diff --git a/battle_srv/models/ringbuf.go b/battle_srv/models/ringbuf.go index 572e4d1..49a74ab 100644 --- a/battle_srv/models/ringbuf.go +++ b/battle_srv/models/ringbuf.go @@ -1,5 +1,10 @@ package models +import ( + . "battle_srv/protos" + "sync" +) + type RingBuffer struct { Ed int32 // write index, open index St int32 // read index, closed index @@ -21,6 +26,10 @@ func NewRingBuffer(n int32) *RingBuffer { } func (rb *RingBuffer) Put(pItem interface{}) { + for rb.Cnt >= rb.N-1 { + // Make room for the new element + rb.Pop() + } rb.Eles[rb.Ed] = pItem rb.EdFrameId++ rb.Cnt++ @@ -69,5 +78,47 @@ func (rb *RingBuffer) GetByOffset(offsetFromSt int32) interface{} { } func (rb *RingBuffer) GetByFrameId(frameId int32) interface{} { + if frameId >= rb.EdFrameId { + return nil + } return rb.GetByOffset(frameId - rb.StFrameId) } + +func (rb *RingBuffer) cloneInputFrameDownsyncsByFrameIdRange(stFrameId, edFrameId int32, mux *sync.Mutex) (int32, []*InputFrameDownsync) { + dst := make([]*InputFrameDownsync, 0, rb.Cnt) + if nil != mux { + mux.Lock() + + defer func() { + mux.Unlock() + }() + } + + prevFrameFound := true + j := stFrameId + for j < edFrameId { + tmp := rb.GetByFrameId(j) + if nil == tmp { + if false == prevFrameFound { + // The "id"s are always consecutive + break + } else { + prevFrameFound = false + continue + } + } + foo := tmp.(*InputFrameDownsync) + bar := &InputFrameDownsync{ + InputFrameId: foo.InputFrameId, + InputList: make([]uint64, len(foo.InputList)), + ConfirmedList: foo.ConfirmedList, + } + for i, input := range foo.InputList { + bar.InputList[i] = input + } + dst = append(dst, bar) + j++ + } + + return j, dst +} diff --git a/battle_srv/models/room.go b/battle_srv/models/room.go index 09ecc5f..a9ead09 100644 --- a/battle_srv/models/room.go +++ b/battle_srv/models/room.go @@ -13,7 +13,6 @@ import ( "github.com/solarlune/resolv" "go.uber.org/zap" "io/ioutil" - "math" "math/rand" "os" "path/filepath" @@ -36,8 +35,7 @@ const ( DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START = int32(-1) DOWNSYNC_MSG_ACT_BATTLE_START = int32(0) - DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED = int32(-98) - DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED = int32(-97) + DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED = int32(-98) ) const ( @@ -154,12 +152,12 @@ type Room struct { State int32 Index int RenderFrameId int32 - CurDynamicsRenderFrameId int32 // [WARNING] The dynamics of backend is ALWAYS MOVING FORWARD BY ALL-CONFIRMED INPUTFRAMES (either by upsync or forced), i.e. no rollback + CurDynamicsRenderFrameId int32 // [WARNING] The dynamics of backend is ALWAYS MOVING FORWARD BY ALL-CONFIRMED INPUTFRAMES (either by upsync or forced), i.e. no rollback; Moreover when "true == BackendDynamicsEnabled" we always have "Room.CurDynamicsRenderFrameId >= Room.RenderFrameId" because each "all-confirmed inputFrame" is applied on "all applicable renderFrames" in one-go hence often sees a future "renderFrame" earlier EffectivePlayerCount int32 DismissalWaitGroup sync.WaitGroup Barriers map[int32]*Barrier InputsBuffer *RingBuffer // Indices are STRICTLY consecutive - DiscreteInputsBuffer sync.Map // Indices are NOT NECESSARILY consecutive + InputsBufferLock sync.Mutex RenderFrameBuffer *RingBuffer LastAllConfirmedInputFrameId int32 LastAllConfirmedInputFrameIdWithChange int32 @@ -172,7 +170,8 @@ type Room struct { BulletBattleLocalIdCounter int32 dilutedRollbackEstimatedDtNanos int64 - BattleColliderInfo // Compositing to send centralized magic numbers + + BattleColliderInfo // Compositing to send centralized magic numbers } func (pR *Room) updateScore() { @@ -372,7 +371,7 @@ func (pR *Room) InputsBufferString(allDetails bool) string { func (pR *Room) StartBattle() { if RoomBattleStateIns.WAITING != pR.State { - Logger.Warn("[StartBattle] Battle not started due to not being WAITING!", zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State)) + Logger.Debug("[StartBattle] Battle not started due to not being WAITING!", zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State)) return } @@ -395,16 +394,18 @@ func (pR *Room) StartBattle() { pR.refreshColliders(spaceW, spaceH) /** - * Will be triggered from a goroutine which executes the critical `Room.AddPlayerIfPossible`, thus the `battleMainLoop` should be detached. - * All of the consecutive stages, e.g. settlement, dismissal, should share the same goroutine with `battleMainLoop`. - */ + * Will be triggered from a goroutine which executes the critical `Room.AddPlayerIfPossible`, thus the `battleMainLoop` should be detached. + * All of the consecutive stages, e.g. settlement, dismissal, should share the same goroutine with `battleMainLoop`. + * + * As "defer" is only applicable to function scope, the use of "pR.InputsBufferLock" within "battleMainLoop" is embedded into each subroutine call. + */ battleMainLoop := func() { defer func() { if r := recover(); r != nil { Logger.Error("battleMainLoop, recovery spot#1, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("panic", r)) - pR.StopBattleForSettlement() } - Logger.Info("The `battleMainLoop` is stopped for:", zap.Any("roomId", pR.Id)) + pR.StopBattleForSettlement() + Logger.Info(fmt.Sprintf("The `battleMainLoop` for roomId=%v is stopped@renderFrameId=%v, with battleDurationFrames=%v:\n%v", pR.Id, pR.RenderFrameId, pR.BattleDurationFrames, pR.InputsBufferString(false))) // This takes sometime to print pR.onBattleStoppedForSettlement() }() @@ -413,16 +414,12 @@ func (pR *Room) StartBattle() { Logger.Info("The `battleMainLoop` is started for:", zap.Any("roomId", pR.Id)) for { stCalculation := utils.UnixtimeNano() - elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt - if elapsedNanosSinceLastFrameIdTriggered < pR.dilutedRollbackEstimatedDtNanos { - Logger.Debug(fmt.Sprintf("Avoiding too fast frame@roomId=%v, renderFrameId=%v: elapsedNanosSinceLastFrameIdTriggered=%v", pR.Id, pR.RenderFrameId, elapsedNanosSinceLastFrameIdTriggered)) - continue + if elapsedNanosSinceLastFrameIdTriggered < pR.RollbackEstimatedDtNanos { + Logger.Debug(fmt.Sprintf("renderFrameId=%v@roomId=%v: Is backend running too fast? elapsedNanosSinceLastFrameIdTriggered=%v", pR.RenderFrameId, pR.Id, elapsedNanosSinceLastFrameIdTriggered)) } if pR.RenderFrameId > pR.BattleDurationFrames { - Logger.Info(fmt.Sprintf("The `battleMainLoop` for roomId=%v is stopped@renderFrameId=%v, with battleDurationFrames=%v:\n%v", pR.Id, pR.RenderFrameId, pR.BattleDurationFrames, pR.InputsBufferString(true))) - pR.StopBattleForSettlement() return } @@ -430,155 +427,58 @@ func (pR *Room) StartBattle() { return } - // Prefab and buffer backend inputFrameDownsync - if pR.shouldPrefabInputFrameDownsync(pR.RenderFrameId) { - noDelayInputFrameId := pR.ConvertToInputFrameId(pR.RenderFrameId, 0) - pR.prefabInputFrameDownsync(noDelayInputFrameId) - } - - pR.markConfirmationIfApplicable() - unconfirmedMask := uint64(0) - if pR.BackendDynamicsEnabled { - // Force setting all-confirmed of buffered inputFrames periodically - unconfirmedMask = pR.forceConfirmationIfApplicable() - } - - upperToSendInputFrameId := atomic.LoadInt32(&(pR.LastAllConfirmedInputFrameId)) - /* - [WARNING] - Upon resynced on frontend, "refRenderFrameId" MUST BE CAPPED somehow by "upperToSendInputFrameId", if frontend resyncs itself to a more advanced value than given below, upon the next renderFrame tick on the frontend it might generate non-consecutive "nextInputFrameId > frontend.recentInputCache.edFrameId+1". - - If "NstDelayFrames" becomes larger, "pR.RenderFrameId - refRenderFrameId" possibly becomes larger because the force confirmation is delayed more. - - Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed. - */ - refRenderFrameId := pR.ConvertToGeneratingRenderFrameId(upperToSendInputFrameId) + (1 << pR.InputScaleFrames) - 1 - if refRenderFrameId > pR.RenderFrameId { - refRenderFrameId = pR.RenderFrameId + if 0 == pR.RenderFrameId { + for playerId, player := range pR.Players { + thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState)) // Might be changed in "OnPlayerDisconnected/OnPlayerLost" from other threads + // [WARNING] DON'T try to send any message to an inactive player! + switch thatPlayerBattleState { + case PlayerBattleStateIns.DISCONNECTED: + case PlayerBattleStateIns.LOST: + case PlayerBattleStateIns.EXPELLED_DURING_GAME: + case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL: + continue + } + kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*RoomDownsyncFrame) + pR.sendSafely(kickoffFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId) + } + Logger.Info(fmt.Sprintf("In `battleMainLoop` for roomId=%v sent out kickoffFrame", pR.Id)) } dynamicsDuration := int64(0) + unconfirmedMask := uint64(0) + + // Prefab and buffer backend inputFrameDownsync if pR.BackendDynamicsEnabled { + if pR.shouldPrefabInputFrameDownsync(pR.RenderFrameId) { + noDelayInputFrameId := pR.ConvertToInputFrameId(pR.RenderFrameId, 0) + if existingInputFrame := pR.InputsBuffer.GetByFrameId(noDelayInputFrameId); nil == existingInputFrame { + pR.prefabInputFrameDownsync(noDelayInputFrameId, true) + } + } + + // Force setting all-confirmed of buffered inputFrames periodically, kindly note that if "pR.BackendDynamicsEnabled", what we want to achieve is "recovery upon reconnection", which certainly requires "forceConfirmationIfApplicable" to move "pR.LastAllConfirmedInputFrameId" forward as much as possible + unconfirmedMask = pR.forceConfirmationIfApplicable() + if 0 <= pR.LastAllConfirmedInputFrameId { dynamicsStartedAt := utils.UnixtimeNano() // Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId" nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames) - Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId)) + 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)) pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY) dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt } - - // [WARNING] The following inequality are seldom true, but just to avoid that in good network condition the frontend resyncs itself to a "too advanced frontend.renderFrameId", and then starts upsyncing "too advanced inputFrameId". - if refRenderFrameId > pR.CurDynamicsRenderFrameId { - refRenderFrameId = pR.CurDynamicsRenderFrameId - } - } - - for playerId, player := range pR.Players { - if swapped := atomic.CompareAndSwapInt32(&player.BattleState, PlayerBattleStateIns.ACTIVE, PlayerBattleStateIns.ACTIVE); !swapped { - // [WARNING] DON'T send anything if the player is not yet active, because it could jam the channel and cause significant delay upon "battle recovery for reconnected player". - continue - } - if 0 == pR.RenderFrameId { - 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([]*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. - Logger.Warn(fmt.Sprintf("LastSentInputFrameId already popped: roomId=%v, playerId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, candidateToSendInputFrameId-1, player.AckingInputFrameId, pR.InputsBufferString(false))) - candidateToSendInputFrameId = pR.InputsBuffer.StFrameId - } - - if MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId { - // A rejoined player, should guarantee that when it resyncs to "refRenderFrameId" a matching inputFrame to apply exists - candidateToSendInputFrameId = pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames) - Logger.Warn(fmt.Sprintf("Resetting refRenderFrame for rejoined player: roomId=%v, playerId=%v, refRenderFrameId=%v, candidateToSendInputFrameId=%v, upperToSendInputFrameId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v", pR.Id, playerId, refRenderFrameId, candidateToSendInputFrameId, upperToSendInputFrameId, player.LastSentInputFrameId, player.AckingInputFrameId)) - } - - // [WARNING] EDGE CASE HERE: Upon initialization, all of "lastAllConfirmedInputFrameId", "lastAllConfirmedInputFrameIdWithChange" and "anchorInputFrameId" are "-1", thus "candidateToSendInputFrameId" starts with "0", however "inputFrameId: 0" might not have been all confirmed! - for candidateToSendInputFrameId <= upperToSendInputFrameId { - tmp := pR.InputsBuffer.GetByFrameId(candidateToSendInputFrameId) - 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.