mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Minor fix on rollback frame id counting.
This commit is contained in:
parent
372bfc2b48
commit
f3428c88df
@ -535,7 +535,7 @@ func (pR *Room) ChooseStage() error {
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ErrFatal(err)
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rand.Seed(time.Now().Unix())
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stageNameList := []string{"pacman" /*, "richsoil"*/}
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stageNameList := []string{/*"pacman" ,*/ "richsoil"}
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chosenStageIndex := rand.Int() % len(stageNameList) // Hardcoded temporarily. -- YFLu
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pR.StageName = stageNameList[chosenStageIndex]
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@ -7,11 +7,11 @@
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eJztz0ENACAMALGR4F8zNspyjwronZm7xPlcD0sPSw9LD0sPSw9LD0sPSw9LD0sPSw9LD0sPSw9LD0sPSw9LD0sPSw9LD0sPy7bHBg/ldQwR
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</data>
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</layer>
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<objectgroup id="2" name="PlayerStartingPos" locked="1">
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<object id="135" x="320" y="2884">
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<objectgroup id="2" name="PlayerStartingPos">
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<object id="135" x="1689.33" y="1872">
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<point/>
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</object>
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<object id="137" x="2876" y="320">
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<object id="137" x="1926.67" y="1626.67">
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<point/>
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</object>
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</objectgroup>
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@ -440,7 +440,7 @@
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"array": [
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0,
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0,
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209.65900912275052,
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216.05530045313827,
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0,
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0,
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0,
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@ -41,11 +41,6 @@ module.export = cc.Class({
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self.computedNewDifferentPosLocalToParentWithinCurrentFrame = null;
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self.actionMangerSingleton = new cc.ActionManager();
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self.scheduledDirection = {
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dx: 0,
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dy: 0
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};
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self.activeDirection = {
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dx: 0,
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dy: 0
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@ -65,6 +60,7 @@ module.export = cc.Class({
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'2-1': 'BottomRight'
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};
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const canvasNode = self.mapNode.parent;
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self.mapIns = self.mapNode.getComponent("Map");
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self.contactedBarriers = [];
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const joystickInputControllerScriptIns = canvasNode.getComponent("TouchEventsManager");
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self.ctrl = joystickInputControllerScriptIns;
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@ -77,8 +73,9 @@ module.export = cc.Class({
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return;
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}
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if (forceAnimSwitch || null == this.scheduledDirection || (newScheduledDirection.dx != this.scheduledDirection.dx || newScheduledDirection.dy != this.scheduledDirection.dy)) {
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this.scheduledDirection = newScheduledDirection;
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if (forceAnimSwitch || null == this.activeDirection || (newScheduledDirection.dx != this.activeDirection.dx || newScheduledDirection.dy != this.activeDirection.dy)) {
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this.activeDirection = newScheduledDirection;
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this.activeDirection = newScheduledDirection;
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const clipKey = newScheduledDirection.dx.toString() + newScheduledDirection.dy.toString();
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const clips = (this.attacked ? this.attackedClips : this.clips);
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let clip = clips[clipKey];
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@ -90,7 +87,7 @@ module.export = cc.Class({
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} else {
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this.animComp.play(clip);
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if (this.attacked) {
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cc.log(`Attacked, switching to play clipKey = ${clipKey}, clip == ${clip}, this.activeDirection == ${JSON.stringify(this.activeDirection)}, this.scheduledDirection == ${JSON.stringify(this.scheduledDirection)}.`);
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cc.log(`Attacked, switching to play clipKey = ${clipKey}, clip == ${clip}, this.activeDirection == ${JSON.stringify(this.activeDirection)}, this.activeDirection == ${JSON.stringify(this.activeDirection)}.`);
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}
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}
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}
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@ -357,7 +354,7 @@ module.export = cc.Class({
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update(dt) {
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const self = this;
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const vecToMoveBy = self._calculateVecToMoveBy(dt);
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const vecToMoveBy = self._calculateVecToMoveBy(self.mapIns.rollbackEstimatedDt); // To be consistent w.r.t. rollback dynamics
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// console.log("activeDirection=", self.activeDirection, "vecToMoveBy=", vecToMoveBy, ", computedNewDifferentPosLocalToParentWithinCurrentFrame=", self.computedNewDifferentPosLocalToParentWithinCurrentFrame);
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if (self._canMoveBy(vecToMoveBy)) {
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self.node.position = self.computedNewDifferentPosLocalToParentWithinCurrentFrame;
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@ -366,8 +363,8 @@ module.export = cc.Class({
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lateUpdate(dt) {
