From e224aaf680cd5181334f7f6b178867df11ee15a9 Mon Sep 17 00:00:00 2001 From: genxium Date: Mon, 10 Oct 2022 12:17:23 +0800 Subject: [PATCH] Updated pb schema. --- battle_srv/models/room.go | 65 +++-- .../pb_output/room_downsync_frame.pb.go | 257 +++++++++--------- battle_srv/ws/serve.go | 1 + .../pbfiles/room_downsync_frame.proto | 1 + frontend/assets/scenes/login.fire | 2 +- frontend/assets/scripts/Map.js | 3 +- ...om_downsync_frame_proto_bundle.forcemsg.js | 23 ++ 7 files changed, 201 insertions(+), 151 deletions(-) diff --git a/battle_srv/models/room.go b/battle_srv/models/room.go index 3778ada..3221f2e 100644 --- a/battle_srv/models/room.go +++ b/battle_srv/models/room.go @@ -158,6 +158,7 @@ type Room struct { 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 ServerFps int32 + BattleDurationFrames int32 BattleDurationNanos int64 InputFrameUpsyncDelayTolerance int32 MaxChasingRenderFramesPerUpdate int32 @@ -175,6 +176,8 @@ type Room struct { InputScaleFrames uint32 // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames) JoinIndexBooleanArr []bool RollbackEstimatedDt float64 + RollbackEstimatedDtNanos int64 + LastRenderFrameIdTriggeredAt int64 StageName string StageDiscreteW int32 @@ -422,16 +425,22 @@ func (pR *Room) StartBattle() { pR.onBattleStoppedForSettlement() }() - battleMainLoopStartedNanos := utils.UnixtimeNano() - totalElapsedNanos := int64(0) + pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano() Logger.Info("The `battleMainLoop` is started for:", zap.Any("roomId", pR.Id)) for { stCalculation := utils.UnixtimeNano() - if totalElapsedNanos > pR.BattleDurationNanos { - Logger.Info(fmt.Sprintf("The `battleMainLoop` for roomId=%v is stopped:\n%v", pR.Id, pR.InputsBufferString(true))) + elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt + if elapsedNanosSinceLastFrameIdTriggered < pR.RollbackEstimatedDtNanos { + Logger.Debug(fmt.Sprintf("Avoiding too fast frame@roomId=%v, renderFrameId=%v: elapsedNanosSinceLastFrameIdTriggered=%v", pR.Id, pR.RenderFrameId, elapsedNanosSinceLastFrameIdTriggered)) + continue + } + + 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 } if swapped := atomic.CompareAndSwapInt32(&pR.State, RoomBattleStateIns.IN_BATTLE, RoomBattleStateIns.IN_BATTLE); !swapped { @@ -554,7 +563,6 @@ func (pR *Room) StartBattle() { pR.RenderFrameId++ elapsedInCalculation := (utils.UnixtimeNano() - stCalculation) - totalElapsedNanos = (utils.UnixtimeNano() - battleMainLoopStartedNanos) if elapsedInCalculation > nanosPerFrame { Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v, dynamicsDuration=%v, nanosPerFrame=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, nanosPerFrame)) } @@ -780,8 +788,10 @@ func (pR *Room) OnDismissed() { pR.NstDelayFrames = 8 pR.InputScaleFrames = uint32(2) pR.ServerFps = 60 - pR.RollbackEstimatedDt = float64(1.0) / float64(pR.ServerFps) - pR.BattleDurationNanos = int64(30 * 1000 * 1000 * 1000) + pR.RollbackEstimatedDt = 0.016667 // 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 + pR.BattleDurationFrames = 30 * pR.ServerFps + pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1) pR.InputFrameUpsyncDelayTolerance = 2 pR.MaxChasingRenderFramesPerUpdate = 10 @@ -945,12 +955,12 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool { // 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". + [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`. + 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. + This function is triggered by an upsync message via WebSocket, thus downsync sending is also available by now. */ switch targetPlayer.BattleState { case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK: @@ -1134,20 +1144,18 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende dx := baseChange * float64(decodedInput[0]) dy := baseChange * float64(decodedInput[1]) - /* - // The collision lib seems very slow at worst cases, omitting for now - collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex - playerCollider := pR.CollisionSysMap[collisionPlayerIndex] - if collision := playerCollider.Check(dx, dy, "Barrier"); collision != nil { - changeWithCollision := collision.ContactWithObject(collision.Objects[0]) - dx = changeWithCollision.X() - dy = changeWithCollision.Y() - } - playerCollider.X += dx - playerCollider.Y += dy - // Update in "collision space" - playerCollider.Update() - */ + // The collision lib seems very slow at worst cases, omitting for now + collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex + playerCollider := pR.CollisionSysMap[collisionPlayerIndex] + if collision := playerCollider.Check(dx, dy, "Barrier"); collision != nil { + changeWithCollision := collision.ContactWithObject(collision.Objects[0]) + dx = changeWithCollision.X() + dy = changeWithCollision.Y() + } + playerCollider.X += dx + playerCollider.Y += dy + // Update in "collision space" + playerCollider.Update() player.Dir.Dx = decodedInput[0] player.Dir.Dy = decodedInput[1] @@ -1159,7 +1167,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende newRenderFrame := pb.RoomDownsyncFrame{ Id: collisionSysRenderFrameId + 1, Players: toPbPlayers(pR.Players), - CountdownNanos: (pR.BattleDurationNanos - int64(collisionSysRenderFrameId)*int64(pR.RollbackEstimatedDt*1000000000)), // TODO: Make this number more synced with frontend! + CountdownNanos: (pR.BattleDurationNanos - int64(collisionSysRenderFrameId)*pR.RollbackEstimatedDtNanos), // TODO: Make this number more synced with frontend! } pR.RenderFrameBuffer.Put(&newRenderFrame) pR.CurDynamicsRenderFrameId++ @@ -1210,5 +1218,10 @@ func (pR *Room) refreshColliders() { barrierCollider := resolv.NewObject(barrier.Boundary.Anchor.X, barrier.Boundary.Anchor.Y, w, h, "Barrier") barrierCollider.SetShape(barrierColliderShape) space.Add(barrierCollider) + pR.printBarrier(barrierCollider) } } + +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)) +} diff --git a/battle_srv/pb_output/room_downsync_frame.pb.go b/battle_srv/pb_output/room_downsync_frame.pb.go index 4eb7349..b809e0c 100644 --- a/battle_srv/pb_output/room_downsync_frame.pb.go +++ b/battle_srv/pb_output/room_downsync_frame.pb.go @@ -302,6 +302,7 @@ type BattleColliderInfo struct { InputFrameUpsyncDelayTolerance int32 `protobuf:"varint,16,opt,name=inputFrameUpsyncDelayTolerance,proto3" json:"inputFrameUpsyncDelayTolerance,omitempty"` MaxChasingRenderFramesPerUpdate int32 `protobuf:"varint,17,opt,name=maxChasingRenderFramesPerUpdate,proto3" json:"maxChasingRenderFramesPerUpdate,omitempty"` PlayerBattleState int32 `protobuf:"varint,18,opt,name=playerBattleState,proto3" json:"playerBattleState,omitempty"` + RollbackEstimatedDt float64 `protobuf:"fixed64,19,opt,name=rollbackEstimatedDt,proto3" json:"rollbackEstimatedDt,omitempty"` } func (x *BattleColliderInfo) Reset() { @@ -462,6 +463,13 @@ func (x *BattleColliderInfo) GetPlayerBattleState() int32 { return 0 } +func (x *BattleColliderInfo) GetRollbackEstimatedDt() float64 { + if x != nil { + return x.RollbackEstimatedDt + } + return 0 +} + type Player struct { state protoimpl.MessageState sizeCache protoimpl.SizeCache @@ -1113,7 +1121,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{ 0x18, 0x01, 0x20, 0x03, 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a/frontend/assets/resources/pbfiles/room_downsync_frame.proto b/frontend/assets/resources/pbfiles/room_downsync_frame.proto index c2b41d8..a7b0acd 100644 --- a/frontend/assets/resources/pbfiles/room_downsync_frame.proto +++ b/frontend/assets/resources/pbfiles/room_downsync_frame.proto @@ -46,6 +46,7 @@ message BattleColliderInfo { int32 inputFrameUpsyncDelayTolerance = 16; int32 maxChasingRenderFramesPerUpdate = 17; int32 playerBattleState = 18; + double rollbackEstimatedDt = 19; } message Player { diff --git a/frontend/assets/scenes/login.fire b/frontend/assets/scenes/login.fire index 76a6bfa..6324f99 100644 --- a/frontend/assets/scenes/login.fire +++ b/frontend/assets/scenes/login.fire @@ -440,7 +440,7 @@ "array": [ 0, 0, - 216.50635094610968, + 209.57814771583418, 0, 0, 0, diff --git a/frontend/assets/scripts/Map.js b/frontend/assets/scripts/Map.js index 34aea87..d3de835 100644 --- a/frontend/assets/scripts/Map.js +++ b/frontend/assets/scripts/Map.js @@ -410,11 +410,12 @@ cc.Class({ /** Init required prefab ended. */ window.handleBattleColliderInfo = function(parsedBattleColliderInfo) { + console.log("Colliders=", parsedBattleColliderInfo); self.inputDelayFrames = parsedBattleColliderInfo.inputDelayFrames; self.inputScaleFrames = parsedBattleColliderInfo.inputScaleFrames; self.inputFrameUpsyncDelayTolerance = parsedBattleColliderInfo.inputFrameUpsyncDelayTolerance; - self.rollbackEstimatedDt = 1.0 / parsedBattleColliderInfo.serverFps; + self.rollbackEstimatedDt = parsedBattleColliderInfo.rollbackEstimatedDt; self.rollbackEstimatedDtMillis = 1000.0 * self.rollbackEstimatedDt; self.rollbackEstimatedDtToleranceMillis = self.rollbackEstimatedDtMillis / 1000.0; self.maxChasingRenderFramesPerUpdate = parsedBattleColliderInfo.maxChasingRenderFramesPerUpdate; 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 e236559..2c97abc 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 @@ -1197,6 +1197,7 @@ $root.treasurehunterx = (function() { * @property {number|null} [inputFrameUpsyncDelayTolerance] BattleColliderInfo inputFrameUpsyncDelayTolerance * @property {number|null} [maxChasingRenderFramesPerUpdate] BattleColliderInfo maxChasingRenderFramesPerUpdate * @property {number|null} [playerBattleState] BattleColliderInfo playerBattleState + * @property {number|null} [rollbackEstimatedDt] BattleColliderInfo rollbackEstimatedDt */ /** @@ -1360,6 +1361,14 @@ $root.treasurehunterx = (function() { */ BattleColliderInfo.prototype.playerBattleState = 0; + /** + * BattleColliderInfo rollbackEstimatedDt. + * @member {number} rollbackEstimatedDt + * @memberof treasurehunterx.BattleColliderInfo + * @instance + */ + BattleColliderInfo.prototype.rollbackEstimatedDt = 0; + /** * Creates a new BattleColliderInfo instance using the specified properties. * @function create @@ -1426,6 +1435,8 @@ $root.treasurehunterx = (function() { writer.uint32(/* id 17, wireType 0 =*/136).int32(message.maxChasingRenderFramesPerUpdate); if (message.playerBattleState != null && Object.hasOwnProperty.call(message, "playerBattleState")) writer.uint32(/* id 18, wireType 0 =*/144).int32(message.playerBattleState); + if (message.rollbackEstimatedDt != null && Object.hasOwnProperty.call(message, "rollbackEstimatedDt")) + writer.uint32(/* id 19, wireType 1 =*/153).double(message.rollbackEstimatedDt); return writer; }; @@ -1570,6 +1581,10 @@ $root.treasurehunterx = (function() { message.playerBattleState = reader.int32(); break; } + case 19: { + message.rollbackEstimatedDt = reader.double(); + break; + } default: reader.skipType(tag & 7); break; @@ -1673,6 +1688,9 @@ $root.treasurehunterx = (function() { if (message.playerBattleState != null && message.hasOwnProperty("playerBattleState")) if (!$util.isInteger(message.playerBattleState)) return "playerBattleState: integer expected"; + if (message.rollbackEstimatedDt != null && message.hasOwnProperty("rollbackEstimatedDt")) + if (typeof message.rollbackEstimatedDt !== "number") + return "rollbackEstimatedDt: number expected"; return null; }; @@ -1747,6 +1765,8 @@ $root.treasurehunterx = (function() { message.maxChasingRenderFramesPerUpdate = object.maxChasingRenderFramesPerUpdate | 0; if (object.playerBattleState != null) message.playerBattleState = object.playerBattleState | 0; + if (object.rollbackEstimatedDt != null) + message.rollbackEstimatedDt = Number(object.rollbackEstimatedDt); return message; }; @@ -1788,6 +1808,7 @@ $root.treasurehunterx = (function() { object.inputFrameUpsyncDelayTolerance = 0; object.maxChasingRenderFramesPerUpdate = 0; object.playerBattleState = 0; + object.rollbackEstimatedDt = 0; } if (message.stageName != null && message.hasOwnProperty("stageName")) object.stageName = message.stageName; @@ -1835,6 +1856,8 @@ $root.treasurehunterx = (function() { object.maxChasingRenderFramesPerUpdate = message.maxChasingRenderFramesPerUpdate; if (message.playerBattleState != null && message.hasOwnProperty("playerBattleState")) object.playerBattleState = message.playerBattleState; + if (message.rollbackEstimatedDt != null && message.hasOwnProperty("rollbackEstimatedDt")) + object.rollbackEstimatedDt = options.json && !isFinite(message.rollbackEstimatedDt) ? String(message.rollbackEstimatedDt) : message.rollbackEstimatedDt; return object; };