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https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Improved stability.
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parent
b9beee549f
commit
ea14ced958
@ -157,7 +157,6 @@ type Room struct {
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TmxPolygonsMap StrToPolygon2DListMap
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TmxPolygonsMap StrToPolygon2DListMap
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rdfIdToActuallyUsedInput map[int32]*pb.InputFrameDownsync
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rdfIdToActuallyUsedInput map[int32]*pb.InputFrameDownsync
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allowUpdateInputFrameInPlaceUponDynamics bool
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LastIndividuallyConfirmedInputFrameId []int32
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LastIndividuallyConfirmedInputFrameId []int32
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LastIndividuallyConfirmedInputList []uint64
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LastIndividuallyConfirmedInputList []uint64
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@ -808,7 +807,6 @@ func (pR *Room) OnDismissed() {
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pR.RenderFrameBuffer = resolv.NewRingBuffer(pR.RenderCacheSize)
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pR.RenderFrameBuffer = resolv.NewRingBuffer(pR.RenderCacheSize)
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pR.InputsBuffer = resolv.NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
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pR.InputsBuffer = resolv.NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
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pR.rdfIdToActuallyUsedInput = make(map[int32]*pb.InputFrameDownsync)
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pR.rdfIdToActuallyUsedInput = make(map[int32]*pb.InputFrameDownsync)
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pR.allowUpdateInputFrameInPlaceUponDynamics = true
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pR.LastIndividuallyConfirmedInputFrameId = make([]int32, pR.Capacity)
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pR.LastIndividuallyConfirmedInputFrameId = make([]int32, pR.Capacity)
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for i := 0; i < pR.Capacity; i++ {
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for i := 0; i < pR.Capacity; i++ {
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pR.LastIndividuallyConfirmedInputFrameId[i] = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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pR.LastIndividuallyConfirmedInputFrameId[i] = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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@ -847,7 +845,7 @@ func (pR *Room) OnDismissed() {
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pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME
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pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME
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dilutedServerFps := float64(58.0) // Don't set this value too small, otherwise we might miss force confirmation needs for slow tickers!
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dilutedServerFps := float64(58.0) // Don't set this value too small, otherwise we might miss force confirmation needs for slow tickers!
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pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(serverFps) / dilutedServerFps)
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pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(serverFps) / dilutedServerFps)
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pR.BattleDurationFrames = int32(60 * serverFps)
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pR.BattleDurationFrames = int32(20 * serverFps)
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//pR.BattleDurationFrames = int32(20 * serverFps)
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//pR.BattleDurationFrames = int32(20 * serverFps)
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pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
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pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
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pR.InputFrameUpsyncDelayTolerance = battle.ConvertToNoDelayInputFrameId(pR.NstDelayFrames) - 1 // this value should be strictly smaller than (NstDelayFrames >> InputScaleFrames), otherwise "type#1 forceConfirmation" might become a lag avalanche
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pR.InputFrameUpsyncDelayTolerance = battle.ConvertToNoDelayInputFrameId(pR.NstDelayFrames) - 1 // this value should be strictly smaller than (NstDelayFrames >> InputScaleFrames), otherwise "type#1 forceConfirmation" might become a lag avalanche
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@ -856,7 +854,7 @@ func (pR *Room) OnDismissed() {
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pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
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pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
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pR.ForceAllResyncOnAnyActiveSlowTicker = true // See tradeoff discussion in "downsyncToAllPlayers"
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pR.ForceAllResyncOnAnyActiveSlowTicker = true // See tradeoff discussion in "downsyncToAllPlayers"
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pR.FrameDataLoggingEnabled = false // [WARNING] DON'T ENABLE ON LONG BATTLE DURATION! It consumes A LOT OF MEMORY!
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pR.FrameDataLoggingEnabled = true // [WARNING] DON'T ENABLE ON LONG BATTLE DURATION! It consumes A LOT OF MEMORY!
