mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Fixes for simultaneous reconnection w.r.t. same room, and updates for documentation.
This commit is contained in:
parent
9bce561441
commit
e0fb21f3fb
@ -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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@ -16,7 +16,6 @@ import (
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"time"
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. "dnmshared"
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"runtime/debug"
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)
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const (
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@ -47,9 +46,8 @@ func Serve(c *gin.Context) {
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c.AbortWithStatus(http.StatusBadRequest)
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return
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}
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Logger.Info("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token))
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boundRoomId := 0
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expectRoomId := 0
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expectedRoomId := 0
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var err error
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if boundRoomIdStr, hasBoundRoomId := c.GetQuery("boundRoomId"); hasBoundRoomId {
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boundRoomId, err = strconv.Atoi(boundRoomIdStr)
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@ -58,27 +56,28 @@ func Serve(c *gin.Context) {
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c.AbortWithStatus(http.StatusBadRequest)
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return
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}
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Logger.Info("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token), zap.Any("boundRoomId", boundRoomId))
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}
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if expectRoomIdStr, hasExpectRoomId := c.GetQuery("expectedRoomId"); hasExpectRoomId {
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expectRoomId, err = strconv.Atoi(expectRoomIdStr)
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Logger.Debug("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token), zap.Any("boundRoomId", boundRoomId))
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} else if expectedRoomIdStr, hasExpectRoomId := c.GetQuery("expectedRoomId"); hasExpectRoomId {
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expectedRoomId, err = strconv.Atoi(expectedRoomIdStr)
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if err != nil {
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c.AbortWithStatus(http.StatusBadRequest)
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return
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}
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Logger.Info("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token), zap.Any("expectedRoomId", expectRoomId))
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Logger.Debug("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token), zap.Any("expectedRoomId", expectedRoomId))
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} else {
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Logger.Debug("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token))
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}
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// TODO: Wrap the following 2 stmts by sql transaction!
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playerId, err := models.GetPlayerIdByToken(token)
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if err != nil || playerId == 0 {
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// TODO: Abort with specific message.
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Logger.Info("PlayerLogin record not found for ws authentication:", zap.Any("intAuthToken", token))
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Logger.Warn("PlayerLogin record not found for ws authentication:", zap.Any("intAuthToken", token))
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c.AbortWithStatus(http.StatusBadRequest)
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return
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}
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Logger.Info("PlayerLogin record has been found for ws authentication:", zap.Any("playerId", playerId))
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Logger.Info("PlayerLogin record has been found for ws authentication:", zap.Any("playerId", playerId), zap.Any("intAuthToken", token), zap.Any("boundRoomId", boundRoomId), zap.Any("expectedRoomId", expectedRoomId))
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conn, err := upgrader.Upgrade(c.Writer, c.Request, nil)
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if err != nil {
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@ -160,14 +159,14 @@ func Serve(c *gin.Context) {
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signalToCloseConnOfThisPlayer(Constants.RetCode.PlayerNotFound, "")
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}
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Logger.Info("Player has logged in and its profile is found from persistent storage:", zap.Any("playerId", playerId), zap.Any("play", pPlayer))
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Logger.Debug("Player has logged in and its profile is found from persistent storage:", zap.Any("playerId", playerId), zap.Any("player", pPlayer))
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// Find a room to join.