(*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)) - } - toSendInputFrames = append(toSendInputFrames, f) - candidateToSendInputFrameId++ - } - - if 0 >= len(toSendInputFrames) { - // [WARNING] When sending DOWNSYNC_MSG_ACT_FORCED_RESYNC, there MUST BE accompanying "toSendInputFrames" for calculating "refRenderFrameId"! - if MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId { - Logger.Warn(fmt.Sprintf("Not sending due to empty toSendInputFrames: roomId=%v, playerId=%v, refRenderFrameId=%v, upperToSendInputFrameId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v", pR.Id, playerId, refRenderFrameId, upperToSendInputFrameId, player.LastSentInputFrameId, player.AckingInputFrameId)) - } - continue - } - - /* - Resync helps - 1. when player with a slower frontend clock lags significantly behind and thus wouldn't get its inputUpsync recognized due to faster "forceConfirmation" - 2. reconnection - */ - shouldResync1 := (MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId) - shouldResync2 := (0 < (unconfirmedMask & uint64(1<= minLastSentInputFrameId { - continue - } - minLastSentInputFrameId = player.LastSentInputFrameId - } - if minLastSentInputFrameId < minToKeepInputFrameId { - minToKeepInputFrameId = minLastSentInputFrameId - } - for pR.InputsBuffer.N < pR.InputsBuffer.Cnt || (0 < pR.InputsBuffer.Cnt && pR.InputsBuffer.StFrameId < minToKeepInputFrameId) { - 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("minToKeepInputFrameId", minToKeepInputFrameId), zap.Any("InputsBuffer", pR.InputsBufferString(false))) + if 0 < unconfirmedMask { + Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, unconfirmedMask)) + // Otherwise no need to downsync immediately + pR.downsyncToAllPlayers(pR.LastAllConfirmedInputFrameId, unconfirmedMask, false) } } pR.RenderFrameId++ - elapsedInCalculation := (utils.UnixtimeNano() - stCalculation) - if elapsedInCalculation > pR.dilutedRollbackEstimatedDtNanos { - Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v ns, dynamicsDuration=%v ns, dilutedRollbackEstimatedDtNanos=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, pR.dilutedRollbackEstimatedDtNanos)) + pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano() + elapsedInCalculation := (pR.LastRenderFrameIdTriggeredAt - stCalculation) + if elapsedInCalculation > pR.RollbackEstimatedDtNanos { + Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v ns, dynamicsDuration=%v ns, RollbackEstimatedDtNanos=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, pR.RollbackEstimatedDtNanos)) } time.Sleep(time.Duration(pR.dilutedRollbackEstimatedDtNanos - elapsedInCalculation)) } @@ -595,39 +495,60 @@ func (pR *Room) toDiscreteInputsBufferIndex(inputFrameId int32, joinIndex int32) } func (pR *Room) OnBattleCmdReceived(pReq *WsReq) { + // [WARNING] This function "OnBattleCmdReceived" could be called by different ws sessions and thus from different threads! if swapped := atomic.CompareAndSwapInt32(&pR.State, RoomBattleStateIns.IN_BATTLE, RoomBattleStateIns.IN_BATTLE); !swapped { return } playerId := pReq.PlayerId + var player *Player = nil + var existent bool = false inputFrameUpsyncBatch := pReq.InputFrameUpsyncBatch ackingFrameId := pReq.AckingFrameId ackingInputFrameId := pReq.AckingInputFrameId - if _, existent := pR.Players[playerId]; !existent { + if player, existent = pR.Players[playerId]; !existent { Logger.Warn(fmt.Sprintf("upcmd player doesn't exist: roomId=%v, playerId=%v", pR.Id, playerId)) return } - if swapped := atomic.CompareAndSwapInt32(&(pR.Players[playerId].AckingFrameId), pR.Players[playerId].AckingFrameId, ackingFrameId); !swapped { - panic(fmt.Sprintf("Failed to update AckingFrameId to %v for roomId=%v, playerId=%v", ackingFrameId, pR.Id, playerId)) - } - - if swapped := atomic.CompareAndSwapInt32(&(pR.Players[playerId].AckingInputFrameId), pR.Players[playerId].AckingInputFrameId, ackingInputFrameId); !swapped { - panic(fmt.Sprintf("Failed to update AckingInputFrameId to %v for roomId=%v, playerId=%v", ackingInputFrameId, pR.Id, playerId)) - } + atomic.StoreInt32(&(player.AckingFrameId), ackingFrameId) + atomic.StoreInt32(&(player.AckingInputFrameId), ackingInputFrameId) + Logger.Debug(fmt.Sprintf("InputsBufferLock about to lock: roomId=%v", pR.Id)) + pR.InputsBufferLock.Lock() + Logger.Debug(fmt.Sprintf("InputsBufferLock locked: roomId=%v", pR.Id)) + defer func() { + pR.InputsBufferLock.Unlock() + Logger.Debug(fmt.Sprintf("InputsBufferLock unlocked: roomId=%v", pR.Id)) + }() for _, inputFrameUpsync := range inputFrameUpsyncBatch { clientInputFrameId := inputFrameUpsync.InputFrameId if clientInputFrameId < pR.InputsBuffer.StFrameId { // The updates to "pR.InputsBuffer.StFrameId" is monotonically increasing, thus if "clientInputFrameId < pR.InputsBuffer.StFrameId" at any moment of time, it is obsolete in the future. - Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false))) + Logger.Warn(fmt.Sprintf("Omitting obsolete inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false))) continue } - bufIndex := pR.toDiscreteInputsBufferIndex(clientInputFrameId, pReq.JoinIndex) - pR.DiscreteInputsBuffer.Store(bufIndex, inputFrameUpsync) - - // TODO: "pR.DiscreteInputsBuffer" might become too large with outdated "inputFrameUpsync" items, maintain another queue orderd by timestamp to evict them + if clientInputFrameId > pR.InputsBuffer.EdFrameId { + Logger.Warn(fmt.Sprintf("Dropping too advanced inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v; is this player cheating?", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false))) + continue + } + var targetInputFrameDownsync *InputFrameDownsync = nil + if clientInputFrameId == pR.InputsBuffer.EdFrameId { + targetInputFrameDownsync = pR.prefabInputFrameDownsync(clientInputFrameId, false) + Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-Prefabbed new inputFrameDownsync from inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false))) + } else { + targetInputFrameDownsync = pR.InputsBuffer.GetByFrameId(clientInputFrameId).(*InputFrameDownsync) + Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-stuffing inputFrameDownsync from inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false))) + } + targetInputFrameDownsync.InputList[player.JoinIndex-1] = inputFrameUpsync.Encoded + targetInputFrameDownsync.ConfirmedList |= uint64(1 << uint32(player.JoinIndex-1)) + } + newAllConfirmedCount := pR.markConfirmationIfApplicable() + if 0 < newAllConfirmedCount { + // Downsync new all-confirmed inputFrames asap + unconfirmedMask := uint64(0) + pR.downsyncToAllPlayers(pR.LastAllConfirmedInputFrameId, unconfirmedMask, true) } } @@ -782,8 +703,7 @@ func (pR *Room) OnDismissed() { pR.Barriers = make(map[int32]*Barrier) pR.RenderCacheSize = 1024 pR.RenderFrameBuffer = NewRingBuffer(pR.RenderCacheSize) - pR.DiscreteInputsBuffer = sync.Map{} - pR.InputsBuffer = NewRingBuffer((pR.RenderCacheSize >> 2) + 1) + pR.InputsBuffer = NewRingBuffer((pR.RenderCacheSize >> 1) + 1) pR.LastAllConfirmedInputFrameId = -1 pR.LastAllConfirmedInputFrameIdWithChange = -1 @@ -796,13 +716,13 @@ func (pR *Room) OnDismissed() { pR.InputScaleFrames = uint32(2) pR.ServerFps = 60 pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript - pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for preventing FAST FRAME - dilutionFactor := 12 - pR.dilutedRollbackEstimatedDtNanos = int64(16666666 * (dilutionFactor) / (dilutionFactor - 1)) // [WARNING] Only used in controlling "battleMainLoop" to be keep a frame rate lower than that of the frontends, such that upon resync(i.e. BackendDynamicsEnabled=true), the frontends would have bigger chances to keep up with or even surpass the backend calculation + pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME + dilutedServerFps := int64(58) + pR.dilutedRollbackEstimatedDtNanos = pR.RollbackEstimatedDtNanos * (int64(pR.ServerFps) / dilutedServerFps) pR.BattleDurationFrames = 30 * pR.ServerFps pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1) pR.InputFrameUpsyncDelayTolerance = 2 - pR.MaxChasingRenderFramesPerUpdate = 5 + pR.MaxChasingRenderFramesPerUpdate = 8 pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work! punchSkillId := int32(1) @@ -843,10 +763,16 @@ func (pR *Room) OnDismissed() { } func (pR *Room) expelPlayerDuringGame(playerId int32) { - defer pR.onPlayerExpelledDuringGame(playerId) + if signalToCloseConnOfThisPlayer, existent := pR.PlayerSignalToCloseDict[playerId]; existent { + signalToCloseConnOfThisPlayer(Constants.RetCode.UnknownError, "") // TODO: Specify an error code + } + pR.onPlayerExpelledDuringGame(playerId) } func (pR *Room) expelPlayerForDismissal(playerId int32) { + if signalToCloseConnOfThisPlayer, existent := pR.PlayerSignalToCloseDict[playerId]; existent { + signalToCloseConnOfThisPlayer(Constants.RetCode.UnknownError, "") // TODO: Specify an error code + } pR.onPlayerExpelledForDismissal(playerId) } @@ -867,8 +793,9 @@ func (pR *Room) OnPlayerDisconnected(playerId int32) { } }() - if _, existent := pR.Players[playerId]; existent { - switch pR.Players[playerId].BattleState { + if player, existent := pR.Players[playerId]; existent { + thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState)) + switch thatPlayerBattleState { case PlayerBattleStateIns.DISCONNECTED: case PlayerBattleStateIns.LOST: case PlayerBattleStateIns.EXPELLED_DURING_GAME: @@ -882,19 +809,20 @@ func (pR *Room) OnPlayerDisconnected(playerId int32) { return } - switch pR.State { + currRoomBattleState := atomic.LoadInt32(&(pR.State)) + switch currRoomBattleState { case RoomBattleStateIns.WAITING: pR.onPlayerLost(playerId) delete(pR.Players, playerId) // Note that this statement MUST be put AFTER `pR.onPlayerLost(...)