mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
A temp broken commit.
This commit is contained in:
parent
1f5802ee14
commit
f3a12b2aa9
@ -13,7 +13,6 @@ import (
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"github.com/solarlune/resolv"
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"go.uber.org/zap"
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"io/ioutil"
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"math"
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"math/rand"
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"os"
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"path/filepath"
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@ -413,8 +412,15 @@ func (pR *Room) StartBattle() {
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Logger.Info("The `battleMainLoop` is started for:", zap.Any("roomId", pR.Id))
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for {
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stCalculation := utils.UnixtimeNano()
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pR.markConfirmationIfApplicable()
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unconfirmedMask := uint64(0)
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// [WARNING] Downsync the all-confirmed inputFrames asap!
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upperToSendInputFrameId := pR.LastAllConfirmedInputFrameId
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for playerId, player := range pR.Players {
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pR.downsyncToSinglePlayer(playerId, player, upperToSendInputFrameId, unconfirmedMask)
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}
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stCalculation := utils.UnixtimeNano()
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elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt
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if elapsedNanosSinceLastFrameIdTriggered < pR.dilutedRollbackEstimatedDtNanos {
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Logger.Info(fmt.Sprintf("renderFrameId=%v@roomId=%v: Is backend running too fast? elapsedNanosSinceLastFrameIdTriggered=%v", pR.RenderFrameId, pR.Id, elapsedNanosSinceLastFrameIdTriggered))
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@ -436,23 +442,12 @@ func (pR *Room) StartBattle() {
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pR.prefabInputFrameDownsync(noDelayInputFrameId)
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}
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pR.markConfirmationIfApplicable()
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unconfirmedMask := uint64(0)
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if pR.BackendDynamicsForceConfirmationEnabled {
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// Force setting all-confirmed of buffered inputFrames periodically
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unconfirmedMask = pR.forceConfirmationIfApplicable()
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}
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upperToSendInputFrameId := atomic.LoadInt32(&(pR.LastAllConfirmedInputFrameId))
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/*
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[WARNING]
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Upon resynced on frontend, "refRenderFrameId" MUST BE CAPPED somehow by "upperToSendInputFrameId", if frontend resyncs itself to a more advanced value than given below, upon the next renderFrame tick on the frontend it might generate non-consecutive "nextInputFrameId > frontend.recentInputCache.edFrameId+1".
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If "NstDelayFrames" becomes larger, "pR.RenderFrameId - refRenderFrameId" possibly becomes larger because the force confirmation is delayed more.
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Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed.
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*/
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refRenderFrameId := pR.ConvertToGeneratingRenderFrameId(upperToSendInputFrameId + 1) // for the frontend to jump immediately into generating & upsyncing the next input frame, thus getting rid of "resync avalanche"
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upperToSendInputFrameId = pR.LastAllConfirmedInputFrameId
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dynamicsDuration := int64(0)
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if pR.BackendDynamicsEnabled {
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@ -464,114 +459,11 @@ func (pR *Room) StartBattle() {
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pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
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dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
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}
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}
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if refRenderFrameId > pR.RenderFrameId {
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refRenderFrameId = pR.RenderFrameId
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}
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for playerId, player := range pR.Players {
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currPlayerBattleState := atomic.LoadInt32(&(player.BattleState))
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if PlayerBattleStateIns.DISCONNECTED == currPlayerBattleState || PlayerBattleStateIns.LOST == currPlayerBattleState {
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// [WARNING] DON'T try to send any message to an inactive player!
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continue
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}
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if 0 == pR.RenderFrameId {
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kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*RoomDownsyncFrame)
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pR.sendSafely(kickoffFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId)
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} else {
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// [WARNING] Websocket is TCP-based, thus no need to re-send a previously sent inputFrame to a same player!
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toSendInputFrames := make([]*InputFrameDownsync, 0, pR.InputsBuffer.Cnt)
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candidateToSendInputFrameId := pR.Players[playerId].LastSentInputFrameId + 1
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if candidateToSendInputFrameId < pR.InputsBuffer.StFrameId {
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// [WARNING] As "player.LastSentInputFrameId <= lastAllConfirmedInputFrameIdWithChange" for each iteration, and "lastAllConfirmedInputFrameIdWithChange <= lastAllConfirmedInputFrameId" where the latter is used to "applyInputFrameDownsyncDynamics" and then evict "pR.InputsBuffer", thus there's a very high possibility that "player.LastSentInputFrameId" is already evicted.
