mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-25 19:28:55 +00:00
Minor fix.
This commit is contained in:
parent
69f0ddc171
commit
d773b57299
@ -1073,17 +1073,19 @@ func (pR *Room) getOrPrefabInputFrameDownsync(inputFrameId int32) *battle.InputF
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}
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j2 := j - 1
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if 0 <= pR.LastAllConfirmedInputFrameId && j2 >= pR.LastAllConfirmedInputFrameId {
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j2 = pR.LastAllConfirmedInputFrameId
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}
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tmp2 := pR.InputsBuffer.GetByFrameId(j2)
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if nil != tmp2 {
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prevInputFrameDownsync := tmp2.(*battle.InputFrameDownsync)
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for i, _ := range currInputFrameDownsync.InputList {
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currInputFrameDownsync.InputList[i] = (prevInputFrameDownsync.InputList[i] & uint64(15)) // Don't predict attack input!
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currInputFrameDownsync.InputList[i] = prevInputFrameDownsync.InputList[i]
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}
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}
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for i, _ := range currInputFrameDownsync.InputList {
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// Don't predict "btnA & btnB"!
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currInputFrameDownsync.InputList[i] = (currInputFrameDownsync.InputList[i] & uint64(15))
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}
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pR.InputsBuffer.Put(currInputFrameDownsync)
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}
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} else {
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File diff suppressed because one or more lines are too long
@ -440,7 +440,7 @@
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"array": [
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0,
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0,
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216.50635094610968,
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216.6771387800957,
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0,
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0,
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0,
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@ -142,15 +142,27 @@ cc.Class({
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currSelfInput = null;
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const joinIndex = self.selfPlayerInfo.JoinIndex;
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const existingInputFrame = self.recentInputCache.GetByFrameId(inputFrameId);
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const previousInputFrameDownsyncWithPrediction = self.getCachedInputFrameDownsyncWithPrediction(inputFrameId - 1);
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previousSelfInput = (null == previousInputFrameDownsyncWithPrediction ? null : previousInputFrameDownsyncWithPrediction.InputList[joinIndex - 1]);
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const previousInputFrameDownsync = self.recentInputCache.GetByFrameId(inputFrameId - 1);
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previousSelfInput = (null == previousInputFrameDownsync ? null : previousInputFrameDownsync.InputList[joinIndex - 1]);
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if (null != existingInputFrame) {
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// This could happen upon either [type#1] or [type#2] forceConfirmation, where "refRenderFrame" is accompanied by some "inputFrameDownsyncs". The check here also guarantees that we don't override history
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console.log(`noDelayInputFrameId=${inputFrameId} already exists in recentInputCache: recentInputCache=${self._stringifyRecentInputCache(false)}`);
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return [previousSelfInput, existingInputFrame.InputList[joinIndex - 1]];
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}
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const prefabbedInputList = (null == previousInputFrameDownsyncWithPrediction ? new Array(self.playerRichInfoDict.size).fill(0) : previousInputFrameDownsyncWithPrediction.InputList.slice());
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const lastAllConfirmedInputFrame = self.recentInputCache.GetByFrameId(self.lastAllConfirmedInputFrameId);
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const prefabbedInputList = new Array(self.playerRichInfoDict.size).fill(0);
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// the returned "gopkgs.NewInputFrameDownsync.InputList" is immutable, thus we can only modify the values in "prefabbedInputList"
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for (let k in prefabbedInputList) {
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if (null != previousInputFrameDownsync) {
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prefabbedInputList[k] = previousInputFrameDownsync.InputList[k];
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}
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if (0 <= self.lastAllConfirmedInputFrameId && inputFrameId - 1 > self.lastAllConfirmedInputFrameId) {
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prefabbedInputList[k] = lastAllConfirmedInputFrame.InputList[k];
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}
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// Don't predict "btnA & btnB"!