` to avoid nil pointer exception. if 0 == pR.EffectivePlayerCount { - pR.State = RoomBattleStateIns.IDLE + atomic.StoreInt32(&(pR.State), RoomBattleStateIns.IDLE) } pR.updateScore() Logger.Info("Player disconnected while room is at RoomBattleStateIns.WAITING:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount)) default: - pR.Players[playerId].BattleState = PlayerBattleStateIns.DISCONNECTED + atomic.StoreInt32(&(pR.Players[playerId].BattleState), PlayerBattleStateIns.DISCONNECTED) pR.clearPlayerNetworkSession(playerId) // Still need clear the network session pointers, because "OnPlayerDisconnected" is only triggered from "signalToCloseConnOfThisPlayer" in "ws/serve.go", when the same player reconnects the network session pointers will be re-assigned - Logger.Info("Player disconnected from room:", zap.Any("playerId", playerId), zap.Any("playerBattleState", pR.Players[playerId].BattleState), zap.Any("roomId", pR.Id), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount)) + Logger.Warn("OnPlayerDisconnected finished:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("playerBattleState", pR.Players[playerId].BattleState), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount)) } } @@ -905,23 +833,23 @@ func (pR *Room) onPlayerLost(playerId int32) { } }() if player, existent := pR.Players[playerId]; existent { - player.BattleState = PlayerBattleStateIns.LOST + atomic.StoreInt32(&(player.BattleState), PlayerBattleStateIns.LOST) pR.clearPlayerNetworkSession(playerId) pR.EffectivePlayerCount-- indiceInJoinIndexBooleanArr := int(player.JoinIndex - 1) if (0 <= indiceInJoinIndexBooleanArr) && (indiceInJoinIndexBooleanArr < len(pR.JoinIndexBooleanArr)) { pR.JoinIndexBooleanArr[indiceInJoinIndexBooleanArr] = false } else { - Logger.Warn("Room OnPlayerLost, pR.JoinIndexBooleanArr is out of range: ", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("indiceInJoinIndexBooleanArr", indiceInJoinIndexBooleanArr), zap.Any("len(pR.JoinIndexBooleanArr)", len(pR.JoinIndexBooleanArr))) + Logger.Warn("Room OnPlayerLost, pR.JoinIndexBooleanArr is out of range: ", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("indiceInJoinIndexBooleanArr", indiceInJoinIndexBooleanArr), zap.Any("len(pR.JoinIndexBooleanArr)", len(pR.JoinIndexBooleanArr))) } player.JoinIndex = MAGIC_JOIN_INDEX_INVALID - Logger.Info("Room OnPlayerLost: ", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("resulted pR.JoinIndexBooleanArr", pR.JoinIndexBooleanArr)) + Logger.Warn("OnPlayerLost: ", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("resulted pR.JoinIndexBooleanArr", pR.JoinIndexBooleanArr)) } } func (pR *Room) clearPlayerNetworkSession(playerId int32) { if _, y := pR.PlayerDownsyncSessionDict[playerId]; y { - Logger.Info("sending termination symbol for:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id)) + Logger.Debug("clearPlayerNetworkSession:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId)) delete(pR.PlayerDownsyncSessionDict, playerId) delete(pR.PlayerSignalToCloseDict, playerId) } @@ -964,7 +892,7 @@ func (pR *Room) onPlayerAdded(playerId int32) { } pR.updateScore() - Logger.Info("onPlayerAdded:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("joinIndex", pR.Players[playerId].JoinIndex), zap.Any("EffectivePlayerCount", pR.EffectivePlayerCount), zap.Any("resulted pR.JoinIndexBooleanArr", pR.JoinIndexBooleanArr), zap.Any("RoomBattleState", pR.State)) + Logger.Info("onPlayerAdded:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("playerBattleState", pR.Players[playerId].BattleState), zap.Any("joinIndex", pR.Players[playerId].JoinIndex), zap.Any("EffectivePlayerCount", pR.EffectivePlayerCount), zap.Any("resulted pR.JoinIndexBooleanArr", pR.JoinIndexBooleanArr), zap.Any("RoomBattleState", pR.State)) } func (pR *Room) onPlayerReAdded(playerId int32) { @@ -985,47 +913,46 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool { return false } - // Broadcast added or readded player info to all players in the same room - for _, eachPlayer := range pR.Players { - /* - [WARNING] - This `playerAckedFrame` is the first ever "RoomDownsyncFrame" for every "PersistentSessionClient on the frontend", and it goes right after each "BattleColliderInfo". - - By making use of the sequential nature of each ws session, all later "RoomDownsyncFrame"s generated after `pRoom.StartBattle()` will be put behind this `playerAckedFrame`. - - This function is triggered by an upsync message via WebSocket, thus downsync sending is also available by now. - */ - currPlayerBattleState := atomic.LoadInt32(&(eachPlayer.BattleState)) - if PlayerBattleStateIns.DISCONNECTED == currPlayerBattleState || PlayerBattleStateIns.LOST == currPlayerBattleState { - // [WARNING] DON'T try to send any message to an inactive player! - continue + Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-before: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount)) + switch targetPlayer.BattleState { + case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK: + playerAckedFrame := &RoomDownsyncFrame{ + Id: pR.RenderFrameId, + Players: toPbPlayers(pR.Players, true), } - switch targetPlayer.BattleState { - case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK: - playerAckedFrame := &RoomDownsyncFrame{ - Id: pR.RenderFrameId, - Players: toPbPlayers(pR.Players, true), + // Broadcast normally added player info to all players in the same room + for thatPlayerId, thatPlayer := range pR.Players { + /* + [WARNING] + This `playerAckedFrame` is the first ever "RoomDownsyncFrame" for every "PersistentSessionClient on the frontend", and it goes right after each "BattleColliderInfo". + + By making use of the sequential nature of each ws session, all later "RoomDownsyncFrame"s generated after `pRoom.StartBattle()` will be put behind this `playerAckedFrame`. + + This function is triggered by an upsync message via WebSocket, thus downsync sending is also available by now. + */ + thatPlayerBattleState := atomic.LoadInt32(&(thatPlayer.BattleState)) + Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-middle: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, thatPlayerId=%v, thatPlayerBattleState=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, thatPlayer.Id, thatPlayerBattleState)) + if thatPlayerId == targetPlayer.Id || (PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK == thatPlayerBattleState || PlayerBattleStateIns.ACTIVE == thatPlayerBattleState) { + Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-sending DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount)) + pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, thatPlayer.Id) } - pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, eachPlayer.Id) - case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK: - playerAckedFrame := &RoomDownsyncFrame{ - Id: pR.RenderFrameId, - Players: toPbPlayers(pR.Players, true), - } - pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED, eachPlayer.Id) - default: } + case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK: + // only send resync info to the targetPlayer + // i.e. implies that "targetPlayer.LastSentInputFrameId == MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED" + pR.downsyncToSinglePlayer(playerId, targetPlayer, pR.LastAllConfirmedInputFrameId, uint64(0), false) + default: } targetPlayer.BattleState = PlayerBattleStateIns.ACTIVE - Logger.Info(fmt.Sprintf("OnPlayerBattleColliderAcked: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount)) + Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-post-downsync: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount)) if pR.Capacity == int(pR.EffectivePlayerCount) { allAcked := true for _, p := range pR.Players { if PlayerBattleStateIns.ACTIVE != p.BattleState { - Logger.Info("unexpectedly got an inactive player", zap.Any("roomId", pR.Id), zap.Any("playerId", p.Id), zap.Any("battleState", p.BattleState)) + Logger.Warn("unexpectedly got an inactive player", zap.Any("roomId", pR.Id), zap.Any("playerId", p.Id), zap.Any("battleState", p.BattleState)) allAcked = false break } @@ -1039,27 +966,29 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool { return true } -func (pR *Room) sendSafely(roomDownsyncFrame *RoomDownsyncFrame, toSendFrames []*InputFrameDownsync, act int32, playerId int32) { +func (pR *Room) sendSafely(roomDownsyncFrame *RoomDownsyncFrame, toSendInputFrameDownsyncs []*InputFrameDownsync, act int32, playerId int32) { defer func() { if r := recover(); r != nil { - pR.PlayerSignalToCloseDict[playerId](Constants.RetCode.UnknownError, fmt.Sprintf("%v", r)) + Logger.Error("sendSafely, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("panic", r)) } }() - pResp := &WsResp{ - Ret: int32(Constants.RetCode.Ok), - Act: act, - Rdf: roomDownsyncFrame, - InputFrameDownsyncBatch: toSendFrames, - } + if playerDownsyncSession, existent := pR.PlayerDownsyncSessionDict[playerId]; existent { + pResp := &WsResp{ + Ret: int32(Constants.RetCode.Ok), + Act: act, + Rdf: roomDownsyncFrame, + InputFrameDownsyncBatch: toSendInputFrameDownsyncs, + } - theBytes, marshalErr := proto.Marshal(pResp) - if nil != marshalErr { - panic(fmt.Sprintf("Error marshaling downsync message: roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount)) - } + theBytes, marshalErr := proto.Marshal(pResp) + if nil != marshalErr { + panic(fmt.Sprintf("Error marshaling downsync message: roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount)) + } - if err := pR.PlayerDownsyncSessionDict[playerId].WriteMessage(websocket.BinaryMessage, theBytes); nil != err { - panic(fmt.Sprintf("Error sending downsync message: roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v, err=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount, err)) + if err := playerDownsyncSession.WriteMessage(websocket.BinaryMessage, theBytes); nil != err { + panic(fmt.Sprintf("Error sending downsync message: roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v, err=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount, err)) + } } } @@ -1067,12 +996,24 @@ func (pR *Room) shouldPrefabInputFrameDownsync(renderFrameId int32) bool { return ((renderFrameId & ((1 << pR.InputScaleFrames) - 1)) == 0) } -func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync { +func (pR *Room) prefabInputFrameDownsync(inputFrameId int32, lockInputsBuffer bool) *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. */ + + if lockInputsBuffer { + Logger.Debug(fmt.Sprintf("prefabInputFrameDownsync-InputsBufferLock to about lock: roomId=%v", pR.Id)) + pR.InputsBufferLock.Lock() + Logger.Debug(fmt.Sprintf("prefabInputFrameDownsync-InputsBufferLock locked: roomId=%v", pR.Id)) + + defer