Minor updates.

This commit is contained in:
genxium 2022-10-01 23:54:48 +08:00
parent 2264c0d362
commit f3a576ba13
8 changed files with 159 additions and 262 deletions

View File

@ -30,14 +30,15 @@ const (
DOWNSYNC_MSG_ACT_INPUT_BATCH = int32(2)
DOWNSYNC_MSG_ACT_ROOM_FRAME = int32(3)
DOWNSYNC_MSG_ACT_FORCED_RESYNC = int32(4)
DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START = int32(-1)
DOWNSYNC_MSG_ACT_BATTLE_START = int32(0)
DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED = int32(-98)
DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED = int32(-97)
)
const (
MAGIC_ROOM_DOWNSYNC_FRAME_ID_BATTLE_READY_TO_START = -1
MAGIC_ROOM_DOWNSYNC_FRAME_ID_BATTLE_START = 0
MAGIC_ROOM_DOWNSYNC_FRAME_ID_PLAYER_ADDED_AND_ACKED = -98
MAGIC_ROOM_DOWNSYNC_FRAME_ID_PLAYER_READDED_AND_ACKED = -97
MAGIC_JOIN_INDEX_DEFAULT = 0
MAGIC_JOIN_INDEX_INVALID = -1
)
@ -380,9 +381,7 @@ func (pR *Room) StartBattle() {
pR.CurDynamicsRenderFrameId = 0
kickoffFrame := &pb.RoomDownsyncFrame{
Id: pR.RenderFrameId,
RefFrameId: MAGIC_ROOM_DOWNSYNC_FRAME_ID_BATTLE_START, // Legacy frontend codes need this special "refFrameId" to remove the "3-2-1-countdown" logo
Players: toPbPlayers(pR.Players),
SentAt: utils.UnixtimeMilli(),
CountdownNanos: pR.BattleDurationNanos,
}
pR.RenderFrameBuffer.Put(kickoffFrame)
@ -433,6 +432,10 @@ func (pR *Room) StartBattle() {
dynamicsStartedAt := utils.UnixtimeNano()
// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
if nextDynamicsRenderFrameId > pR.RenderFrameId {
// [WARNING] DON'T apply dynamics too fast, otherwise upon DOWNSYNC_MSG_ACT_FORCED_RESYNC the frontend would resync itself to a "too advanced frontend.renderFrameId", and then start upsyncing "too advanced inputFrameId".
nextDynamicsRenderFrameId = pR.RenderFrameId
}
Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId)
dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
@ -446,7 +449,7 @@ func (pR *Room) StartBattle() {
}
if 0 == pR.RenderFrameId {
kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*pb.RoomDownsyncFrame)
pR.sendSafely(kickoffFrame, nil, DOWNSYNC_MSG_ACT_ROOM_FRAME, playerId)
pR.sendSafely(kickoffFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId)
} else {
// [WARNING] Websocket is TCP-based, thus no need to re-send a previously sent inputFrame to a same player!
toSendInputFrames := make([]*pb.InputFrameDownsync, 0, pR.AllPlayerInputsBuffer.Cnt)
@ -484,10 +487,10 @@ func (pR *Room) StartBattle() {
continue
}
pR.sendSafely(nil, toSendInputFrames, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId)
if -1 != debugSendingInputFrameId {
Logger.Info("inputFrame lifecycle#4[sent]:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("playerAckingInputFrameId", player.AckingInputFrameId), zap.Any("inputFrameId", debugSendingInputFrameId), zap.Any("AllPlayerInputsBuffer", pR.AllPlayerInputsBufferString(false)))
}
}
if -1 != debugSendingInputFrameId {
Logger.Info("inputFrame lifecycle#4[sent]:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("playerAckingInputFrameId", player.AckingInputFrameId), zap.Any("inputFrameId", debugSendingInputFrameId), zap.Any("AllPlayerInputsBuffer", pR.AllPlayerInputsBufferString(false)))
}
atomic.StoreInt32(&(pR.Players[playerId].LastSentInputFrameId), candidateToSendInputFrameId-1)
}
}
@ -557,7 +560,7 @@ func (pR *Room) OnBattleCmdReceived(pReq *pb.WsReq) {
encodedInput := pR.EncodeUpsyncCmd(inputFrameUpsync)
if clientInputFrameId >= pR.AllPlayerInputsBuffer.EdFrameId {
