mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Temp broken commit during refactoration of jsexport inputbuffer handling.
This commit is contained in:
parent
c017aaa7ed
commit
f4868197b6
File diff suppressed because one or more lines are too long
@ -139,14 +139,12 @@ message BattleColliderInfo {
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int32 spAtkLookupFrames = 22;
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int32 renderCacheSize = 23;
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map<int32, MeleeBullet> meleeSkillConfig = 24; // skillId -> skill
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double snapIntoPlatformOverlap = 25;
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double snapIntoPlatformThreshold = 26;
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int32 jumpingInitVelY = 27;
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int32 gravityX = 28;
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int32 gravityY = 29;
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int32 collisionMinStep = 30;
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double snapIntoPlatformOverlap = 24;
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double snapIntoPlatformThreshold = 25;
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int32 jumpingInitVelY = 26;
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int32 gravityX = 27;
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int32 gravityY = 28;
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int32 collisionMinStep = 29;
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bool frameDataLoggingEnabled = 999;
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}
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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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216.79265527990535,
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210.2224973754617,
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0,
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0,
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0,
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@ -461,7 +461,7 @@
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"array": [
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0,
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0,
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216.79265527990535,
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213.12914590737552,
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0,
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0,
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0,
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@ -67,7 +67,6 @@ cc.Class({
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this.speciesName = null;
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this.hp = 100;
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this.maxHp = 100;
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this.framesToRecover = 0;
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this.inAir = true;
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},
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@ -86,18 +85,18 @@ cc.Class({
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},
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updateCharacterAnim(rdfPlayer, prevRdfPlayer, forceAnimSwitch) {
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// As this function might be called after many frames of a rollback, it's possible that the playing animation was predicted, different from "prevRdfPlayer.characterState" but same as "newCharacterState". More granular checks are needed to determine whether we should interrupt the playing animation.
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// As this function might be called after many frames of a rollback, it's possible that the playing animation was predicted, different from "prevRdfPlayer.CharacterState" but same as "newCharacterState". More granular checks are needed to determine whether we should interrupt the playing animation.
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// Update directions
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if (this.animComp && this.animComp.node) {
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if (0 > rdfPlayer.dirX) {
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if (0 > rdfPlayer.DirX) {
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this.animComp.node.scaleX = (-1.0);
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} else if (0 < rdfPlayer.dirX) {
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} else if (0 < rdfPlayer.DirX) {
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this.animComp.node.scaleX = (1.0);
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}
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}
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let newCharacterState = rdfPlayer.characterState;
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let newCharacterState = rdfPlayer.CharacterState;
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let newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
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let playingAnimName = null;
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let underlyingAnimationCtrl = null;
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@ -110,7 +109,7 @@ cc.Class({
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playingAnimName = (!underlyingAnimationCtrl ? null : underlyingAnimationCtrl.name);
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}
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// It turns out that "prevRdfPlayer.characterState" is not useful in this function :)
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// It turns out that "prevRdfPlayer.CharacterState" is not useful in this function :)
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if (newAnimName == playingAnimName && window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
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// No need to interrupt
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// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, not interrupting ${newAnimName} while the playing anim is also ${playingAnimName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, to: ${JSON.stringify(rdfPlayer)}`);
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@ -131,7 +130,7 @@ cc.Class({
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underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, 0, -1);
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} else {
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const animationData = underlyingAnimationCtrl._animations[newAnimName];
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let fromAnimFrame = (animationData.frameCount - rdfPlayer.framesToRecover);
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let fromAnimFrame = (animationData.frameCount - rdfPlayer.FramesToRecover);
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if (fromAnimFrame < 0) {
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// For Atk1 or Atk2, it's possible that the "meleeBullet.recoveryFrames" is configured to be slightly larger than corresponding animation duration frames
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fromAnimFrame = 0;
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@ -149,7 +148,7 @@ cc.Class({
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}
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// The "playTimes" counterpart is managed by each "cc.AnimationClip.wrapMode", already preset in the editor.
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const targetClip = this.animComp.getClips()[newCharacterState]; // The clips follow the exact order in ATK_CHARACTER_STATE
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let fromTime = (targetClip.duration - rdfPlayer.framesToRecover / targetClip.sample); // TODO: Anyway to avoid using division here?
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let fromTime = (targetClip.duration - rdfPlayer.FramesToRecover / targetClip.sample); // TODO: Anyway to avoid using division here?