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pR.BattleUdpTunnelLock.Lock()
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pR.BattleUdpTunnelLock.Lock()
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pR.BattleUdpTunnel = nil
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pR.BattleUdpTunnel = nil
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pR.BattleUdpTunnelAddr = nil
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pR.BattleUdpTunnelAddr = nil
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@ -1309,9 +1307,6 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
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panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v! InputsBuffer=%v", j, pR.Id, pR.InputsBufferString(false)))
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panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v! InputsBuffer=%v", j, pR.Id, pR.InputsBufferString(false)))
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}
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}
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inputFrameDownsync := tmp.(*battle.InputFrameDownsync)
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inputFrameDownsync := tmp.(*battle.InputFrameDownsync)
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if pR.allowUpdateInputFrameInPlaceUponDynamics {
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battle.UpdateInputFrameInPlaceUponDynamics(j, pR.Capacity, inputFrameDownsync.ConfirmedList, inputFrameDownsync.InputList, pR.LastIndividuallyConfirmedInputFrameId, pR.LastIndividuallyConfirmedInputList, int32(MAGIC_JOIN_INDEX_INVALID))
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}
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unconfirmedMask |= (allConfirmedMask ^ inputFrameDownsync.ConfirmedList)
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unconfirmedMask |= (allConfirmedMask ^ inputFrameDownsync.ConfirmedList)
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inputFrameDownsync.ConfirmedList = allConfirmedMask
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inputFrameDownsync.ConfirmedList = allConfirmedMask
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pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
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pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
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@ -1392,7 +1387,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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}
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}
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}
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}
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battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame.Id, pR.Space, pR.CollisionSysMap, pR.SpaceOffsetX, pR.SpaceOffsetY, pR.CharacterConfigsArr, pR.RenderFrameBuffer, pR.collisionHolder, pR.effPushbacks, pR.hardPushbackNormsArr, pR.jumpedOrNotList, pR.dynamicRectangleColliders, pR.LastIndividuallyConfirmedInputFrameId, pR.LastIndividuallyConfirmedInputList, false, MAGIC_JOIN_INDEX_INVALID) // "allowUpdateInputFrameInPlaceUponDynamics" is instead used in "forceConfirmationIfApplicable"
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battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame.Id, pR.Space, pR.CollisionSysMap, pR.SpaceOffsetX, pR.SpaceOffsetY, pR.CharacterConfigsArr, pR.RenderFrameBuffer, pR.collisionHolder, pR.effPushbacks, pR.hardPushbackNormsArr, pR.jumpedOrNotList, pR.dynamicRectangleColliders, pR.LastIndividuallyConfirmedInputFrameId, pR.LastIndividuallyConfirmedInputList, false, MAGIC_JOIN_INDEX_INVALID) // DON'T mutate inputs upon dynamics on backend to avoid complicating the edge cases
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pR.CurDynamicsRenderFrameId++
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pR.CurDynamicsRenderFrameId++
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}
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}
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}
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}
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@ -461,7 +461,7 @@
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"array": [
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"array": [
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0,
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0,
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0,
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0,
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210.4441731196186,
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209.57814771583418,
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0,
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0,
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0,
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0,
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0,
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0,
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@ -713,9 +713,9 @@ cc.Class({
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if (notSelfUnconfirmed) {
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if (notSelfUnconfirmed) {
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shouldForceDumping2 = false;
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shouldForceDumping2 = false;
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shouldForceResync = false;
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shouldForceResync = false;
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self.othersForcedDownsyncRenderFrameDict.set(rdfId, rdf);
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self.othersForcedDownsyncRenderFrameDict.set(rdfId, [pbRdf, rdf]);
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if (CC_DEBUG) {
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if (CC_DEBUG) {
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console.warn(`Someone else is forced to resync! renderFrameId=${rdf.GetId()}
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console.warn(`Someone else is forced to resync! renderFrameId=${rdfId}
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backendUnconfirmedMask=${pbRdf.backendUnconfirmedMask}
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backendUnconfirmedMask=${pbRdf.backendUnconfirmedMask}
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accompaniedInputFrameDownsyncBatchRange=[${null == accompaniedInputFrameDownsyncBatch ? null : accompaniedInputFrameDownsyncBatch[0].inputFrameId}, ${null == accompaniedInputFrameDownsyncBatch ? null : accompaniedInputFrameDownsyncBatch[accompaniedInputFrameDownsyncBatch.length - 1].inputFrameId}]`);