Logger.Warn(fmt.Sprintf("inputFrame too advanced! is the player cheating?: roomId=%v, playerId=%v, clientInputFrameId=%v, AllPlayerInputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.AllPlayerInputsBufferString(false)))
Logger.Warn(fmt.Sprintf("inputFrame too advanced! is the player cheating? roomId=%v, playerId=%v, clientInputFrameId=%v, AllPlayerInputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.AllPlayerInputsBufferString(false)))
return
}
tmp2 := pR.AllPlayerInputsBuffer.GetByFrameId(clientInputFrameId)
@ -597,8 +600,8 @@ func (pR *Room) OnBattleCmdReceived(pReq *pb.WsReq) {
func (pR *Room) onInputFrameDownsyncAllConfirmed(inputFrameDownsync *pb.InputFrameDownsync, playerId int32) {
inputFrameId := inputFrameDownsync.InputFrameId
if -1 == pR.LastAllConfirmedInputFrameIdWithChange || false == pR.equalInputLists(inputFrameDownsync.InputList, pR.LastAllConfirmedInputList) {
atomic.StoreInt32(&(pR.LastAllConfirmedInputFrameIdWithChange), inputFrameId) // [WARNING] Different from the CAS in "battleMainLoop", it's safe to just update "pR.LastAllConfirmedInputFrameIdWithChange" here, because only monotonic increment is possible here!
Logger.Info(fmt.Sprintf("Key inputFrame change: roomId=%v, playerId=%v, inputFrameId=%v, lastInputFrameId=%v, newInputList=%v, lastInputList=%v, AllPlayerInputsBuffer=%v", pR.Id, playerId, inputFrameId, pR.LastAllConfirmedInputFrameId, inputFrameDownsync.InputList, pR.LastAllConfirmedInputList, pR.AllPlayerInputsBufferString(false)))
Logger.Info(fmt.Sprintf("Key inputFrame change: roomId=%v, playerId=%v, newInputFrameId=%v, lastInputFrameId=%v, newInputList=%v, lastInputList=%v, AllPlayerInputsBuffer=%v", pR.Id, playerId, inputFrameId, pR.LastAllConfirmedInputFrameId, inputFrameDownsync.InputList, pR.LastAllConfirmedInputList, pR.AllPlayerInputsBufferString(false)))
atomic.StoreInt32(&(pR.LastAllConfirmedInputFrameIdWithChange), inputFrameId)
}
atomic.StoreInt32(&(pR.LastAllConfirmedInputFrameId), inputFrameId) // [WARNING] It's IMPORTANT that "pR.LastAllConfirmedInputFrameId" is NOT NECESSARILY CONSECUTIVE, i.e. if one of the players disconnects and reconnects within a considerable amount of frame delays!
for i, v := range inputFrameDownsync.InputList {
@ -636,9 +639,7 @@ func (pR *Room) StopBattleForSettlement() {
for playerId, _ := range pR.Players {
assembledFrame := pb.RoomDownsyncFrame{
Id: pR.RenderFrameId,
RefFrameId: pR.RenderFrameId, // Hardcoded for now.
Players: toPbPlayers(pR.Players),
SentAt: utils.UnixtimeMilli(),
CountdownNanos: -1, // TODO: Replace this magic constant!
}
pR.sendSafely(&assembledFrame, nil, DOWNSYNC_MSG_ACT_ROOM_FRAME, playerId)
@ -673,18 +674,16 @@ func (pR *Room) onBattlePrepare(cb BattleStartCbType) {
}
}
battleReadyToStartFrame := pb.RoomDownsyncFrame{
Id: pR.RenderFrameId,
battleReadyToStartFrame := &pb.RoomDownsyncFrame{
Id: DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START,
Players: toPbPlayers(pR.Players),
SentAt: utils.UnixtimeMilli(),
RefFrameId: MAGIC_ROOM_DOWNSYNC_FRAME_ID_BATTLE_READY_TO_START,
PlayerMetas: playerMetas,
CountdownNanos: pR.BattleDurationNanos,
}
Logger.Info("Sending out frame for RoomBattleState.PREPARE ", zap.Any("battleReadyToStartFrame", battleReadyToStartFrame))
for _, player := range pR.Players {
pR.sendSafely(&battleReadyToStartFrame, nil, DOWNSYNC_MSG_ACT_ROOM_FRAME, player.Id)
pR.sendSafely(battleReadyToStartFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START, player.Id)
}
battlePreparationNanos := int64(6000000000)
