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https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Updates for RecvRingBuff.
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16c27b0ce0
commit
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@ -271,6 +271,13 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
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clientSession.onclose = function(evt) {
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// [WARNING] The callback "onclose" might be called AFTER the webpage is refreshed with "1001 == evt.code".
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console.warn(`The WS clientSession is closed: evt=${JSON.stringify(evt)}, evt.code=${evt.code}`);
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if (cc.sys.isNative) {
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if (mapIns.frameDataLoggingEnabled) {
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console.warn(`${mapIns._stringifyRdfIdToActuallyUsedInput()}
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`);
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}
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DelayNoMore.UdpSession.closeUdpSession();
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}
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switch (evt.code) {
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case constants.RET_CODE.CLIENT_MISMATCHED_RENDER_FRAME:
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break;
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@ -312,14 +319,12 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
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default:
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if (cc.sys.isNative) {
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// [WARNING] This could be a BUG in CocosCreator JSB implementation of WebSocket client, the "evt.code" is always "undefined" in the "onclose" callback!
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if (mapIns.frameDataLoggingEnabled) {
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console.warn(`${mapIns._stringifyRdfIdToActuallyUsedInput()}
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`);
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if (window.ALL_BATTLE_STATES.IN_SETTLEMENT != mapIns.battleState && window.ALL_BATTLE_STATES.IN_DISMISSAL != mapIns.battleState) {
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mapIns.popupSimplePressToGo("Disconnected unexpectedly, please retry", false, () => {
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window.clearLocalStorageAndBackToLoginScene(true);
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});
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}
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DelayNoMore.UdpSession.closeUdpSession();
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mapIns.popupSimplePressToGo("Disconnected unexpectedly, please retry", false, () => {
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window.clearLocalStorageAndBackToLoginScene(true);
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});
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}
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break;
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}
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File diff suppressed because one or more lines are too long
@ -32,20 +32,38 @@ SendWork* SendRingBuff::pop() {
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}
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// Recving
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bool isFullWithLoadedVals(int n, int oldCnt, int oldSt, int oldEd) {
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return (n <= oldCnt) || (n > oldCnt && 0 < oldCnt && oldEd == oldSt);
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}
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void RecvRingBuff::put(char* newBytes, size_t newBytesLen) {
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RecvWork* slotEle = (&eles[ed.load()]); // Save for later update
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// "RecvRingBuff.ed" is only accessed in "UvRecvThread", thus the order of it relative to the other two is not important.
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int oldEd = ed.load();
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// 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.
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int oldCnt = cnt.load();
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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"
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int tried = 0;
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while (n <= oldCnt && !ed.compare_exchange_weak(oldSt, oldSt) && 3 > tried) {
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/*
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1. When "n <= oldCnt", it's implied that "oldEd == oldSt";
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2. When "n > oldCnt", it might still be true that "oldEd == oldSt" if "pop()" hasn't successfully incremented "st" due to any reason;
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3. When "oldEd == oldSt", it doesn't imply anything useful, because any of the following could be true
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- a. "n <= oldCnt", i.e. the ringbuff is full
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- b. "n > oldCnt && 0 < oldCnt" during the execution of "pop()", i.e. the ringbuff is still effectively full
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- c. "n > oldCnt && 0 == oldCnt", i.e. the ringbuff is empty
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*/
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bool isFull = isFullWithLoadedVals(n, oldCnt, oldSt, oldEd);
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while (isFull && 3 > tried) {
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// Make room for the new element
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this->pop(NULL);
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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
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oldSt = st.load();
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isFull = isFullWithLoadedVals(n, oldCnt, oldSt, oldEd);
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++tried;
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}
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if (n <= oldCnt && !ed.compare_exchange_weak(oldSt, oldSt) && 3 == tried) {
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if (isFull && 3 == tried) {
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// Failed silently, UDP packet can be dropped.
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return;
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}
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@ -56,11 +74,13 @@ void RecvRingBuff::put(char* newBytes, size_t newBytesLen) {
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}
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// No need to compare-and-swap, only "UvRecvThread" will access "RecvRingBuff.ed".
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ed++;
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if (ed >= n) {
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ed -= n; // Deliberately not using "%" operator for performance concern
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int newEd = oldEd+1;
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if (newEd >= n) {
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newEd -= n; // Deliberately not using "%" operator for performance concern
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}
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ed.compare_exchange_weak(oldEd, newEd); // Definitely succeeds because "RecvRingBuff.ed" is only accessed in "UvRecvThread"
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// Only increment cnt when the putting of new element is fully done.
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cnt++;
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}
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@ -698,6 +698,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
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} else if stoppingFromWalking {
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thatPlayerInNextFrame.FramesToRecover = chConfig.InertiaFramesToRecover
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} else {
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// Updates CharacterState and thus the animation to make user see graphical feedback asap.
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
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thatPlayerInNextFrame.FramesToRecover = ((chConfig.InertiaFramesToRecover >> 1) + (chConfig.InertiaFramesToRecover >> 2))
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}
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} else {
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