A broken commit during backend bullet adaptation.

This commit is contained in:
genxium 2022-11-23 22:11:28 +08:00
parent becc56f672
commit fdc296531a
13 changed files with 1373 additions and 1081 deletions

View File

@ -2,7 +2,6 @@ package models
import (
. "battle_srv/protos"
. "dnmshared/sharedprotos"
)
func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) map[int32]*PlayerDownsync {
@ -13,13 +12,11 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) map[int32]
for k, last := range modelInstances {
toRet[k] = &PlayerDownsync{
Id: last.Id,
VirtualGridX: last.VirtualGridX,
VirtualGridY: last.VirtualGridY,
Dir: &Direction{
Dx: last.Dir.Dx,
Dy: last.Dir.Dy,
},
Id: last.Id,
VirtualGridX: last.VirtualGridX,
VirtualGridY: last.VirtualGridY,
DirX: last.DirX,
DirY: last.DirY,
ColliderRadius: last.ColliderRadius,
Speed: last.Speed,
BattleState: last.BattleState,

View File

@ -4,7 +4,6 @@ import (
. "battle_srv/protos"
"battle_srv/storage"
. "dnmshared"
. "dnmshared/sharedprotos"
"fmt"
sq "github.com/Masterminds/squirrel"
"github.com/jmoiron/sqlx"
@ -64,12 +63,7 @@ func GetPlayerById(id int) (*Player, error) {
func getPlayer(cond sq.Eq) (*Player, error) {
p := Player{}
pd := PlayerDownsync{
Dir: &Direction{
Dx: 0,
Dy: 0,
},
}
pd := PlayerDownsync{}
query, args, err := sq.Select("*").From("player").Where(cond).Limit(1).ToSql()
if err != nil {
return nil, err

