Updated pb schema.

This commit is contained in:
genxium 2022-10-10 12:17:23 +08:00
parent 9c07b43157
commit e224aaf680
7 changed files with 201 additions and 151 deletions

View File

@ -158,6 +158,7 @@ type Room struct {
RenderFrameId int32 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
ServerFps int32 ServerFps int32
BattleDurationFrames int32
BattleDurationNanos int64 BattleDurationNanos int64
InputFrameUpsyncDelayTolerance int32 InputFrameUpsyncDelayTolerance int32
MaxChasingRenderFramesPerUpdate int32 MaxChasingRenderFramesPerUpdate int32
@ -175,6 +176,8 @@ type Room struct {
InputScaleFrames uint32 // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames) InputScaleFrames uint32 // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
JoinIndexBooleanArr []bool JoinIndexBooleanArr []bool
RollbackEstimatedDt float64 RollbackEstimatedDt float64
RollbackEstimatedDtNanos int64
LastRenderFrameIdTriggeredAt int64
StageName string StageName string
StageDiscreteW int32 StageDiscreteW int32
@ -422,16 +425,22 @@ func (pR *Room) StartBattle() {
pR.onBattleStoppedForSettlement() pR.onBattleStoppedForSettlement()
}() }()
battleMainLoopStartedNanos := utils.UnixtimeNano() pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano()
totalElapsedNanos := int64(0)
Logger.Info("The `battleMainLoop` is started for:", zap.Any("roomId", pR.Id)) Logger.Info("The `battleMainLoop` is started for:", zap.Any("roomId", pR.Id))
for { for {
stCalculation := utils.UnixtimeNano() stCalculation := utils.UnixtimeNano()
if totalElapsedNanos > pR.BattleDurationNanos { elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt
Logger.Info(fmt.Sprintf("The `battleMainLoop` for roomId=%v is stopped:\n%v", pR.Id, pR.InputsBufferString(true))) 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() pR.StopBattleForSettlement()
return
} }
if swapped := atomic.CompareAndSwapInt32(&pR.State, RoomBattleStateIns.IN_BATTLE, RoomBattleStateIns.IN_BATTLE); !swapped { if swapped := atomic.CompareAndSwapInt32(&pR.State, RoomBattleStateIns.IN_BATTLE, RoomBattleStateIns.IN_BATTLE); !swapped {
@ -554,7 +563,6 @@ func (pR *Room) StartBattle() {
pR.RenderFrameId++ pR.RenderFrameId++
elapsedInCalculation := (utils.UnixtimeNano() - stCalculation) elapsedInCalculation := (utils.UnixtimeNano() - stCalculation)
totalElapsedNanos = (utils.UnixtimeNano() - battleMainLoopStartedNanos)
if elapsedInCalculation > nanosPerFrame { 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)) 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.NstDelayFrames = 8
pR.InputScaleFrames = uint32(2) pR.InputScaleFrames = uint32(2)
pR.ServerFps = 60 pR.ServerFps = 60
pR.RollbackEstimatedDt = float64(1.0) / float64(pR.ServerFps) pR.RollbackEstimatedDt = 0.016667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript
pR.BattleDurationNanos = int64(30 * 1000 * 1000 * 1000) 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.InputFrameUpsyncDelayTolerance = 2
pR.MaxChasingRenderFramesPerUpdate = 10 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 // Broadcast added or readded player info to all players in the same room
for _, eachPlayer := range pR.Players { for _, eachPlayer := range pR.Players {
/* /*
[WARNING] [WARNING]
This `playerAckedFrame` is the first ever "RoomDownsyncFrame" for every "PersistentSessionClient on the frontend", and it goes right after each "BattleColliderInfo". 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 { switch targetPlayer.BattleState {
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK: case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
@ -1134,20 +1144,18 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
dx := baseChange * float64(decodedInput[0]) dx := baseChange * float64(decodedInput[0])
dy := baseChange * float64(decodedInput[1]) dy := baseChange * float64(decodedInput[1])
/* // The collision lib seems very slow at worst cases, omitting for now
// The collision lib seems very slow at worst cases, omitting for now collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex playerCollider := pR.CollisionSysMap[collisionPlayerIndex]
playerCollider := pR.CollisionSysMap[collisionPlayerIndex] if collision := playerCollider.Check(dx, dy, "Barrier"); collision != nil {
if collision := playerCollider.Check(dx, dy, "Barrier"); collision != nil { changeWithCollision := collision.ContactWithObject(collision.Objects[0])
changeWithCollision := collision.ContactWithObject(collision.Objects[0]) dx = changeWithCollision.X()
dx = changeWithCollision.X() dy = changeWithCollision.Y()
dy = changeWithCollision.Y() }
} playerCollider.X += dx
playerCollider.X += dx playerCollider.Y += dy
playerCollider.Y += dy // Update in "collision space"
// Update in "collision space" playerCollider.Update()
playerCollider.Update()
*/
player.Dir.Dx = decodedInput[0] player.Dir.Dx = decodedInput[0]
player.Dir.Dy = decodedInput[1] player.Dir.Dy = decodedInput[1]
@ -1159,7 +1167,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
newRenderFrame := pb.RoomDownsyncFrame{ newRenderFrame := pb.RoomDownsyncFrame{
Id: collisionSysRenderFrameId + 1, Id: collisionSysRenderFrameId + 1,
Players: toPbPlayers(pR.Players), 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.RenderFrameBuffer.Put(&newRenderFrame)
pR.CurDynamicsRenderFrameId++ 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 := resolv.NewObject(barrier.Boundary.Anchor.X, barrier.Boundary.Anchor.Y, w, h, "Barrier")
barrierCollider.SetShape(barrierColliderShape) barrierCollider.SetShape(barrierColliderShape)
space.Add(barrierCollider) 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))
}