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Logger.Warn(fmt.Sprintf("LastSentInputFrameId already popped: roomId=%v, playerId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, candidateToSendInputFrameId-1, player.AckingInputFrameId, pR.InputsBufferString(false)))
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candidateToSendInputFrameId = pR.InputsBuffer.StFrameId
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if 0 < unconfirmedMask {
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// Otherwise no need to downsync immediately
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for playerId, player := range pR.Players {
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pR.downsyncToSinglePlayer(playerId, player, upperToSendInputFrameId, unconfirmedMask)
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}
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if MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId {
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// A rejoined player, should guarantee that when it resyncs to "refRenderFrameId" a matching inputFrame to apply exists
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candidateToSendInputFrameId = pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames)
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Logger.Warn(fmt.Sprintf("Resetting refRenderFrame for rejoined player: roomId=%v, playerId=%v, refRenderFrameId=%v, candidateToSendInputFrameId=%v, upperToSendInputFrameId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v", pR.Id, playerId, refRenderFrameId, candidateToSendInputFrameId, upperToSendInputFrameId, player.LastSentInputFrameId, player.AckingInputFrameId))
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}
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// [WARNING] EDGE CASE HERE: Upon initialization, all of "lastAllConfirmedInputFrameId", "lastAllConfirmedInputFrameIdWithChange" and "anchorInputFrameId" are "-1", thus "candidateToSendInputFrameId" starts with "0", however "inputFrameId: 0" might not have been all confirmed!
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for candidateToSendInputFrameId <= upperToSendInputFrameId {
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tmp := pR.InputsBuffer.GetByFrameId(candidateToSendInputFrameId)
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if nil == tmp {
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panic(fmt.Sprintf("Required inputFrameId=%v for roomId=%v, playerId=%v doesn't exist! InputsBuffer=%v", candidateToSendInputFrameId, pR.Id, playerId, pR.InputsBufferString(false)))
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}
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f := tmp.(*InputFrameDownsync)
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if pR.inputFrameIdDebuggable(candidateToSendInputFrameId) {
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Logger.Debug("inputFrame lifecycle#3[sending]:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("playerAckingInputFrameId", player.AckingInputFrameId), zap.Any("inputFrameId", candidateToSendInputFrameId), zap.Any("inputFrameId-doublecheck", f.InputFrameId), zap.Any("InputsBuffer", pR.InputsBufferString(false)), zap.Any("ConfirmedList", f.ConfirmedList))
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}
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toSendInputFrames = append(toSendInputFrames, f)
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candidateToSendInputFrameId++
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}
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if 0 >= len(toSendInputFrames) {
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// [WARNING] When sending DOWNSYNC_MSG_ACT_FORCED_RESYNC, there MUST BE accompanying "toSendInputFrames" for calculating "refRenderFrameId"!