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if (fromTime < 0) {
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// For Atk1 or Atk2, it's possible that the "meleeBullet.recoveryFrames" is configured to be slightly larger than corresponding animation duration frames
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fromTime = 0;
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@ -25,7 +25,7 @@ cc.Class({
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if (!self.mapScriptIns) return;
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if (!self.mapScriptIns.selfPlayerInfo) return;
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if (!self.mapScriptIns.playerRichInfoDict) return;
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const selfPlayerRichInfo = self.mapScriptIns.playerRichInfoDict.get(self.mapScriptIns.selfPlayerInfo.id);
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const selfPlayerRichInfo = self.mapScriptIns.playerRichInfoDict.get(self.mapScriptIns.selfPlayerInfo.Id);
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if (!selfPlayerRichInfo) return;
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const selfPlayerNode = selfPlayerRichInfo.node;
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if (!selfPlayerNode) return;
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@ -140,28 +140,24 @@ cc.Class({
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let previousSelfInput = null,
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currSelfInput = null;
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const joinIndex = self.selfPlayerInfo.joinIndex || self.selfPlayerInfo.JoinIndex;
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const existingInputFrame = self.recentInputCache.getByFrameId(inputFrameId);
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const joinIndex = self.selfPlayerInfo.JoinIndex;
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const existingInputFrame = self.recentInputCache.GetByFrameId(inputFrameId);
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const previousInputFrameDownsyncWithPrediction = self.getCachedInputFrameDownsyncWithPrediction(inputFrameId - 1);
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previousSelfInput = (null == previousInputFrameDownsyncWithPrediction ? null : previousInputFrameDownsyncWithPrediction.inputList[joinIndex - 1]);
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previousSelfInput = (null == previousInputFrameDownsyncWithPrediction ? null : previousInputFrameDownsyncWithPrediction.InputList[joinIndex - 1]);
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if (null != existingInputFrame) {
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// This could happen upon either [type#1] or [type#2] forceConfirmation, where "refRenderFrame" is accompanied by some "inputFrameDownsyncs". The check here also guarantees that we don't override history
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console.log(`noDelayInputFrameId=${inputFrameId} already exists in recentInputCache: recentInputCache=${self._stringifyRecentInputCache(false)}`);
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return [previousSelfInput, existingInputFrame.inputList[joinIndex - 1]];
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return [previousSelfInput, existingInputFrame.InputList[joinIndex - 1]];
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}
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const prefabbedInputList = (null == previousInputFrameDownsyncWithPrediction ? new Array(self.playerRichInfoDict.size).fill(0) : previousInputFrameDownsyncWithPrediction.inputList.slice());
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const prefabbedInputList = (null == previousInputFrameDownsyncWithPrediction ? new Array(self.playerRichInfoDict.size).fill(0) : previousInputFrameDownsyncWithPrediction.InputList.slice());
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currSelfInput = self.ctrl.getEncodedInput(); // When "null == existingInputFrame", it'd be safe to say that the realtime "self.ctrl.getEncodedInput()" is for the requested "inputFrameId"
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prefabbedInputList[(joinIndex - 1)] = currSelfInput;
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while (self.recentInputCache.edFrameId <= inputFrameId) {
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while (self.recentInputCache.EdFrameId <= inputFrameId) {
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// Fill the gap
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const prefabbedInputFrameDownsync = window.pb.protos.InputFrameDownsync.create({
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inputFrameId: self.recentInputCache.edFrameId,
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inputList: prefabbedInputList,
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confirmedList: (1 << (joinIndex - 1))
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});
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// console.log(`Prefabbed inputFrameId=${prefabbedInputFrameDownsync.inputFrameId}`);
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self.recentInputCache.put(prefabbedInputFrameDownsync);
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const prefabbedInputFrameDownsync = gopkgs.NewInputFrameDownsync(self.recentInputCache.EdFrameId, prefabbedInputList.slice(), (1 << (joinIndex - 1)));
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// console.log(`Prefabbed inputFrameId=${prefabbedInputFrameDownsync.InputFrameId}`);
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self.recentInputCache.Put(prefabbedInputFrameDownsync);
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}
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return [previousSelfInput, currSelfInput];
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@ -184,18 +180,18 @@ cc.Class({
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const self = this;
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let inputFrameUpsyncBatch = [];
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let batchInputFrameIdSt = self.lastUpsyncInputFrameId + 1;
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if (batchInputFrameIdSt < self.recentInputCache.stFrameId) {
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if (batchInputFrameIdSt < self.recentInputCache.StFrameId) {
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// Upon resync, "self.lastUpsyncInputFrameId" might not have been updated properly.
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batchInputFrameIdSt = self.recentInputCache.stFrameId;
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batchInputFrameIdSt = self.recentInputCache.StFrameId;
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}
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for (let i = batchInputFrameIdSt; i <= latestLocalInputFrameId; ++i) {
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const inputFrameDownsync = self.recentInputCache.getByFrameId(i);
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const inputFrameDownsync = self.recentInputCache.GetByFrameId(i);
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if (null == inputFrameDownsync) {
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console.error(`sendInputFrameUpsyncBatch: recentInputCache is NOT having inputFrameId=i: latestLocalInputFrameId=${latestLocalInputFrameId}, recentInputCache=${self._stringifyRecentInputCache(false)}`);
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} else {
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const inputFrameUpsync = {
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inputFrameId: i,
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encoded: inputFrameDownsync.inputList[self.selfPlayerInfo.joinIndex - 1],
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encoded: inputFrameDownsync.InputList[self.selfPlayerInfo.JoinIndex - 1],
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};
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inputFrameUpsyncBatch.push(inputFrameUpsync);
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}
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@ -204,15 +200,15 @@ cc.Class({
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// console.info(`inputFrameUpsyncBatch: ${JSON.stringify(inputFrameUpsyncBatch)}`);
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const reqData = window.pb.protos.WsReq.encode({
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msgId: Date.now(),
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playerId: self.selfPlayerInfo.id,
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playerId: self.selfPlayerInfo.Id,
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act: window.UPSYNC_MSG_ACT_PLAYER_CMD,
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joinIndex: self.selfPlayerInfo.joinIndex,
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joinIndex: self.selfPlayerInfo.JoinIndex,
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ackingInputFrameId: self.lastAllConfirmedInputFrameId,
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inputFrameUpsyncBatch: inputFrameUpsyncBatch,
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}).finish();
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window.sendSafely(reqData);
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self.lastUpsyncInputFrameId = latestLocalInputFrameId;
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if (self.lastUpsyncInputFrameId >= self.recentInputCache.edFrameId) {
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if (self.lastUpsyncInputFrameId >= self.recentInputCache.EdFrameId) {
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throw `noDelayInputFrameId=${self.lastUpsyncInputFrameId} == latestLocalInputFrameId=${latestLocalInputFrameId} seems not properly dumped #2: recentInputCache=${self._stringifyRecentInputCache(false)}`;
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}
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},
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@ -305,7 +301,7 @@ cc.Class({
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self.recentRenderCache = new RingBuffer(self.renderCacheSize);
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self.selfPlayerInfo = null; // This field is kept for distinguishing "self" and "others".
