Updates for RecvRingBuff.

This commit is contained in:
genxium 2023-02-20 08:53:06 +08:00
parent 16c27b0ce0
commit f1db2972fd
4 changed files with 40 additions and 13 deletions

View File

@ -271,6 +271,13 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
clientSession.onclose = function(evt) { clientSession.onclose = function(evt) {
// [WARNING] The callback "onclose" might be called AFTER the webpage is refreshed with "1001 == evt.code". // [WARNING] The callback "onclose" might be called AFTER the webpage is refreshed with "1001 == evt.code".
console.warn(`The WS clientSession is closed: evt=${JSON.stringify(evt)}, evt.code=${evt.code}`); console.warn(`The WS clientSession is closed: evt=${JSON.stringify(evt)}, evt.code=${evt.code}`);
if (cc.sys.isNative) {
if (mapIns.frameDataLoggingEnabled) {
console.warn(`${mapIns._stringifyRdfIdToActuallyUsedInput()}
`);
}
DelayNoMore.UdpSession.closeUdpSession();
}
switch (evt.code) { switch (evt.code) {
case constants.RET_CODE.CLIENT_MISMATCHED_RENDER_FRAME: case constants.RET_CODE.CLIENT_MISMATCHED_RENDER_FRAME:
break; break;
@ -312,14 +319,12 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
default: default:
if (cc.sys.isNative) { if (cc.sys.isNative) {
// [WARNING] This could be a BUG in CocosCreator JSB implementation of WebSocket client, the "evt.code" is always "undefined" in the "onclose" callback! // [WARNING] This could be a BUG in CocosCreator JSB implementation of WebSocket client, the "evt.code" is always "undefined" in the "onclose" callback!
if (mapIns.frameDataLoggingEnabled) { if (window.ALL_BATTLE_STATES.IN_SETTLEMENT != mapIns.battleState && window.ALL_BATTLE_STATES.IN_DISMISSAL != mapIns.battleState) {
console.warn(`${mapIns._stringifyRdfIdToActuallyUsedInput()}
`); mapIns.popupSimplePressToGo("Disconnected unexpectedly, please retry", false, () => {
window.clearLocalStorageAndBackToLoginScene(true);
});
} }
DelayNoMore.UdpSession.closeUdpSession();
mapIns.popupSimplePressToGo("Disconnected unexpectedly, please retry", false, () => {
window.clearLocalStorageAndBackToLoginScene(true);
});
} }
break; break;
} }

File diff suppressed because one or more lines are too long

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@ -32,20 +32,38 @@ SendWork* SendRingBuff::pop() {
} }
// Recving // Recving
bool isFullWithLoadedVals(int n, int oldCnt, int oldSt, int oldEd) {
return (n <= oldCnt) || (n > oldCnt && 0 < oldCnt && oldEd == oldSt);
}
void RecvRingBuff::put(char* newBytes, size_t newBytesLen) { void RecvRingBuff::put(char* newBytes, size_t newBytesLen) {
RecvWork* slotEle = (&eles[ed.load()]); // Save for later update RecvWork* slotEle = (&eles[ed.load()]); // Save for later update
// "RecvRingBuff.ed" is only accessed in "UvRecvThread", thus the order of it relative to the other two is not important.
int oldEd = ed.load();
// We want to increase the success rate of "pop()" if it's being executed by "GameThread/pollUdpRecvRingBuff", thus the below order of loading is IMPORTANT, i.e. load "cnt" first because it's decremented earlier than "st" being incremented.
int oldCnt = cnt.load(); int oldCnt = cnt.load();
int oldSt = st.load(); // Used to guard against "cnt decremented in pop(...), but st not yet incremented and thus return value not yet copied to avoid contamination" int oldSt = st.load(); // Used to guard against "cnt decremented in pop(...), but st not yet incremented and thus return value not yet copied to avoid contamination"
int tried = 0; int tried = 0;
while (n <= oldCnt && !ed.compare_exchange_weak(oldSt, oldSt) && 3 > tried) { /*
1. When "n <= oldCnt", it's implied that "oldEd == oldSt";
2. When "n > oldCnt", it might still be true that "oldEd == oldSt" if "pop()" hasn't successfully incremented "st" due to any reason;
3. When "oldEd == oldSt", it doesn't imply anything useful, because any of the following could be true
- a. "n <= oldCnt", i.e. the ringbuff is full
- b. "n > oldCnt && 0 < oldCnt" during the execution of "pop()", i.e. the ringbuff is still effectively full
- c. "n > oldCnt && 0 == oldCnt", i.e. the ringbuff is empty
*/
bool isFull = isFullWithLoadedVals(n, oldCnt, oldSt, oldEd);
while (isFull && 3 > tried) {
// Make room for the new element // Make room for the new element
this->pop(NULL); this->pop(NULL);
oldCnt = cnt.load(); // If "pop()" above failed, it'd only be due to concurrent calls to "pop()", either way the updated "cnt" should be good to go oldCnt = cnt.load(); // If "pop()" above failed, it'd only be due to concurrent calls to "pop()", either way the updated "cnt" should be good to go
oldSt = st.load(); oldSt = st.load();
isFull = isFullWithLoadedVals(n, oldCnt, oldSt, oldEd);
++tried; ++tried;
} }
if (n <= oldCnt && !ed.compare_exchange_weak(oldSt, oldSt) && 3 == tried) { if (isFull && 3 == tried) {
// Failed silently, UDP packet can be dropped. // Failed silently, UDP packet can be dropped.
return; return;
} }
@ -56,11 +74,13 @@ void RecvRingBuff::put(char* newBytes, size_t newBytesLen) {
} }
// No need to compare-and-swap, only "UvRecvThread" will access "RecvRingBuff.ed". // No need to compare-and-swap, only "UvRecvThread" will access "RecvRingBuff.ed".
ed++; int newEd = oldEd+1;
if (ed >= n) { if (newEd >= n) {
ed -= n; // Deliberately not using "%" operator for performance concern newEd -= n; // Deliberately not using "%" operator for performance concern
} }
ed.compare_exchange_weak(oldEd, newEd); // Definitely succeeds because "RecvRingBuff.ed" is only accessed in "UvRecvThread"
// Only increment cnt when the putting of new element is fully done. // Only increment cnt when the putting of new element is fully done.
cnt++; cnt++;
} }

View File

@ -698,6 +698,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
} else if stoppingFromWalking { } else if stoppingFromWalking {
thatPlayerInNextFrame.FramesToRecover = chConfig.InertiaFramesToRecover thatPlayerInNextFrame.FramesToRecover = chConfig.InertiaFramesToRecover
} else { } else {
// Updates CharacterState and thus the animation to make user see graphical feedback asap.
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
thatPlayerInNextFrame.FramesToRecover = ((chConfig.InertiaFramesToRecover >> 1) + (chConfig.InertiaFramesToRecover >> 2)) thatPlayerInNextFrame.FramesToRecover = ((chConfig.InertiaFramesToRecover >> 1) + (chConfig.InertiaFramesToRecover >> 2))
} }
} else { } else {