func() { + pR.InputsBufferLock.Unlock() + Logger.Debug(fmt.Sprintf("prefabInputFrameDownsync-InputsBufferLock unlocked: roomId=%v", pR.Id)) + }() + } + var currInputFrameDownsync *InputFrameDownsync = nil if 0 == inputFrameId && 0 == pR.InputsBuffer.Cnt { @@ -1102,34 +1043,45 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync return currInputFrameDownsync } -func (pR *Room) markConfirmationIfApplicable() { +func (pR *Room) markConfirmationIfApplicable() int { + newAllConfirmedCount := 0 inputFrameId1 := pR.LastAllConfirmedInputFrameId + 1 totPlayerCnt := uint32(pR.Capacity) allConfirmedMask := uint64((1 << totPlayerCnt) - 1) + for inputFrameId := inputFrameId1; inputFrameId < pR.InputsBuffer.EdFrameId; inputFrameId++ { tmp := pR.InputsBuffer.GetByFrameId(inputFrameId) 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 (Or maybe you're having a 'Room.RenderCacheSize' too small)! InputsBuffer=%v", inputFrameId, pR.Id, pR.InputsBufferString(false))) + panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v! InputsBuffer=%v", inputFrameId, pR.Id, pR.InputsBufferString(false))) } + shouldBreakConfirmation := false 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 + + if allConfirmedMask != inputFrameDownsync.ConfirmedList { + for _, player := range pR.Players { + thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState)) + thatPlayerJoinMask := uint64(1 << uint32(player.JoinIndex-1)) + if 0 == (inputFrameDownsync.ConfirmedList & thatPlayerJoinMask) { + if thatPlayerBattleState == PlayerBattleStateIns.ACTIVE { + shouldBreakConfirmation = true + break + } else { + Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable for roomId=%v, skipping UNCONFIRMED BUT INACTIVE player(id:%v, joinIndex:%v) while checking inputFrameId=[%v, %v): InputsBuffer=%v", pR.Id, player.Id, player.JoinIndex, inputFrameId1, pR.InputsBuffer.EdFrameId, pR.InputsBufferString(false))) + } + } } - inputFrameUpsync := tmp.(*InputFrameUpsync) - indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1) - inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = inputFrameUpsync.Encoded - inputFrameDownsync.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr) } - if allConfirmedMask == inputFrameDownsync.ConfirmedList { - pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1) - } else { + if shouldBreakConfirmation { break + } else { + newAllConfirmedCount += 1 + pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1) } } + + Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable checking inputFrameId=[%v, %v) for roomId=%v, newAllConfirmedCount=%d: InputsBuffer=%v", inputFrameId1, pR.InputsBuffer.EdFrameId, pR.Id, newAllConfirmedCount, pR.InputsBufferString(false))) + return newAllConfirmedCount } func (pR *Room) forceConfirmationIfApplicable() uint64 { @@ -1150,6 +1102,15 @@ func (pR *Room) forceConfirmationIfApplicable() uint64 { Logger.Debug(fmt.Sprintf("inputFrameId2=%v is already all-confirmed for roomId=%v[type#1], no need to force confirmation of it", inputFrameId2, pR.Id)) return 0 } + + Logger.Debug(fmt.Sprintf("forceConfirmation-InputsBufferLock about to lock: roomId=%v", pR.Id)) + pR.InputsBufferLock.Lock() + Logger.Debug(fmt.Sprintf("forceConfirmation-InputsBufferLock locked: roomId=%v", pR.Id)) + + defer func() { + pR.InputsBufferLock.Unlock() + Logger.Debug(fmt.Sprintf("forceConfirmation-InputsBufferLock unlocked: roomId=%v", pR.Id)) + }() tmp := pR.InputsBuffer.GetByFrameId(inputFrameId2) 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))) @@ -1177,6 +1138,14 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende totPlayerCnt := uint32(pR.Capacity) allConfirmedMask := uint64((1 << totPlayerCnt) - 1) + Logger.Debug(fmt.Sprintf("applyInputFrameDownsyncDynamics-InputsBufferLock about to lock: roomId=%v", pR.Id)) + pR.InputsBufferLock.Lock() + Logger.Debug(fmt.Sprintf("applyInputFrameDownsyncDynamics-InputsBufferLock locked: roomId=%v", pR.Id)) + + defer func() { + pR.InputsBufferLock.Unlock() + Logger.Debug(fmt.Sprintf("applyInputFrameDownsyncDynamics-InputsBufferLock unlocked: roomId=%v", pR.Id)) + }() for collisionSysRenderFrameId := fromRenderFrameId; collisionSysRenderFrameId < toRenderFrameId; collisionSysRenderFrameId++ { currRenderFrameTmp := pR.RenderFrameBuffer.GetByFrameId(collisionSysRenderFrameId) if nil == currRenderFrameTmp { @@ -1350,7 +1319,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF // Update in the collision system playerCollider.Update() if 0 != bulletPushbacks[joinIndex-1].X || 0 != bulletPushbacks[joinIndex-1].Y { - Logger.Info(fmt.Sprintf("roomId=%v, playerId=%v is pushed back by (%.2f, %.2f) by bullet impacts, now its framesToRecover is %d at currRenderFrame.id=%v", pR.Id, playerId, bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y, thatPlayerInNextFrame.FramesToRecover, currRenderFrame.Id)) + Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v is pushed back by (%.2f, %.2f) by bullet impacts, now its framesToRecover is %d at currRenderFrame.id=%v", pR.Id, playerId, bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y, thatPlayerInNextFrame.FramesToRecover, currRenderFrame.Id)) } continue } @@ -1374,7 +1343,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF toRet.MeleeBullets = append(toRet.MeleeBullets, &newMeleeBullet) thatPlayerInNextFrame.FramesToRecover = newMeleeBullet.RecoveryFrames thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATK1 - Logger.Info(fmt.Sprintf("roomId=%v, playerId=%v triggered a rising-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId)) + Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a rising-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId)) } else if decodedInput.BtnALevel < prevBtnALevel { Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a falling-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId)) @@ -1477,3 +1446,87 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) { func (pR *Room) printBarrier(barrierCollider *resolv.Object) { Logger.Info(fmt.Sprintf("Barrier in roomId=%v: w=%v, h=%v, shape=%v", pR.Id, barrierCollider.W, barrierCollider.H, barrierCollider.Shape)) } + +func (pR *Room) downsyncToAllPlayers(upperToSendInputFrameId int32, unconfirmedMask uint64, prohibitsInputsBufferLock bool) { + for playerId, player := range pR.Players { + thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState)) + switch thatPlayerBattleState { + case PlayerBattleStateIns.DISCONNECTED: + case PlayerBattleStateIns.LOST: + case PlayerBattleStateIns.EXPELLED_DURING_GAME: + case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL: + case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK: // This is the reason why battleState filter is put at "downsyncToAllPlayers" instead of "downsyncToSinglePlayer" + continue + } + pR.downsyncToSinglePlayer(playerId, player, pR.LastAllConfirmedInputFrameId, unconfirmedMask, prohibitsInputsBufferLock) + } +} + +func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, upperToSendInputFrameId int32, unconfirmedMask uint64, prohibitsInputsBufferLock bool) { + // TODO: DON'T try to send any message to an inactive player! However, note that player.BattleState could be modified from different threads and needs to be synced! + // [WARNING] Websocket is TCP-based, thus no need to re-send a previously sent inputFrame to a same player! + lowerToSentInputFrameId := player.LastSentInputFrameId + 1 + /* + [WARNING] + 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" + + If "NstDelayFrames" becomes larger, "pR.RenderFrameId - refRenderFrameId" possibly becomes larger because the force confirmation is delayed more. + + Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed. + */ + refRenderFrameId := pR.CurDynamicsRenderFrameId - 1 + + shouldResync1 := (MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId) + shouldResync2 := (0 < (unconfirmedMask & uint64(1< pR.InputsBuffer.StFrameId" now? + } + + if lowerToSentInputFrameId > upperToSendInputFrameId { + Logger.Debug(fmt.Sprintf("Not sending due to potentially empty toSendInputFrameDownsyncs: roomId=%v, playerId=%v, playerLastSentInputFrameId=%v, refRenderFrameId=%v, lowerToSentInputFrameId=%v, upperToSendInputFrameId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v", pR.Id, playerId, player.LastSentInputFrameId, refRenderFrameId, lowerToSentInputFrameId, upperToSendInputFrameId, player.LastSentInputFrameId, player.AckingInputFrameId)) + return + } + + // [WARNING] EDGE CASE HERE: Upon initialization, all of "lastAllConfirmedInputFrameId", "lastAllConfirmedInputFrameIdWithChange" and "anchorInputFrameId" are "-1", thus "j" starts with "0", however "inputFrameId: 0" might not have been all confirmed! + var theInputsBufferLockToUse *sync.Mutex = &pR.InputsBufferLock + if prohibitsInputsBufferLock { + // Already locked in caller function + theInputsBufferLockToUse = nil + } + // [WARNING] Clone to deliberately avoid holding "pR.InputsBufferLock" while using network I/O + j, toSendInputFrameDownsyncs := pR.InputsBuffer.cloneInputFrameDownsyncsByFrameIdRange(lowerToSentInputFrameId, upperToSendInputFrameId+1, theInputsBufferLockToUse) + + if 0 >= len(toSendInputFrameDownsyncs) { + Logger.Debug(fmt.Sprintf("Not sending due to actually empty toSendInputFrameDownsyncs: roomId=%v, playerId=%v, playerLastSentInputFrameId=%v, refRenderFrameId=%v, lowerToSentInputFrameId=%v, upperToSendInputFrameId=%v, j=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v", pR.Id, playerId, player.LastSentInputFrameId, refRenderFrameId, lowerToSentInputFrameId, upperToSendInputFrameId, j, player.LastSentInputFrameId, player.AckingInputFrameId)) + return + } + + /* + Resync helps + 1. when player with a slower frontend clock lags significantly behind and thus wouldn't get its inputUpsync recognized due to faster "forceConfirmation" + 2. reconnection + */ + if pR.BackendDynamicsEnabled && shouldResyncOverall { + tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId) + if nil == tmp { + panic(fmt.Sprintf("Required refRenderFrameId=%v for roomId=%v, renderFrameId=%v, playerId=%v, playerLastSentInputFrameId=%v, j=%v doesn't exist! InputsBuffer=%v, RenderFrameBuffer=%v", refRenderFrameId, pR.Id, pR.RenderFrameId, playerId, player.LastSentInputFrameId, j, pR.InputsBufferString(false), pR.RenderFrameBufferString())) + } + + refRenderFrame := tmp.