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self.recentInputCache = new RingBuffer((self.renderCacheSize >> 1) + 1);
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self.recentInputCache = gopkgs.NewRingBufferJs((self.renderCacheSize >> 1) + 1);
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const spaceW = self.stageDiscreteW * self.stageTileW;
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const spaceH = self.stageDiscreteH * self.stageTileH;
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@ -606,7 +602,7 @@ cc.Class({
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const shouldForceDumping1 = (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.Id);
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let shouldForceDumping2 = (rdf.Id >= self.renderFrameId + self.renderFrameIdLagTolerance);
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let shouldForceResync = pbRdf.shouldForceResync;
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const notSelfUnconfirmed = (0 == (pbRdf.backendUnconfirmedMask & (1 << (self.selfPlayerInfo.joinIndex - 1))));
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const notSelfUnconfirmed = (0 == (pbRdf.backendUnconfirmedMask & (1 << (self.selfPlayerInfo.JoinIndex - 1))));
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if (notSelfUnconfirmed) {
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shouldForceDumping2 = false;
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shouldForceResync = false;
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@ -721,7 +717,7 @@ cc.Class({
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return true;
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},
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onInputFrameDownsyncBatch(batch) {
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onInputFrameDownsyncBatch(batch /* []*pb.InputFrameDownsync */ ) {
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// TODO: find some kind of synchronization mechanism against "getOrPrefabInputFrameUpsync"!
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if (null == batch) {
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return;
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@ -743,7 +739,7 @@ cc.Class({
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}
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// [WARNING] Take all "inputFrameDownsync" from backend as all-confirmed, it'll be later checked by "rollbackAndChase".
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self.lastAllConfirmedInputFrameId = inputFrameDownsyncId;
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const localInputFrame = self.recentInputCache.getByFrameId(inputFrameDownsyncId);
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const localInputFrame = self.recentInputCache.GetByFrameId(inputFrameDownsyncId);
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if (null != localInputFrame
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&&
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null == firstPredictedYetIncorrectInputFrameId
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@ -753,8 +749,9 @@ cc.Class({
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firstPredictedYetIncorrectInputFrameId = inputFrameDownsyncId;
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}
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inputFrameDownsync.confirmedList = (1 << self.playerRichInfoDict.size) - 1;
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inputFrameDownsyncLocal = gopkgs.NewInputFrameDownsync(inputFrameDownsync.inputFrameId, inputFrameDownsync.inputList, inputFrameDownsync.confirmedList); // "battle.InputFrameDownsync" in "jsexport"
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//console.log(`Confirmed inputFrameId=${inputFrameDownsync.inputFrameId}`);
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const [ret, oldStFrameId, oldEdFrameId] = self.recentInputCache.setByFrameId(inputFrameDownsync, inputFrameDownsync.inputFrameId);
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const [ret, oldStFrameId, oldEdFrameId] = self.recentInputCache.SetByFrameId(inputFrameDownsync, inputFrameDownsync.inputFrameId);
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if (window.RING_BUFF_FAILED_TO_SET == ret) {
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throw `Failed to dump input cache (maybe recentInputCache too small)! inputFrameDownsync.inputFrameId=${inputFrameDownsync.inputFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`;
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}
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@ -829,7 +826,7 @@ batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inpu
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const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
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newPlayerNode.setPosition(wx, wy);
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playerScriptIns.mapNode = self.node;
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const colliderRadius = playerDownsyncInfo.colliderRadius || playerDownsyncInfo.ColliderRadius;
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const colliderRadius = playerDownsyncInfo.ColliderRadius;
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const halfColliderWidth = colliderRadius,
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halfColliderHeight = colliderRadius + colliderRadius; // avoid multiplying
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const colliderWidth = halfColliderWidth + halfColliderWidth,
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@ -856,10 +853,6 @@ batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inpu
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setLocalZOrder(newPlayerNode, 5);
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newPlayerNode.active = true;
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playerDownsyncInfo.characterState = playerDownsyncInfo.CharacterState;
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playerDownsyncInfo.dirX = playerDownsyncInfo.DirX;
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playerDownsyncInfo.dirY = playerDownsyncInfo.DirY;
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playerDownsyncInfo.framesToRecover = playerDownsyncInfo.FrameToRecover;
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playerScriptIns.updateCharacterAnim(playerDownsyncInfo, null, true);
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return [newPlayerNode, playerScriptIns];
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@ -1063,10 +1056,6 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
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const playerRichInfo = self.playerRichInfoArr[k];
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playerRichInfo.node.setPosition(wx, wy);
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playerRichInfo.scriptIns.updateSpeed(currPlayerDownsync.Speed);
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currPlayerDownsync.characterState = currPlayerDownsync.CharacterState;
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currPlayerDownsync.dirX = currPlayerDownsync.DirX;
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currPlayerDownsync.dirY = currPlayerDownsync.DirY;
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currPlayerDownsync.framesToRecover = currPlayerDownsync.FrameToRecover;
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playerRichInfo.scriptIns.updateCharacterAnim(currPlayerDownsync, prevRdfPlayer, false);
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}
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@ -1079,13 +1068,13 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
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getCachedInputFrameDownsyncWithPrediction(inputFrameId) {
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const self = this;
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const inputFrameDownsync = self.recentInputCache.getByFrameId(inputFrameId);
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const inputFrameDownsync = self.recentInputCache.GetByFrameId(inputFrameId); // "battle.InputFrameDownsync" in "jsexport"
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if (null != inputFrameDownsync && inputFrameId > self.lastAllConfirmedInputFrameId) {
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const lastAllConfirmedInputFrame = self.recentInputCache.getByFrameId(self.lastAllConfirmedInputFrameId);
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const lastAllConfirmedInputFrame = self.recentInputCache.GetByFrameId(self.lastAllConfirmedInputFrameId);
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if (null != lastAllConfirmedInputFrame) {
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for (let i = 0; i < inputFrameDownsync.inputList.length; ++i) {
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if (i == (self.selfPlayerInfo.joinIndex - 1)) continue;
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inputFrameDownsync.inputList[i] = (lastAllConfirmedInputFrame.inputList[i] & 15); // Don't predict attack input!
