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https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Fixes for UDP use in input prediction.
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@ -27,7 +27,7 @@ _(how input delay roughly works)_
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![input_delay_intro](./charts/InputDelayIntro.jpg)
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_(how rollback-and-chase in this project roughly works, kindly note that by the current implementation, each frontend only maintains a `lastAllConfirmedInputFrameId` for all the other peers, because the backend only downsyncs all-confirmed inputFrames, see [markConfirmationIfApplicable](https://github.com/genxium/DelayNoMore/blob/v0.9.14/battle_srv/models/room.go#L1085) for more information -- if a serverless peer-to-peer communication is seriously needed here, consider porting [markConfirmationIfApplicable](https://github.com/genxium/DelayNoMore/blob/v0.9.14/battle_srv/models/room.go#L1085) into frontend for maintaining `lastAllConfirmedInputFrameId` under chaotic reception order of inputFrames from peers)_
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_(how rollback-and-chase in this project roughly works)_
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![server_clients](./charts/ServerClients.jpg)
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![rollback_and_chase_intro](./charts/RollbackAndChase.jpg)
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@ -47,10 +47,11 @@ type Player struct {
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TutorialStage int `db:"tutorial_stage"`
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// other in-battle info fields
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LastReceivedInputFrameId int32
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LastSentInputFrameId int32
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AckingFrameId int32
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AckingInputFrameId int32
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LastReceivedInputFrameId int32
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LastUdpReceivedInputFrameId int32
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LastSentInputFrameId int32
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AckingFrameId int32
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AckingInputFrameId int32
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UdpAddr *PeerUdpAddr
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BattleUdpTunnelAddr *net.UDPAddr // This addr is used by backend only, not visible to frontend
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@ -136,7 +136,7 @@ type Room struct {
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EffectivePlayerCount int32
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DismissalWaitGroup sync.WaitGroup
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InputsBuffer *battle.RingBuffer // Indices are STRICTLY consecutive
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InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange, LastIndividuallyConfirmedInputList, player.LastReceivedInputFrameId]
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InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange, LastIndividuallyConfirmedInputList, player.LastReceivedInputFrameId, player.LastUdpReceivedInputFrameId]
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RenderFrameBuffer *battle.RingBuffer // Indices are STRICTLY consecutive
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LatestPlayerUpsyncedInputFrameId int32
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LastAllConfirmedInputFrameId int32
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@ -189,6 +189,7 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
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pPlayerFromDbInit.AckingInputFrameId = -1
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pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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pPlayerFromDbInit.LastReceivedInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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pPlayerFromDbInit.LastUdpReceivedInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
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pPlayerFromDbInit.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
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@ -230,6 +231,7 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
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pEffectiveInRoomPlayerInstance.AckingFrameId = -1
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pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
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pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
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// [WARNING] DON'T reset "player.LastReceivedInputFrameId" & "player.LastUdpReceivedInputFrameId" upon reconnection!
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pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
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pEffectiveInRoomPlayerInstance.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
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@ -1170,6 +1172,7 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
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continue
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}
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if clientInputFrameId < player.LastReceivedInputFrameId {
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// [WARNING] It's important for correctness that we use "player.LastReceivedInputFrameId" instead of "player.LastUdpReceivedInputFrameId" here!
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Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, playerLastReceivedInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, player.LastReceivedInputFrameId, pR.InputsBufferString(false)))
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continue
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}
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@ -1183,12 +1186,23 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
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targetInputFrameDownsync.ConfirmedList |= uint64(1 << uint32(player.JoinIndex-1))
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if false == fromUDP {
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// [WARNING] We have to distinguish whether or not the incoming batch is from UDP here, otherwise "pR.LatestPlayerUpsyncedInputFrameId - pR.LastAllConfirmedInputFrameId" might become unexpectedly large in case of "UDP packet loss + slow ws session"!
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/*
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[WARNING] We have to distinguish whether or not the incoming batch is from UDP here, otherwise "pR.LatestPlayerUpsyncedInputFrameId - pR.LastAllConfirmedInputFrameId" might become unexpectedly large in case of "UDP packet loss + slow ws session"!
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Moreover, only ws session upsyncs should advance "player.LastReceivedInputFrameId" & "pR.LatestPlayerUpsyncedInputFrameId".