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if MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId {
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Logger.Warn(fmt.Sprintf("Not sending due to empty toSendInputFrames: roomId=%v, playerId=%v, refRenderFrameId=%v, upperToSendInputFrameId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v", pR.Id, playerId, refRenderFrameId, upperToSendInputFrameId, player.LastSentInputFrameId, player.AckingInputFrameId))
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}
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continue
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}
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/*
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Resync helps
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1. when player with a slower frontend clock lags significantly behind and thus wouldn't get its inputUpsync recognized due to faster "forceConfirmation"
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2. reconnection
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*/
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shouldResync1 := (MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId)
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// shouldResync2 := (0 < (unconfirmedMask & uint64(1<<uint32(player.JoinIndex-1)))) // This condition is critical, if we don't send resync upon this condition, the "reconnected or slowly-clocking player" might never get its input synced
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shouldResync2 := (0 < unconfirmedMask) // An easier version of the above, might keep sending "refRenderFrame"s to still connected players when any player is disconnected
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if pR.BackendDynamicsEnabled && (shouldResync1 || shouldResync2) {
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tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId)
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if nil == tmp {
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panic(fmt.Sprintf("Required refRenderFrameId=%v for roomId=%v, playerId=%v, candidateToSendInputFrameId=%v doesn't exist! InputsBuffer=%v, RenderFrameBuffer=%v", refRenderFrameId, pR.Id, playerId, candidateToSendInputFrameId, pR.InputsBufferString(false), pR.RenderFrameBufferString()))
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}
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refRenderFrame := tmp.(*RoomDownsyncFrame)
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refRenderFrame.BackendUnconfirmedMask = unconfirmedMask
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pR.sendSafely(refRenderFrame, toSendInputFrames, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId)
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} else {
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pR.sendSafely(nil, toSendInputFrames, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId)
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}
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pR.Players[playerId].LastSentInputFrameId = candidateToSendInputFrameId - 1
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}
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}
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if pR.BackendDynamicsEnabled {
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// Evict no longer required "RenderFrameBuffer"
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for 0 < pR.RenderFrameBuffer.Cnt && pR.RenderFrameBuffer.StFrameId < refRenderFrameId {
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_ = pR.RenderFrameBuffer.Pop()
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}
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}
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minToKeepInputFrameId := pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames) - pR.SpAtkLookupFrames
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/*
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[WARNING]
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The following updates to "minToKeepInputFrameId" is necessary because when "false == pR.BackendDynamicsEnabled", the variable "refRenderFrameId" is not well defined.
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*/
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minLastSentInputFrameId := int32(math.MaxInt32)
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for _, player := range pR.Players {
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if PlayerBattleStateIns.ACTIVE != player.BattleState {
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continue
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}
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if player.LastSentInputFrameId >= minLastSentInputFrameId {
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continue
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}
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minLastSentInputFrameId = player.LastSentInputFrameId
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}
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if minLastSentInputFrameId < minToKeepInputFrameId {
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minToKeepInputFrameId = minLastSentInputFrameId
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}
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for 0 < pR.InputsBuffer.Cnt && pR.InputsBuffer.StFrameId < minToKeepInputFrameId {
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f := pR.InputsBuffer.Pop().(*InputFrameDownsync)
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if pR.inputFrameIdDebuggable(f.InputFrameId) {
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// Popping of an "inputFrame" would be AFTER its being all being confirmed, because it requires the "inputFrame" to be all acked
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Logger.Debug("inputFrame lifecycle#4[popped]:", zap.Any("roomId", pR.Id), zap.Any("inputFrameId", f.InputFrameId), zap.Any("minToKeepInputFrameId", minToKeepInputFrameId), zap.Any("InputsBuffer", pR.InputsBufferString(false)))
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}
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}
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@ -1481,3 +1373,86 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
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func (pR *Room) printBarrier(barrierCollider *resolv.Object) {
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Logger.Info(fmt.Sprintf("Barrier in roomId=%v: w=%v, h=%v, shape=%v", pR.Id, barrierCollider.W, barrierCollider.H, barrierCollider.Shape))
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}
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func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, upperToSendInputFrameId int32, unconfirmedMask uint64) {
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// [WARNING] "pR.InputsBuffer" isn't thread-safe, thus it's critical to guarantee that "pR.InputsBuffer.Put/Pop/GetByFrameId" are all executed by "battleMainLoop" only, i.e. this function should also be executed by "battleMainLoop" only!
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currPlayerBattleState := atomic.LoadInt32(&(player.BattleState)) // Might be changed in "OnPlayerDisconnected/OnPlayerLost" from other threads
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// [WARNING] DON'T try to send any message to an inactive player!
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switch currPlayerBattleState {
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case PlayerBattleStateIns.DISCONNECTED:
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case PlayerBattleStateIns.LOST:
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return
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}
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if 0 == pR.RenderFrameId {
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kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*RoomDownsyncFrame)
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pR.sendSafely(kickoffFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId)
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return
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}
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// [WARNING] Websocket is TCP-based, thus no need to re-send a previously sent inputFrame to a same player!
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toSendInputFrames := make([]*InputFrameDownsync, 0, pR.InputsBuffer.Cnt)
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j := player.LastSentInputFrameId + 1
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/*
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[WARNING]
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Upon resynced on frontend, "refRenderFrameId" MUST BE CAPPED somehow by "upperToSendInputFrameId", if frontend resyncs itself to a more advanced value than given below, upon the next renderFrame tick on the frontend it might generate non-consecutive "nextInputFrameId > frontend.recentInputCache.edFrameId+1".