View File

@ -54,6 +54,7 @@ const (
COLLISION_PLAYER_INDEX_PREFIX = (1 << 17)
COLLISION_BARRIER_INDEX_PREFIX = (1 << 16)
COLLISION_BULLET_INDEX_PREFIX = (1 << 15)
)
const (
@ -1147,13 +1148,6 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
}
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(nextRenderFrame)
pR.CurDynamicsRenderFrameId++
}
@ -1166,18 +1160,23 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
// 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,
Id: playerId,
VirtualGridX: currPlayerDownsync.VirtualGridX,
VirtualGridY: currPlayerDownsync.VirtualGridY,
DirX: currPlayerDownsync.DirX,
DirY: currPlayerDownsync.DirY,
CharacterState: currPlayerDownsync.CharacterState,
Speed: currPlayerDownsync.Speed,
BattleState: currPlayerDownsync.BattleState,
Score: currPlayerDownsync.Score,
Removed: currPlayerDownsync.Removed,
JoinIndex: currPlayerDownsync.JoinIndex,
FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
Hp: currPlayerDownsync.Hp,
MaxHp: currPlayerDownsync.MaxHp,
}
if nextRenderFramePlayers[playerId].FramesToRecover < 0 {
nextRenderFramePlayers[playerId].FramesToRecover = 0
}
}
@ -1185,29 +1184,113 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
Id: currRenderFrame.Id + 1,
Players: nextRenderFramePlayers,
CountdownNanos: (pR.BattleDurationNanos - int64(currRenderFrame.Id)*pR.RollbackEstimatedDtNanos),
MeleeBullets: make([]*MeleeBullet, 0), // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
}
bulletPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
// Reset playerCollider position from the "virtual grid position"
for playerId, player := range pR.Players {
joinIndex := player.JoinIndex
bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y = float64(0), float64(0)
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
currPlayerDownsync := currRenderFrame.Players[playerId]
newVx, newVy := currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio)
}
// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
bulletColliders := make(map[int32]*resolv.Object, 0) // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
removedBulletsAtCurrFrame := make(map[int32]int32, 0)
for _, meleeBullet := range currRenderFrame.MeleeBullets {
if (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames <= currRenderFrame.Id) && (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames+meleeBullet.ActiveFrames > currRenderFrame.Id) {
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
collisionOffenderIndex := COLLISION_PLAYER_INDEX_PREFIX + meleeBullet.OffenderJoinIndex
offenderCollider := collisionSysMap[collisionOffenderIndex]
offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId]
xfac, yfac := float64(1.0), float64(0) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender.DirX {
xfac = float64(-1.0)
}
offenderWx, offenderWy := PolygonColliderAnchorToWorldPos(offenderCollider.X, offenderCollider.Y, offender.ColliderRadius, offender.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy+yfac*meleeBullet.HitboxOffset
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, xfac*meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "MeleeBullet")
// newBulletCollider.collisionBulletIndex = collisionBulletIndex
// newBulletCollider.offenderPlayerId = meleeBullet.offenderPlayerId
// newBulletCollider.pushback = meleeBullet.pushback
// newBulletCollider.hitStunFrames = meleeBullet.hitStunFrames
collisionSysMap[collisionBulletIndex] = newBulletCollider
bulletColliders[collisionBulletIndex] = newBulletCollider
newBulletCollider.Update()
}
}
// for _, bulletCollider := range bulletColliders {
// shouldRemove := false
// if collision := bulletCollider.Check(0, 0); collision != nil {
// bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
// for _, obj := range collision.Objects {
// bShape := obj.Shape.(*resolv.ConvexPolygon)
// if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, bulletShape, bShape); overlapped {
// bulletPushbacks[joinIndex-1].X += pushbackX
// bulletPushbacks[joinIndex-1].Y += pushbackY
// }
// }
// shouldRemove = true
// }
// if shouldRemove {
// removedBulletsAtCurrFrame[bulletCollider.CollisionBulletIndex] = 1
// }
// }
for _, meleeBullet := range currRenderFrame.MeleeBullets {
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
if bulletCollider, existent := collisionSysMap[collisionBulletIndex]; existent {
bulletCollider.Space.Remove(bulletCollider)
delete(collisionSysMap, collisionBulletIndex)
}
if _, existent := removedBulletsAtCurrFrame[collisionBulletIndex]; existent {
continue
}
toRet.MeleeBullets = append(toRet.MeleeBullets, meleeBullet)
}
if nil != delayedInputFrame {
inputList := delayedInputFrame.InputList
effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
// Process player inputs
for playerId, player := range pR.Players {
joinIndex := player.JoinIndex
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
currPlayerDownsync := currRenderFrame.Players[playerId]
decodedInput := pR.decodeInput(inputList[joinIndex-1])
proposedVirtualGridDx, proposedVirtualGridDy := (decodedInput.Dx + decodedInput.Dx*currPlayerDownsync.Speed), (decodedInput.Dy + decodedInput.Dy*currPlayerDownsync.Speed)
newVx, newVy := (currPlayerDownsync.VirtualGridX + proposedVirtualGridDx), (currPlayerDownsync.VirtualGridY + proposedVirtualGridDy)
// Reset playerCollider position from the "virtual grid position"
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio)
if 0 < nextRenderFramePlayers[playerId].FramesToRecover {
// No need to process inputs for this player, but there might be bullet pushbacks on this player
playerCollider.X += bulletPushbacks[joinIndex-1].X
playerCollider.Y += bulletPushbacks[joinIndex-1].Y
continue
}
currPlayerDownsync := currRenderFrame.Players[playerId]
decodedInput := pR.decodeInput(inputList[joinIndex-1])
if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
nextRenderFramePlayers[playerId].DirX = decodedInput.Dx
nextRenderFramePlayers[playerId].DirY = decodedInput.Dy
nextRenderFramePlayers[playerId].CharacterState = 1
} else {
nextRenderFramePlayers[playerId].CharacterState = 0
}
movementX, movementY := VirtualGridToWorldPos(decodedInput.Dx+decodedInput.Dx*currPlayerDownsync.Speed, decodedInput.Dy+decodedInput.Dy*currPlayerDownsync.Speed, pR.VirtualGridToWorldRatio)
playerCollider.X += movementX
playerCollider.Y += movementY
// Update in the collision system
playerCollider.Update()
if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
nextRenderFramePlayers[playerId].Dir.Dx = decodedInput.Dx
nextRenderFramePlayers[playerId].Dir.Dy = decodedInput.Dy
}
}
// handle pushbacks upon collision after all movements treated as simultaneous