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Kindly note that the updates of "player.LastReceivedInputFrameId" could be discrete before and after reconnection.
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*/
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player.LastReceivedInputFrameId = clientInputFrameId
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if clientInputFrameId > pR.LatestPlayerUpsyncedInputFrameId {
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pR.LatestPlayerUpsyncedInputFrameId = clientInputFrameId
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}
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// It's safe (in terms of getting an eventually correct "RenderFrameBuffer") to put the following update of "pR.LastIndividuallyConfirmedInputList" which is ONLY used for prediction in "InputsBuffer" out of "false == fromUDP" block, but I'm still putting it in for convenient debugging.
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}
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if clientInputFrameId > player.LastUdpReceivedInputFrameId {
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// No need to update "player.LastUdpReceivedInputFrameId" only when "true == fromUDP", we should keep "player.LastUdpReceivedInputFrameId >= player.LastReceivedInputFrameId" at any moment.
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player.LastUdpReceivedInputFrameId = clientInputFrameId
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// It's safe (in terms of getting an eventually correct "RenderFrameBuffer") to put the following update of "pR.LastIndividuallyConfirmedInputList" which is ONLY used for prediction in "InputsBuffer" out of "false == fromUDP" block.
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pR.LastIndividuallyConfirmedInputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
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}
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}
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@ -1256,6 +1270,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
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totPlayerCnt := uint32(pR.Capacity)
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allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
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unconfirmedMask := uint64(0)
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// As "pR.LastAllConfirmedInputFrameId" can be advanced by UDP but "pR.LatestPlayerUpsyncedInputFrameId" could only be advanced by ws session, when the following condition is met we know that the slow ticker is really in trouble!
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if pR.LatestPlayerUpsyncedInputFrameId > (pR.LastAllConfirmedInputFrameId + pR.InputFrameUpsyncDelayTolerance + 1) {
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// Type#1 check whether there's a significantly slow ticker among players
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oldLastAllConfirmedInputFrameId := pR.LastAllConfirmedInputFrameId
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@ -46,7 +46,7 @@ window.onUdpMessage = (args) => {
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const renderedInputFrameIdUpper = gopkgs.ConvertToDelayedInputFrameId(self.renderFrameId);
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const peerJoinIndex = req.joinIndex;
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const batch = req.inputFrameUpsyncBatch;
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self.onPeerInputFrameUpsync(peerJoinIndex, batch);
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self.onPeerInputFrameUpsync(peerJoinIndex, batch, true);
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}
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}
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};
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@ -166,16 +166,10 @@ cc.Class({
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return [previousSelfInput, existingInputFrame.InputList[joinIndex - 1]];
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}
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const lastAllConfirmedInputFrame = self.recentInputCache.GetByFrameId(self.lastAllConfirmedInputFrameId);
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const prefabbedInputList = new Array(self.playerRichInfoDict.size).fill(0);
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// the returned "gopkgs.NewInputFrameDownsync.InputList" is immutable, thus we can only modify the values in "prefabbedInputList"
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for (let k in prefabbedInputList) {
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if (null != previousInputFrameDownsync) {
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prefabbedInputList[k] = previousInputFrameDownsync.InputList[k];
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}
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if (0 <= self.lastAllConfirmedInputFrameId && inputFrameId - 1 > self.lastAllConfirmedInputFrameId) {
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prefabbedInputList[k] = lastAllConfirmedInputFrame.InputList[k];
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}
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prefabbedInputList[k] = self.lastIndividuallyConfirmedInputList[k];
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// Don't predict "btnA & btnB"!