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prefabbedInputList[k] = (prefabbedInputList[k] & 15);
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}
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currSelfInput = self.ctrl.getEncodedInput(); // When "null == existingInputFrame", it'd be safe to say that the realtime "self.ctrl.getEncodedInput()" is for the requested "inputFrameId"
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prefabbedInputList[(joinIndex - 1)] = currSelfInput;
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while (self.recentInputCache.EdFrameId <= inputFrameId) {
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@ -584,7 +596,7 @@ cc.Class({
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const jsMeleeBulletsArr = [];
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for (let k in pbRdf.meleeBullets) {
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const pbBullet = pbRdf.meleeBullets[k];
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const jsBullet = gopkgs.NewMeleeBullet(pbBullet.battleLocalId, pbBullet.startupFrames, pbBullet.activeFrames, pbBullet.recoveryFrames, pbBullet.recoveryFramesOnBlock, pbBullet.recoveryFramesOnHit, pbBullet.hitStunFrames, pbBullet.blockStunFrames, pbBullet.releaseTriggerType, pbBullet.damage, pbBullet.offenderJoinIndex, pbBullet.offenderPlayerId, pbBullet.pushback, pbBullet.hitboxOffset, pbBullet.selfMoveforwardX, pbBullet.selfMoveforwardY, pbBullet.hitboxSizeX, pbBullet.hitboxSizeY);
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const jsBullet = gopkgs.NewMeleeBulletJs(pbBullet.battleLocalId, pbBullet.startupFrames, pbBullet.activeFrames, pbBullet.recoveryFrames, pbBullet.recoveryFramesOnBlock, pbBullet.recoveryFramesOnHit, pbBullet.hitStunFrames, pbBullet.blockStunFrames, pbBullet.releaseTriggerType, pbBullet.damage, pbBullet.offenderJoinIndex, pbBullet.offenderPlayerId, pbBullet.pushback, pbBullet.hitboxOffset, pbBullet.selfMoveforwardX, pbBullet.selfMoveforwardY, pbBullet.hitboxSizeX, pbBullet.hitboxSizeY);
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jsMeleeBulletsArr.push(jsBullet);
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}
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@ -1066,22 +1078,6 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
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}
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},
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getCachedInputFrameDownsyncWithPrediction(inputFrameId) {
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const self = this;
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const inputFrameDownsync = self.recentInputCache.GetByFrameId(inputFrameId); // "battle.InputFrameDownsync" in "jsexport"
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if (null != inputFrameDownsync && inputFrameId > self.lastAllConfirmedInputFrameId) {
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const lastAllConfirmedInputFrame = self.recentInputCache.GetByFrameId(self.lastAllConfirmedInputFrameId);
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if (null != lastAllConfirmedInputFrame) {
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for (let i = 0; i < inputFrameDownsync.InputList.length; ++i) {
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if (i == (self.selfPlayerInfo.JoinIndex - 1)) continue;
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inputFrameDownsync.InputList[i] = (lastAllConfirmedInputFrame.InputList[i] & 15); // Don't predict attack input!
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}
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}
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}
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return inputFrameDownsync;
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},
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rollbackAndChase(renderFrameIdSt, renderFrameIdEd, collisionSys, collisionSysMap, isChasing) {
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const self = this;
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let prevLatestRdf = null,
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@ -17,7 +17,7 @@
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},
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"encryptJs": true,
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"excludeScenes": [
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"368b10b6-88fc-423c-9fcd-545d9fc673bd"
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"8491a86c-bec9-4813-968a-128ca01639e0"
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],
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"fb-instant-games": {},
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"includeSDKBox": false,
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@ -68,7 +68,7 @@
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"shelter_z_reducer",
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"shelter"
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],
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"last-module-event-record-time": 1671346284377,
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"last-module-event-record-time": 1672287736326,
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"simulator-orientation": false,
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"simulator-resolution": {
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"height": 640,
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@ -542,7 +542,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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}
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if landedOnGravityPushback {
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thatPlayerInNextFrame.InAir = false
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if currPlayerDownsync.InAir && 0 > currPlayerDownsync.VelY {
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if currPlayerDownsync.InAir && 0 >= currPlayerDownsync.VelY {
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// fallStopping
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thatPlayerInNextFrame.VelX = 0
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thatPlayerInNextFrame.VelY = 0
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