@ -902,58 +901,53 @@ func (pR *Room) onPlayerReAdded(playerId int32) {
}
func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
pPlayer, ok := pR.Players[playerId]
targetPlayer, ok := pR.Players[playerId]
if false == ok {
return false
}
playerMetas := make(map[int32]*pb.PlayerMeta, 0)
for _, player := range pR.Players {
playerMetas[player.Id] = &pb.PlayerMeta{
Id: player.Id,
Name: player.Name,
DisplayName: player.DisplayName,
Avatar: player.Avatar,
JoinIndex: player.JoinIndex,
for _, eachPlayer := range pR.Players {
playerMetas[eachPlayer.Id] = &pb.PlayerMeta{
Id: eachPlayer.Id,
Name: eachPlayer.Name,
DisplayName: eachPlayer.DisplayName,
Avatar: eachPlayer.Avatar,
JoinIndex: eachPlayer.JoinIndex,
}
}
var playerAckedFrame pb.RoomDownsyncFrame
switch pPlayer.BattleState {
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
playerAckedFrame = pb.RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
SentAt: utils.UnixtimeMilli(),
RefFrameId: MAGIC_ROOM_DOWNSYNC_FRAME_ID_PLAYER_ADDED_AND_ACKED,
PlayerMetas: playerMetas,
}
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
playerAckedFrame = pb.RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
SentAt: utils.UnixtimeMilli(),
RefFrameId: MAGIC_ROOM_DOWNSYNC_FRAME_ID_PLAYER_READDED_AND_ACKED,
PlayerMetas: playerMetas,
}
default:
}
for _, player := range pR.Players {
// Broadcast added or readded player info to all players in the same room
for _, eachPlayer := range pR.Players {
/*
[WARNING]
This `playerAckedFrame` is the first ever "RoomDownsyncFrame" for every "PersistentSessionClient on the frontend", and it goes right after each "BattleColliderInfo".
By making use of the sequential nature of each ws session, all later "RoomDownsyncFrame"s generated after `pRoom.StartBattle()` will be put behind this `playerAckedFrame`.
*/
pR.sendSafely(&playerAckedFrame, nil, DOWNSYNC_MSG_ACT_ROOM_FRAME, player.Id)
switch targetPlayer.BattleState {
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
playerAckedFrame := &pb.RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
PlayerMetas: playerMetas,
}
pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, eachPlayer.Id)
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
playerAckedFrame := &pb.RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
PlayerMetas: playerMetas,
}
pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED, eachPlayer.Id)
default:
}
}
pPlayer.BattleState = PlayerBattleStateIns.ACTIVE
Logger.Info("OnPlayerBattleColliderAcked", zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("playerId", playerId), zap.Any("capacity", pR.Capacity), zap.Any("len(players)", len(pR.Players)))
targetPlayer.BattleState = PlayerBattleStateIns.ACTIVE
Logger.Info(fmt.Sprintf("OnPlayerBattleColliderAcked: roomId=%v, roomState=%v, targetPlayerId=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, pR.Capacity, pR.EffectivePlayerCount))
if pR.Capacity == len(pR.Players) {
if pR.Capacity == int(pR.EffectivePlayerCount) {
allAcked := true
for _, p := range pR.Players {
if PlayerBattleStateIns.ACTIVE != p.BattleState {
@ -1122,9 +1116,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
newRenderFrame := pb.RoomDownsyncFrame{
Id: collisionSysRenderFrameId + 1,
RefFrameId: collisionSysRenderFrameId,
Players: toPbPlayers(pR.Players),
SentAt: utils.UnixtimeMilli(),
CountdownNanos: (pR.BattleDurationNanos - int64(collisionSysRenderFrameId)*int64(pR.RollbackEstimatedDt*1000000000)),
}
pR.RenderFrameBuffer.Put(&newRenderFrame)