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for (let i = 0; i < inputFrameDownsync.InputList.length; ++i) {
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if (i == (self.selfPlayerInfo.JoinIndex - 1)) continue;
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inputFrameDownsync.InputList[i] = (lastAllConfirmedInputFrame.InputList[i] & 15); // Don't predict attack input!
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}
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}
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}
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@ -1103,24 +1092,23 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
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throw `Couldn't find renderFrame for i=${i} to rollback (are you using Firefox?), self.renderFrameId=${self.renderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, might've been interruptted by onRoomDownsyncFrame`;
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}
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const j = self._convertToInputFrameId(i, self.inputDelayFrames);
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const delayedInputFrame = self.recentInputCache.getByFrameId(j); // Don't make prediction here, the inputFrameDownsyncs in recentInputCache was already predicted while prefabbing
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const delayedInputFrame = self.recentInputCache.GetByFrameId(j); // Don't make prediction here, the inputFrameDownsyncs in recentInputCache was already predicted while prefabbing
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if (null == delayedInputFrame) {
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// Shouldn't happen!
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throw `Failed to get cached delayedInputFrame for i=${i}, j=${j}, renderFrameId=${self.renderFrameId}, lastUpsyncInputFrameId=${self.lastUpsyncInputFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, chaserRenderFrameId=${self.chaserRenderFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`;
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}
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const jPrev = self._convertToInputFrameId(i - 1, self.inputDelayFrames);
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const delayedInputFrameForPrevRenderFrame = self.recentInputCache.getByFrameId(jPrev);
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if (self.frameDataLoggingEnabled) {
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const actuallyUsedInputClone = delayedInputFrame.inputList.slice();
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const actuallyUsedInputClone = delayedInputFrame.InputList.slice();
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const inputFrameDownsyncClone = {
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inputFrameId: delayedInputFrame.inputFrameId,
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inputFrameId: delayedInputFrame.InputFrameId,
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inputList: actuallyUsedInputClone,
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confirmedList: delayedInputFrame.confirmedList,
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confirmedList: delayedInputFrame.ConfirmedList,
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};
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self.rdfIdToActuallyUsedInput.set(currRdf.Id, inputFrameDownsyncClone);
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}
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const nextRdf = gopkgs.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(delayedInputFrame.inputList, (null == delayedInputFrameForPrevRenderFrame ? null : delayedInputFrameForPrevRenderFrame.inputList), currRdf, collisionSys, collisionSysMap, self.gravityX, self.gravityY, self.jumpingInitVelY, self.inputDelayFrames, self.inputScaleFrames, self.spaceOffsetX, self.spaceOffsetY, self.snapIntoPlatformOverlap, self.snapIntoPlatformThreshold, self.worldToVirtualGridRatio, self.virtualGridToWorldRatio);
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const nextRdf = gopkgs.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(self.recentInputCache, currRdf, collisionSys, collisionSysMap, self.gravityX, self.gravityY, self.jumpingInitVelY, self.inputDelayFrames, self.inputScaleFrames, self.spaceOffsetX, self.spaceOffsetY, self.snapIntoPlatformOverlap, self.snapIntoPlatformThreshold, self.worldToVirtualGridRatio, self.virtualGridToWorldRatio, self.playerOpPatternToSkillId);
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if (true == isChasing) {
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// [WARNING] Move the cursor "self.chaserRenderFrameId" when "true == isChasing", keep in mind that "self.chaserRenderFrameId" is not monotonic!
