mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 11:48:56 +00:00
Minor update to floating number precision.
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parent
1a3b3a0a7a
commit
f37f4337de
@ -128,11 +128,12 @@ func calRoomScore(inRoomPlayerCount int32, roomPlayerCnt int, currentRoomBattleS
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}
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type Room struct {
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Id int32
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Capacity int
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Players map[int32]*Player
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PlayersArr []*Player // ordered by joinIndex
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CollisionSysMap map[int32]*resolv.Object
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Id int32
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Capacity int
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playerColliderRadius float64
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Players map[int32]*Player
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PlayersArr []*Player // ordered by joinIndex
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CollisionSysMap map[int32]*resolv.Object
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/**
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* The following `PlayerDownsyncSessionDict` is NOT individually put
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* under `type Player struct` for a reason.
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@ -415,7 +416,12 @@ func (pR *Room) StartBattle() {
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pR.RenderFrameBuffer.Put(kickoffFrame)
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// Refresh "Colliders"
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pR.refreshColliders()
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spaceW := pR.StageDiscreteW * pR.StageTileW
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spaceH := pR.StageDiscreteH * pR.StageTileH
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spaceOffsetX := float64(spaceW) * 0.5
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spaceOffsetY := float64(spaceH) * 0.5
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pR.refreshColliders(spaceW, spaceH, spaceOffsetX, spaceOffsetY)
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/**
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* Will be triggered from a goroutine which executes the critical `Room.AddPlayerIfPossible`, thus the `battleMainLoop` should be detached.
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@ -488,7 +494,7 @@ func (pR *Room) StartBattle() {
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// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
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nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
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Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
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pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId)
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pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, spaceOffsetX, spaceOffsetY)
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dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
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}
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@ -792,6 +798,7 @@ func (pR *Room) Dismiss() {
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func (pR *Room) OnDismissed() {
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// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
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pR.playerColliderRadius = float64(12) // hardcoded
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pR.Players = make(map[int32]*Player)
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pR.PlayersArr = make([]*Player, pR.Capacity)
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pR.CollisionSysMap = make(map[int32]*resolv.Object)
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@ -1175,7 +1182,7 @@ func (pR *Room) forceConfirmationIfApplicable() uint64 {
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return unconfirmedMask
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}
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func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRenderFrameId int32) {
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func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRenderFrameId int32, spaceOffsetX, spaceOffsetY float64) {
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if fromRenderFrameId >= toRenderFrameId {
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return
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}
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@ -1216,26 +1223,27 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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playerCollider := pR.CollisionSysMap[collisionPlayerIndex]
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if collision := playerCollider.Check(oldDx, oldDy, "Barrier"); collision != nil {
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playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
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for _, obj := range collision.Objects {
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barrierShape := obj.Shape.(*resolv.ConvexPolygon)
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if overlapped, pushbackX, pushbackY := CalcPushbacks(oldDx, oldDy, playerShape, barrierShape); overlapped {
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Logger.Debug(fmt.Sprintf("Collided & overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v, pushbackX=%v, pushbackY=%v", playerCollider.X, playerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
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dx -= pushbackX
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dy -= pushbackY
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} else {
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Logger.Debug(fmt.Sprintf("Collided BUT not overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v", playerCollider.X, playerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape)))
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}
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}
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for _, obj := range collision.Objects {
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barrierShape := obj.Shape.(*resolv.ConvexPolygon)
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if overlapped, pushbackX, pushbackY := CalcPushbacks(oldDx, oldDy, playerShape, barrierShape); overlapped {
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Logger.Debug(fmt.Sprintf("Collided & overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v, pushbackX=%v, pushbackY=%v", playerCollider.X, playerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
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dx -= pushbackX
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dy -= pushbackY
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} else {
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Logger.Debug(fmt.Sprintf("Collided BUT not overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v", playerCollider.X, playerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape)))
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}
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}
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}
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playerCollider.X += dx
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playerCollider.Y += dy
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// Update in "collision space"
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playerCollider.Update()
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player.Dir.Dx = decodedInput[0]
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player.Dir.Dy = decodedInput[1]
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player.X += dx
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player.Y += dy
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player.X = playerCollider.X + pR.playerColliderRadius - spaceOffsetX
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player.Y = playerCollider.Y + pR.playerColliderRadius - spaceOffsetY
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}
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}
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@ -1253,19 +1261,13 @@ func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool {
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return 0 == (inputFrameId % 10)
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}
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func (pR *Room) refreshColliders() {
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playerColliderRadius := float64(12) // hardcoded
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func (pR *Room) refreshColliders(spaceW, spaceH int32, spaceOffsetX, spaceOffsetY float64) {
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// Kindly note that by now, we've already got all the shapes in the tmx file into "pR.(Players | Barriers)" from "ParseTmxLayersAndGroups"
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spaceW := pR.StageDiscreteW * pR.StageTileW
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spaceH := pR.StageDiscreteH * pR.StageTileH
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spaceOffsetX := float64(spaceW) * 0.5
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spaceOffsetY := float64(spaceH) * 0.5
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minStep := int(3) // the approx minimum distance a player can move per frame
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space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