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@ -1,7 +1,7 @@
// Code generated by protoc-gen-go. DO NOT EDIT.
// versions:
// protoc-gen-go v1.28.1
// protoc v3.7.1
// protoc v3.21.4
// source: room_downsync_frame.proto
package protos
@ -257,24 +257,25 @@ type PlayerDownsync struct {
sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields
Id int32 `protobuf:"varint,1,opt,name=id,proto3" json:"id,omitempty"`
VirtualGridX int32 `protobuf:"varint,2,opt,name=virtualGridX,proto3" json:"virtualGridX,omitempty"`
VirtualGridY int32 `protobuf:"varint,3,opt,name=virtualGridY,proto3" json:"virtualGridY,omitempty"`
Dir *sharedprotos.Direction `protobuf:"bytes,4,opt,name=dir,proto3" json:"dir,omitempty"`
Speed int32 `protobuf:"varint,5,opt,name=speed,proto3" json:"speed,omitempty"` // in terms of virtual grid units
BattleState int32 `protobuf:"varint,6,opt,name=battleState,proto3" json:"battleState,omitempty"`
JoinIndex int32 `protobuf:"varint,7,opt,name=joinIndex,proto3" json:"joinIndex,omitempty"`
ColliderRadius float64 `protobuf:"fixed64,8,opt,name=colliderRadius,proto3" json:"colliderRadius,omitempty"`
Removed bool `protobuf:"varint,9,opt,name=removed,proto3" json:"removed,omitempty"`
Score int32 `protobuf:"varint,10,opt,name=score,proto3" json:"score,omitempty"`
LastMoveGmtMillis int32 `protobuf:"varint,11,opt,name=lastMoveGmtMillis,proto3" json:"lastMoveGmtMillis,omitempty"`
FramesToRecover int32 `protobuf:"varint,12,opt,name=framesToRecover,proto3" json:"framesToRecover,omitempty"`
Hp int32 `protobuf:"varint,13,opt,name=hp,proto3" json:"hp,omitempty"`
MaxHp int32 `protobuf:"varint,14,opt,name=maxHp,proto3" json:"maxHp,omitempty"`
CharacterState int32 `protobuf:"varint,15,opt,name=characterState,proto3" json:"characterState,omitempty"`
Name string `protobuf:"bytes,16,opt,name=name,proto3" json:"name,omitempty"`
DisplayName string `protobuf:"bytes,17,opt,name=displayName,proto3" json:"displayName,omitempty"`
Avatar string `protobuf:"bytes,18,opt,name=avatar,proto3" json:"avatar,omitempty"`
Id int32 `protobuf:"varint,1,opt,name=id,proto3" json:"id,omitempty"`
VirtualGridX int32 `protobuf:"varint,2,opt,name=virtualGridX,proto3" json:"virtualGridX,omitempty"`
VirtualGridY int32 `protobuf:"varint,3,opt,name=virtualGridY,proto3" json:"virtualGridY,omitempty"`
DirX int32 `protobuf:"varint,4,opt,name=dirX,proto3" json:"dirX,omitempty"`
DirY int32 `protobuf:"varint,5,opt,name=dirY,proto3" json:"dirY,omitempty"`
Speed int32 `protobuf:"varint,6,opt,name=speed,proto3" json:"speed,omitempty"` // in terms of virtual grid units
BattleState int32 `protobuf:"varint,7,opt,name=battleState,proto3" json:"battleState,omitempty"`
JoinIndex int32 `protobuf:"varint,8,opt,name=joinIndex,proto3" json:"joinIndex,omitempty"`
ColliderRadius float64 `protobuf:"fixed64,9,opt,name=colliderRadius,proto3" json:"colliderRadius,omitempty"`
Removed bool `protobuf:"varint,10,opt,name=removed,proto3" json:"removed,omitempty"`
Score int32 `protobuf:"varint,11,opt,name=score,proto3" json:"score,omitempty"`
LastMoveGmtMillis int32 `protobuf:"varint,12,opt,name=lastMoveGmtMillis,proto3" json:"lastMoveGmtMillis,omitempty"`
FramesToRecover int32 `protobuf:"varint,13,opt,name=framesToRecover,proto3" json:"framesToRecover,omitempty"`
Hp int32 `protobuf:"varint,14,opt,name=hp,proto3" json:"hp,omitempty"`
MaxHp int32 `protobuf:"varint,15,opt,name=maxHp,proto3" json:"maxHp,omitempty"`
CharacterState int32 `protobuf:"varint,16,opt,name=characterState,proto3" json:"characterState,omitempty"`
Name string `protobuf:"bytes,17,opt,name=name,proto3" json:"name,omitempty"`
DisplayName string `protobuf:"bytes,18,opt,name=displayName,proto3" json:"displayName,omitempty"`
Avatar string `protobuf:"bytes,19,opt,name=avatar,proto3" json:"avatar,omitempty"`
}
func (x *PlayerDownsync) Reset() {
@ -330,11 +331,18 @@ func (x *PlayerDownsync) GetVirtualGridY() int32 {
return 0
}
func (x *PlayerDownsync) GetDir() *sharedprotos.Direction {