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@ -1140,7 +1128,7 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
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const self = this;
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for (let k in playersArr) {
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const immediatePlayerInfo = playersArr[k];
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const playerId = immediatePlayerInfo.id || immediatePlayerInfo.Id;
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const playerId = immediatePlayerInfo.Id;
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||||
if (self.playerRichInfoDict.has(playerId)) continue; // Skip already put keys
|
||||
self.playerRichInfoDict.set(playerId, immediatePlayerInfo);
|
||||
const joinIndex = immediatePlayerInfo.joinIndex || immediatePlayerInfo.JoinIndex;
|
||||
@ -1153,9 +1141,9 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
|
||||
scriptIns: nodeAndScriptIns[1],
|
||||
});
|
||||
|
||||
const selfPlayerId = self.selfPlayerInfo.id || self.selfPlayerInfo.Id;
|
||||
const selfPlayerId = self.selfPlayerInfo.Id;
|
||||
if (selfPlayerId == playerId) {
|
||||
self.selfPlayerInfo.joinIndex = immediatePlayerInfo.joinIndex || immediatePlayerInfo.JoinIndex;
|
||||
self.selfPlayerInfo.JoinIndex = immediatePlayerInfo.JoinIndex;
|
||||
nodeAndScriptIns[1].showArrowTipNode();
|
||||
}
|
||||
}
|
||||
@ -1169,13 +1157,13 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
|
||||
const self = this;
|
||||
if (true == usefullOutput) {
|
||||
let s = [];
|
||||
for (let i = self.recentInputCache.stFrameId; i < self.recentInputCache.edFrameId; ++i) {
|
||||
s.push(JSON.stringify(self.recentInputCache.getByFrameId(i)));
|
||||
for (let i = self.recentInputCache.StFrameId; i < self.recentInputCache.EdFrameId; ++i) {
|
||||
s.push(JSON.stringify(self.recentInputCache.GetByFrameId(i)));
|
||||
}
|
||||
|
||||
return s.join('\n');
|
||||
}
|
||||
return `[stInputFrameId=${self.recentInputCache.stFrameId}, edInputFrameId=${self.recentInputCache.edFrameId})`;
|
||||
return `[stInputFrameId=${self.recentInputCache.StFrameId}, edInputFrameId=${self.recentInputCache.EdFrameId})`;
|
||||
},
|
||||
|
||||
_stringifyGopkgRoomDownsyncFrame(rdf) {
|
||||
|
@ -42,27 +42,11 @@ cc.Class({
|
||||
|
||||
self.worldToVirtualGridRatio = 1000;
|
||||
self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio;
|
||||
self.meleeSkillConfig = {
|
||||
1: {
|
||||
// for offender
|
||||
startupFrames: 10,
|
||||
activeFrames: 20,
|
||||
recoveryFrames: 34, // usually but not always "startupFrames+activeFrames", I hereby set it to be 1 frame more than the actual animation to avoid critical transition, i.e. when the animation is 1 frame from ending but "rdfPlayer.framesToRecover" is already counted 0 and the player triggers an other same attack, making an effective bullet trigger but no animation is played due to same animName is still playing
|
||||
recoveryFramesOnBlock: 34,
|
||||
recoveryFramesOnHit: 34,
|
||||
hitboxOffset: 12.0, // should be about the radius of the PlayerCollider
|
||||
// for defender
|
||||
hitStunFrames: 18,
|
||||
blockStunFrames: 9,
|
||||
pushback: 8.0,
|
||||
releaseTriggerType: 1, // 1: rising-edge, 2: falling-edge
|
||||
damage: 5,
|
||||
hitboxSizeX: 24.0,
|
||||
hitboxSizeY: 32.0,
|
||||
selfMoveforwardX: 0,
|
||||
selfMoveforwardY: 0,
|
||||
}
|
||||
};
|
||||
const opJoinIndexPrefix1 = (1 << 8);
|
||||
const opJoinIndexPrefix2 = (2 << 8);
|
||||
self.playerOpPatternToSkillId = {};
|
||||
self.playerOpPatternToSkillId[opJoinIndexPrefix1 + 0] = 1;
|
||||
self.playerOpPatternToSkillId[opJoinIndexPrefix2 + 0] = 1;
|
||||
|
||||
/*
|
||||
[WARNING] As when a character is standing on a barrier, if not carefully curated there MIGHT BE a bouncing sequence of "[(inAir -> dropIntoBarrier ->), (notInAir -> pushedOutOfBarrier ->)], [(inAir -> ..."
|
||||
@ -195,11 +179,8 @@ cc.Class({
|
||||
});
|
||||
|
||||
self.selfPlayerInfo = {
|
||||
Id: 11,
|
||||
JoinIndex: 2,
|
||||
// For compatibility
|
||||
id: 11,
|
||||
joinIndex: 2,
|
||||
Id: 10,
|
||||
JoinIndex: 1,
|
||||
};
|
||||
self.onRoomDownsyncFrame(startRdf);
|
||||
|
||||
|
@ -10,6 +10,9 @@ const (
|
||||
COLLISION_PLAYER_INDEX_PREFIX = (1 << 17)
|
||||
COLLISION_BARRIER_INDEX_PREFIX = (1 << 16)
|
||||
COLLISION_BULLET_INDEX_PREFIX = (1 << 15)
|
||||
|
||||
PATTERN_ID_UNABLE_TO_OP = -2
|
||||
PATTERN_ID_NO_OP = -1
|
||||
)
|
||||
|
||||
// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged.