(*RoomDownsyncFrame) + for playerId, player := range pR.Players { + refRenderFrame.Players[playerId].ColliderRadius = player.ColliderRadius // hardcoded for now + } + refRenderFrame.BackendUnconfirmedMask = unconfirmedMask + Logger.Warn(fmt.Sprintf("Sending refRenderFrameId=%v for roomId=%v, , playerId=%v, playerJoinIndex=%v, renderFrameId=%v, curDynamicsRenderFrameId=%v, playerLastSentInputFrameId=%v, lowerToSentInputFrameId=%v, upperToSendInputFrameId=%v, j=%v: InputsBuffer=%v", refRenderFrameId, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, lowerToSentInputFrameId, upperToSendInputFrameId, j, pR.InputsBufferString(false))) + pR.sendSafely(refRenderFrame, toSendInputFrameDownsyncs, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId) + } else { + pR.sendSafely(nil, toSendInputFrameDownsyncs, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId) + } + player.LastSentInputFrameId = j - 1 +} diff --git a/battle_srv/protos/room_downsync_frame.pb.go b/battle_srv/protos/room_downsync_frame.pb.go index 70f01eb..194340a 100644 --- a/battle_srv/protos/room_downsync_frame.pb.go +++ b/battle_srv/protos/room_downsync_frame.pb.go @@ -1059,10 +1059,11 @@ type RoomDownsyncFrame struct { sizeCache protoimpl.SizeCache unknownFields protoimpl.UnknownFields - Id int32 `protobuf:"varint,1,opt,name=id,proto3" json:"id,omitempty"` - Players map[int32]*PlayerDownsync `protobuf:"bytes,2,rep,name=players,proto3" json:"players,omitempty" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"bytes,2,opt,name=value,proto3"` - CountdownNanos int64 `protobuf:"varint,3,opt,name=countdownNanos,proto3" json:"countdownNanos,omitempty"` - MeleeBullets []*MeleeBullet `protobuf:"bytes,4,rep,name=meleeBullets,proto3" json:"meleeBullets,omitempty"` // I don't know how to mimic inheritance/composition in protobuf by far, thus using an array for each type of bullet as a compromise + Id int32 `protobuf:"varint,1,opt,name=id,proto3" json:"id,omitempty"` + Players map[int32]*PlayerDownsync `protobuf:"bytes,2,rep,name=players,proto3" json:"players,omitempty" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"bytes,2,opt,name=value,proto3"` + CountdownNanos int64 `protobuf:"varint,3,opt,name=countdownNanos,proto3" json:"countdownNanos,omitempty"` + MeleeBullets []*MeleeBullet `protobuf:"bytes,4,rep,name=meleeBullets,proto3" json:"meleeBullets,omitempty"` // I don't know how to mimic inheritance/composition in protobuf by far, thus using an array for each type of bullet as a compromise + BackendUnconfirmedMask uint64 `protobuf:"varint,5,opt,name=backendUnconfirmedMask,proto3" json:"backendUnconfirmedMask,omitempty"` // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync } func (x *RoomDownsyncFrame) Reset() { @@ -1125,6 +1126,13 @@ func (x *RoomDownsyncFrame) GetMeleeBullets() []*MeleeBullet { return nil } +func (x *RoomDownsyncFrame) GetBackendUnconfirmedMask() uint64 { + if x != nil { + return x.BackendUnconfirmedMask + } + return 0 +} + var File_room_downsync_frame_proto protoreflect.FileDescriptor var file_room_downsync_frame_proto_rawDesc = []byte{ @@ -1377,7 +1385,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{ 0x6b, 0x65, 0x79, 0x12, 0x29, 0x0a, 0x05, 0x76, 0x61, 0x6c, 0x75, 0x65, 0x18, 0x02, 0x20, 0x01, 0x28, 0x0b, 0x32, 0x13, 0x2e, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x73, 0x2e, 0x4d, 0x65, 0x6c, 0x65, 0x65, 0x42, 0x75, 0x6c, 0x6c, 0x65, 0x74, 0x52, 0x05, 0x76, 0x61, 0x6c, 0x75, 0x65, 0x3a, 0x02, - 0x38, 0x01, 0x22, 0x9a, 0x02, 0x0a, 0x11, 0x52, 0x6f, 0x6f, 0x6d, 0x44, 0x6f, 0x77, 0x6e, 0x73, + 0x38, 0x01, 0x22, 0xd2, 0x02, 0x0a, 0x11, 0x52, 0x6f, 0x6f, 0x6d, 0x44, 0x6f, 0x77, 0x6e, 0x73, 0x79, 0x6e, 0x63, 0x46, 0x72, 0x61, 0x6d, 0x65, 0x12, 0x0e, 0x0a, 0x02, 0x69, 0x64, 0x18, 0x01, 0x20, 0x01, 0x28, 0x05, 0x52, 0x02, 0x69, 0x64, 0x12, 0x40, 0x0a, 0x07, 0x70, 0x6c, 0x61, 0x79, 0x65, 0x72, 0x73, 0x18, 0x02, 0x20, 0x03, 0x28, 0x0b, 0x32, 0x26, 0x2e, 0x70, 0x72, 0x6f, 0x74, @@ -1389,14 +1397,18 @@ var file_room_downsync_frame_proto_rawDesc = []byte{ 0x6f, 0x73, 0x12, 0x37, 0x0a, 0x0c, 0x6d, 0x65, 0x6c, 0x65, 0x65, 0x42, 0x75, 0x6c, 0x6c, 0x65, 0x74, 0x73, 0x18, 0x04, 0x20, 0x03, 0x28, 0x0b, 0x32, 0x13, 0x2e, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x73, 0x2e, 0x4d, 0x65, 0x6c, 0x65, 0x65, 0x42, 0x75, 0x6c, 0x6c, 0x65, 0x74, 0x52, 0x0c, 0x6d, - 0x65, 0x6c, 0x65, 0x65, 0x42, 0x75, 0x6c, 0x6c, 0x65, 0x74, 0x73, 0x1a, 0x52, 0x0a, 0x0c, 0x50, - 0x6c, 0x61, 0x79, 0x65, 0x72, 0x73, 0x45, 0x6e, 0x74, 0x72, 0x79, 0x12, 0x10, 0x0a, 0x03, 0x6b, - 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// Tries to receive from client-side in a non-blocking manner. + // TODO: Is there any potential edge-trigger improvement like the epoll approach mentioned above for the following statement? See discussion in https://github.com/gorilla/websocket/issues/122 _, bytes, err := conn.ReadMessage() if nil != err { Logger.Error("About to `signalToCloseConnOfThisPlayer`", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Error(err)) diff --git a/frontend/assets/resources/pbfiles/room_downsync_frame.proto b/frontend/assets/resources/pbfiles/room_downsync_frame.proto index 6cf5c02..412087a 100644 --- a/frontend/assets/resources/pbfiles/room_downsync_frame.proto +++ b/frontend/assets/resources/pbfiles/room_downsync_frame.proto @@ -134,4 +134,5 @@ message RoomDownsyncFrame { map players = 2; int64 countdownNanos = 3; repeated MeleeBullet meleeBullets = 4; // I don't know how to mimic inheritance/composition in protobuf by far, thus using an array for each type of bullet as a compromise + uint64 backendUnconfirmedMask = 5; // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync } diff --git a/frontend/assets/scenes/login.fire b/frontend/assets/scenes/login.fire index 044855e..76a6bfa 100644 --- a/frontend/assets/scenes/login.fire +++ b/frontend/assets/scenes/login.fire @@ -440,7 +440,7 @@ "array": [ 0, 0, - 210.5241291124452, + 216.50635094610968, 0, 0, 0, diff --git a/frontend/assets/scenes/offline_map_1.fire b/frontend/assets/scenes/offline_map_1.fire index 87a50f6..4acd2a3 100644 --- a/frontend/assets/scenes/offline_map_1.fire +++ b/frontend/assets/scenes/offline_map_1.fire @@ -454,7 +454,7 @@ "array": [ 0, 0, - 210.5241291124452, + 216.50635094610968, 0, 0, 0, diff --git a/frontend/assets/scripts/AttackingCharacter.js b/frontend/assets/scripts/AttackingCharacter.js index d0c8c69..ce05c8b 100644 --- a/frontend/assets/scripts/AttackingCharacter.js +++ b/frontend/assets/scripts/AttackingCharacter.js @@ -82,21 +82,21 @@ cc.Class({ // It turns out that "prevRdfPlayer.characterState" is not useful in this function :) if (newAnimName == playingAnimName && window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) { // No need to interrupt - // console.warn(`JoinIndex=${rdfPlayer.joinIndex}, not interrupting ${newAnimName} while the playing anim is also ${playingAnimName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, , to: ${JSON.stringify(rdfPlayer)}`); + // console.warn(`JoinIndex=${rdfPlayer.joinIndex}, not interrupting ${newAnimName} while the playing anim is also ${playingAnimName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, to: ${JSON.stringify(rdfPlayer)}`); return; } if (this.animComp instanceof dragonBones.ArmatureDisplay) { - this._interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl); + this._interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName); } else { - this._interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName); + this._interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName); } }, - _interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl) { - if (ATK_CHARACTER_STATE.Idle1[0] == newCharacterState || ATK_CHARACTER_STATE.Walking[0] == newCharacterState) { + _interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName) { + if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) { // No "framesToRecover" - // console.warn(`JoinIndex=${rdfPlayer.joinIndex}, playing new ${newAnimName} from the beginning: while the playing anim is ${playAnimation}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, , to: ${JSON.stringify(rdfPlayer)}`); + //console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`); underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, 0, -1); } else { const animationData = underlyingAnimationCtrl._animations[newAnimName]; @@ -109,10 +109,10 @@ cc.Class({ } }, - _interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName) { + _interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName) { if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) { // No "framesToRecover" - // console.warn(`JoinIndex=${rdfPlayer.joinIndex}, playing new ${newAnimName} from the beginning: while the playing anim is ${playAnimation}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, , to: ${JSON.stringify(rdfPlayer)}`); + //console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`); this.animComp.play(newAnimName, 0); return; } diff --git a/frontend/assets/scripts/Map.js b/frontend/assets/scripts/Map.js index cf56c94..93d049c 100644 --- a/frontend/assets/scripts/Map.js +++ b/frontend/assets/scripts/Map.js @@ -104,32 +104,6 @@ cc.Class({ return (0 == inputFrameId % 10); }, - dumpToRenderCache: function(rdf) { - const self = this; - const minToKeepRenderFrameId = self.lastAllConfirmedRenderFrameId - 1; // Keep at least 1 prev render frame for anim triggering - while (0 < self.recentRenderCache.cnt && self.recentRenderCache.stFrameId < minToKeepRenderFrameId) { - self.recentRenderCache.pop(); - } - const ret = self.recentRenderCache.setByFrameId(rdf, rdf.id); - return ret; - }, - - dumpToInputCache: function(inputFrameDownsync) { - const self = this; - let minToKeepInputFrameId = self._convertToInputFrameId(self.lastAllConfirmedRenderFrameId, self.inputDelayFrames) - self.spAtkLookupFrames; // [WARNING] This could be different from "self.lastAllConfirmedInputFrameId". We'd like to keep the corresponding delayedInputFrame for "self.lastAllConfirmedRenderFrameId" such that a rollback could place "self.chaserRenderFrameId = self.lastAllConfirmedRenderFrameId" for the worst case incorrect prediction. - if (minToKeepInputFrameId > self.lastAllConfirmedInputFrameId) { - minToKeepInputFrameId = self.lastAllConfirmedInputFrameId; - } - while (0 < self.recentInputCache.cnt && self.recentInputCache.stFrameId < minToKeepInputFrameId) { - self.recentInputCache.pop(); - } - const ret = self.recentInputCache.setByFrameId(inputFrameDownsync, inputFrameDownsync.inputFrameId); - if (-1 < self.lastAllConfirmedInputFrameId && self.recentInputCache.stFrameId > self.lastAllConfirmedInputFrameId) { - console.error("Invalid input cache dumped! lastAllConfirmedRenderFrameId=", self.lastAllConfirmedRenderFrameId, ", lastAllConfirmedInputFrameId=", self.lastAllConfirmedInputFrameId, ", recentRenderCache=", self._stringifyRecentRenderCache(false), ", recentInputCache=", self._stringifyRecentInputCache(false)); - } - return ret; - }, - _convertToInputFrameId(renderFrameId, inputDelayFrames) { if (renderFrameId < inputDelayFrames) return 0; return ((renderFrameId - inputDelayFrames) >> this.inputScaleFrames); @@ -153,28 +127,35 @@ cc.Class({ null == self.ctrl || null == self.selfPlayerInfo ) { - return [null, null]; + throw `noDelayInputFrameId=${inputFrameId} couldn't be generated: recentInputCache=${self._stringifyRecentInputCache(false)}`; } + let