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Logger.Info("About to acquire RoomHeapMux for player:", zap.Any("playerId", playerId))
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Logger.Debug("About to acquire RoomHeapMux for player:", zap.Any("playerId", playerId))
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(*(models.RoomHeapMux)).Lock()
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defer func() {
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(*(models.RoomHeapMux)).Unlock()
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Logger.Info("Released RoomHeapMux for player:", zap.Any("playerId", playerId))
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Logger.Debug("Released RoomHeapMux for player:", zap.Any("playerId", playerId))
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}()
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defer func() {
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if r := recover(); r != nil {
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@ -175,13 +174,12 @@ func Serve(c *gin.Context) {
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signalToCloseConnOfThisPlayer(Constants.RetCode.UnknownError, "")
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}
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}()
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Logger.Info("Acquired RoomHeapMux for player:", zap.Any("playerId", playerId))
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Logger.Debug("Acquired RoomHeapMux for player:", zap.Any("playerId", playerId))
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// Logger.Info("The RoomHeapManagerIns has:", zap.Any("addr", fmt.Sprintf("%p", models.RoomHeapManagerIns)), zap.Any("size", len(*(models.RoomHeapManagerIns))))
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playerSuccessfullyAddedToRoom := false
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if 0 < boundRoomId {
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if tmpPRoom, existent := (*models.RoomMapManagerIns)[int32(boundRoomId)]; existent {
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pRoom = tmpPRoom
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Logger.Info("Successfully got:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forBoundRoomId", boundRoomId))
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res := pRoom.ReAddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer)
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if !res {
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Logger.Warn("Failed to get:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forBoundRoomId", boundRoomId))
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@ -189,19 +187,16 @@ func Serve(c *gin.Context) {
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playerSuccessfullyAddedToRoom = true
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}
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}
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}
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if 0 < expectRoomId {
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if tmpRoom, existent := (*models.RoomMapManagerIns)[int32(expectRoomId)]; existent {
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} else if 0 < expectedRoomId {
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if tmpRoom, existent := (*models.RoomMapManagerIns)[int32(expectedRoomId)]; existent {
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pRoom = tmpRoom
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Logger.Info("Successfully got:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forExpectedRoomId", expectRoomId))
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if pRoom.ReAddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer) {
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playerSuccessfullyAddedToRoom = true
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} else if pRoom.AddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer) {
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playerSuccessfullyAddedToRoom = true
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} else {
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Logger.Warn("Failed to get:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forExpectedRoomId", expectRoomId))
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Logger.Warn("Failed to get:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forExpectedRoomId", expectedRoomId))
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playerSuccessfullyAddedToRoom = false
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}
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@ -221,7 +216,7 @@ func Serve(c *gin.Context) {
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signalToCloseConnOfThisPlayer(Constants.RetCode.LocallyNoAvailableRoom, fmt.Sprintf("Cannot pop a (*Room) for playerId == %v!", playerId))
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} else {
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pRoom = tmpRoom
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Logger.Info("Successfully popped:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId))
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Logger.Info("Successfully popped:\n", zap.Any("roomId", pRoom.Id), zap.Any("forPlayerId", playerId))
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res := pRoom.AddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer)