func (x *PlayerDownsync) GetDirX() int32 {
if x != nil {
return x.Dir
return x.DirX
}
return nil
return 0
}
func (x *PlayerDownsync) GetDirY() int32 {
if x != nil {
return x.DirY
}
return 0
}
func (x *PlayerDownsync) GetSpeed() int32 {
@ -1198,167 +1206,166 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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}
var (
@ -1388,32 +1395,30 @@ var file_room_downsync_frame_proto_goTypes = []interface{}{
nil, // 10: protos.BattleColliderInfo.StrToVec2DListMapEntry
nil, // 11: protos.BattleColliderInfo.StrToPolygon2DListMapEntry
nil, // 12: protos.RoomDownsyncFrame.PlayersEntry
(*sharedprotos.Direction)(nil), // 13: sharedprotos.Direction
(*sharedprotos.Vec2D)(nil), // 14: sharedprotos.Vec2D
(*sharedprotos.Vec2DList)(nil), // 15: sharedprotos.Vec2DList
(*sharedprotos.Polygon2DList)(nil), // 16: sharedprotos.Polygon2DList
(*sharedprotos.Vec2D)(nil), // 13: sharedprotos.Vec2D
(*sharedprotos.Vec2DList)(nil), // 14: sharedprotos.Vec2DList
(*sharedprotos.Polygon2DList)(nil), // 15: sharedprotos.Polygon2DList
}
var file_room_downsync_frame_proto_depIdxs = []int32{
10, // 0: protos.BattleColliderInfo.strToVec2DListMap:type_name -> protos.BattleColliderInfo.StrToVec2DListMapEntry
11, // 1: protos.BattleColliderInfo.strToPolygon2DListMap:type_name -> protos.BattleColliderInfo.StrToPolygon2DListMapEntry
13, // 2: protos.PlayerDownsync.dir:type_name -> sharedprotos.Direction
3, // 3: protos.WsReq.inputFrameUpsyncBatch:type_name -> protos.InputFrameUpsync
5, // 4: protos.WsReq.hb:type_name -> protos.HeartbeatUpsync
9, // 5: protos.WsResp.rdf:type_name -> protos.RoomDownsyncFrame
4, // 6: protos.WsResp.inputFrameDownsyncBatch:type_name -> protos.InputFrameDownsync
0, // 7: protos.WsResp.bciFrame:type_name -> protos.BattleColliderInfo
14, // 8: protos.MeleeBullet.moveforward:type_name -> sharedprotos.Vec2D
14, // 9: protos.MeleeBullet.hitboxSize:type_name -> sharedprotos.Vec2D
12, // 10: protos.RoomDownsyncFrame.players:type_name -> protos.RoomDownsyncFrame.PlayersEntry
8, // 11: protos.RoomDownsyncFrame.meleeBullets:type_name -> protos.MeleeBullet
15, // 12: protos.BattleColliderInfo.StrToVec2DListMapEntry.value:type_name -> sharedprotos.Vec2DList
16, // 13: protos.BattleColliderInfo.StrToPolygon2DListMapEntry.value:type_name -> sharedprotos.Polygon2DList
1, // 14: protos.RoomDownsyncFrame.PlayersEntry.value:type_name -> protos.PlayerDownsync
15, // [15:15] is the sub-list for method output_type
15, // [15:15] is the sub-list for method input_type
15, // [15:15] is the sub-list for extension type_name
15, // [15:15] is the sub-list for extension extendee
0, // [0:15] is the sub-list for field type_name
3, // 2: protos.WsReq.inputFrameUpsyncBatch:type_name -> protos.InputFrameUpsync
5, // 3: protos.WsReq.hb:type_name -> protos.HeartbeatUpsync
9, // 4: protos.WsResp.rdf:type_name -> protos.RoomDownsyncFrame
4, // 5: protos.WsResp.inputFrameDownsyncBatch:type_name -> protos.InputFrameDownsync
0, // 6: protos.WsResp.bciFrame:type_name -> protos.BattleColliderInfo
13, // 7: protos.MeleeBullet.moveforward:type_name -> sharedprotos.Vec2D
13, // 8: protos.MeleeBullet.hitboxSize:type_name -> sharedprotos.Vec2D
12, // 9: protos.RoomDownsyncFrame.players:type_name -> protos.RoomDownsyncFrame.PlayersEntry
8, // 10: protos.RoomDownsyncFrame.meleeBullets:type_name -> protos.MeleeBullet
14, // 11: protos.BattleColliderInfo.StrToVec2DListMapEntry.value:type_name -> sharedprotos.Vec2DList
15, // 12: protos.BattleColliderInfo.StrToPolygon2DListMapEntry.value:type_name -> sharedprotos.Polygon2DList
1, // 13: protos.RoomDownsyncFrame.PlayersEntry.value:type_name -> protos.PlayerDownsync
14, // [14:14] is the sub-list for method output_type
14, // [14:14] is the sub-list for method input_type
14, // [14:14] is the sub-list for extension type_name
14, // [14:14] is the sub-list for extension extendee
0, // [0:14] is the sub-list for field type_name
}
func init() { file_room_downsync_frame_proto_init() }