|
||||
@ -25,6 +28,32 @@ var DIRECTION_DECODER = [][]int32{
|
||||
{-1, +1},
|
||||
}
|
||||
|
||||
var skillIdToBullet = map[int]interface{}{
|
||||
1: &MeleeBullet{
|
||||
Bullet: Bullet{
|
||||
// for offender
|
||||
StartupFrames: int32(10),
|
||||
ActiveFrames: int32(10),
|
||||
RecoveryFrames: int32(34),
|
||||
RecoveryFramesOnBlock: int32(34),
|
||||
RecoveryFramesOnHit: int32(34),
|
||||
HitboxOffset: float64(12.0), // should be about the radius of the PlayerCollider
|
||||
|
||||
// for defender
|
||||
HitStunFrames: int32(18),
|
||||
BlockStunFrames: int32(9),
|
||||
Pushback: float64(8.0),
|
||||
ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
|
||||
Damage: int32(5),
|
||||
|
||||
SelfMoveforwardX: 0,
|
||||
SelfMoveforwardY: 0,
|
||||
HitboxSizeX: 24.0,
|
||||
HitboxSizeY: 32.0,
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
const (
|
||||
ATK_CHARACTER_STATE_IDLE1 = int32(0)
|
||||
ATK_CHARACTER_STATE_WALKING = int32(1)
|
||||
@ -292,8 +321,60 @@ func calcHardPushbacksNorms(joinIndex int32, playerCollider *resolv.Object, play
|
||||
return &ret
|
||||
}
|
||||
|
||||
func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, currRenderFrame *RoomDownsyncFrame, inputsBuffer *RingBuffer, inputDelayFrames int32, inputScaleFrames uint32) (int, bool, int32, int32) {
|
||||
// returns (patternId, jumpedOrNot, effectiveDx, effectiveDy)
|
||||
delayedInputFrameId := ConvertToInputFrameId(currRenderFrame.Id, inputDelayFrames, inputScaleFrames)
|
||||
delayedInputFrameIdForPrevRdf := ConvertToInputFrameId(currRenderFrame.Id-1, inputDelayFrames, inputScaleFrames)
|
||||
|
||||
if 0 >= delayedInputFrameId {
|
||||
return PATTERN_ID_UNABLE_TO_OP, false, 0, 0
|
||||
}
|
||||
|
||||
delayedInputList := inputsBuffer.GetByFrameId(delayedInputFrameId).(*InputFrameDownsync).InputList
|
||||
var delayedInputListForPrevRdf []uint64 = nil
|
||||
if 0 < delayedInputFrameIdForPrevRdf {
|
||||
delayedInputListForPrevRdf = inputsBuffer.GetByFrameId(delayedInputFrameIdForPrevRdf).(*InputFrameDownsync).InputList
|
||||
}
|
||||
|
||||
jumpedOrNot := false
|
||||
joinIndex := currPlayerDownsync.JoinIndex
|
||||
if 0 < currPlayerDownsync.FramesToRecover {
|
||||
return PATTERN_ID_UNABLE_TO_OP, false, 0, 0
|
||||
}
|
||||
decodedInput := decodeInput(delayedInputList[joinIndex-1])
|
||||
effDx, effDy := decodedInput.Dx, decodedInput.Dy
|
||||
prevBtnALevel, prevBtnBLevel := int32(0), int32(0)
|
||||
if nil != delayedInputListForPrevRdf {
|
||||
prevDecodedInput := decodeInput(delayedInputListForPrevRdf[joinIndex-1])
|
||||
prevBtnALevel = prevDecodedInput.BtnALevel
|
||||
prevBtnBLevel = prevDecodedInput.BtnBLevel
|
||||
}
|
||||
|
||||
if decodedInput.BtnBLevel > prevBtnBLevel {
|
||||
characStateAlreadyInAir := false
|
||||
if ATK_CHARACTER_STATE_INAIR_IDLE1 == currPlayerDownsync.CharacterState || ATK_CHARACTER_STATE_INAIR_ATK1 == currPlayerDownsync.CharacterState || ATK_CHARACTER_STATE_INAIR_ATKED1 == currPlayerDownsync.CharacterState {
|
||||
characStateAlreadyInAir = true
|
||||
}
|
||||
characStateIsInterruptWaivable := false
|
||||
if ATK_CHARACTER_STATE_IDLE1 == currPlayerDownsync.CharacterState || ATK_CHARACTER_STATE_WALKING == currPlayerDownsync.CharacterState || ATK_CHARACTER_STATE_INAIR_IDLE1 == currPlayerDownsync.CharacterState {
|
||||
characStateIsInterruptWaivable = true
|
||||
}
|
||||
if !characStateAlreadyInAir && characStateIsInterruptWaivable {
|
||||
jumpedOrNot = true
|
||||
}
|
||||
}
|
||||
|
||||
patternId := PATTERN_ID_NO_OP
|
||||
if decodedInput.BtnALevel > prevBtnALevel {
|
||||
patternId = 0
|
||||
effDx, effDy = 0, 0 // Most patterns/skills should not allow simultaneous movement
|
||||
}
|
||||
|
||||
return patternId, jumpedOrNot, effDx, effDy
|
||||
}
|
||||
|
||||
// [WARNING] The params of this method is carefully tuned such that only "battle.RoomDownsyncFrame" is a necessary custom struct.
|
||||
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputList, delayedInputListForPrevRenderFrame []uint64, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, gravityX, gravityY, jumpingInitVelY, inputDelayFrames int32, inputScaleFrames uint32, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio float64) *RoomDownsyncFrame {
|
||||
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, gravityX, gravityY, jumpingInitVelY, inputDelayFrames int32, inputScaleFrames uint32, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio float64, playerOpPatternToSkillId map[int]int) *RoomDownsyncFrame {
|
||||
// [WARNING] On backend this function MUST BE called while "InputsBufferLock" is locked!