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accompaniedInputFrameDownsyncBatchRange=[${null == accompaniedInputFrameDownsyncBatch ? null : accompaniedInputFrameDownsyncBatch[0].inputFrameId}, ${null == accompaniedInputFrameDownsyncBatch ? null : accompaniedInputFrameDownsyncBatch[accompaniedInputFrameDownsyncBatch.length - 1].inputFrameId}]`);
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}
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}
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@ -947,7 +947,7 @@ accompaniedInputFrameDownsyncBatchRange=[${accompaniedInputFrameDownsyncBatch[0]
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_handleIncorrectlyRenderedPrediction(firstPredictedYetIncorrectInputFrameId, batch, fromUDP) {
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_handleIncorrectlyRenderedPrediction(firstPredictedYetIncorrectInputFrameId, batch, fromUDP) {
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if (null == firstPredictedYetIncorrectInputFrameId) return;
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if (null == firstPredictedYetIncorrectInputFrameId) return;
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const self = this;
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const self = this;
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const renderFrameId1 = gopkgs.ConvertToFirstUsedRenderFrameId(firstPredictedYetIncorrectInputFrameId) - 1;
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const renderFrameId1 = gopkgs.ConvertToFirstUsedRenderFrameId(firstPredictedYetIncorrectInputFrameId);
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if (renderFrameId1 >= self.chaserRenderFrameId) return;
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if (renderFrameId1 >= self.chaserRenderFrameId) return;
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/*
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/*
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@ -1164,25 +1164,25 @@ fromUDP=${fromUDP}`);
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rollbackFrames = 0;
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rollbackFrames = 0;
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}
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}
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self.networkDoctor.logRollbackFrames(rollbackFrames);
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self.networkDoctor.logRollbackFrames(rollbackFrames);
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let prevRdf = latestRdfResults[0],
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let prevRdf = latestRdfResults[0], // Having "prevRdf.Id == self.renderFrameId"
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rdf = latestRdfResults[1];
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rdf = latestRdfResults[1]; // Having "rdf.Id == self.renderFrameId+1"
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/*
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/*
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const nonTrivialChaseEnded = (prevChaserRenderFrameId < nextChaserRenderFrameId && nextChaserRenderFrameId == self.renderFrameId);
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const nonTrivialChaseEnded = (prevChaserRenderFrameId < nextChaserRenderFrameId && nextChaserRenderFrameId == self.renderFrameId);
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if (nonTrivialChaseEnded) {
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if (nonTrivialChaseEnded) {
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console.debug("Non-trivial chase ended, prevChaserRenderFrameId=" + prevChaserRenderFrameId + ", nextChaserRenderFrameId=" + nextChaserRenderFrameId);
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console.debug("Non-trivial chase ended, prevChaserRenderFrameId=" + prevChaserRenderFrameId + ", nextChaserRenderFrameId=" + nextChaserRenderFrameId);
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}
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}
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*/
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*/
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// [WARNING] Don't try to get "prevRdf(i.e. renderFrameId == latest-1)" by "self.recentRenderCache.GetByFrameId(...)" here, as the cache might have been updated by asynchronous "onRoomDownsyncFrame(...)" calls!
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if (self.othersForcedDownsyncRenderFrameDict.has(rdf.GetId())) {
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if (self.othersForcedDownsyncRenderFrameDict.has(rdf.GetId())) {
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const delayedInputFrameId = gopkgs.ConvertToDelayedInputFrameId(rdf.GetId());
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const [pbOthersForcedDownsyncRenderFrame, othersForcedDownsyncRenderFrame] = self.othersForcedDownsyncRenderFrameDict.get(rdf.GetId());
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const othersForcedDownsyncRenderFrame = self.othersForcedDownsyncRenderFrameDict.get(rdf.GetId());
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if (self.lastAllConfirmedInputFrameId >= delayedInputFrameId && !self.equalRoomDownsyncFrames(othersForcedDownsyncRenderFrame, rdf)) {
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if (self.lastAllConfirmedInputFrameId >= delayedInputFrameId && !self.equalRoomDownsyncFrames(othersForcedDownsyncRenderFrame, rdf)) {
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if (CC_DEBUG) {
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if (CC_DEBUG) {
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console.warn(`Mismatched render frame@rdf.id=${rdf.GetId()} w/ inputFrameId=${delayedInputFrameId}:
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console.warn(`Mismatched render frame@rdf.id=${rdf.GetId()} w/ inputFrameId=${delayedInputFrameId}:
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rdf=${self._stringifyGopkgRdfForFrameDataLogging(rdf)}
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rdf=${self._stringifyGopkgRdfForFrameDataLogging(rdf)}
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othersForcedDownsyncRenderFrame=${self._stringifyGopkgRdfForFrameDataLogging(othersForcedDownsyncRenderFrame)}`);
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othersForcedDownsyncRenderFrame=${self._stringifyGopkgRdfForFrameDataLogging(othersForcedDownsyncRenderFrame)}`);
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}
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}
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rdf = othersForcedDownsyncRenderFrame;
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// [WARNING] When this happens, something is intrinsically wrong -- to avoid having an inconsistent history in the "recentRenderCache", thus a wrong prediction all the way from here on, clear the history!
