mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 00:26:39 +00:00
Refactored backend for convenience of unit-testing.
This commit is contained in:
@@ -5,6 +5,7 @@ import (
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"battle_srv/common/utils"
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. "battle_srv/protos"
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. "dnmshared"
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. "dnmshared/sharedprotos"
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"encoding/xml"
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"fmt"
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"github.com/golang/protobuf/proto"
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@@ -577,7 +578,7 @@ func (pR *Room) StartBattle() {
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pR.RenderFrameId++
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elapsedInCalculation := (utils.UnixtimeNano() - stCalculation)
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if elapsedInCalculation > nanosPerFrame {
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Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v, dynamicsDuration=%v, nanosPerFrame=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, nanosPerFrame))
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Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v ns, dynamicsDuration=%v ns, expected nanosPerFrame=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, nanosPerFrame))
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}
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time.Sleep(time.Duration(nanosPerFrame - elapsedInCalculation))
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}
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@@ -783,7 +784,7 @@ func (pR *Room) OnDismissed() {
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// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
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pR.WorldToVirtualGridRatio = float64(10)
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pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
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pR.PlayerDefaultSpeed = 10 // Hardcoded in virtual grids per frame
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pR.PlayerDefaultSpeed = 10 // Hardcoded in virtual grids per frame
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pR.Players = make(map[int32]*Player)
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pR.PlayersArr = make([]*Player, pR.Capacity)
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pR.CollisionSysMap = make(map[int32]*resolv.Object)
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@@ -1175,7 +1176,13 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
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for collisionSysRenderFrameId := fromRenderFrameId; collisionSysRenderFrameId < toRenderFrameId; collisionSysRenderFrameId++ {
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currRenderFrameTmp := pR.RenderFrameBuffer.GetByFrameId(collisionSysRenderFrameId)
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if nil == currRenderFrameTmp {
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panic(fmt.Sprintf("collisionSysRenderFrameId=%v doesn't exist for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v)! RenderFrameBuffer=%v", collisionSysRenderFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, pR.RenderFrameBufferString()))
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}
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currRenderFrame := currRenderFrameTmp.(*RoomDownsyncFrame)
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delayedInputFrameId := pR.ConvertToInputFrameId(collisionSysRenderFrameId, pR.InputDelayFrames)
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var delayedInputFrame *InputFrameDownsync = nil
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if 0 <= delayedInputFrameId {
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if delayedInputFrameId > pR.LastAllConfirmedInputFrameId {
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panic(fmt.Sprintf("delayedInputFrameId=%v is not yet all-confirmed for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v) @ collisionSysRenderFrameId=%v! InputsBuffer=%v", delayedInputFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, collisionSysRenderFrameId, pR.InputsBufferString(false)))
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@@ -1187,75 +1194,105 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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delayedInputFrame := tmp.(*InputFrameDownsync)
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// [WARNING] It's possible that by now "allConfirmedMask != delayedInputFrame.ConfirmedList && delayedInputFrameId <= pR.LastAllConfirmedInputFrameId", we trust "pR.LastAllConfirmedInputFrameId" as the TOP AUTHORITY.
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atomic.StoreUint64(&(delayedInputFrame.ConfirmedList), allConfirmedMask)
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inputList := delayedInputFrame.InputList
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// Ordered by joinIndex to guarantee determinism
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// Move players according to inputs
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for _, player := range pR.PlayersArr {
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joinIndex := player.JoinIndex
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encodedInput := inputList[joinIndex-1]
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decodedInput := DIRECTION_DECODER[encodedInput]
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player.Dir.Dx = decodedInput[0]
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player.Dir.Dy = decodedInput[1]
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if 0 == decodedInput[0] && 0 == decodedInput[1] {
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continue
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}
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := pR.CollisionSysMap[collisionPlayerIndex]
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// Reset playerCollider position from the "virtual grid position"
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newVx := (player.VirtualGridX + (decodedInput[0] + decodedInput[0]*player.Speed))
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newVy := (player.VirtualGridY + (decodedInput[1] + decodedInput[1]*player.Speed))
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playerCollider.X, playerCollider.Y = pR.virtualGridToPlayerColliderPos(newVx, newVy, player)
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// Update in "collision space"
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playerCollider.Update()
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}
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// handle pushbacks upon collision
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for _, player := range pR.PlayersArr {
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joinIndex := player.JoinIndex
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := pR.CollisionSysMap[collisionPlayerIndex]
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oldDx, oldDy := float64(0), float64(0)
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dx, dy := oldDx, oldDy
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if collision := playerCollider.Check(oldDx, oldDy); collision != nil {
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playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
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for _, obj := range collision.Objects {
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barrierShape := obj.Shape.(*resolv.ConvexPolygon)
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if overlapped, pushbackX, pushbackY := CalcPushbacks(oldDx, oldDy, playerShape, barrierShape); overlapped {
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Logger.Debug(fmt.Sprintf("Collided & overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v, pushbackX=%v, pushbackY=%v", playerCollider.X, playerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
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dx -= pushbackX
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dy -= pushbackY
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} else {
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Logger.Debug(fmt.Sprintf("Collided BUT not overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v", playerCollider.X, playerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape)))
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}
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}
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}
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playerCollider.X += dx
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playerCollider.Y += dy
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// Update again in "collision space"
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playerCollider.Update()
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// Update "virtual grid position"
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player.VirtualGridX, player.VirtualGridY = pR.playerColliderAnchorToVirtualGridPos(playerCollider.X, playerCollider.Y, player)