previousSelfInput = null, + currSelfInput = null; const joinIndex = self.selfPlayerInfo.joinIndex; - const previousInputFrameDownsyncWithPrediction = self.getCachedInputFrameDownsyncWithPrediction(inputFrameId); - const previousSelfInput = (null == previousInputFrameDownsyncWithPrediction ? null : previousInputFrameDownsyncWithPrediction.inputList[joinIndex - 1]); + // [WARNING] The while-loop here handles a situation where the "resync rdf & accompaniedInputFrameDownsyncBatch" mismatched and we have to predict some "gap-inputFrames"! + while (self.recentInputCache.edFrameId <= inputFrameId) { + // TODO: find some kind of synchronization mechanism against "onInputFrameDownsyncBatch"! + const previousInputFrameDownsyncWithPrediction = self.getCachedInputFrameDownsyncWithPrediction(inputFrameId - 1); + previousSelfInput = (null == previousInputFrameDownsyncWithPrediction ? null : previousInputFrameDownsyncWithPrediction.inputList[joinIndex - 1]); - // If "forceConfirmation" is active on backend, we shouldn't override the already downsynced "inputFrameDownsync"s. - const existingInputFrame = self.recentInputCache.getByFrameId(inputFrameId); - if (null != existingInputFrame && self._allConfirmed(existingInputFrame.confirmedList)) { - return [previousSelfInput, existingInputFrame.inputList[joinIndex - 1]]; + // If "forceConfirmation" is active on backend, there's a chance that the already downsynced "inputFrameDownsync"s are ahead of a locally generating inputFrameId, in this case we respect the downsynced one. + const existingInputFrame = self.recentInputCache.getByFrameId(inputFrameId); + if (null != existingInputFrame && self._allConfirmed(existingInputFrame.confirmedList)) { + console.log(`noDelayInputFrameId=${inputFrameId} already exists in recentInputCache and is all-confirmed: recentInputCache=${self._stringifyRecentInputCache(false)}`); + return [previousSelfInput, existingInputFrame.inputList[joinIndex - 1]]; + } + const prefabbedInputList = (null == previousInputFrameDownsyncWithPrediction ? new Array(self.playerRichInfoDict.size).fill(0) : previousInputFrameDownsyncWithPrediction.inputList.slice()); + currSelfInput = self.ctrl.getEncodedInput(); + prefabbedInputList[(joinIndex - 1)] = currSelfInput; + const prefabbedInputFrameDownsync = window.pb.protos.InputFrameDownsync.create({ + inputFrameId: self.recentInputCache.edFrameId, + inputList: prefabbedInputList, + confirmedList: (1 << (self.selfPlayerInfo.joinIndex - 1)) + }); + + self.recentInputCache.put(prefabbedInputFrameDownsync); // A prefabbed inputFrame, would certainly be adding a new inputFrame to the cache, because server only downsyncs "all-confirmed inputFrames" } - const prefabbedInputList = (null == previousInputFrameDownsyncWithPrediction ? new Array(self.playerRichInfoDict.size).fill(0) : previousInputFrameDownsyncWithPrediction.inputList.slice()); - const currSelfInput = self.ctrl.getEncodedInput(); - prefabbedInputList[(joinIndex - 1)] = currSelfInput; - const prefabbedInputFrameDownsync = { - inputFrameId: inputFrameId, - inputList: prefabbedInputList, - confirmedList: (1 << (self.selfPlayerInfo.joinIndex - 1)) - }; - - self.dumpToInputCache(prefabbedInputFrameDownsync); // A prefabbed inputFrame, would certainly be adding a new inputFrame to the cache, because server only downsyncs "all-confirmed inputFrames" return [previousSelfInput, currSelfInput]; }, @@ -203,7 +184,7 @@ cc.Class({ for (let i = batchInputFrameIdSt; i <= latestLocalInputFrameId; ++i) { const inputFrameDownsync = self.recentInputCache.getByFrameId(i); if (null == inputFrameDownsync) { - console.error("sendInputFrameUpsyncBatch: recentInputCache is NOT having inputFrameId=", i, ": latestLocalInputFrameId=", latestLocalInputFrameId, ", recentInputCache=", self._stringifyRecentInputCache(false)); + console.error(`sendInputFrameUpsyncBatch: recentInputCache is NOT having inputFrameId=i: latestLocalInputFrameId=${latestLocalInputFrameId}, recentInputCache=${self._stringifyRecentInputCache(false)}`); } else { const inputFrameUpsync = { inputFrameId: i, @@ -225,6 +206,9 @@ cc.Class({ }).finish(); window.sendSafely(reqData); self.lastUpsyncInputFrameId = latestLocalInputFrameId; + if (self.lastUpsyncInputFrameId >= self.recentInputCache.edFrameId) { + throw `noDelayInputFrameId=${self.lastUpsyncInputFrameId} == latestLocalInputFrameId=${latestLocalInputFrameId} seems not properly dumped #2: recentInputCache=${self._stringifyRecentInputCache(false)}`; + } }, onEnable() { @@ -312,7 +296,7 @@ cc.Class({ self.recentRenderCache = new RingBuffer(self.renderCacheSize); self.selfPlayerInfo = null; // This field is kept for distinguishing "self" and "others". - self.recentInputCache = new RingBuffer((self.renderCacheSize >> 2) + 1); + self.recentInputCache = new RingBuffer((self.renderCacheSize >> 1) + 1); self.collisionSys = new collisions.Collisions(); @@ -320,6 +304,8 @@ cc.Class({ self.collisionBulletIndexPrefix = (1 << 15); // For tracking the movements of bullets self.collisionSysMap = new Map(); + console.log(`collisionSys & collisionSysMap reset`); + self.transitToState(ALL_MAP_STATES.VISUAL); self.battleState = ALL_BATTLE_STATES.WAITING; @@ -413,7 +399,10 @@ cc.Class({ /** Init required prefab ended. */ window.handleBattleColliderInfo = function(parsedBattleColliderInfo) { + console.log(`Received parsedBattleColliderInfo via ws`); + // TODO: Upon reconnection, the backend might have already been sending down data that'd trigger "onRoomDownsyncFrame & onInputFrameDownsyncBatch", but frontend could reject those data due to "battleState != PlayerBattleState.ACTIVE". Object.assign(self, parsedBattleColliderInfo); + self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis; const tiledMapIns = self.node.getComponent(cc.TiledMap); @@ -458,7 +447,7 @@ cc.Class({ const x0 = boundaryObj.anchor.x, y0 = boundaryObj.anchor.y; - const newBarrier = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => { + const newBarrierCollider = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => { return [p.x, p.y]; })); @@ -493,10 +482,10 @@ cc.Class({ } } - // console.log("Created barrier: ", newBarrier); ++barrierIdCounter; const collisionBarrierIndex = (self.collisionBarrierIndexPrefix + barrierIdCounter); - self.collisionSysMap.set(collisionBarrierIndex, newBarrier); + self.collisionSysMap.set(collisionBarrierIndex, newBarrierCollider); + // console.log(`Created new barrier collider: ${collisionBarrierIndex}`); } self.selfPlayerInfo = JSON.parse(cc.sys.localStorage.getItem('selfPlayer')); @@ -509,6 +498,7 @@ cc.Class({ act: window.UPSYNC_MSG_ACT_PLAYER_COLLIDER_ACK, }).finish(); window.sendSafely(reqData); + console.log(`Sent UPSYNC_MSG_ACT_PLAYER_COLLIDER_ACK via ws`); }); }; @@ -571,17 +561,21 @@ cc.Class({ this._inputControlEnabled = false; }, - onRoomDownsyncFrame(rdf) { + onRoomDownsyncFrame(rdf, accompaniedInputFrameDownsyncBatch) { // This function is also applicable to "re-joining". const self = window.mapIns; - if (rdf.id < self.lastAllConfirmedRenderFrameId) { - return window.RING_BUFF_FAILED_TO_SET; + if (!self.recentRenderCache) { + return; } + if (ALL_BATTLE_STATES.IN_SETTLEMENT == self.battleState) { + return; + } + const shouldForceDumping1 = (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id); + const shouldForceDumping2 = (rdf.id > self.renderFrameId + self.renderFrameIdLagTolerance); - const dumpRenderCacheRet = self.dumpToRenderCache(rdf); + const [dumpRenderCacheRet, oldStRenderFrameId, oldEdRenderFrameId] = (shouldForceDumping1 || shouldForceDumping2) ? self.recentRenderCache.setByFrameId(rdf, rdf.id) : [window.RING_BUFF_CONSECUTIVE_SET, null, null]; if (window.RING_BUFF_FAILED_TO_SET == dumpRenderCacheRet) { - console.error("Something is wrong while setting the RingBuffer by frameId!"); - return dumpRenderCacheRet; + throw `Failed to dump render cache#1 (maybe recentRenderCache too small)! rdf.id=${rdf.id}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`; } if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START < rdf.id && window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet) { /* @@ -592,13 +586,7 @@ cc.Class({ return dumpRenderCacheRet; } - // The logic below applies to ( || window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet) - if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id) { - console.log('On battle started! renderFrameId=', rdf.id); - } else { - console.log('On battle resynced! renderFrameId=', rdf.id); - } - + // The logic below applies to (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id || window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet) const players = rdf.players; self._initPlayerRichInfoDict(players); @@ -612,11 +600,24 @@ cc.Class({ if (null == self.renderFrameId || self.renderFrameId <= rdf.id) { // In fact, not having "window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet" should already imply that "self.renderFrameId <= rdf.id", but here we double check and log the anomaly + + if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id) { + console.log('On battle started! renderFrameId=', rdf.id); + } else { + self.hideFindingPlayersGUI(rdf); + self.onInputFrameDownsyncBatch(accompaniedInputFrameDownsyncBatch); // Important to do this step before setting IN_BATTLE + console.warn(`Got resync@localRenderFrameId=${self.renderFrameId} -> rdf.id=${rdf.id} & rdf.backendUnconfirmedMask=${rdf.backendUnconfirmedMask}, @lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, @lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, @chaserRenderFrameId=${self.chaserRenderFrameId}, @localRecentInputCache=${mapIns._stringifyRecentInputCache(false)}`); + } + self.renderFrameId = rdf.id; self.lastRenderFrameIdTriggeredAt = performance.now(); // In this case it must be true that "rdf.id > chaserRenderFrameId >= lastAllConfirmedRenderFrameId". self.lastAllConfirmedRenderFrameId = rdf.id; self.chaserRenderFrameId = rdf.id; + const candidateLastAllConfirmedInputFrame = self._convertToInputFrameId(rdf.id - 1, self.inputDelayFrames); + if (self.lastAllConfirmedInputFrame < candidateLastAllConfirmedInputFrame) { + self.lastAllConfirmedInputFrame = candidateLastAllConfirmedInputFrame; + } const canvasNode = self.canvasNode; self.ctrl = canvasNode.getComponent("TouchEventsManager"); @@ -650,9 +651,12 @@ cc.Class({ }, onInputFrameDownsyncBatch(batch) { + // TODO: find some kind of synchronization mechanism against "_generateInputFrameUpsync"! const self = this; - if (ALL_BATTLE_STATES.IN_BATTLE != self.battleState - && ALL_BATTLE_STATES.IN_SETTLEMENT != self.battleState) { + if (!self.recentInputCache) { + return; + } + if (ALL_BATTLE_STATES.IN_SETTLEMENT == self.battleState) { return; } @@ -663,6 +667,7 @@ cc.Class({ if (inputFrameDownsyncId < self.lastAllConfirmedInputFrameId) { continue; } + self.lastAllConfirmedInputFrameId = inputFrameDownsyncId; const localInputFrame = self.recentInputCache.getByFrameId(inputFrameDownsyncId); if (null != localInputFrame && @@ -672,10 +677,12 @@ cc.Class({ ) { firstPredictedYetIncorrectInputFrameId = inputFrameDownsyncId; } - self.lastAllConfirmedInputFrameId = inputFrameDownsyncId; // [WARNING] Take all "inputFrameDownsync" from backend as all-confirmed, it'll be later checked by "rollbackAndChase". inputFrameDownsync.confirmedList = (1 << self.playerRichInfoDict.size) - 1; - self.dumpToInputCache(inputFrameDownsync); + const [ret, oldStFrameId, oldEdFrameId] = self.recentInputCache.setByFrameId(inputFrameDownsync, inputFrameDownsync.inputFrameId); + if (window.RING_BUFF_FAILED_TO_SET == ret) { + throw `Failed to dump input cache (maybe recentInputCache too small)! inputFrameDownsync.inputFrameId=${inputFrameDownsync.inputFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`; + } } if (null == firstPredictedYetIncorrectInputFrameId) return; @@ -716,7 +723,7 @@ cc.Class({ logBattleStats() { const self = this; let s = []; - s.push(`Battle stats: renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastUpsyncInputFrameId=${self.lastUpsyncInputFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, chaserRenderFrameId=${self.chaserRenderFrameId}`); + s.push(`Battle stats: renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastUpsyncInputFrameId=${self.lastUpsyncInputFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, chaserRenderFrameId=${self.chaserRenderFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`); for (let i = self.recentInputCache.stFrameId; i < self.recentInputCache.edFrameId; ++i) { const inputFrameDownsync = self.recentInputCache.getByFrameId(i); @@ -761,7 +768,8 @@ cc.Class({ const [wx, wy] = self.virtualGridToWorldPos(vx, vy); newPlayerNode.setPosition(wx, wy); playerScriptIns.mapNode = self.node; - const colliderWidth = playerDownsyncInfo.colliderRadius * 2, colliderHeight = playerDownsyncInfo.colliderRadius * 3; + const colliderWidth = playerDownsyncInfo.colliderRadius * 2, + colliderHeight = playerDownsyncInfo.colliderRadius * 3; const [x0, y0] = self.virtualGridToPolygonColliderAnchorPos(vx, vy, colliderWidth, colliderHeight), pts = [[0, 0], [colliderWidth, 0], [colliderWidth, colliderHeight], [0, colliderHeight]]; @@ -770,6 +778,8 @@ cc.Class({ newPlayerCollider.data = playerDownsyncInfo; self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider); + console.log(`Created new player collider: joinIndex=${joinIndex}, colliderRadius=${playerDownsyncInfo.colliderRadius}`); + safelyAddChild(self.node, newPlayerNode); setLocalZOrder(newPlayerNode, 5); @@ -783,7 +793,8 @@ cc.Class({ const self = this; if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) { const elapsedMillisSinceLastFrameIdTriggered = performance.now() - self.lastRenderFrameIdTriggeredAt; - if (elapsedMillisSinceLastFrameIdTriggered < (self.rollbackEstimatedDtMillis)) { + if (elapsedMillisSinceLastFrameIdTriggered < self.tooFastDtIntervalMillis) { + // [WARNING] We should avoid a frontend ticking too fast to prevent cheating, as well as ticking too slow to cause a "resync avalanche" that impacts user experience! // console.debug("Avoiding too fast frame@renderFrameId=", self.renderFrameId, ": elapsedMillisSinceLastFrameIdTriggered=", elapsedMillisSinceLastFrameIdTriggered); return; } @@ -822,17 +833,13 @@ cc.Class({ */ // [WARNING] Don't try to get "prevRdf(i.e. renderFrameId == latest-1)" by "self.recentRenderCache.getByFrameId(...)" here, as the cache might have been updated by asynchronous "onRoomDownsyncFrame(...)" calls! self.applyRoomDownsyncFrameDynamics(rdf, prevRdf); + ++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!! + self.lastRenderFrameIdTriggeredAt = performance.now(); let t3 = performance.now(); } catch (err) { console.error("Error during Map.update", err); + self.onBattleStopped(); // TODO: Popup to ask player to refresh browser } finally { - // Update countdown - self.countdownNanos = self.battleDurationNanos - self.renderFrameId * self.rollbackEstimatedDtNanos; - 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}.`); @@ -840,8 +847,6 @@ cc.Class({ if (null != self.countdownLabel) { self.countdownLabel.string = countdownSeconds; } - ++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!! - self.lastRenderFrameIdTriggeredAt = performance.now(); } } }, @@ -921,9 +926,6 @@ cc.Class({ const self = this; if (null == self.findingPlayerNode.parent) return; self.findingPlayerNode.parent.removeChild(self.findingPlayerNode); - if (null != rdf) { - self._initPlayerRichInfoDict(rdf.players); - } }, onBattleReadyToStart(rdf) { @@ -967,15 +969,21 @@ cc.Class({ playerRichInfo.scriptIns.updateSpeed(immediatePlayerInfo.speed); playerRichInfo.scriptIns.updateCharacterAnim(immediatePlayerInfo, prevRdfPlayer, false); } + + // Update countdown + self.countdownNanos = self.battleDurationNanos - self.renderFrameId * self.rollbackEstimatedDtNanos; + if (self.countdownNanos <= 0) { + self.onBattleStopped(self.playerRichInfoDict); + } }, getCachedInputFrameDownsyncWithPrediction(inputFrameId) { const self = this; - let inputFrameDownsync = self.recentInputCache.getByFrameId(inputFrameId); - if (null != inputFrameDownsync && -1 != self.lastAllConfirmedInputFrameId && inputFrameId > self.lastAllConfirmedInputFrameId) { - const lastAllConfirmedInputFrame = self.recentInputCache.getByFrameId(self.lastAllConfirmedInputFrameId); + const inputFrameDownsync = self.recentInputCache.getByFrameId(inputFrameId); + const lastAllConfirmedInputFrame = self.recentInputCache.getByFrameId(self.lastAllConfirmedInputFrameId); + if (null != inputFrameDownsync && null != lastAllConfirmedInputFrame && inputFrameId > self.lastAllConfirmedInputFrameId) { for (let i = 0; i < inputFrameDownsync.inputList.length; ++i) { - if (i == self.selfPlayerInfo.joinIndex - 1) continue; + if (i == (self.selfPlayerInfo.joinIndex - 1)) continue; inputFrameDownsync.inputList[i] = (lastAllConfirmedInputFrame.inputList[i] & 15); // Don't predict attack input! } } @@ -1007,11 +1015,7 @@ cc.Class({ }; } - const toRet = { - id: currRenderFrame.id + 1, - players: nextRenderFramePlayers, - meleeBullets: [] - }; + const nextRenderFrameMeleeBullets = []; const bulletPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order @@ -1104,7 +1108,7 @@ cc.Class({ collisionSysMap.delete(collisionBulletIndex); } if (removedBulletsAtCurrFrame.has(collisionBulletIndex)) continue; - toRet.meleeBullets.push(meleeBullet); + nextRenderFrameMeleeBullets.push(meleeBullet); } // Process player inputs @@ -1145,7 +1149,7 @@ cc.Class({ punch.offenderJoinIndex = joinIndex; punch.offenderPlayerId = playerId; punch.originatedRenderFrameId = currRenderFrame.id; - toRet.meleeBullets.push(punch); + nextRenderFrameMeleeBullets.push(punch); // console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}: ${self._stringifyRecentInputCache(true)}`); // console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`); @@ -1198,7 +1202,11 @@ cc.Class({ } - return toRet; + return window.pb.protos.RoomDownsyncFrame.create({ + id: currRenderFrame.id + 1, + players: nextRenderFramePlayers, + meleeBullets: nextRenderFrameMeleeBullets, + }); }, rollbackAndChase(renderFrameIdSt, renderFrameIdEd, collisionSys, collisionSysMap, isChasing) { @@ -1206,31 +1214,24 @@ cc.Class({ This function eventually calculates a "RoomDownsyncFrame" where "RoomDownsyncFrame.id == renderFrameIdEd" if not interruptted. */ const self = this; - let prevLatestRdf = null; - let latestRdf = self.recentRenderCache.getByFrameId(renderFrameIdSt); // typed "RoomDownsyncFrame" - if (null == latestRdf) { - console.error(`Couldn't find renderFrameId=${renderFrameIdSt}, to rollback, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`); - return [prevLatestRdf, latestRdf]; - } + let i = renderFrameIdSt, + prevLatestRdf = null, + latestRdf = null; - if (renderFrameIdSt >= renderFrameIdEd) { - return [prevLatestRdf, latestRdf]; - } - - for (let i = renderFrameIdSt; i < renderFrameIdEd; ++i) { - const currRenderFrame = self.recentRenderCache.getByFrameId(i); // typed "RoomDownsyncFrame"; [WARNING] When "true == isChasing", this function can be interruptted by "onRoomDownsyncFrame(rdf)" asynchronously anytime, making this line return "null"! - if (null == currRenderFrame) { + do { + latestRdf = self.recentRenderCache.getByFrameId(i); // typed "RoomDownsyncFrame"; [WARNING] When "true == isChasing", this function can be interruptted by "onRoomDownsyncFrame(rdf)" asynchronously anytime, making this line return "null"! + if (null == latestRdf) { console.warn(`Couldn't find renderFrame for i=${i} to rollback, self.renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, might've been interruptted by onRoomDownsyncFrame`); return [prevLatestRdf, latestRdf]; } const j = self._convertToInputFrameId(i, self.inputDelayFrames); const delayedInputFrame = self.getCachedInputFrameDownsyncWithPrediction(j); if (null == delayedInputFrame) { - console.warn(`Failed to get cached delayedInputFrame for i=${i}, j=${j}, self.renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}`); - return [prevLatestRdf, latestRdf]; + // Shouldn't happen! + throw `Failed to get cached delayedInputFrame for i=${i}, j=${j}, renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastUpsyncInputFrameId=${self.lastUpsyncInputFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, chaserRenderFrameId=${self.chaserRenderFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`; } prevLatestRdf = latestRdf; - latestRdf = self.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap); + latestRdf = self.