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if !res {
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signalToCloseConnOfThisPlayer(Constants.RetCode.PlayerNotAddableToRoom, fmt.Sprintf("AddPlayerIfPossible returns false for roomId == %v, playerId == %v!", pRoom.Id, playerId))
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@ -361,7 +356,7 @@ func Serve(c *gin.Context) {
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receivingLoopAgainstPlayer := func() error {
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defer func() {
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if r := recover(); r != nil {
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Logger.Error("Goroutine `receivingLoopAgainstPlayer`, recovery spot#1, recovered from: ", zap.Any("panic", r), zap.Any("callstack", debug.Stack()))
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Logger.Error("Goroutine `receivingLoopAgainstPlayer`, recovery spot#1, recovered from: ", zap.Any("panic", r))
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}
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Logger.Info("Goroutine `receivingLoopAgainstPlayer` is stopped for:", zap.Any("playerId", playerId), zap.Any("roomId", pRoom.Id))
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}()
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@ -8,7 +8,8 @@
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"__id__": 1
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},
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"optimizationPolicy": 0,
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"asyncLoadAssets": false
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"asyncLoadAssets": false,
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"readonly": false
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},
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{
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"__type__": "cc.Node",
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@ -20,24 +21,20 @@
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"__id__": 2
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},
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},
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{
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"__id__": 17
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"__id__": 10
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}
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],
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"_active": true,
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"_level": 1,
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"_components": [
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{
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"__id__": 13
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"_prefab": {
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"__id__": 22
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"__id__": 15
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},
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"_opacity": 255,
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"_color": {
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@ -57,17 +54,6 @@
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"x": 0.5,
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"y": 0.5
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"x": 0,
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"y": 0,
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"z": 0,
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"w": 1
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},
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"_skewX": 0,
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"_skewY": 0,
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"groupIndex": 0,
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"_id": "",
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"_trs": {
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"__type__": "TypedArray",
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"ctor": "Float64Array",
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@ -83,231 +69,20 @@
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1,
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"_active": true,
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"_prefab": {
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"__id__": 6
|
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"_opacity": 255,
|
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"_color": {
|
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|
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"r": 0,
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"g": 0,
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"b": 0,
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"a": 255
|
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"_contentSize": {
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"__type__": "cc.Size",
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"width": 550,
|
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"height": 560
|
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"_anchorPoint": {
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"__type__": "cc.Vec2",
|
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"x": 0.5,