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}
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}
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pbPlayers := toPbPlayers(pR.Players)
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newRenderFrame := RoomDownsyncFrame{
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Id: collisionSysRenderFrameId + 1,
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Players: pbPlayers,
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CountdownNanos: (pR.BattleDurationNanos - int64(collisionSysRenderFrameId)*pR.RollbackEstimatedDtNanos),
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nextRenderFrame := pR.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, pR.CollisionSysMap)
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// Update in the latest player pointers
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for playerId, playerDownsync := range nextRenderFrame.Players {
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pR.Players[playerId].VirtualGridX = playerDownsync.VirtualGridX
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pR.Players[playerId].VirtualGridY = playerDownsync.VirtualGridY
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pR.Players[playerId].Dir.Dx = playerDownsync.Dir.Dx
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pR.Players[playerId].Dir.Dy = playerDownsync.Dir.Dy
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}
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pR.RenderFrameBuffer.Put(&newRenderFrame)
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pR.RenderFrameBuffer.Put(nextRenderFrame)
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pR.CurDynamicsRenderFrameId++
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}
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}
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// TODO: Write unit-test for this function to compare with its frontend counter part
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func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSysMap map[int32]*resolv.Object) *RoomDownsyncFrame {
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nextRenderFramePlayers := make(map[int32]*PlayerDownsync, pR.Capacity)
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// Make a copy first
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for playerId, currPlayerDownsync := range currRenderFrame.Players {
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nextRenderFramePlayers[playerId] = &PlayerDownsync{
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Id: playerId,
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VirtualGridX: currPlayerDownsync.VirtualGridX,
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VirtualGridY: currPlayerDownsync.VirtualGridY,
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Dir: &Direction{
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Dx: currPlayerDownsync.Dir.Dx,
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Dy: currPlayerDownsync.Dir.Dy,
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},
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Speed: currPlayerDownsync.Speed,
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BattleState: currPlayerDownsync.BattleState,
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Score: currPlayerDownsync.Score,
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Removed: currPlayerDownsync.Removed,
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JoinIndex: currPlayerDownsync.JoinIndex,
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}
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}
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toRet := &RoomDownsyncFrame{
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Id: currRenderFrame.Id + 1,
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Players: nextRenderFramePlayers,
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CountdownNanos: (pR.BattleDurationNanos - int64(currRenderFrame.Id)*pR.RollbackEstimatedDtNanos),
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}
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if nil != delayedInputFrame {
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inputList := delayedInputFrame.InputList
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// Ordered by joinIndex to guarantee determinism?
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// Move players according to inputs
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for joinIndex := 1; joinIndex <= pR.Capacity; joinIndex++ {
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player := pR.PlayersArr[joinIndex-1]
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playerId := player.Id
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currPlayerDownsync := currRenderFrame.Players[playerId]
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encodedInput := inputList[joinIndex-1]
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decodedInput := DIRECTION_DECODER[encodedInput]
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newVx := (currPlayerDownsync.VirtualGridX + (decodedInput[0] + decodedInput[0]*currPlayerDownsync.Speed))
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newVy := (currPlayerDownsync.VirtualGridY + (decodedInput[1] + decodedInput[1]*currPlayerDownsync.Speed))
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// Reset playerCollider position from the "virtual grid position"
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + currPlayerDownsync.JoinIndex
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playerCollider := collisionSysMap[collisionPlayerIndex]
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playerCollider.X, playerCollider.Y = pR.virtualGridToPlayerColliderPos(newVx, newVy, player)
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playerCollider.Update()
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}
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// handle pushbacks upon collision after all movements treated as simultaneous
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for joinIndex := 1; joinIndex <= pR.Capacity; joinIndex++ {
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player := pR.PlayersArr[joinIndex-1]
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playerId := player.Id
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + player.JoinIndex
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playerCollider := collisionSysMap[collisionPlayerIndex]
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oldDx, oldDy := float64(0), float64(0)
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dx, dy := oldDx, oldDy
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if collision := playerCollider.Check(oldDx, oldDy); collision != nil {
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playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
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for _, obj := range collision.Objects {
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barrierShape := obj.Shape.(*resolv.ConvexPolygon)
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if overlapped, pushbackX, pushbackY := CalcPushbacks(oldDx, oldDy, playerShape, barrierShape); overlapped {
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Logger.Debug(fmt.Sprintf("Collided & overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v, pushbackX=%v, pushbackY=%v", playerCollider.X, playerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
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dx -= pushbackX
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dy -= pushbackY
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} else {
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Logger.Debug(fmt.Sprintf("Collided BUT not overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v", playerCollider.X, playerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape)))
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}
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}
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}
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playerCollider.X += dx
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playerCollider.Y += dy
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// Update again in "collision space"
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playerCollider.Update()
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// Update "virtual grid position"
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newVx, newVy := pR.playerColliderAnchorToVirtualGridPos(playerCollider.X, playerCollider.Y, player)
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nextRenderFramePlayers[playerId].VirtualGridX = newVx
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nextRenderFramePlayers[playerId].VirtualGridY = newVy
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}
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}
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return toRet
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}
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func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool {
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return 0 == (inputFrameId % 10)
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}
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