View File

@ -767,11 +767,9 @@ type RoomDownsyncFrame struct {
unknownFields protoimpl.UnknownFields
Id int32 `protobuf:"varint,1,opt,name=id,proto3" json:"id,omitempty"`
RefFrameId int32 `protobuf:"varint,2,opt,name=refFrameId,proto3" json:"refFrameId,omitempty"`
Players map[int32]*Player `protobuf:"bytes,3,rep,name=players,proto3" json:"players,omitempty" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"bytes,2,opt,name=value,proto3"`
SentAt int64 `protobuf:"varint,4,opt,name=sentAt,proto3" json:"sentAt,omitempty"`
CountdownNanos int64 `protobuf:"varint,5,opt,name=countdownNanos,proto3" json:"countdownNanos,omitempty"`
PlayerMetas map[int32]*PlayerMeta `protobuf:"bytes,6,rep,name=playerMetas,proto3" json:"playerMetas,omitempty" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"bytes,2,opt,name=value,proto3"`
Players map[int32]*Player `protobuf:"bytes,2,rep,name=players,proto3" json:"players,omitempty" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"bytes,2,opt,name=value,proto3"`
CountdownNanos int64 `protobuf:"varint,3,opt,name=countdownNanos,proto3" json:"countdownNanos,omitempty"`
PlayerMetas map[int32]*PlayerMeta `protobuf:"bytes,4,rep,name=playerMetas,proto3" json:"playerMetas,omitempty" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"bytes,2,opt,name=value,proto3"`
}
func (x *RoomDownsyncFrame) Reset() {
@ -813,13 +811,6 @@ func (x *RoomDownsyncFrame) GetId() int32 {
return 0
}
func (x *RoomDownsyncFrame) GetRefFrameId() int32 {
if x != nil {
return x.RefFrameId
}
return 0
}
func (x *RoomDownsyncFrame) GetPlayers() map[int32]*Player {
if x != nil {
return x.Players
@ -827,13 +818,6 @@ func (x *RoomDownsyncFrame) GetPlayers() map[int32]*Player {
return nil
}
func (x *RoomDownsyncFrame) GetSentAt() int64 {
if x != nil {
return x.SentAt
}
return 0
}
func (x *RoomDownsyncFrame) GetCountdownNanos() int64 {
if x != nil {
return x.CountdownNanos
@ -1155,77 +1139,73 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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}
var (

View File

@ -29,23 +29,6 @@ var constants = {
BGM: "BGM"
}
},
PLAYER_NAME: {
1: "Merdan",
2: "Monroe",
},
SOCKET_EVENT: {
CONTROL: "control",
SYNC: "sync",
LOGIN: "login",
CREATE: "create"
},
WECHAT: {
AUTHORIZE_PATH: "/connect/oauth2/authorize",
REDIRECT_RUI_KEY: "redirect_uri=",
RESPONSE_TYPE: "response_type=code",
SCOPE: "scope=snsapi_userinfo",
FIN: "#wechat_redirect"
},
ROUTE_PATH: (_ROUTE_PATH = {
PLAYER: "/player",
JSCONFIG: "/jsconfig",
@ -61,8 +44,6 @@ var constants = {
LIST: "/list",
READ: "/read",
PROFILE: "/profile",
WECHAT: "/wechat",
WECHATGAME: "/wechatGame",
FETCH: "/fetch",
}, _defineProperty(_ROUTE_PATH, "LOGIN", "/login"), _defineProperty(_ROUTE_PATH, "RET_CODE", "/retCode"), _defineProperty(_ROUTE_PATH, "REGEX", "/regex"), _defineProperty(_ROUTE_PATH, "SMS_CAPTCHA", "/SmsCaptcha"), _defineProperty(_ROUTE_PATH, "GET", "/get"), _ROUTE_PATH),
REQUEST_QUERY: {
@ -138,7 +119,6 @@ var constants = {
INCORRECT_PHONE_NUMBER: '手机号不正确',
LOG_OUT: '您已在其他地方登陆',
GAME_OVER: '游戏结束,您的得分是',
WECHAT_LOGIN_FAILS: "微信登录失败",
},
CONFIRM_BUTTON_LABEL: {
RESTART: '重新开始'

