mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 00:26:39 +00:00
Minor fix.
This commit is contained in:
@@ -142,15 +142,27 @@ cc.Class({
|
||||
currSelfInput = null;
|
||||
const joinIndex = self.selfPlayerInfo.JoinIndex;
|
||||
const existingInputFrame = self.recentInputCache.GetByFrameId(inputFrameId);
|
||||
const previousInputFrameDownsyncWithPrediction = self.getCachedInputFrameDownsyncWithPrediction(inputFrameId - 1);
|
||||
previousSelfInput = (null == previousInputFrameDownsyncWithPrediction ? null : previousInputFrameDownsyncWithPrediction.InputList[joinIndex - 1]);
|
||||
const previousInputFrameDownsync = self.recentInputCache.GetByFrameId(inputFrameId - 1);
|
||||
previousSelfInput = (null == previousInputFrameDownsync ? null : previousInputFrameDownsync.InputList[joinIndex - 1]);
|
||||
if (null != existingInputFrame) {
|
||||
// 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
|
||||
console.log(`noDelayInputFrameId=${inputFrameId} already exists in recentInputCache: recentInputCache=${self._stringifyRecentInputCache(false)}`);
|
||||
return [previousSelfInput, existingInputFrame.InputList[joinIndex - 1]];
|
||||
}
|
||||
|
||||
const prefabbedInputList = (null == previousInputFrameDownsyncWithPrediction ? new Array(self.playerRichInfoDict.size).fill(0) : previousInputFrameDownsyncWithPrediction.InputList.slice());
|
||||
const lastAllConfirmedInputFrame = self.recentInputCache.GetByFrameId(self.lastAllConfirmedInputFrameId);
|
||||
const prefabbedInputList = new Array(self.playerRichInfoDict.size).fill(0);
|
||||
// the returned "gopkgs.NewInputFrameDownsync.InputList" is immutable, thus we can only modify the values in "prefabbedInputList"
|
||||
for (let k in prefabbedInputList) {
|
||||
if (null != previousInputFrameDownsync) {
|
||||
prefabbedInputList[k] = previousInputFrameDownsync.InputList[k];
|
||||
}
|
||||
if (0 <= self.lastAllConfirmedInputFrameId && inputFrameId - 1 > self.lastAllConfirmedInputFrameId) {
|
||||
prefabbedInputList[k] = lastAllConfirmedInputFrame.InputList[k];
|
||||
}
|
||||
// Don't predict "btnA & btnB"!
|
||||
prefabbedInputList[k] = (prefabbedInputList[k] & 15);
|
||||
}
|
||||
currSelfInput = self.ctrl.getEncodedInput(); // When "null == existingInputFrame", it'd be safe to say that the realtime "self.ctrl.getEncodedInput()" is for the requested "inputFrameId"
|
||||
prefabbedInputList[(joinIndex - 1)] = currSelfInput;
|
||||
while (self.recentInputCache.EdFrameId <= inputFrameId) {
|
||||
@@ -584,7 +596,7 @@ cc.Class({
|
||||
const jsMeleeBulletsArr = [];
|
||||
for (let k in pbRdf.meleeBullets) {
|
||||
const pbBullet = pbRdf.meleeBullets[k];
|
||||
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);
|
||||
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);
|
||||
jsMeleeBulletsArr.push(jsBullet);
|
||||
}
|
||||
|
||||
@@ -1066,22 +1078,6 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
|
||||
}
|
||||
},
|
||||
|
||||
getCachedInputFrameDownsyncWithPrediction(inputFrameId) {
|
||||
const self = this;
|
||||
const inputFrameDownsync = self.recentInputCache.GetByFrameId(inputFrameId); // "battle.InputFrameDownsync" in "jsexport"
|
||||
if (null != inputFrameDownsync && inputFrameId > self.lastAllConfirmedInputFrameId) {
|
||||
const lastAllConfirmedInputFrame = self.recentInputCache.GetByFrameId(self.lastAllConfirmedInputFrameId);
|
||||
if (null != lastAllConfirmedInputFrame) {
|
||||
for (let i = 0; i < inputFrameDownsync.InputList.length; ++i) {
|
||||
if (i == (self.selfPlayerInfo.JoinIndex - 1)) continue;
|
||||
inputFrameDownsync.InputList[i] = (lastAllConfirmedInputFrame.InputList[i] & 15); // Don't predict attack input!
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return inputFrameDownsync;
|
||||
},
|
||||
|
||||
rollbackAndChase(renderFrameIdSt, renderFrameIdEd, collisionSys, collisionSysMap, isChasing) {
|
||||
const self = this;
|
||||
let prevLatestRdf = null,
|
||||
|
Reference in New Issue
Block a user