|
||||
roomCapacity := len(currRenderFrame.PlayersArr)
|
||||
nextRenderFramePlayers := make([]*PlayerDownsync, roomCapacity)
|
||||
@ -323,48 +404,47 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputList, delaye
|
||||
}
|
||||
}
|
||||
|
||||
nextRenderFrameMeleeBullets := make([]*MeleeBullet, 0, len(currRenderFrame.MeleeBullets)) // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
|
||||
effPushbacks := make([]Vec2D, roomCapacity)
|
||||
hardPushbackNorms := make([]*[]Vec2D, roomCapacity)
|
||||
|
||||
// 1. Process player inputs
|
||||
if nil != delayedInputList {
|
||||
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
||||
joinIndex := currPlayerDownsync.JoinIndex
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
||||
if 0 < thatPlayerInNextFrame.FramesToRecover {
|
||||
continue
|
||||
}
|
||||
decodedInput := decodeInput(delayedInputList[joinIndex-1])
|
||||
prevBtnBLevel := int32(0)
|
||||
if nil != delayedInputListForPrevRenderFrame {
|
||||
prevDecodedInput := decodeInput(delayedInputListForPrevRenderFrame[joinIndex-1])
|
||||
prevBtnBLevel = prevDecodedInput.BtnBLevel
|
||||
}
|
||||
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
||||
patternId, jumpedOrNot, effDx, effDy := deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame, currRenderFrame, inputsBuffer, inputDelayFrames, inputScaleFrames)
|
||||
if PATTERN_ID_UNABLE_TO_OP == patternId {
|
||||
continue
|
||||
}
|
||||
|
||||
if decodedInput.BtnBLevel > prevBtnBLevel {
|
||||
characStateAlreadyInAir := false
|
||||
if ATK_CHARACTER_STATE_INAIR_IDLE1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_ATK1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_ATKED1 == thatPlayerInNextFrame.CharacterState {
|
||||
characStateAlreadyInAir = true
|
||||
}
|
||||
characStateIsInterruptWaivable := false
|
||||
if ATK_CHARACTER_STATE_IDLE1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_WALKING == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_IDLE1 == thatPlayerInNextFrame.CharacterState {
|
||||
characStateIsInterruptWaivable = true
|
||||
}
|
||||
if !characStateAlreadyInAir && characStateIsInterruptWaivable {
|
||||
thatPlayerInNextFrame.VelY = jumpingInitVelY
|
||||
if jumpedOrNot {
|
||||
thatPlayerInNextFrame.VelY = jumpingInitVelY
|
||||
thatPlayerInNextFrame.VirtualGridY += jumpingInitVelY // Immediately gets out of any snapping
|
||||
}
|
||||
joinIndex := currPlayerDownsync.JoinIndex
|
||||
if PATTERN_ID_NO_OP != patternId {
|
||||
if skillId, existent := playerOpPatternToSkillId[(int(joinIndex)<<uint(8))+patternId]; existent {
|
||||
skillConfig := skillIdToBullet[skillId].(*MeleeBullet) // Hardcoded type "MeleeBullet" for now
|
||||
var newMeleeBullet MeleeBullet = *skillConfig
|
||||
newMeleeBullet.OffenderJoinIndex = joinIndex
|
||||
newMeleeBullet.OffenderPlayerId = currPlayerDownsync.Id
|
||||
newMeleeBullet.OriginatedRenderFrameId = currRenderFrame.Id
|
||||
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, &newMeleeBullet)
|
||||
thatPlayerInNextFrame.FramesToRecover = newMeleeBullet.RecoveryFrames
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATK1
|
||||
if false == currPlayerDownsync.InAir {
|
||||
thatPlayerInNextFrame.VelX = 0
|
||||
}
|
||||
}
|
||||
continue
|
||||
}
|
||||
|
||||
// Note that by now "0 == thatPlayerInNextFrame.FramesToRecover", we should change "CharacterState" to "WALKING" or "IDLE" depending on player inputs
|
||||
if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
|
||||
thatPlayerInNextFrame.DirX = decodedInput.Dx
|
||||
thatPlayerInNextFrame.DirY = decodedInput.Dy
|
||||
thatPlayerInNextFrame.VelX = decodedInput.Dx * currPlayerDownsync.Speed
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
|
||||
} else {
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
||||
thatPlayerInNextFrame.VelX = 0
|
||||
}
|
||||
if 0 != effDx || 0 != effDy {
|
||||
thatPlayerInNextFrame.DirX, thatPlayerInNextFrame.DirY = effDx, effDy
|
||||
thatPlayerInNextFrame.VelX = effDx * currPlayerDownsync.Speed
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
|
||||
} else {
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
||||
thatPlayerInNextFrame.VelX = 0
|
||||
}
|
||||
}
|
||||
|
||||
@ -377,9 +457,6 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputList, delaye
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
||||
// Reset playerCollider position from the "virtual grid position"
|
||||
newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
|
||||
if thatPlayerInNextFrame.VelY == jumpingInitVelY {
|
||||
newVy += thatPlayerInNextFrame.VelY
|
||||
}
|
||||
|
||||
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, playerCollider.W*0.5, playerCollider.H*0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY, virtualGridToWorldRatio)
|
||||
// Update in the collision system
|
||||
|
@ -1,4 +1,4 @@
|
||||
package dnmshared
|
||||
package battle
|
||||
|
||||
const (
|
||||
RING_BUFF_CONSECUTIVE_SET = int32(0)
|
@ -50,7 +50,7 @@ type Barrier struct {
|
||||
Boundary *Polygon2D
|
||||
}
|
||||
|
||||
type MeleeBullet struct {
|
||||
type Bullet struct {
|
||||
// for offender
|
||||
