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https://github.com/genxium/DelayNoMore
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Improved use of backend ConvertToLastUsedRenderFrameId.
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@ -1204,7 +1204,6 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) *InputsBu
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if 0 < unconfirmedMask {
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if 0 < unconfirmedMask {
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// This condition should be rarely met!
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// This condition should be rarely met!
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nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
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/*
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/*
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Upon resynced on frontend, "refRenderFrameId" is now set to as advanced as possible, and it's the frontend's responsibility now to pave way for the "gap inputFrames"
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Upon resynced on frontend, "refRenderFrameId" is now set to as advanced as possible, and it's the frontend's responsibility now to pave way for the "gap inputFrames"
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@ -1212,7 +1211,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) *InputsBu
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Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed.
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Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed.
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*/
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*/
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refRenderFrameIdIfNeeded := nextDynamicsRenderFrameId - 1
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refRenderFrameIdIfNeeded := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
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if 0 > refRenderFrameIdIfNeeded {
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if 0 > refRenderFrameIdIfNeeded {
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// Without a "refRenderFrame", there's no point to force confirmation, i.e. nothing to downsync to the "ACTIVE but slowly ticking frontend(s)"
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// Without a "refRenderFrame", there's no point to force confirmation, i.e. nothing to downsync to the "ACTIVE but slowly ticking frontend(s)"
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return nil
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return nil
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@ -1566,7 +1565,7 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
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if 0 <= pR.LastAllConfirmedInputFrameId {
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if 0 <= pR.LastAllConfirmedInputFrameId {
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dynamicsStartedAt := utils.UnixtimeNano()
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dynamicsStartedAt := utils.UnixtimeNano()
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// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
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// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
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nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
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nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames) + 1
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Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
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Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
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pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
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pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
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*pDynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
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*pDynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
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