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https://github.com/genxium/DelayNoMore
synced 2025-10-09 16:46:38 +00:00
Fixes for simultaneous reconnection w.r.t. same room, and updates for documentation.
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@@ -96,7 +96,7 @@ func getPlayer(cond sq.Eq) (*Player, error) {
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p.CreatedAt = int64(val.(int64))
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}
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}
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Logger.Info("Queried player from db", zap.Any("cond", cond), zap.Any("p", p), zap.Any("pd", pd), zap.Any("cols", cols), zap.Any("rowValues", vals))
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Logger.Debug("Queried player from db", zap.Any("cond", cond), zap.Any("p", p), zap.Any("pd", pd), zap.Any("cols", cols), zap.Any("rowValues", vals))
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}
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p.PlayerDownsync = pd
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return &p, nil
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@@ -476,7 +476,7 @@ func (pR *Room) StartBattle() {
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for playerId, player := range pR.Players {
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if swapped := atomic.CompareAndSwapInt32(&player.BattleState, PlayerBattleStateIns.ACTIVE, PlayerBattleStateIns.ACTIVE); !swapped {
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// [WARNING] DON'T send anything if the player is disconnected, because it could jam the channel and cause significant delay upon "battle recovery for reconnected player".
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// [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".
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continue
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}
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if 0 == pR.RenderFrameId {
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@@ -995,6 +995,12 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
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This function is triggered by an upsync message via WebSocket, thus downsync sending is also available by now.
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*/
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currPlayerBattleState := atomic.LoadInt32(&(eachPlayer.BattleState))
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if PlayerBattleStateIns.DISCONNECTED == currPlayerBattleState || PlayerBattleStateIns.LOST == currPlayerBattleState {
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// [WARNING] DON'T try to send any message to an inactive player!
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continue
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}
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switch targetPlayer.BattleState {
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case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
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playerAckedFrame := &RoomDownsyncFrame{
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@@ -1338,7 +1344,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
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if 0 < thatPlayerInNextFrame.FramesToRecover {
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// No need to process inputs for this player, but there might be bullet pushbacks on this player
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// Also note that in this case we keep "CharacterState" of this player from last render frame
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// Also note that in this case we keep "CharacterState" of this player from last render frame
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playerCollider.X += bulletPushbacks[joinIndex-1].X
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playerCollider.Y += bulletPushbacks[joinIndex-1].Y
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// Update in the collision system
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@@ -1374,7 +1380,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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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))
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} else {
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// No bullet trigger, process movement inputs
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// Note that by now "0 == thatPlayerInNextFrame.FramesToRecover", we should change "CharacterState" to "WALKING" or "IDLE" depending on player inputs
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// Note that by now "0 == thatPlayerInNextFrame.FramesToRecover", we should change "CharacterState" to "WALKING" or "IDLE" depending on player inputs
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if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
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thatPlayerInNextFrame.DirX = decodedInput.Dx
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thatPlayerInNextFrame.DirY = decodedInput.Dy
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@@ -5,6 +5,7 @@ import (
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. "dnmshared"
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"fmt"
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"go.uber.org/zap"
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"strings"
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"sync"
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)
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@@ -21,11 +22,13 @@ var (
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func (pPq *RoomHeap) PrintInOrder() {
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pq := *pPq
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fmt.Printf("The RoomHeap instance now contains:\n")
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s := make([]string, 0)
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s = append(s, fmt.Sprintf("The RoomHeap instance now contains:"))
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for i := 0; i < len(pq); i++ {
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fmt.Printf("{index: %d, roomID: %d, score: %.2f} ", i, pq[i].Id, pq[i].Score)
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s = append(s, fmt.Sprintf("{index: %d, roomID: %d, score: %.2f} ", i, pq[i].Id, pq[i].Score))
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}
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fmt.Printf("\n")
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Logger.Debug(strings.Join(s, "\n"))
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}
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func (pq RoomHeap) Len() int { return len(pq) }
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