BattleLocalId int32
|
||||
StartupFrames int32
|
||||
@ -75,11 +75,33 @@ type MeleeBullet struct {
|
||||
HitboxSizeY float64
|
||||
}
|
||||
|
||||
type MeleeBullet struct {
|
||||
Bullet
|
||||
}
|
||||
|
||||
type FireballBullet struct {
|
||||
VirtualGridX int32
|
||||
VirtualGridY int32
|
||||
DirX int32
|
||||
DirY int32
|
||||
VelX int32
|
||||
VelY int32
|
||||
Speed int32
|
||||
Bullet
|
||||
}
|
||||
|
||||
type RoomDownsyncFrame struct {
|
||||
Id int32
|
||||
PlayersArr []*PlayerDownsync
|
||||
CountdownNanos int64
|
||||
MeleeBullets []*MeleeBullet
|
||||
FireballBullets []*FireballBullet
|
||||
BackendUnconfirmedMask uint64
|
||||
ShouldForceResync bool
|
||||
}
|
||||
|
||||
type InputFrameDownsync struct {
|
||||
InputFrameId int32
|
||||
InputList []uint64
|
||||
ConfirmedList uint64
|
||||
}
|
||||
|
@ -6,6 +6,18 @@ import (
|
||||
"resolv"
|
||||
)
|
||||
|
||||
func NewInputFrameDownsync(inputFrameId int32, inputList []uint64, confirmedList uint64) *js.Object {
|
||||
return js.MakeFullWrapper(&InputFrameDownsync{
|
||||
InputFrameId: inputFrameId,
|
||||
InputList: inputList,
|
||||
ConfirmedList: confirmedList,
|
||||
})
|
||||
}
|
||||
|
||||
func NewRingBufferJs(n int32) *js.Object {
|
||||
return js.MakeFullWrapper(NewRingBuffer(n))
|
||||
}
|
||||
|
||||
func NewCollisionSpaceJs(spaceW, spaceH, minStepW, minStepH int) *js.Object {
|
||||
return js.MakeWrapper(resolv.NewSpace(spaceW, spaceH, minStepW, minStepH))
|
||||
}
|
||||
@ -50,31 +62,6 @@ func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY,
|
||||
})
|
||||
}
|
||||
|
||||
func NewMeleeBulletJs(battleLocalId, startupFrames, activeFrames, recoveryFrames, recoveryFramesOnBlock, recoveryFramesOnHit, hitStunFrames, blockStunFrames, releaseTriggerType, damage, offenderJoinIndex, offenderPlayerId int32, pushback, hitboxOffset, selfMoveforwardX, selfMoveforwardY, hitboxSizeX, hitboxSizeY float64) *js.Object {
|
||||
return js.MakeWrapper(&MeleeBullet{
|
||||
BattleLocalId: battleLocalId,
|
||||
StartupFrames: startupFrames,
|
||||
ActiveFrames: activeFrames,
|
||||
RecoveryFrames: recoveryFrames,
|
||||
RecoveryFramesOnBlock: recoveryFramesOnBlock,
|
||||
RecoveryFramesOnHit: recoveryFramesOnHit,
|
||||
HitboxOffset: hitboxOffset,
|
||||
HitStunFrames: hitStunFrames,
|
||||
BlockStunFrames: blockStunFrames,
|
||||
Pushback: pushback,
|
||||
ReleaseTriggerType: releaseTriggerType,
|
||||
Damage: damage,
|
||||
|
||||
SelfMoveforwardX: selfMoveforwardX,
|
||||
SelfMoveforwardY: selfMoveforwardY,
|
||||
HitboxSizeX: hitboxSizeX,
|
||||
HitboxSizeY: hitboxSizeY,
|
||||
|
||||
OffenderJoinIndex: offenderJoinIndex,
|
||||
OffenderPlayerId: offenderPlayerId,
|
||||
})
|
||||
}
|
||||
|
||||
func NewRoomDownsyncFrameJs(id int32, playersArr []*PlayerDownsync, meleeBullets []*MeleeBullet) *js.Object {
|
||||
// [WARNING] Avoid using "pb.RoomDownsyncFrame" here, in practive "MakeFullWrapper" doesn't expose the public fields for a "protobuf struct" as expected and requires helper functions like "GetCollisionSpaceObjsJs".
|
||||
return js.MakeFullWrapper(&RoomDownsyncFrame{
|
||||
@ -114,9 +101,9 @@ func GenerateConvexPolygonColliderJs(unalignedSrc *Polygon2D, spaceOffsetX, spac
|
||||
return js.MakeFullWrapper(GenerateConvexPolygonCollider(unalignedSrc, spaceOffsetX, spaceOffsetY, data, tag))
|
||||
}
|
||||
|
||||
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(delayedInputList, delayedInputListForPrevRenderFrame []uint64, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, gravityX, gravityY, jumpingInitVelY, inputDelayFrames int32, inputScaleFrames uint32, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio float64) *js.Object {
|
||||
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(inputsBuffer *RingBuffer, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, gravityX, gravityY, jumpingInitVelY, inputDelayFrames int32, inputScaleFrames uint32, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio float64, playerOpPatternToSkillId map[int]int) *js.Object {
|
||||
// We need access to all fields of RoomDownsyncFrame for displaying in frontend
|
||||
return js.MakeFullWrapper(ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputList, delayedInputListForPrevRenderFrame, currRenderFrame, collisionSys, collisionSysMap, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio))
|
||||
return js.MakeFullWrapper(ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer, currRenderFrame, collisionSys, collisionSysMap, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio, playerOpPatternToSkillId))
|
||||
}
|
||||
|
||||
func main() {
|
||||
@ -127,6 +114,8 @@ func main() {
|
||||
"NewPlayerDownsyncJs": NewPlayerDownsyncJs,
|
||||
"NewRoomDownsyncFrameJs": NewRoomDownsyncFrameJs,
|
||||
"NewCollisionSpaceJs": NewCollisionSpaceJs,
|
||||
"NewInputFrameDownsync": NewInputFrameDownsync,
|
||||
"NewRingBufferJs": NewRingBufferJs,
|
||||
"GenerateRectColliderJs": GenerateRectColliderJs,
|
||||
"GenerateConvexPolygonColliderJs": GenerateConvexPolygonColliderJs,
|
||||
"GetCollisionSpaceObjsJs": GetCollisionSpaceObjsJs,
|
||||
|
Loading…
Reference in New Issue
Block a user