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, prevLatestRdf, collisionSys, collisionSysMap); if ( self._allConfirmed(delayedInputFrame.confirmedList) && @@ -1248,8 +1249,9 @@ cc.Class({ // Move the cursor "self.chaserRenderFrameId", keep in mind that "self.chaserRenderFrameId" is not monotonic! self.chaserRenderFrameId = latestRdf.id; } - self.dumpToRenderCache(latestRdf); - } + self.recentRenderCache.setByFrameId(latestRdf, latestRdf.id); + ++i; + } while (i < renderFrameIdEd); return [prevLatestRdf, latestRdf]; }, diff --git a/frontend/assets/scripts/OfflineMap.js b/frontend/assets/scripts/OfflineMap.js index 3c07076..4780d2f 100644 --- a/frontend/assets/scripts/OfflineMap.js +++ b/frontend/assets/scripts/OfflineMap.js @@ -33,6 +33,7 @@ cc.Class({ self.inputScaleFrames = 2; self.inputFrameUpsyncDelayTolerance = 2; + self.renderCacheSize = 1024; self.rollbackEstimatedDt = 0.016667; self.rollbackEstimatedDtMillis = 16.667; self.rollbackEstimatedDtNanos = 16666666; diff --git a/frontend/assets/scripts/RingBuffer.js b/frontend/assets/scripts/RingBuffer.js index 52c1ea0..5b276d0 100644 --- a/frontend/assets/scripts/RingBuffer.js +++ b/frontend/assets/scripts/RingBuffer.js @@ -13,6 +13,10 @@ var RingBuffer = function(capacity) { }; RingBuffer.prototype.put = function(item) { + while (this.cnt >= this.n - 1) { + // Make room for the new element + this.pop(); + } this.eles[this.ed] = item this.edFrameId++; this.cnt++; @@ -61,40 +65,41 @@ RingBuffer.prototype.getArrIdxByOffset = function(offsetFromSt) { }; RingBuffer.prototype.getByFrameId = function(frameId) { + if (frameId >= this.edFrameId) return null; const arrIdx = this.getArrIdxByOffset(frameId - this.stFrameId); return (null == arrIdx ? null : this.eles[arrIdx]); }; // [WARNING] During a battle, frontend could receive non-consecutive frames (either renderFrame or inputFrame) due to resync, the buffer should handle these frames properly. RingBuffer.prototype.setByFrameId = function(item, frameId) { - if (frameId < this.stFrameId) { - console.error("Invalid putByFrameId#1: stFrameId=", this.stFrameId, ", edFrameId=", this.edFrameId, ", incoming item=", item); - return window.RING_BUFF_FAILED_TO_SET; + const oldStFrameId = this.stFrameId, + oldEdFrameId = this.edFrameId; + if (frameId < oldStFrameId) { + return [window.RING_BUFF_FAILED_TO_SET, oldStFrameId, oldEdFrameId]; } - const arrIdx = this.getArrIdxByOffset(frameId - this.stFrameId); - if (null != arrIdx) { - this.eles[arrIdx] = item; - return window.RING_BUFF_CONSECUTIVE_SET; + // By now "this.stFrameId <= frameId" + + if (oldEdFrameId > frameId) { + const arrIdx = this.getArrIdxByOffset(frameId - this.stFrameId); + if (null != arrIdx) { + this.eles[arrIdx] = item; + return [window.RING_BUFF_CONSECUTIVE_SET, oldStFrameId, oldEdFrameId]; + } } - // When "null == arrIdx", should it still be deemed consecutive if "frameId == edFrameId" prior to the reset? + // By now "this.edFrameId <= frameId" let ret = window.RING_BUFF_CONSECUTIVE_SET; - if (this.edFrameId < frameId) { + if (oldEdFrameId < frameId) { this.st = this.ed = 0; this.stFrameId = this.edFrameId = frameId; this.cnt = 0; ret = window.RING_BUFF_NON_CONSECUTIVE_SET; } - this.eles[this.ed] = item - this.edFrameId++; - this.cnt++; - this.ed++; - if (this.ed >= this.n) { - this.ed -= this.n; // Deliberately not using "%" operator for performance concern - } + // By now "this.edFrameId == frameId" + this.put(item); - return ret; + return [ret, oldStFrameId, oldEdFrameId]; }; module.exports = RingBuffer; diff --git a/frontend/assets/scripts/WsSessionMgr.js b/frontend/assets/scripts/WsSessionMgr.js index 30cb349..033c92d 100644 --- a/frontend/assets/scripts/WsSessionMgr.js +++ b/frontend/assets/scripts/WsSessionMgr.js @@ -5,7 +5,6 @@ window.UPSYNC_MSG_ACT_PLAYER_CMD = 2; window.UPSYNC_MSG_ACT_PLAYER_COLLIDER_ACK = 3; window.DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED = -98; -window.DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED = -97; window.DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START = -1; window.DOWNSYNC_MSG_ACT_BATTLE_START = 0; window.DOWNSYNC_MSG_ACT_HB_REQ = 1; @@ -135,7 +134,7 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) { clientSession.binaryType = 'arraybuffer'; // Make 'event.data' of 'onmessage' an "ArrayBuffer" instead of a "Blob" clientSession.onopen = function(evt) { - console.log("The WS clientSession is opened. clientSession.id=", clientSession.id); + console.log("The WS clientSession is opened."); window.clientSession = clientSession; if (null == onopenCb) return; onopenCb(); @@ -147,17 +146,14 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) { } try { const resp = window.pb.protos.WsResp.decode(new Uint8Array(evt.data)); + // console.log(`Got non-empty onmessage decoded: resp.act=${resp.act}`); switch (resp.act) { case window.DOWNSYNC_MSG_ACT_HB_REQ: - window.handleHbRequirements(resp); // 获取boundRoomId并存储到localStorage + window.handleHbRequirements(resp); break; case window.DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED: mapIns.onPlayerAdded(resp.rdf); break; - case window.DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED: - // Deliberately left blank for now - mapIns.hideFindingPlayersGUI(resp.rdf); - break; case window.DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START: mapIns.onBattleReadyToStart(resp.rdf); break; @@ -172,16 +168,10 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) { break; case window.DOWNSYNC_MSG_ACT_FORCED_RESYNC: if (null == resp.inputFrameDownsyncBatch || 0 >= resp.inputFrameDownsyncBatch.length) { - console.error(`Got empty inputFrameDownsyncBatch upon resync@localRenderFrameId=${mapIns.renderFrameId}, @lastAllConfirmedRenderFrameId=${mapIns.lastAllConfirmedRenderFrameId}, @lastAllConfirmedInputFrameId=${mapIns.lastAllConfirmedInputFrameId}, @chaserRenderFrameId=${mapIns.chaserRenderFrameId}, @localRecentInputCache=${mapIns._stringifyRecentInputCache(false)}, the incoming resp= -${JSON.stringify(resp, null, 2)}`); + console.error(`Got empty inputFrameDownsyncBatch upon resync@localRenderFrameId=${mapIns.renderFrameId}, @lastAllConfirmedRenderFrameId=${mapIns.lastAllConfirmedRenderFrameId}, @lastAllConfirmedInputFrameId=${mapIns.lastAllConfirmedInputFrameId}, @chaserRenderFrameId=${mapIns.chaserRenderFrameId}, @localRecentInputCache=${mapIns._stringifyRecentInputCache(false)}, the incoming resp=${JSON.stringify(resp, null, 2)}`); return; } - const inputFrameIdConsecutive = (resp.inputFrameDownsyncBatch[0].inputFrameId == mapIns.lastAllConfirmedInputFrameId + 1); - const renderFrameIdConsecutive = (resp.rdf.id <= mapIns.renderFrameId + mapIns.renderFrameIdLagTolerance); - console.warn(`Got resync@localRenderFrameId=${mapIns.renderFrameId}, @lastAllConfirmedRenderFrameId=${mapIns.lastAllConfirmedRenderFrameId}, @lastAllConfirmedInputFrameId=${mapIns.lastAllConfirmedInputFrameId}, @chaserRenderFrameId=${mapIns.chaserRenderFrameId}, @localRecentInputCache=${mapIns._stringifyRecentInputCache(false)}, inputFrameIdConsecutive=${inputFrameIdConsecutive}, renderFrameIdConsecutive=${renderFrameIdConsecutive}`); - // The following order of execution is important - mapIns.onRoomDownsyncFrame(resp.rdf); - mapIns.onInputFrameDownsyncBatch(resp.inputFrameDownsyncBatch); + mapIns.onRoomDownsyncFrame(resp.rdf, resp.inputFrameDownsyncBatch); break; default: break; diff --git a/frontend/assets/scripts/modules/room_downsync_frame_proto_bundle.forcemsg.js b/frontend/assets/scripts/modules/room_downsync_frame_proto_bundle.forcemsg.js index 070c8f7..9b5e86e 100644 --- a/frontend/assets/scripts/modules/room_downsync_frame_proto_bundle.forcemsg.js +++ b/frontend/assets/scripts/modules/room_downsync_frame_proto_bundle.forcemsg.js @@ -5082,6 +5082,7 @@ $root.protos = (function() { * @property {Object.|null} [players] RoomDownsyncFrame players * @property {number|Long|null} [countdownNanos] RoomDownsyncFrame countdownNanos * @property {Array.|null} [meleeBullets] RoomDownsyncFrame meleeBullets + * @property {number|Long|null} [backendUnconfirmedMask] RoomDownsyncFrame backendUnconfirmedMask */ /** @@ -5133,6 +5134,14 @@ $root.protos = (function() { */ RoomDownsyncFrame.prototype.meleeBullets = $util.emptyArray; + /** + * RoomDownsyncFrame backendUnconfirmedMask. + * @member {number|Long} backendUnconfirmedMask + * @memberof protos.RoomDownsyncFrame + * @instance + */ + RoomDownsyncFrame.prototype.backendUnconfirmedMask = $util.Long ? $util.Long.fromBits(0,0,true) : 0; + /** * Creates a new RoomDownsyncFrame instance using the specified properties. * @function create @@ -5169,6 +5178,8 @@ $root.protos = (function() { if (message.meleeBullets != null && message.meleeBullets.length) for (var i = 0; i < message.meleeBullets.length; ++i) $root.protos.MeleeBullet.encode(message.meleeBullets[i], writer.uint32(/* id 4, wireType 2 =*/34).fork()).ldelim(); + if (message.backendUnconfirmedMask != null && Object.hasOwnProperty.call(message, "backendUnconfirmedMask")) + writer.uint32(/* id 5, wireType 0 =*/40).uint64(message.backendUnconfirmedMask); return writer; }; @@ -5240,6 +5251,10 @@ $root.protos = (function() { message.meleeBullets.push($root.protos.MeleeBullet.decode(reader, reader.uint32())); break; } + case 5: { + message.backendUnconfirmedMask = reader.uint64(); + break; + } default: reader.skipType(tag & 7); break; @@ -5304,6 +5319,9 @@ $root.protos = (function() { return "meleeBullets." + error; } } + if (message.backendUnconfirmedMask != null && message.hasOwnProperty("backendUnconfirmedMask")) + if (!$util.isInteger(message.backendUnconfirmedMask) && !(message.backendUnconfirmedMask && $util.isInteger(message.backendUnconfirmedMask.low) && $util.isInteger(message.backendUnconfirmedMask.high))) + return "backendUnconfirmedMask: integer|Long expected"; return null; }; @@ -5350,6 +5368,15 @@ $root.protos = (function() { message.meleeBullets[i] = $root.protos.MeleeBullet.fromObject(object.meleeBullets[i]); } } + if (object.backendUnconfirmedMask != null) + if ($util.Long) + (message.backendUnconfirmedMask = $util.Long.fromValue(object.backendUnconfirmedMask)).unsigned = true; + else if (typeof object.backendUnconfirmedMask === "string") + message.backendUnconfirmedMask = parseInt(object.backendUnconfirmedMask, 10); + else if (typeof object.backendUnconfirmedMask === "number") + message.backendUnconfirmedMask = object.backendUnconfirmedMask; + else if (typeof object.backendUnconfirmedMask === "object") + message.backendUnconfirmedMask = new $util.LongBits(object.backendUnconfirmedMask.low >>> 0, object.backendUnconfirmedMask.high >>> 0).toNumber(true); return message; }; @@ -5377,6 +5404,11 @@ $root.protos = (function() { object.countdownNanos = options.longs === String ? long.toString() : options.longs === Number ? long.toNumber() : long; } else object.countdownNanos = options.longs === String ? "0" : 0; + if ($util.Long) { + var long = new $util.Long(0, 0, true); + object.backendUnconfirmedMask = options.longs === String ? long.toString() : options.longs === Number ? long.toNumber() : long; + } else + object.backendUnconfirmedMask = options.longs === String ? "0" : 0; } if (message.id != null && message.hasOwnProperty("id")) object.id = message.id; @@ -5396,6 +5428,11 @@ $root.protos = (function() { for (var j = 0; j < message.meleeBullets.length; ++j) object.meleeBullets[j] = $root.protos.MeleeBullet.toObject(message.meleeBullets[j], options); } + if (message.backendUnconfirmedMask != null && message.hasOwnProperty("backendUnconfirmedMask")) + if (typeof message.backendUnconfirmedMask === "number") + object.backendUnconfirmedMask = options.longs === String ? String(message.backendUnconfirmedMask) : message.backendUnconfirmedMask; + else + object.backendUnconfirmedMask = options.longs === String ? $util.Long.prototype.toString.call(message.backendUnconfirmedMask) : options.longs === Number ? new $util.LongBits(message.backendUnconfirmedMask.low >>> 0, message.backendUnconfirmedMask.high >>> 0).toNumber(true) : message.backendUnconfirmedMask; return object; };