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const self = this;
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self.activeDirection.dx = self.scheduledDirection.dx;
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self.activeDirection.dy = self.scheduledDirection.dy;
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self.activeDirection.dx = self.activeDirection.dx;
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self.activeDirection.dy = self.activeDirection.dy;
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const now = new Date().getTime();
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self.lastMovedAt = now;
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},
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@ -460,12 +457,10 @@ module.export = cc.Class({
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startFrozenDisplay() {
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const self = this;
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self.attacked = true;
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self.scheduleNewDirection(self.scheduledDirection, true);
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},
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stopFrozenDisplay() {
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const self = this;
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self.attacked = false;
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self.scheduleNewDirection(self.scheduledDirection, true);
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},
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});
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@ -123,6 +123,10 @@ cc.Class({
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type: cc.TiledMap,
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default: null
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},
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rollbackEstimatedDt: {
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type: cc.Float,
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default: 1.0/60
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},
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},
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_inputFrameIdDebuggable(inputFrameId) {
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@ -338,13 +342,12 @@ cc.Class({
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self.recentFrameCache = {};
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self.recentFrameCacheCurrentSize = 0;
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self.recentFrameCacheMaxCount = 2048;
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self.recentFrameCacheMaxCount = 1024;
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self.selfPlayerInfo = null; // This field is kept for distinguishing "self" and "others".
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self.recentInputCache = {}; // TODO: Use a ringbuf instead
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self.recentInputCacheCurrentSize = 0;
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self.recentInputCacheMaxCount = 1024;
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self.rollbackEstimatedDt = 1.0/60;
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self.transitToState(ALL_MAP_STATES.VISUAL);
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self.battleState = ALL_BATTLE_STATES.WAITING;
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@ -588,8 +591,9 @@ cc.Class({
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return;
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}
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let firstPredictedYetIncorrectInputFrameId = -1;
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let firstPredictedYetIncorrectInputFrameJoinIndex = -1;
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// console.log("Received inputFrameDownsyncBatch=", batch, ", now correspondingLastLocalInputFrame=", self.recentInputCache[batch[batch.length-1].inputFrameId]);
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let firstPredictedYetIncorrectInputFrameId = null;
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let firstPredictedYetIncorrectInputFrameJoinIndex = null;
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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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@ -597,7 +601,7 @@ cc.Class({
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if (null == localInputFrame) {
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console.warn("handleInputFrameDownsyncBatch: recentInputCache is NOT having inputFrameDownsyncId=", inputFrameDownsyncId, "; now recentInputCache=", self._stringifyRecentInputCache(false));
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} else {
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if (-1 == firstPredictedYetIncorrectInputFrameId) {
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if (null == firstPredictedYetIncorrectInputFrameId) {
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for (let i in localInputFrame.inputList) {
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if (localInputFrame.inputList[i] != inputFrameDownsync.inputList[i]) {
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firstPredictedYetIncorrectInputFrameId = inputFrameDownsyncId;
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@ -611,19 +615,17 @@ cc.Class({
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// [WARNING] Currently "lastDownsyncInputFrameId" and "lastAllConfirmedInputFrameId" are identical, but they (their definitions) are prone to changes in the future
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self.lastDownsyncInputFrameId = inputFrameDownsyncId;
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self.lastAllConfirmedInputFrameId = inputFrameDownsyncId;
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if (self._inputFrameIdDebuggable(inputFrameDownsyncId)) {
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console.log("Received inputFrameDownsyncId=", inputFrameDownsyncId);
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}
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}
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if (-1 != firstPredictedYetIncorrectInputFrameId) {
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if (null != firstPredictedYetIncorrectInputFrameId) {
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const renderFrameId2 = self.renderFrameId;
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const inputFrameId2 = self._convertToInputFrameId(renderFrameId2, self.inputDelayFrames);
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const inputFrameId1 = firstPredictedYetIncorrectInputFrameId;
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const renderFrameId1 = self._convertToRenderFrameId(inputFrameId1, self.inputDelayFrames); // a.k.a. "firstRenderFrameIdUsingIncorrectInputFrameId"
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if (renderFrameId1 <= renderFrameId2) {
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if (renderFrameId1 < renderFrameId2) {
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// No need to rollback when "renderFrameId1 == renderFrameId2", because the "delayedInputFrame for renderFrameId2" is not yet executed by now, it just went through "++self.renderFrameId" in "update(dt)" and js-runtime is mostly single-threaded in our programmable range.