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for _, player := range pR.Players {
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playerCollider := GenerateRectCollider(player.X, player.Y, playerColliderRadius*2, playerColliderRadius*2, spaceOffsetX, spaceOffsetY, "Player")
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playerCollider := GenerateRectCollider(player.X, player.Y, pR.playerColliderRadius*2, pR.playerColliderRadius*2, spaceOffsetX, spaceOffsetY, "Player")
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space.Add(playerCollider)
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// Keep track of the collider in "pR.CollisionSysMap"
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joinIndex := player.JoinIndex
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@ -121,13 +121,19 @@ cc.Class({
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return (0 == inputFrameId % 10);
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},
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dumpToRenderCache: function(roomDownsyncFrame) {
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dumpToRenderCache: function(rdf) {
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const self = this;
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// round player position to lower precision
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for (let playerId in rdf.players) {
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const immediatePlayerInfo = rdf.players[playerId];
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rdf.players[playerId].x = parseFloat(parseInt(immediatePlayerInfo.x * 100)) / 100.0;
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rdf.players[playerId].y = parseFloat(parseInt(immediatePlayerInfo.y * 100)) / 100.0;
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}
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const minToKeepRenderFrameId = self.lastAllConfirmedRenderFrameId;
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while (0 < self.recentRenderCache.cnt && self.recentRenderCache.stFrameId < minToKeepRenderFrameId) {
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self.recentRenderCache.pop();
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}
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const ret = self.recentRenderCache.setByFrameId(roomDownsyncFrame, roomDownsyncFrame.id);
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const ret = self.recentRenderCache.setByFrameId(rdf, rdf.id);
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return ret;
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},
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@ -382,8 +388,7 @@ cc.Class({
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window.clearBoundRoomIdInBothVolatileAndPersistentStorage();
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window.initPersistentSessionClient(self.initAfterWSConnected, null /* Deliberately NOT passing in any `expectedRoomId`. -- YFLu */ );
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};
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resultPanelScriptIns.onCloseDelegate = () => {
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};
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resultPanelScriptIns.onCloseDelegate = () => {};
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self.gameRuleNode = cc.instantiate(self.gameRulePrefab);
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self.gameRuleNode.width = self.canvasNode.width;
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@ -575,6 +580,7 @@ cc.Class({
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if (rdf.id < self.lastAllConfirmedRenderFrameId) {
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return window.RING_BUFF_FAILED_TO_SET;
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}
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const dumpRenderCacheRet = self.dumpToRenderCache(rdf);
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if (window.RING_BUFF_FAILED_TO_SET == dumpRenderCacheRet) {
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console.error("Something is wrong while setting the RingBuffer by frameId!");
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@ -589,8 +595,12 @@ cc.Class({
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return dumpRenderCacheRet;
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}
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// The logic below applies to (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id || window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet)
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console.log('On battle started or resynced! renderFrameId=', rdf.id);
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// The logic below applies to ( || window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet)
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if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id) {
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console.log('On battle resynced! renderFrameId=', rdf.id);
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} else {
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console.log('On battle resynced! renderFrameId=', rdf.id);
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}
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self.renderFrameId = rdf.id;
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self.lastRenderFrameIdTriggeredAt = performance.now();
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@ -973,12 +983,14 @@ cc.Class({
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if (
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null != inputFrameAppliedOnPrevRenderFrame && self._allConfirmed(inputFrameAppliedOnPrevRenderFrame.confirmedList)
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&&
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self.lastAllConfirmedRenderFrameId >= prevRenderFrameId
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&&
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rdf.id > self.lastAllConfirmedRenderFrameId
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) {
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// We got a more up-to-date "all-confirmed-render-frame".
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self.lastAllConfirmedRenderFrameId = rdf.id;
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self.chaserRenderFrameId = rdf.id; // it must be true that "chaserRenderFrameId >= lastAllConfirmedRenderFrameId"
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if (rdf.id > self.chaserRenderFrameId) {
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// it must be true that "chaserRenderFrameId >= lastAllConfirmedRenderFrameId"
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self.chaserRenderFrameId = rdf.id;
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}
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}
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self.dumpToRenderCache(rdf);
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return rdf;
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@ -991,11 +1003,10 @@ cc.Class({
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const immediatePlayerInfo = rdf.players[playerId];
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const dx = (immediatePlayerInfo.x - playerRichInfo.node.x);
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const dy = (immediatePlayerInfo.y - playerRichInfo.node.y);
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const selfJiggling = (playerId == self.selfPlayerInfo.playerId && (0 != dx && self.teleportEps1D >= Math.abs(dx) && 0 != dy && self.teleportEps1D >= Math.abs(dy)));
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if (!selfJiggling) {
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const justJiggling = (self.teleportEps1D >= Math.abs(dx) && self.teleportEps1D >= Math.abs(dy));
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if (!justJiggling) {
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console.log("@renderFrameId=" + self.renderFrameId + ", teleporting playerId=" + playerId + ": '(" + playerRichInfo.node.x + ", " + playerRichInfo.node.y, ")' to '(" + immediatePlayerInfo.x + ", " + immediatePlayerInfo.y + ")'");
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playerRichInfo.node.setPosition(immediatePlayerInfo.x, immediatePlayerInfo.y);
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} else {
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console.log("selfJiggling: dx = ", dx, ", dy = ", dy);
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}
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playerRichInfo.scriptIns.scheduleNewDirection(immediatePlayerInfo.dir, false);
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playerRichInfo.scriptIns.updateSpeed(immediatePlayerInfo.speed);
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@ -1074,9 +1085,9 @@ cc.Class({
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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const playerCollider = collisionSysMap.get(collisionPlayerIndex);
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const potentials = playerCollider.potentials();
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for (const barrier of potentials) {
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for (const potential of potentials) {
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// Test if the player collides with the wall
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if (!playerCollider.collides(barrier, result)) continue;
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if (!playerCollider.collides(potential, result)) continue;
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// Push the player out of the wall
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playerCollider.x -= result.overlap * result.overlap_x;
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playerCollider.y -= result.overlap * result.overlap_y;
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