View File

@ -78,11 +78,9 @@ message HeartbeatUpsync {
message RoomDownsyncFrame {
int32 id = 1;
int32 refFrameId = 2;
map<int32, Player> players = 3;
int64 sentAt = 4;
int64 countdownNanos = 5;
map<int32, PlayerMeta> playerMetas = 6;
map<int32, Player> players = 2;
int64 countdownNanos = 3;
map<int32, PlayerMeta> playerMetas = 4;
}
message WsReq {

View File

@ -440,7 +440,7 @@
"array": [
0,
0,
209.73151519075364,
210.43837950571782,
0,
0,
0,

View File

@ -18,11 +18,8 @@ window.ALL_BATTLE_STATES = {
};
window.MAGIC_ROOM_DOWNSYNC_FRAME_ID = {
PLAYER_ADDED_AND_ACKED: -98,
PLAYER_READDED_AND_ACKED: -97,
BATTLE_READY_TO_START: -1,
BATTLE_START: 0,
BATTLE_START: 0
};
cc.Class({
@ -124,9 +121,13 @@ cc.Class({
type: cc.Float,
default: 1.0/60
},
perFrameDtMaxTolerance: {
rollbackEstimatedDtMillis: {
type: cc.Float,
default: 1.0/600
default: 1000.0/60
},
rollbackEstimatedDtToleranceMillis: {
type: cc.Float,
default: 1.0/60
},
maxChasingRenderFramesPerUpdate: {
type: cc.Integer,
@ -353,7 +354,7 @@ cc.Class({
self.lastAllConfirmedInputFrameId = -1;
self.chaserRenderFrameId = -1; // at any moment, "lastAllConfirmedRenderFrameId <= chaserRenderFrameId <= renderFrameId", but "chaserRenderFrameId" would fluctuate according to "handleInputFrameDownsyncBatch"
self.inputDelayFrames = 8;
self.inputDelayFrames = 4;
self.inputScaleFrames = 2;
self.lastUpsyncInputFrameId = -1;
self.inputFrameUpsyncDelayTolerance = 2;
@ -547,34 +548,24 @@ cc.Class({
self._inputControlEnabled = false;
let findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
window.handleRoomDownsyncFrame = function(rdf) {
if (ALL_BATTLE_STATES.WAITING != self.battleState
&& ALL_BATTLE_STATES.IN_BATTLE != self.battleState
&& ALL_BATTLE_STATES.IN_SETTLEMENT != self.battleState) {
return;
window.handlePlayerAdded = function(rdf) {
// Update the "finding player" GUI and show it if not previously present
if (!self.findingPlayerNode.parent) {
self.showPopupInCanvas(self.findingPlayerNode);
}
findingPlayerScriptIns.updatePlayersInfo(rdf.playerMetas);
};
window.handleRoomDownsyncFrame = function(rdf) {
const frameId = rdf.id;
// Right upon establishment of the "PersistentSessionClient", we should receive an initial signal "BattleColliderInfo" earlier than any "RoomDownsyncFrame" containing "PlayerMeta" data.
const refFrameId = rdf.refFrameId;
switch (refFrameId) {
case window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.PLAYER_ADDED_AND_ACKED:
// Update the "finding player" GUI and show it if not previously present
if (!self.findingPlayerNode.parent) {
self.showPopupInCanvas(self.findingPlayerNode);
}
findingPlayerScriptIns.updatePlayersInfo(rdf.playerMetas);
return;
switch (frameId) {
case window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_READY_TO_START:
self.onBattleReadyToStart(rdf.playerMetas, false);
return;
case window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START:
self.onBattleStartedOrResynced(rdf);
return;
case window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.PLAYER_READDED_AND_ACKED:
self.onBattleReadyToStart(rdf.playerMetas, true);
self.onBattleStartedOrResynced(rdf);
return;
}
// TODO: Inject a NetworkDoctor as introduced in https://app.yinxiang.com/shard/s61/nl/13267014/5c575124-01db-419b-9c02-ec81f78c6ddc/.
@ -728,6 +719,7 @@ cc.Class({
self.applyRoomDownsyncFrameDynamics(rdf);
self._dumpToRenderCache(rdf);
self.battleState = ALL_BATTLE_STATES.IN_BATTLE; // Starts the increment of "self.renderFrameId" in "self.update(dt)"
self.lastRenderFrameIdTriggeredAt = performance.now();
if (null != window.boundRoomId) {
self.boundRoomIdLabel.string = window.boundRoomId;
}
@ -791,8 +783,9 @@ cc.Class({
update(dt) {
const self = this;
if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) {
if (dt < self.rollbackEstimatedDt-self.perFrameDtMaxTolerance) {
console.warn("Avoiding too fast frame@renderFrameId=", self.renderFrameId, ": dt=", dt);
const elapsedMillisSinceLastFrameIdTriggered = performance.now() - self.lastRenderFrameIdTriggeredAt;
if (elapsedMillisSinceLastFrameIdTriggered < (self.rollbackEstimatedDtMillis)) {
// console.debug("Avoiding too fast frame@renderFrameId=", self.renderFrameId, ": elapsedMillisSinceLastFrameIdTriggered=", elapsedMillisSinceLastFrameIdTriggered);
return;
}
try {
@ -842,6 +835,7 @@ cc.Class({
self.countdownLabel.string = countdownSeconds;
}
++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
self.lastRenderFrameIdTriggeredAt = performance.now();
}
}
},