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prefabbedInputList[k] = (prefabbedInputList[k] & 15);
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}
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@ -355,6 +349,8 @@ cc.Class({
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self.lastUpsyncInputFrameId = -1;
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self.chaserRenderFrameId = -1; // at any moment, "chaserRenderFrameId <= renderFrameId", but "chaserRenderFrameId" would fluctuate according to "onInputFrameDownsyncBatch"
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self.lastIndividuallyConfirmedInputFrameId = new Array(window.boundRoomCapacity).fill(-1);
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self.lastIndividuallyConfirmedInputList = new Array(window.boundRoomCapacity).fill(0);
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self.recentRenderCache = new RingBuffer(self.renderCacheSize);
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self.recentInputCache = gopkgs.NewRingBufferJs((self.renderCacheSize >> 1) + 1);
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@ -814,6 +810,16 @@ cc.Class({
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return true;
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},
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_markConfirmationIfApplicable() {
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const self = this;
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while (self.recentInputCache.StFrameId <= self.lastAllConfirmedInputFrameId && self.lastAllConfirmedInputFrameId < self.recentInputCache.EdFrameId) {
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const inputFrameDownsync = self.recentInputCache.GetByFrameId(self.lastAllConfirmedInputFrameId);
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if (null == inputFrameDownsync) break;
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if (self._allConfirmed(inputFrameDownsync.ConfirmedList)) break;
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++self.lastAllConfirmedInputFrameId;
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}
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},
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onInputFrameDownsyncBatch(batch /* []*pb.InputFrameDownsync */ ) {
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// TODO: find some kind of synchronization mechanism against "getOrPrefabInputFrameUpsync"!
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if (null == batch) {
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@ -835,8 +841,6 @@ cc.Class({
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if (inputFrameDownsyncId <= self.lastAllConfirmedInputFrameId) {
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continue;
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}
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// [WARNING] Take all "inputFrameDownsync" from backend as all-confirmed, it'll be later checked by "rollbackAndChase".
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self.lastAllConfirmedInputFrameId = inputFrameDownsyncId;
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const localInputFrame = self.recentInputCache.GetByFrameId(inputFrameDownsyncId);
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if (null != localInputFrame
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&&
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@ -846,14 +850,23 @@ cc.Class({
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) {
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firstPredictedYetIncorrectInputFrameId = inputFrameDownsyncId;
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}
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// [WARNING] Take all "inputFrameDownsync" from backend as all-confirmed, it'll be later checked by "rollbackAndChase".
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inputFrameDownsync.confirmedList = (1 << self.playerRichInfoDict.size) - 1;
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const inputFrameDownsyncLocal = gopkgs.NewInputFrameDownsync(inputFrameDownsync.inputFrameId, inputFrameDownsync.inputList, inputFrameDownsync.confirmedList); // "battle.InputFrameDownsync" in "jsexport"
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for (let j in self.playerRichInfoArr) {
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const jj = parseInt(j);
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if (inputFrameDownsync.inputFrameId > self.lastIndividuallyConfirmedInputFrameId[jj]) {
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self.lastIndividuallyConfirmedInputFrameId[jj] = inputFrameDownsync.inputFrameId;
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self.lastIndividuallyConfirmedInputList[jj] = inputFrameDownsync.inputList[jj];
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}
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}
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//console.log(`Confirmed inputFrameId=${inputFrameDownsync.inputFrameId}`);
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const [ret, oldStFrameId, oldEdFrameId] = self.recentInputCache.SetByFrameId(inputFrameDownsyncLocal, inputFrameDownsync.inputFrameId);
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if (window.RING_BUFF_FAILED_TO_SET == ret) {
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throw `Failed to dump input cache (maybe recentInputCache too small)! inputFrameDownsync.inputFrameId=${inputFrameDownsync.inputFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`;
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}
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}
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self._markConfirmationIfApplicable();
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if (null == firstPredictedYetIncorrectInputFrameId) return;
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const renderFrameId1 = gopkgs.ConvertToFirstUsedRenderFrameId(firstPredictedYetIncorrectInputFrameId) - 1;
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@ -879,7 +892,7 @@ batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inpu
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self.networkDoctor.logRollbackFrames(self.renderFrameId - self.chaserRenderFrameId);
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},
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onPeerInputFrameUpsync(peerJoinIndex, batch /* []*pb.InputFrameDownsync */ ) {
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onPeerInputFrameUpsync(peerJoinIndex, batch, fromUDP) {
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// TODO: find some kind of synchronization mechanism against "getOrPrefabInputFrameUpsync"!
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// See `<proj-root>/ConcerningEdgeCases.md` for why this method exists.
