Refactored backend for convenience of unit-testing.

This commit is contained in:
genxium 2022-11-10 21:28:46 +08:00
parent 901b189c5a
commit f97ce22cef
4 changed files with 132 additions and 130 deletions

View File

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

View File

@ -440,7 +440,7 @@
"array": [
0,
0,
378.4531014537997,
372.39092362730867,
0,
0,
0,

View File

@ -585,7 +585,7 @@ cc.Class({
if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START < rdf.id && window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet) {
/*
Don't change
- lastAllConfirmedRenderFrameId, it's updated only in "rollbackAndChase > _createRoomDownsyncFrameLocally" (except for when RING_BUFF_NON_CONSECUTIVE_SET)
- lastAllConfirmedRenderFrameId, it's updated only in "rollbackAndChase > _createOrUpdateRoomDownsyncFrameLocally" (except for when RING_BUFF_NON_CONSECUTIVE_SET)
- chaserRenderFrameId, it's updated only in "onInputFrameDownsyncBatch" (except for when RING_BUFF_NON_CONSECUTIVE_SET)
*/
return dumpRenderCacheRet;
@ -945,7 +945,7 @@ cc.Class({
}, 1500);
},
_createRoomDownsyncFrameLocally(renderFrameId, collisionSys, collisionSysMap) {
_createOrUpdateRoomDownsyncFrameLocally(renderFrameId, collisionSys, collisionSysMap) {
const self = this;
const prevRenderFrameId = renderFrameId - 1;
const inputFrameAppliedOnPrevRenderFrame = (
@ -991,23 +991,6 @@ cc.Class({
rdf.id > self.lastAllConfirmedRenderFrameId
) {
// We got a more up-to-date "all-confirmed-render-frame".
let predictedRdf = self.recentRenderCache.getByFrameId(rdf.id);
if (null != predictedRdf) {
let renderFrameCorrectlyPredicted = true;
for (let playerId in predictedRdf.players) {
const predictedPlayer = predictedRdf.players[playerId];
const confirmedPlayer = rdf.players[playerId];
if (predictedPlayer.virtualGridX != confirmedPlayer.virtualGridX || predictedPlayer.virtualGridY != confirmedPlayer.virtualGridY) {
renderFrameCorrectlyPredicted = false;
break;
}
}
if (!renderFrameCorrectlyPredicted) {
// TODO: Can I also check whether the applied inputFrame on predictedRdf was "correctly predicted"? If it wasn't then a mismatch of positions is expected.
console.warn("render frame was incorrectly predicted\npredictedRdf=" + predictedRdf.toString() + "\nrdf=" + rdf.toString());
}
}
self.lastAllConfirmedRenderFrameId = rdf.id;
if (rdf.id > self.chaserRenderFrameId) {
// it must be true that "chaserRenderFrameId >= lastAllConfirmedRenderFrameId"
@ -1114,7 +1097,7 @@ cc.Class({
}
}
latestRdf = self._createRoomDownsyncFrameLocally(i + 1, collisionSys, collisionSysMap);
latestRdf = self._createOrUpdateRoomDownsyncFrameLocally(i + 1, collisionSys, collisionSysMap);
}
return latestRdf;

View File

@ -36,11 +36,11 @@ cc.Class({
type: cc.Float
},
magicLeanLowerBound: {
default: 0.9, // Tangent of (PI/4) is 1.0.
default: 0.1,
type: cc.Float
},
magicLeanUpperBound: {
default: 1.1,
default: 0.9,
type: cc.Float
},
// For joystick ends.
@ -265,16 +265,8 @@ cc.Class({
return ret;
}
if (Math.abs(continuousDx) < eps) {
ret.dx = 0;
if (0 < continuousDy) {
ret.dy = +2; // up
ret.encodedIdx = 1;
} else {
ret.dy = -2; // down
ret.encodedIdx = 2;
}
} else if (Math.abs(continuousDy) < eps) {
const criticalRatio = continuousDy / continuousDx;
if (Math.abs(criticalRatio) < this.magicLeanLowerBound) {
ret.dy = 0;
if (0 < continuousDx) {
ret.dx = +2; // right
@ -283,50 +275,40 @@ cc.Class({
ret.dx = -2; // left
ret.encodedIdx = 4;
}
} else if (Math.abs(criticalRatio) > this.magicLeanUpperBound) {
ret.dx = 0;
if (0 < continuousDy) {
ret.dy = +2; // up
ret.encodedIdx = 1;
} else {
ret.dy = -2; // down
ret.encodedIdx = 2;
}
} else {
const criticalRatio = continuousDy / continuousDx;
if (criticalRatio > this.magicLeanLowerBound && criticalRatio < this.magicLeanUpperBound) {
if (0 < continuousDx) {
if (0 < continuousDx) {
if (0 < continuousDy) {
ret.dx = +1;
ret.dy = +1;
ret.encodedIdx = 5;
} else {
ret.dx = +1;
ret.dy = -1;
ret.encodedIdx = 7;
}
} else {
// 0 >= continuousDx
if (0 < continuousDy) {
ret.dx = -1;
ret.dy = +1;
ret.encodedIdx = 8;
} else {
ret.dx = -1;
ret.dy = -1;
ret.encodedIdx = 6;
}
} else if (criticalRatio > -this.magicLeanUpperBound && criticalRatio < -this.magicLeanLowerBound) {
if (0 < continuousDx) {
ret.dx = +1;
ret.dy = -1;
ret.encodedIdx = 7;
} else {
ret.dx = -1;
ret.dy = +1;
ret.encodedIdx = 8;
}
} else {
if (Math.abs(criticalRatio) < 0.1) {
ret.dy = 0;
if (0 < continuousDx) {
ret.dx = +2; // right
ret.encodedIdx = 3;
} else {
ret.dx = -2; // left
ret.encodedIdx = 4;
}
} else if (Math.abs(criticalRatio) > 0.9) {
ret.dx = 0;
if (0 < continuousDy) {
ret.dy = +2; // up
ret.encodedIdx = 1;
} else {
ret.dy = -2; // down
ret.encodedIdx = 2;
}
}
}
}
return ret;
},