View File

@ -2,11 +2,16 @@ window.UPSYNC_MSG_ACT_HB_PING = 1;
window.UPSYNC_MSG_ACT_PLAYER_CMD = 2;
window.UPSYNC_MSG_ACT_PLAYER_COLLIDER_ACK = 3;
window.DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED = -98;
window.DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED = -97;
window.DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START = -1;
window.DOWNSYNC_MSG_ACT_BATTLE_START = 0;
window.DOWNSYNC_MSG_ACT_HB_REQ = 1;
window.DOWNSYNC_MSG_ACT_INPUT_BATCH = 2;
window.DOWNSYNC_MSG_ACT_ROOM_FRAME = 3;
window.DOWNSYNC_MSG_ACT_FORCED_RESYNC = 4;
window.sendSafely = function(msgStr) {
/**
* - "If the data can't be sent (for example, because it needs to be buffered but the buffer is full), the socket is closed automatically."
@ -154,6 +159,14 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
case window.DOWNSYNC_MSG_ACT_HB_REQ:
window.handleHbRequirements(resp); // 获取boundRoomId并存储到localStorage
break;
case window.DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED:
window.handlePlayerAdded(resp.rdf);
break;
case window.DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED:
// Deliberately left blank for now
break;
case window.DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START:
case window.DOWNSYNC_MSG_ACT_BATTLE_START:
case window.DOWNSYNC_MSG_ACT_ROOM_FRAME:
if (window.handleRoomDownsyncFrame) {
window.handleRoomDownsyncFrame(resp.rdf);
@ -166,7 +179,7 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
break;
case window.DOWNSYNC_MSG_ACT_FORCED_RESYNC:
if (window.handleInputFrameDownsyncBatch && window.handleRoomDownsyncFrame) {
console.warn("GOT forced resync:", resp);
console.warn("Got forced resync:", resp.toString(), " @localRenderFrameId=", mapIns.renderFrameId, ", @localRecentInputCache=", mapIns._stringifyRecentInputCache(false));
// The following order of execution is important, because "handleInputFrameDownsyncBatch" is only available when state is IN_BATTLE
window.handleRoomDownsyncFrame(resp.rdf);
window.handleInputFrameDownsyncBatch(resp.inputFrameDownsyncBatch);