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If "NstDelayFrames" becomes larger, "pR.RenderFrameId - refRenderFrameId" possibly becomes larger because the force confirmation is delayed more.
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Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed.
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*/
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refRenderFrameId := pR.ConvertToGeneratingRenderFrameId(upperToSendInputFrameId + 1) // for the frontend to jump immediately into generating & upsyncing the next input frame, thus getting rid of "resync avalanche"
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if refRenderFrameId > pR.RenderFrameId {
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refRenderFrameId = pR.RenderFrameId
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}
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if MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId {
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// A rejoined player, should guarantee that when it resyncs to "refRenderFrameId" a matching inputFrame to apply exists
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j = pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames)
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Logger.Warn(fmt.Sprintf("Resetting refRenderFrame for rejoined player: roomId=%v, playerId=%v, refRenderFrameId=%v, j=%v, upperToSendInputFrameId=%v", pR.Id, playerId, refRenderFrameId, j, upperToSendInputFrameId))
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}
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// [WARNING] EDGE CASE HERE: Upon initialization, all of "lastAllConfirmedInputFrameId", "lastAllConfirmedInputFrameIdWithChange" and "anchorInputFrameId" are "-1", thus "j" starts with "0", however "inputFrameId: 0" might not have been all confirmed!
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for j <= upperToSendInputFrameId {
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tmp := pR.InputsBuffer.GetByFrameId(j)
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if nil == tmp {
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Logger.Warn(fmt.Sprintf("Required inputFrameId=%v for roomId=%v, playerId=%v doesn't exist! InputsBuffer=%v", j, pR.Id, playerId, pR.InputsBufferString(false)))
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continue
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}
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f := tmp.(*InputFrameDownsync)
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if pR.inputFrameIdDebuggable(j) {
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Logger.Debug("inputFrame lifecycle#3[sending]:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("playerAckingInputFrameId", player.AckingInputFrameId), zap.Any("inputFrameId", j), zap.Any("inputFrameId-doublecheck", f.InputFrameId), zap.Any("InputsBuffer", pR.InputsBufferString(false)), zap.Any("ConfirmedList", f.ConfirmedList))
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}
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toSendInputFrames = append(toSendInputFrames, f)
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j++
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}
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if 0 >= len(toSendInputFrames) {
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Logger.Warn(fmt.Sprintf("Not sending due to empty toSendInputFrames: roomId=%v, playerId=%v, refRenderFrameId=%v, upperToSendInputFrameId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v", pR.Id, playerId, refRenderFrameId, upperToSendInputFrameId, player.LastSentInputFrameId, player.AckingInputFrameId))
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return
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}
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/*
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Resync helps
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1. when player with a slower frontend clock lags significantly behind and thus wouldn't get its inputUpsync recognized due to faster "forceConfirmation"
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2. reconnection
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*/
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shouldResync1 := (MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId)
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// shouldResync2 := (0 < (unconfirmedMask & uint64(1<<uint32(player.JoinIndex-1)))) // This condition is critical, if we don't send resync upon this condition, the "reconnected or slowly-clocking player" might never get its input synced
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shouldResync2 := (0 < unconfirmedMask) // An easier version of the above, might keep sending "refRenderFrame"s to still connected players when any player is disconnected
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if pR.BackendDynamicsEnabled && (shouldResync1 || shouldResync2) {
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tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId)
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if nil == tmp {
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panic(fmt.Sprintf("Required refRenderFrameId=%v for roomId=%v, playerId=%v, j=%v doesn't exist! InputsBuffer=%v, RenderFrameBuffer=%v", refRenderFrameId, pR.Id, playerId, j, pR.InputsBufferString(false), pR.RenderFrameBufferString()))
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}
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refRenderFrame := tmp.(*RoomDownsyncFrame)
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refRenderFrame.BackendUnconfirmedMask = unconfirmedMask
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pR.sendSafely(refRenderFrame, toSendInputFrames, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId)
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} else {
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pR.sendSafely(nil, toSendInputFrames, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId)
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}
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player.LastSentInputFrameId = j - 1
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}
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Loading…
Reference in New Issue
Block a user