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|
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|
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|
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|
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|
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|
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"_skewX": 0,
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"_skewY": 0,
|
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"groupIndex": 0,
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"_trs": {
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|
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|
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"__type__": "cc.Label",
|
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"_objFlags": 0,
|
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"node": {
|
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|
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"_enabled": true,
|
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"_useOriginalSize": false,
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"_string": "gameRule.tip",
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"_N$string": "gameRule.tip",
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"_fontSize": 38,
|
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"_lineHeight": 70,
|
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"_enableWrapText": true,
|
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"_N$file": null,
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"_isSystemFontUsed": true,
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"_N$horizontalAlign": 1,
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"_N$verticalAlign": 1,
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"_N$fontFamily": "Arial",
|
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"_N$cacheMode": 0,
|
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|
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|
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|
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|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 3
|
||||
},
|
||||
"_enabled": true,
|
||||
"_dataID": "gameRule.tip",
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.PrefabInfo",
|
||||
"root": {
|
||||
"__id__": 1
|
||||
},
|
||||
"asset": {
|
||||
"__uuid__": "32b8e752-8362-4783-a4a6-1160af8b7109"
|
||||
},
|
||||
"fileId": "11EBmT5DNNXbQDiC9n1CEy",
|
||||
"sync": false
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Sprite",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 2
|
||||
},
|
||||
"_enabled": true,
|
||||
"_spriteFrame": {
|
||||
"__uuid__": "0fe43223-61fc-4cb8-95bd-bd9e8f01ce8f"
|
||||
},
|
||||
"_type": 0,
|
||||
"_sizeMode": 1,
|
||||
"_fillType": 0,
|
||||
"_fillCenter": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 0,
|
||||
"y": 0
|
||||
},
|
||||
"_fillStart": 0,
|
||||
"_fillRange": 0,
|
||||
"_isTrimmedMode": true,
|
||||
"_state": 0,
|
||||
"_atlas": {
|
||||
"__uuid__": "030d9286-e8a2-40cf-98f8-baf713f0b8c4"
|
||||
},
|
||||
"_srcBlendFactor": 770,
|
||||
"_dstBlendFactor": 771,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.PrefabInfo",
|
||||
"root": {
|
||||
"__id__": 1
|
||||
},
|
||||
"asset": {
|
||||
"__uuid__": "32b8e752-8362-4783-a4a6-1160af8b7109"
|
||||
},
|
||||
"fileId": "9exF2/yWJPwK/biWKavf16",
|
||||
"sync": false
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Node",
|
||||
"_name": "modeButton",
|
||||
@ -317,21 +92,20 @@
|
||||
},
|
||||
"_children": [
|
||||
{
|
||||
"__id__": 10
|
||||
"__id__": 3
|
||||
}
|
||||
],
|
||||
"_active": true,
|
||||
"_level": 2,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 14
|
||||
"__id__": 7
|
||||
},
|
||||
{
|
||||
"__id__": 15
|
||||
"__id__": 8
|
||||
}
|
||||
],
|
||||
"_prefab": {
|
||||
"__id__": 16
|
||||
"__id__": 9
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
||||
@ -351,17 +125,6 @@
|
||||
"x": 0.5,
|
||||
"y": 0.5
|
||||
},
|
||||
"_quat": {
|
||||
"__type__": "cc.Quat",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0,
|
||||
"w": 1
|
||||
},
|
||||
"_skewX": 0,
|
||||
"_skewY": 0,
|
||||
"groupIndex": 0,
|
||||
"_id": "",
|
||||
"_trs": {
|
||||
"__type__": "TypedArray",
|
||||
"ctor": "Float64Array",
|
||||
@ -377,28 +140,39 @@
|
||||
1,
|
||||
1
|
||||
]
|
||||
}
|
||||
},
|
||||
"_eulerAngles": {
|
||||
"__type__": "cc.Vec3",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"_skewX": 0,
|
||||
"_skewY": 0,
|
||||
"_is3DNode": false,
|
||||
"_groupIndex": 0,
|
||||
"groupIndex": 0,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Node",
|
||||
"_name": "Label",
|
||||
"_objFlags": 0,
|
||||
"_parent": {
|
||||
"__id__": 9
|
||||
"__id__": 2
|
||||
},
|
||||
"_children": [],
|
||||
"_active": true,
|
||||
"_level": 0,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 11
|
||||
"__id__": 4
|
||||
},
|
||||
{
|
||||
"__id__": 12
|
||||
"__id__": 5
|
||||
}
|
||||
],
|
||||
"_prefab": {
|
||||
"__id__": 13
|
||||
"__id__": 6
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
||||
@ -418,17 +192,6 @@
|
||||
"x": 0.5,
|
||||
"y": 0.5
|
||||
},
|
||||
"_quat": {
|
||||
"__type__": "cc.Quat",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0,
|
||||
"w": 1
|
||||
},
|
||||
"_skewX": 0,
|
||||
"_skewY": 0,
|
||||
"groupIndex": 0,
|
||||
"_id": "",
|
||||
"_trs": {
|
||||