View File

@ -302,6 +302,7 @@ type BattleColliderInfo struct {
InputFrameUpsyncDelayTolerance int32 `protobuf:"varint,16,opt,name=inputFrameUpsyncDelayTolerance,proto3" json:"inputFrameUpsyncDelayTolerance,omitempty"` InputFrameUpsyncDelayTolerance int32 `protobuf:"varint,16,opt,name=inputFrameUpsyncDelayTolerance,proto3" json:"inputFrameUpsyncDelayTolerance,omitempty"`
MaxChasingRenderFramesPerUpdate int32 `protobuf:"varint,17,opt,name=maxChasingRenderFramesPerUpdate,proto3" json:"maxChasingRenderFramesPerUpdate,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"` 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() { func (x *BattleColliderInfo) Reset() {
@ -462,6 +463,13 @@ func (x *BattleColliderInfo) GetPlayerBattleState() int32 {
return 0 return 0
} }
func (x *BattleColliderInfo) GetRollbackEstimatedDt() float64 {
if x != nil {
return x.RollbackEstimatedDt
}
return 0
}
type Player struct { type Player struct {
state protoimpl.MessageState state protoimpl.MessageState
sizeCache protoimpl.SizeCache sizeCache protoimpl.SizeCache
@ -1113,7 +1121,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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} }
var ( var (

View File

@ -261,6 +261,7 @@ func Serve(c *gin.Context) {
InputFrameUpsyncDelayTolerance: pRoom.InputFrameUpsyncDelayTolerance, InputFrameUpsyncDelayTolerance: pRoom.InputFrameUpsyncDelayTolerance,
MaxChasingRenderFramesPerUpdate: pRoom.MaxChasingRenderFramesPerUpdate, MaxChasingRenderFramesPerUpdate: pRoom.MaxChasingRenderFramesPerUpdate,
PlayerBattleState: pThePlayer.BattleState, // For frontend to know whether it's rejoining PlayerBattleState: pThePlayer.BattleState, // For frontend to know whether it's rejoining
RollbackEstimatedDt: pRoom.RollbackEstimatedDt,
} }
resp := &pb.WsResp{ resp := &pb.WsResp{

View File

@ -46,6 +46,7 @@ message BattleColliderInfo {
int32 inputFrameUpsyncDelayTolerance = 16; int32 inputFrameUpsyncDelayTolerance = 16;
int32 maxChasingRenderFramesPerUpdate = 17; int32 maxChasingRenderFramesPerUpdate = 17;
int32 playerBattleState = 18; int32 playerBattleState = 18;
double rollbackEstimatedDt = 19;
} }
message Player { message Player {

View File

@ -440,7 +440,7 @@
"array": [ "array": [
0, 0,
0, 0,
216.50635094610968, 209.57814771583418,
0, 0,
0, 0,
0, 0,

View File

@ -410,11 +410,12 @@ cc.Class({
/** Init required prefab ended. */ /** Init required prefab ended. */
window.handleBattleColliderInfo = function(parsedBattleColliderInfo) { window.handleBattleColliderInfo = function(parsedBattleColliderInfo) {
console.log("Colliders=", parsedBattleColliderInfo);
self.inputDelayFrames = parsedBattleColliderInfo.inputDelayFrames; self.inputDelayFrames = parsedBattleColliderInfo.inputDelayFrames;
self.inputScaleFrames = parsedBattleColliderInfo.inputScaleFrames; self.inputScaleFrames = parsedBattleColliderInfo.inputScaleFrames;
self.inputFrameUpsyncDelayTolerance = parsedBattleColliderInfo.inputFrameUpsyncDelayTolerance; self.inputFrameUpsyncDelayTolerance = parsedBattleColliderInfo.inputFrameUpsyncDelayTolerance;
self.rollbackEstimatedDt = 1.0 / parsedBattleColliderInfo.serverFps; self.rollbackEstimatedDt = parsedBattleColliderInfo.rollbackEstimatedDt;
self.rollbackEstimatedDtMillis = 1000.0 * self.rollbackEstimatedDt; self.rollbackEstimatedDtMillis = 1000.0 * self.rollbackEstimatedDt;
self.rollbackEstimatedDtToleranceMillis = self.rollbackEstimatedDtMillis / 1000.0; self.rollbackEstimatedDtToleranceMillis = self.rollbackEstimatedDtMillis / 1000.0;
self.maxChasingRenderFramesPerUpdate = parsedBattleColliderInfo.maxChasingRenderFramesPerUpdate; self.maxChasingRenderFramesPerUpdate = parsedBattleColliderInfo.maxChasingRenderFramesPerUpdate;