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pbOthersForcedDownsyncRenderFrame.backendUnconfirmedMask = ((1 << window.boundRoomCapacity) - 1);
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self.onRoomDownsyncFrame(pbOthersForcedDownsyncRenderFrame, null);
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self.othersForcedDownsyncRenderFrameDict.delete(rdf.GetId());
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self.othersForcedDownsyncRenderFrameDict.delete(rdf.GetId());
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}
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}
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}
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}
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@ -1438,19 +1438,11 @@ othersForcedDownsyncRenderFrame=${self._stringifyGopkgRdfForFrameDataLogging(oth
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const j = gopkgs.ConvertToDelayedInputFrameId(i);
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const j = gopkgs.ConvertToDelayedInputFrameId(i);
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const delayedInputFrame = gopkgs.GetInputFrameDownsync(self.recentInputCache, j);
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const delayedInputFrame = gopkgs.GetInputFrameDownsync(self.recentInputCache, j);
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const allowUpdateInputFrameInPlaceUponDynamics = (!isChasing);
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const allowUpdateInputFrameInPlaceUponDynamics = (!isChasing); // [WARNING] Input mutation could trigger chasing on frontend, thus don't trigger mutation when chasing to avoid confusing recursion.
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const hasInputFrameUpdatedOnDynamics = gopkgs.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(self.recentInputCache, i, collisionSys, collisionSysMap, self.spaceOffsetX, self.spaceOffsetY, self.chConfigsOrderedByJoinIndex, self.recentRenderCache, self.collisionHolder, self.effPushbacks, self.hardPushbackNormsArr, self.jumpedOrNotList, self.dynamicRectangleColliders, self.lastIndividuallyConfirmedInputFrameId, self.lastIndividuallyConfirmedInputList, allowUpdateInputFrameInPlaceUponDynamics, self.selfPlayerInfo.joinIndex);
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const hasInputFrameUpdatedOnDynamics = gopkgs.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(self.recentInputCache, i, collisionSys, collisionSysMap, self.spaceOffsetX, self.spaceOffsetY, self.chConfigsOrderedByJoinIndex, self.recentRenderCache, self.collisionHolder, self.effPushbacks, self.hardPushbackNormsArr, self.jumpedOrNotList, self.dynamicRectangleColliders, self.lastIndividuallyConfirmedInputFrameId, self.lastIndividuallyConfirmedInputList, allowUpdateInputFrameInPlaceUponDynamics, self.selfPlayerInfo.joinIndex);
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if (hasInputFrameUpdatedOnDynamics) {
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if (hasInputFrameUpdatedOnDynamics) {
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const ii = gopkgs.ConvertToFirstUsedRenderFrameId(j);
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const ii = gopkgs.ConvertToFirstUsedRenderFrameId(j);
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if (ii < i) {
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if (ii < i) {
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/*
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[WARNING]
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If we don't rollback at this spot, when the mutated "delayedInputFrame.inputList" a.k.a. "inputFrame#j" matches the later downsynced version, rollback WOULDN'T be triggered for the incorrectly rendered "renderFrame#(ii+1)", and it would STAY IN HISTORY FOREVER -- as the history becomes incorrect, EVERY LATEST renderFrame since "inputFrame#j" was mutated would be ALWAYS incorrectly rendering too!
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The backend counterpart doesn't need this rollback because
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1. Backend only applies all-confirmed inputFrames to calc dynamics.
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2. Backend applies an all-confirmed inputFrame to all applicable render frames at once.
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*/
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self._handleIncorrectlyRenderedPrediction(j, null, false);
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self._handleIncorrectlyRenderedPrediction(j, null, false);
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}
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}
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}
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}
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@ -372,7 +372,7 @@ bool DelayNoMore::UdpSession::pollUdpRecvRingBuff() {
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// This function is called by GameThread 60 fps.
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// This function is called by GameThread 60 fps.
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//uv_mutex_lock(&recvRingBuffLock);
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//uv_mutex_lock(&recvRingBuffLock);
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while (true) {
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while (true && NULL != recvLoop) {
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RecvWork f;
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RecvWork f;
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bool res = recvRingBuff->pop(&f);
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bool res = recvRingBuff->pop(&f);
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if (!res) {
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if (!res) {
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@ -76,7 +76,7 @@
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"shelter_z_reducer",
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"shelter_z_reducer",
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"shelter"
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"shelter"
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],
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],
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"last-module-event-record-time": 1677337364473,
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"last-module-event-record-time": 1678432182471,
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"simulator-orientation": false,
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"simulator-orientation": false,
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"simulator-resolution": {
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"simulator-resolution": {
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"height": 640,
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"height": 640,
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