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console.warn("Mismatched input! inputFrameId1=", inputFrameId1, ", renderFrameId1=", renderFrameId1, ": at least 1 incorrect input predicted for joinIndex=", firstPredictedYetIncorrectInputFrameJoinIndex, ", inputFrameId2 = ", inputFrameId2, ", renderFrameId2=", renderFrameId2);
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self._rollback(inputFrameId1, renderFrameId1, inputFrameId2, renderFrameId2);
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self._rollbackAndReplay(inputFrameId1, renderFrameId1, inputFrameId2, renderFrameId2);
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} else {
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console.log("Mismatched input yet no rollback needed. inputFrameId1=", inputFrameId1, ", renderFrameId1=", renderFrameId1, ": at least 1 incorrect input predicted for joinIndex=", firstPredictedYetIncorrectInputFrameJoinIndex, ", inputFrameId2 = ", inputFrameId2, ", renderFrameId2=", renderFrameId2);
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}
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@ -774,7 +776,6 @@ cc.Class({
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// TODO: Is the following statement run asynchronously in an implicit manner? Should I explicitly run it asynchronously?
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self._sendInputFrameUpsyncBatch(noDelayInputFrameId);
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}
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++self.renderFrameId;
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const delayedInputFrameId = self._convertToInputFrameId(self.renderFrameId, self.inputDelayFrames); // The "inputFrameId" to use at current "renderFrameId"
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const delayedInputFrameDownsync = self.recentInputCache[delayedInputFrameId];
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if (null == delayedInputFrameDownsync) {
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@ -782,6 +783,14 @@ cc.Class({
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} else {
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self._applyInputFrameDownsyncDynamics(delayedInputFrameDownsync, false);
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}
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const rdf = self._createRoomDownsyncFrameLocally();
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self._dumpToFullFrameCache(rdf);
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/*
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if (null != delayedInputFrameDownsync && null != delayedInputFrameDownsync.inputList && 0 < delayedInputFrameDownsync.inputList[self.selfPlayerInfo.joinIndex-1]) {
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console.log("My critical status: renderFrame=", JSON.stringify(rdf), ", delayedInputFrameDownsync=", JSON.stringify(delayedInputFrameDownsync));
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}
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*/
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++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
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}
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const mapNode = self.node;
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const canvasNode = mapNode.parent;
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@ -792,7 +801,7 @@ cc.Class({
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// update countdown
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if (null != self.countdownNanos) {
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self.countdownNanos -= dt*1000000000;
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self.countdownNanos -= self.rollbackEstimatedDt*1000000000;
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if (self.countdownNanos <= 0) {
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self.onBattleStopped(self.playerRichInfoDict);
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return;
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@ -809,7 +818,6 @@ cc.Class({
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}
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if (null != self.ctrl) {
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self.ctrl.justifyMapNodePosAndScale(self.ctrl.linearSpeedBase, self.ctrl.zoomingSpeedBase);
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self._createRoomDownsyncFrameLocally();
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}
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},
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@ -928,7 +936,7 @@ cc.Class({
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joinIndex: joinIndex
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};
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}
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self._dumpToFullFrameCache(rdf);
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return rdf;
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},
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_applyRoomDownsyncFrameDynamics(rdf) {
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@ -960,19 +968,21 @@ cc.Class({
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}
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},
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_rollback(inputFrameId1, renderFrameId1, inputFrameId2, renderFrameId2) {
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_rollbackAndReplay(inputFrameId1, renderFrameId1, inputFrameId2, renderFrameId2) {
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const self = this;
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const rdf1 = self.recentFrameCache[renderFrameId1];
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if (null == rdf1) {
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const recentFrameCacheKeys = Object.keys(self.recentFrameCache);
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console.warn("renderFrameId1=", renderFrameId1, "doesn't exist in recentFrameCache ", self._stringifyRecentFrameCache(false), ": COULDN'T ROLLBACK!");