View File

@ -1197,6 +1197,7 @@ $root.treasurehunterx = (function() {
* @property {number|null} [inputFrameUpsyncDelayTolerance] BattleColliderInfo inputFrameUpsyncDelayTolerance * @property {number|null} [inputFrameUpsyncDelayTolerance] BattleColliderInfo inputFrameUpsyncDelayTolerance
* @property {number|null} [maxChasingRenderFramesPerUpdate] BattleColliderInfo maxChasingRenderFramesPerUpdate * @property {number|null} [maxChasingRenderFramesPerUpdate] BattleColliderInfo maxChasingRenderFramesPerUpdate
* @property {number|null} [playerBattleState] BattleColliderInfo playerBattleState * @property {number|null} [playerBattleState] BattleColliderInfo playerBattleState
* @property {number|null} [rollbackEstimatedDt] BattleColliderInfo rollbackEstimatedDt
*/ */
/** /**
@ -1360,6 +1361,14 @@ $root.treasurehunterx = (function() {
*/ */
BattleColliderInfo.prototype.playerBattleState = 0; 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. * Creates a new BattleColliderInfo instance using the specified properties.
* @function create * @function create
@ -1426,6 +1435,8 @@ $root.treasurehunterx = (function() {
writer.uint32(/* id 17, wireType 0 =*/136).int32(message.maxChasingRenderFramesPerUpdate); writer.uint32(/* id 17, wireType 0 =*/136).int32(message.maxChasingRenderFramesPerUpdate);
if (message.playerBattleState != null && Object.hasOwnProperty.call(message, "playerBattleState")) if (message.playerBattleState != null && Object.hasOwnProperty.call(message, "playerBattleState"))
writer.uint32(/* id 18, wireType 0 =*/144).int32(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; return writer;
}; };
@ -1570,6 +1581,10 @@ $root.treasurehunterx = (function() {
message.playerBattleState = reader.int32(); message.playerBattleState = reader.int32();
break; break;
} }
case 19: {
message.rollbackEstimatedDt = reader.double();
break;
}
default: default:
reader.skipType(tag & 7); reader.skipType(tag & 7);
break; break;
@ -1673,6 +1688,9 @@ $root.treasurehunterx = (function() {
if (message.playerBattleState != null && message.hasOwnProperty("playerBattleState")) if (message.playerBattleState != null && message.hasOwnProperty("playerBattleState"))
if (!$util.isInteger(message.playerBattleState)) if (!$util.isInteger(message.playerBattleState))
return "playerBattleState: integer expected"; return "playerBattleState: integer expected";
if (message.rollbackEstimatedDt != null && message.hasOwnProperty("rollbackEstimatedDt"))
if (typeof message.rollbackEstimatedDt !== "number")
return "rollbackEstimatedDt: number expected";
return null; return null;
}; };
@ -1747,6 +1765,8 @@ $root.treasurehunterx = (function() {
message.maxChasingRenderFramesPerUpdate = object.maxChasingRenderFramesPerUpdate | 0; message.maxChasingRenderFramesPerUpdate = object.maxChasingRenderFramesPerUpdate | 0;
if (object.playerBattleState != null) if (object.playerBattleState != null)
message.playerBattleState = object.playerBattleState | 0; message.playerBattleState = object.playerBattleState | 0;
if (object.rollbackEstimatedDt != null)
message.rollbackEstimatedDt = Number(object.rollbackEstimatedDt);
return message; return message;
}; };
@ -1788,6 +1808,7 @@ $root.treasurehunterx = (function() {
object.inputFrameUpsyncDelayTolerance = 0; object.inputFrameUpsyncDelayTolerance = 0;
object.maxChasingRenderFramesPerUpdate = 0; object.maxChasingRenderFramesPerUpdate = 0;
object.playerBattleState = 0; object.playerBattleState = 0;
object.rollbackEstimatedDt = 0;
} }
if (message.stageName != null && message.hasOwnProperty("stageName")) if (message.stageName != null && message.hasOwnProperty("stageName"))
object.stageName = message.stageName; object.stageName = message.stageName;
@ -1835,6 +1856,8 @@ $root.treasurehunterx = (function() {
object.maxChasingRenderFramesPerUpdate = message.maxChasingRenderFramesPerUpdate; object.maxChasingRenderFramesPerUpdate = message.maxChasingRenderFramesPerUpdate;
if (message.playerBattleState != null && message.hasOwnProperty("playerBattleState")) if (message.playerBattleState != null && message.hasOwnProperty("playerBattleState"))
object.playerBattleState = message.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; return object;
}; };