not monotonic!
|
||||
const countdownSeconds = parseInt(self.countdownNanos / 1000000000);
|
||||
if (isNaN(countdownSeconds)) {
|
||||
console.warn(`countdownSeconds is NaN for countdownNanos == ${self.countdownNanos}.`);
|
||||
}
|
||||
self.countdownLabel.string = countdownSeconds;
|
||||
}
|
||||
let t2 = performance.now();
|
||||
|
||||
// Inside "self.rollbackAndReplay", the "self.latestCollisionSys" is ALWAYS ROLLED BACK to "self.recentRenderCache.get(self.renderFrameId)" before being applied dynamics from corresponding inputFrameDownsync, REGARDLESS OF whether or not "self.chaserRenderFrameId == self.renderFrameId" now.
|
||||
const rdf = self.rollbackAndReplay(self.renderFrameId, self.renderFrameId+1, self.latestCollisionSys, self.latestCollisionSysMap);
|
||||
|
||||
self.applyRoomDownsyncFrameDynamics(rdf);
|
||||
let t3 = performance.now();
|
||||
|
||||
++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
|
||||
}
|
||||
const mapNode = self.node;
|
||||
const canvasNode = mapNode.parent;
|
||||
const canvasParentNode = canvasNode.parent;
|
||||
if (null != window.boundRoomId) {
|
||||
self.boundRoomIdLabel.string = window.boundRoomId;
|
||||
}
|
||||
|
||||
// update countdown
|
||||
if (null != self.countdownNanos) {
|
||||
self.countdownNanos -= self.rollbackEstimatedDt*1000000000;
|
||||
if (self.countdownNanos <= 0) {
|
||||
self.onBattleStopped(self.playerRichInfoDict);
|
||||
return;
|
||||
}
|
||||
|
||||
const countdownSeconds = parseInt(self.countdownNanos / 1000000000);
|
||||
if (isNaN(countdownSeconds)) {
|
||||
console.warn(`countdownSeconds is NaN for countdownNanos == ${self.countdownNanos}.`);
|
||||
}
|
||||
self.countdownLabel.string = countdownSeconds;
|
||||
}
|
||||
} catch (err) {
|
||||
console.error("Error during Map.update", err);
|
||||
}
|
||||
if (null != self.ctrl) {
|
||||
self.ctrl.justifyMapNodePosAndScale(self.ctrl.linearSpeedBase, self.ctrl.zoomingSpeedBase);
|
||||
}
|
||||
},
|
||||
|
||||
@ -996,7 +1000,7 @@ cc.Class({
|
||||
getCachedInputFrameDownsyncWithPrediction(inputFrameId) {
|
||||
const self = this;
|
||||
let inputFrameDownsync = self.recentInputCache.getByFrameId(inputFrameId);
|
||||
if (-1 != self.lastAllConfirmedInputFrameId && inputFrameId > self.lastAllConfirmedInputFrameId) {
|
||||
if (null != inputFrameDownsync && -1 != self.lastAllConfirmedInputFrameId && inputFrameId > self.lastAllConfirmedInputFrameId) {
|
||||
const lastAllConfirmedInputFrame = self.recentInputCache.getByFrameId(self.lastAllConfirmedInputFrameId);
|
||||
for (let i = 0; i < inputFrameDownsync.inputList.length; ++i) {
|
||||
if (i == self.selfPlayerInfo.joinIndex-1) continue;
|
||||
@ -1008,8 +1012,7 @@ cc.Class({
|
||||
},
|
||||
|
||||
rollbackAndReplay(renderFrameIdSt, renderFrameIdEd, collisionSys, collisionSysMap) {
|
||||
if (renderFrameSt == renderFrameIdEd) {
|
||||
console.warn("Unexpected input!");
|
||||
if (renderFrameSt >= renderFrameIdEd) {
|
||||
return;
|
||||
}
|
||||
|
||||
@ -1031,18 +1034,25 @@ cc.Class({
|
||||
/*
|
||||
This function eventually calculates a "RoomDownsyncFrame" where "RoomDownsyncFrame.id == renderFrameIdEd".
|
||||
*/
|
||||
for (let i = renderFrameSt; i < renderFrameIdEd; ++i) {
|
||||
for (let i = renderFrameIdSt; i < renderFrameIdEd; ++i) {
|
||||
const renderFrame = self.recentRenderCache.getByFrameId(i); // typed "RoomDownsyncFrame"
|
||||
const j = self._convertToInputFrameId(i, self.inputDelayFrames);
|
||||
const inputs = self.recentInputCache.getByFrameId(j).inputList;
|
||||
const inputList = self.getCachedInputFrameDownsyncWithPrediction(j).inputList;
|
||||
self.playerRichInfoDict.forEach((playerRichInfo, playerId) => {
|
||||
const joinIndex = playerRichInfo.joinIndex;
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const player = renderFrame.players[playerId];
|
||||
const decodedInput = self.ctrl.decodeDirection(inputs[joinIndex-1]);
|
||||
playerCollider.x += player.speed*decodedInput.dx*self.rollbackEstimatedDt;
|
||||
playerCollider.y += player.speed*decodedInput.dy*self.rollbackEstimatedDt;
|
||||
const encodedInput = inputList[joinIndex-1];
|
||||
const decodedInput = self.ctrl.decodeDirection(encodedInput);
|
||||
const baseChange = player.speed*self.rollbackEstimatedDt;
|
||||
playerCollider.x += baseChange*decodedInput.dx;
|
||||
playerCollider.y += baseChange*decodedInput.dy;
|
||||
/*
|
||||
if (0 < encodedInput) {
|
||||
console.log("playerId=", playerId, "@renderFrameId=", i, ", delayedInputFrameId=", j, ", baseChange=", baseChange, ": x=", playerCollider.x, ", y=", playerCollider.y);
|
||||
}
|
||||
*/
|
||||
});
|
||||
|
||||
collisionSys.update();
|
||||
|
Loading…
Reference in New Issue
Block a user