"__type__": "TypedArray",
|
||||
"ctor": "Float64Array",
|
||||
@ -444,16 +207,33 @@
|
||||
1,
|
||||
1
|
||||
]
|
||||
}
|
||||
},
|
||||
"_eulerAngles": {
|
||||
"__type__": "cc.Vec3",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"_skewX": 0,
|
||||
"_skewY": 0,
|
||||
"_is3DNode": false,
|
||||
"_groupIndex": 0,
|
||||
"groupIndex": 0,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Label",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 10
|
||||
"__id__": 3
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
{
|
||||
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
|
||||
}
|
||||
],
|
||||
"_useOriginalSize": false,
|
||||
"_string": "gameRule.mode",
|
||||
"_N$string": "gameRule.mode",
|
||||
@ -476,7 +256,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 10
|
||||
"__id__": 3
|
||||
},
|
||||
"_enabled": true,
|
||||
"_dataID": "gameRule.mode",
|
||||
@ -498,9 +278,16 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 9
|
||||
"__id__": 2
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
{
|
||||
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
|
||||
}
|
||||
],
|
||||
"_srcBlendFactor": 770,
|
||||
"_dstBlendFactor": 771,
|
||||
"_spriteFrame": {
|
||||
"__uuid__": "081ad337-20ca-4313-ae3e-bb6dee3547b7"
|
||||
},
|
||||
@ -515,12 +302,9 @@
|
||||
"_fillStart": 0,
|
||||
"_fillRange": 0,
|
||||
"_isTrimmedMode": true,
|
||||
"_state": 0,
|
||||
"_atlas": {
|
||||
"__uuid__": "030d9286-e8a2-40cf-98f8-baf713f0b8c4"
|
||||
},
|
||||
"_srcBlendFactor": 770,
|
||||
"_dstBlendFactor": 771,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
@ -528,9 +312,11 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 9
|
||||
"__id__": 2
|
||||
},
|
||||
"_enabled": true,
|
||||
"_normalMaterial": null,
|
||||
"_grayMaterial": null,
|
||||
"duration": 0.1,
|
||||
"zoomScale": 1.2,
|
||||
"clickEvents": [],
|
||||
@ -589,7 +375,7 @@
|
||||
"hoverSprite": null,
|
||||
"_N$disabledSprite": null,
|
||||
"_N$target": {
|
||||
"__id__": 9
|
||||
"__id__": 2
|
||||
},
|
||||
"_id": ""
|
||||
},
|
||||
@ -613,14 +399,13 @@
|
||||
},
|
||||
"_children": [],
|
||||
"_active": true,
|
||||
"_level": 2,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 18
|
||||
"__id__": 11
|
||||
}
|
||||
],
|
||||
"_prefab": {
|
||||
"__id__": 19
|
||||
"__id__": 12
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
||||
@ -640,17 +425,6 @@
|
||||
"x": 0.5,
|
||||
"y": 0.5
|
||||
},
|
||||
"_quat": {
|
||||
"__type__": "cc.Quat",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0,
|
||||
"w": 1
|
||||
},
|
||||
"_skewX": 0,
|
||||
"_skewY": 0,
|
||||
"groupIndex": 0,
|
||||
"_id": "",
|
||||
"_trs": {
|
||||
"__type__": "TypedArray",
|
||||
"ctor": "Float64Array",
|
||||
@ -666,16 +440,35 @@
|
||||
1,
|
||||
1
|
||||
]
|
||||
}
|
||||
},
|
||||
"_eulerAngles": {
|
||||
"__type__": "cc.Vec3",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"_skewX": 0,
|
||||
"_skewY": 0,
|
||||
"_is3DNode": false,
|
||||
"_groupIndex": 0,
|
||||
"groupIndex": 0,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Sprite",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 17
|
||||
"__id__": 10
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
{
|
||||
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
|
||||
}
|
||||
],
|
||||
"_srcBlendFactor": 770,
|
||||
"_dstBlendFactor": 771,
|
||||
"_spriteFrame": {
|
||||
"__uuid__": "153d890a-fc37-4d59-8779-93a8fb19fa85"
|
||||
},
|
||||
@ -690,12 +483,9 @@
|
||||
"_fillStart": 0,
|
||||
"_fillRange": 0,
|
||||
"_isTrimmedMode": true,
|
||||
"_state": 0,
|
||||
"_atlas": {
|
||||
"__uuid__": "030d9286-e8a2-40cf-98f8-baf713f0b8c4"
|
||||
},
|
||||
"_srcBlendFactor": 770,
|
||||
"_dstBlendFactor": 771,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
@ -718,7 +508,7 @@
|
||||
},
|
||||
"_enabled": true,
|
||||
"modeButton": {
|
||||
"__id__": 15
|
||||
"__id__": 8
|
||||
},
|
||||
"mapNode": null,
|
||||
"_id": ""
|
||||
@ -731,6 +521,13 @@
|
||||
"__id__": 1
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
{
|
||||
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
|
||||
}
|
||||
],
|
||||
"_srcBlendFactor": 770,
|
||||
"_dstBlendFactor": 771,
|
||||
"_spriteFrame": {
|
||||
"__uuid__": "7838f276-ab48-445a-b858-937dd27d9520"
|
||||
},
|
||||
@ -745,10 +542,7 @@
|
||||
"_fillStart": 0,
|
||||
"_fillRange": 0,
|
||||
"_isTrimmedMode": true,
|
||||
"_state": 0,
|
||||
"_atlas": null,
|
||||
"_srcBlendFactor": 770,
|
||||
"_dstBlendFactor": 771,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
|
@ -12,6 +12,11 @@ for (let k in window.ATK_CHARACTER_STATE) {
|
||||
window.ATK_CHARACTER_STATE_ARR.push(window.ATK_CHARACTER_STATE[k]);
|
||||
}
|
||||
|
||||
/*
|
||||
Kindly note that the use of dragonBones anim is an informed choice for the feasibility of "gotoAndPlayByFrame", which is a required feature by "Map.rollbackAndChase". You might find that "cc.Animation" -- the traditional frame animation -- can also suffice this requirement, yet if we want to develop 3D frontend in the future, working with skeletal animation will make a smoother transition.
|
||||
|
||||
I've also spent sometime in extending "ccc wrapped dragoneBones.ArmatureDisplay" for enabling "gotoAndPlayByFrame" in CACHE mode (in REALTIME mode it's just the same as what's done here), but the debugging is an unexpected brainteaser -- not worth the time.
|
||||
*/
|
||||
cc.Class({
|
||||
extends: BaseCharacter,
|
||||
properties: {
|
||||
|
Loading…
Reference in New Issue
Block a user