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if (null == batch) {
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@ -897,32 +910,39 @@ batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inpu
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//console.log(`Received peer inputFrameUpsync batch w/ inputFrameId in [${batch[0].inputFrameId}, ${batch[batch.length - 1].inputFrameId}] for prediction assistance`);
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const renderedInputFrameIdUpper = gopkgs.ConvertToDelayedInputFrameId(self.renderFrameId);
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for (let k in batch) {
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const inputFrameDownsync = batch[k];
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const inputFrameDownsyncId = inputFrameDownsync.inputFrameId;
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if (inputFrameDownsyncId < renderedInputFrameIdUpper) {
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const inputFrame = batch[k]; // could be either "pb.InputFrameDownsync" or "pb.InputFrameUpsync", depending on "fromUDP"
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const inputFrameId = inputFrame.inputFrameId;
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if (inputFrameId < renderedInputFrameIdUpper) {
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// Avoid obfuscating already rendered history
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continue;
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}
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if (inputFrameDownsyncId <= self.lastAllConfirmedInputFrameId) {
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if (inputFrameId <= self.lastAllConfirmedInputFrameId) {
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// [WARNING] Don't reject it by "inputFrameId <= self.lastIndividuallyConfirmedInputFrameId[peerJoinIndex-1]", the arrival of UDP packets might not reserve their sending order!
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continue;
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}
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self.getOrPrefabInputFrameUpsync(inputFrameDownsyncId); // Make sure that inputFrame exists locally
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const existingInputFrame = self.recentInputCache.GetByFrameId(inputFrameDownsyncId);
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self.getOrPrefabInputFrameUpsync(inputFrameId); // Make sure that inputFrame exists locally
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const existingInputFrame = self.recentInputCache.GetByFrameId(inputFrameId);
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if (0 < (existingInputFrame.ConfirmedList & (1 << (peerJoinIndex - 1)))) {
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continue;
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}
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const peerEncodedInput = (true == fromUDP ? inputFrame.encoded : inputFrame.inputList[peerJoinIndex - 1]);
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if (inputFrameId > self.lastIndividuallyConfirmedInputFrameId[peerJoinIndex - 1]) {
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self.lastIndividuallyConfirmedInputFrameId[peerJoinIndex - 1] = inputFrameId;
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self.lastIndividuallyConfirmedInputList[peerJoinIndex - 1] = peerEncodedInput;
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}
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effCnt += 1;
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// the returned "gopkgs.NewInputFrameDownsync.InputList" is immutable, thus we can only modify the values in "newInputList" and "newConfirmedList"!
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let newInputList = new Array(self.playerRichInfoDict.size).fill(0);
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for (let i in existingInputFrame.InputList) {
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newInputList[i] = existingInputFrame.InputList[i];
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}
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newInputList[peerJoinIndex - 1] = peerEncodedInput;
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let newConfirmedList = (existingInputFrame.confirmedList | (1 << (peerJoinIndex - 1)));
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// No need to change "lastAllConfirmedInputFrameId", leave it to "onInputFrameDownsyncBatch" -- we're just helping prediction here
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const newInputFrameDownsyncLocal = gopkgs.NewInputFrameDownsync(inputFrameDownsyncId, newInputList, newConfirmedList);
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self.recentInputCache.SetByFrameId(newInputFrameDownsyncLocal, inputFrameDownsyncId);
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const newInputFrameDownsyncLocal = gopkgs.NewInputFrameDownsync(inputFrameId, newInputList, newConfirmedList);
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self.recentInputCache.SetByFrameId(newInputFrameDownsyncLocal, inputFrameId);
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}
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if (0 < effCnt) {
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self._markConfirmationIfApplicable();
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self.networkDoctor.logPeerInputFrameUpsync(batch[0].inputFrameId, batch[batch.length - 1].inputFrameId);
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}
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},
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@ -335,7 +335,7 @@ window.initSecondarySession = function(onopenCb, boundRoomId) {
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//console.log(`Got non-empty onmessage decoded: resp.act=${resp.act}`);
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switch (resp.act) {
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case window.DOWNSYNC_MSG_ACT_PEER_INPUT_BATCH:
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mapIns.onPeerInputFrameUpsync(resp.peerJoinIndex, resp.inputFrameDownsyncBatch);
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mapIns.onPeerInputFrameUpsync(resp.peerJoinIndex, resp.inputFrameDownsyncBatch, false);
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break;
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default:
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break;
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