View File

@ -3131,9 +3131,7 @@ $root.treasurehunterx = (function() {
* @memberof treasurehunterx
* @interface IRoomDownsyncFrame
* @property {number|null} [id] RoomDownsyncFrame id
* @property {number|null} [refFrameId] RoomDownsyncFrame refFrameId
* @property {Object.<string,treasurehunterx.Player>|null} [players] RoomDownsyncFrame players
* @property {number|Long|null} [sentAt] RoomDownsyncFrame sentAt
* @property {number|Long|null} [countdownNanos] RoomDownsyncFrame countdownNanos
* @property {Object.<string,treasurehunterx.PlayerMeta>|null} [playerMetas] RoomDownsyncFrame playerMetas
*/
@ -3163,14 +3161,6 @@ $root.treasurehunterx = (function() {
*/
RoomDownsyncFrame.prototype.id = 0;
/**
* RoomDownsyncFrame refFrameId.
* @member {number} refFrameId
* @memberof treasurehunterx.RoomDownsyncFrame
* @instance
*/
RoomDownsyncFrame.prototype.refFrameId = 0;
/**
* RoomDownsyncFrame players.
* @member {Object.<string,treasurehunterx.Player>} players
@ -3179,14 +3169,6 @@ $root.treasurehunterx = (function() {
*/
RoomDownsyncFrame.prototype.players = $util.emptyObject;
/**
* RoomDownsyncFrame sentAt.
* @member {number|Long} sentAt
* @memberof treasurehunterx.RoomDownsyncFrame
* @instance
*/
RoomDownsyncFrame.prototype.sentAt = $util.Long ? $util.Long.fromBits(0,0,false) : 0;
/**
* RoomDownsyncFrame countdownNanos.
* @member {number|Long} countdownNanos
@ -3229,20 +3211,16 @@ $root.treasurehunterx = (function() {
writer = $Writer.create();
if (message.id != null && Object.hasOwnProperty.call(message, "id"))
writer.uint32(/* id 1, wireType 0 =*/8).int32(message.id);
if (message.refFrameId != null && Object.hasOwnProperty.call(message, "refFrameId"))
writer.uint32(/* id 2, wireType 0 =*/16).int32(message.refFrameId);
if (message.players != null && Object.hasOwnProperty.call(message, "players"))
for (var keys = Object.keys(message.players), i = 0; i < keys.length; ++i) {
writer.uint32(/* id 3, wireType 2 =*/26).fork().uint32(/* id 1, wireType 0 =*/8).int32(keys[i]);
writer.uint32(/* id 2, wireType 2 =*/18).fork().uint32(/* id 1, wireType 0 =*/8).int32(keys[i]);
$root.treasurehunterx.Player.encode(message.players[keys[i]], writer.uint32(/* id 2, wireType 2 =*/18).fork()).ldelim().ldelim();
}
if (message.sentAt != null && Object.hasOwnProperty.call(message, "sentAt"))
writer.uint32(/* id 4, wireType 0 =*/32).int64(message.sentAt);
if (message.countdownNanos != null && Object.hasOwnProperty.call(message, "countdownNanos"))
writer.uint32(/* id 5, wireType 0 =*/40).int64(message.countdownNanos);
writer.uint32(/* id 3, wireType 0 =*/24).int64(message.countdownNanos);
if (message.playerMetas != null && Object.hasOwnProperty.call(message, "playerMetas"))
for (var keys = Object.keys(message.playerMetas), i = 0; i < keys.length; ++i) {
writer.uint32(/* id 6, wireType 2 =*/50).fork().uint32(/* id 1, wireType 0 =*/8).int32(keys[i]);
writer.uint32(/* id 4, wireType 2 =*/34).fork().uint32(/* id 1, wireType 0 =*/8).int32(keys[i]);
$root.treasurehunterx.PlayerMeta.encode(message.playerMetas[keys[i]], writer.uint32(/* id 2, wireType 2 =*/18).fork()).ldelim().ldelim();
}
return writer;
@ -3284,10 +3262,6 @@ $root.treasurehunterx = (function() {
break;
}
case 2: {
message.refFrameId = reader.int32();
break;
}
case 3: {
if (message.players === $util.emptyObject)
message.players = {};
var end2 = reader.uint32() + reader.pos;
@ -3310,15 +3284,11 @@ $root.treasurehunterx = (function() {
message.players[key] = value;
break;
}
case 4: {
message.sentAt = reader.int64();
break;
}
case 5: {
case 3: {
message.countdownNanos = reader.int64();
break;
}
case 6: {
case 4: {
if (message.playerMetas === $util.emptyObject)
message.playerMetas = {};
var end2 = reader.uint32() + reader.pos;
@ -3379,9 +3349,6 @@ $root.treasurehunterx = (function() {