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console.error("renderFrameId1=", renderFrameId1, "doesn't exist in recentFrameCache ", self._stringifyRecentFrameCache(false), ": COULDN'T ROLLBACK!");
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return;
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}
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self._applyRoomDownsyncFrameDynamics(rdf1);
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for (let renderFrameId = renderFrameId1; renderFrameId <= renderFrameId2; ++renderFrameId) {
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// DON'T apply inputFrameDownsync dynamics for exactly "renderFrameId2", see the comment around the invocation of "_rollbackAndReplay".
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for (let renderFrameId = renderFrameId1; renderFrameId < renderFrameId2; ++renderFrameId) {
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const delayedInputFrameId = self._convertToInputFrameId(renderFrameId, self.inputDelayFrames);
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const delayedInputFrame = self.recentInputCache[delayedInputFrameId];
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self._applyInputFrameDownsyncDynamics(delayedInputFrame, true);
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const delayedInputFrameDownsync = self.recentInputCache[delayedInputFrameId];
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self._applyInputFrameDownsyncDynamics(delayedInputFrameDownsync, true);
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// console.log("_rollbackAndReplay, AFTER:", self._stringifyRollbackResult(renderFrameId, delayedInputFrameDownsync));
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}
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},
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@ -1000,10 +1010,17 @@ cc.Class({
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_stringifyRecentFrameCache(usefullOutput) {
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if (true == usefullOutput) {
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return JSON.stringify(this.recentFrameCache);
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let s = [];
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for (let renderFrameId in self.recentFrameCache) {
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const roomDownsyncFrame = self.recentFrameCache[renderFrameId];
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s.push(JSON.stringify(roomDownsyncFrame));
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}
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const keys = Object.keys(this.recentInputCache);
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return "[stIRenderFrameId=" + keys[0] + ", edRenderFrameId=" + keys[keys.length-1] + "]";
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return s.join('\n');
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}
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const keys = Object.keys(this.recentFrameCache);
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return "[stRenderFrameId=" + keys[0] + ", edRenderFrameId=" + keys[keys.length-1] + "]";
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},
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_stringifyRecentInputCache(usefullOutput) {
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@ -1013,4 +1030,37 @@ cc.Class({
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const keys = Object.keys(this.recentInputCache);
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return "[stInputFrameId=" + keys[0] + ", edInputFrameId=" + keys[keys.length-1] + "]";
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},
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_stringifyRollbackResult(renderFrameId, delayedInputFrameDownsync) {
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// Slightly different from "_createRoomDownsyncFrameLocally"
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const self = this;
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const s = (
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null == delayedInputFrameDownsync
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?
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{
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renderFrameId: renderFrameId,
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players: {}
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}
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:
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{
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renderFrameId: renderFrameId,
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players: {},
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delayedInputFrameDownsync: delayedInputFrameDownsync,
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}
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);
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let players = {};
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for (let playerId in self.playerRichInfoDict) {
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const playerRichInfo = self.playerRichInfoDict[playerId];
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const joinIndex = playerRichInfo.joinIndex;
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const playerNode = playerRichInfo.node;
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const playerScriptIns = playerRichInfo.scriptIns;
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s.players[playerRichInfo.id] = {
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id: playerRichInfo.id,
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x: playerNode.position.x,
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y: playerNode.position.y,
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};
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}
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return JSON.stringify(s);
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},
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});
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