if (message.id != null && message.hasOwnProperty("id"))
if (!$util.isInteger(message.id))
return "id: integer expected";
if (message.refFrameId != null && message.hasOwnProperty("refFrameId"))
if (!$util.isInteger(message.refFrameId))
return "refFrameId: integer expected";
if (message.players != null && message.hasOwnProperty("players")) {
if (!$util.isObject(message.players))
return "players: object expected";
@ -3396,9 +3363,6 @@ $root.treasurehunterx = (function() {
}
}
}
if (message.sentAt != null && message.hasOwnProperty("sentAt"))
if (!$util.isInteger(message.sentAt) && !(message.sentAt && $util.isInteger(message.sentAt.low) && $util.isInteger(message.sentAt.high)))
return "sentAt: integer|Long expected";
if (message.countdownNanos != null && message.hasOwnProperty("countdownNanos"))
if (!$util.isInteger(message.countdownNanos) && !(message.countdownNanos && $util.isInteger(message.countdownNanos.low) && $util.isInteger(message.countdownNanos.high)))
return "countdownNanos: integer|Long expected";
@ -3433,8 +3397,6 @@ $root.treasurehunterx = (function() {
var message = new $root.treasurehunterx.RoomDownsyncFrame();
if (object.id != null)
message.id = object.id | 0;
if (object.refFrameId != null)
message.refFrameId = object.refFrameId | 0;
if (object.players) {
if (typeof object.players !== "object")
throw TypeError(".treasurehunterx.RoomDownsyncFrame.players: object expected");
@ -3445,15 +3407,6 @@ $root.treasurehunterx = (function() {
message.players[keys[i]] = $root.treasurehunterx.Player.fromObject(object.players[keys[i]]);
}
}
if (object.sentAt != null)
if ($util.Long)
(message.sentAt = $util.Long.fromValue(object.sentAt)).unsigned = false;
else if (typeof object.sentAt === "string")
message.sentAt = parseInt(object.sentAt, 10);
else if (typeof object.sentAt === "number")
message.sentAt = object.sentAt;
else if (typeof object.sentAt === "object")
message.sentAt = new $util.LongBits(object.sentAt.low >>> 0, object.sentAt.high >>> 0).toNumber();
if (object.countdownNanos != null)
if ($util.Long)
(message.countdownNanos = $util.Long.fromValue(object.countdownNanos)).unsigned = false;
@ -3495,12 +3448,6 @@ $root.treasurehunterx = (function() {
}
if (options.defaults) {
object.id = 0;
object.refFrameId = 0;
if ($util.Long) {
var long = new $util.Long(0, 0, false);
object.sentAt = options.longs === String ? long.toString() : options.longs === Number ? long.toNumber() : long;
} else
object.sentAt = options.longs === String ? "0" : 0;
if ($util.Long) {
var long = new $util.Long(0, 0, false);
object.countdownNanos = options.longs === String ? long.toString() : options.longs === Number ? long.toNumber() : long;
@ -3509,19 +3456,12 @@ $root.treasurehunterx = (function() {
}
if (message.id != null && message.hasOwnProperty("id"))
object.id = message.id;
if (message.refFrameId != null && message.hasOwnProperty("refFrameId"))
object.refFrameId = message.refFrameId;
var keys2;
if (message.players && (keys2 = Object.keys(message.players)).length) {
object.players = {};
for (var j = 0; j < keys2.length; ++j)
object.players[keys2[j]] = $root.treasurehunterx.Player.toObject(message.players[keys2[j]], options);
}
if (message.sentAt != null && message.hasOwnProperty("sentAt"))
if (typeof message.sentAt === "number")
object.sentAt = options.longs === String ? String(message.sentAt) : message.sentAt;
else
object.sentAt = options.longs === String ? $util.Long.prototype.toString.call(message.sentAt) : options.longs === Number ? new $util.LongBits(message.sentAt.low >>> 0, message.sentAt.high >>> 0).toNumber() : message.sentAt;
if (message.countdownNanos != null && message.hasOwnProperty("countdownNanos"))
if (typeof message.countdownNanos === "number")
object.countdownNanos = options.longs === String ? String(message.countdownNanos) : message.countdownNanos;