View File

@ -1,7 +1,7 @@
// Code generated by protoc-gen-go. DO NOT EDIT.
// versions:
// protoc-gen-go v1.28.1
// protoc v3.7.1
// protoc v3.21.4
// source: geometry.proto
package sharedprotos

View File

@ -1,17 +1,18 @@
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<polyline points="0,0 -0.666667,31.3333 31.3333,31.6667 31.3333,-0.333333"/>
</object>
<object id="36" x="1280" y="848">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
<polyline points="0,0 0.333333,62 112,63 111.667,-1.33333"/>
</object>
<object id="37" x="1392.33" y="911.333">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
<polyline points="0,0 -81.3333,-0.666667 -81,45 -0.666667,46.3333"/>
</object>
<object id="38" x="1344.33" y="800.667">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
<polyline points="0,0 0,46.3333 47,46.3333 47,-1"/>
</object>
</objectgroup>
</map>

View File

@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.2" tiledversion="1.2.3" name="tiles2" tilewidth="16" tileheight="16" tilecount="64" columns="16">
<image source="watabou_pixel_dungeon_orig_files/tiles2.png" width="256" height="64"/>
</tileset>

View File

@ -0,0 +1,5 @@
{
"ver": "2.0.0",
"uuid": "2e53500f-f9c8-4b5b-b74c-f2adbc2ec34d",
"subMetas": {}
}

View File

@ -38,22 +38,23 @@ message PlayerDownsync {
int32 id = 1;
int32 virtualGridX = 2;
int32 virtualGridY = 3;
sharedprotos.Direction dir = 4;
int32 speed = 5; // in terms of virtual grid units
int32 battleState = 6;
int32 joinIndex = 7;
double colliderRadius = 8;
bool removed = 9;
int32 score = 10;
int32 lastMoveGmtMillis = 11;
int32 framesToRecover = 12;
int32 hp = 13;
int32 maxHp = 14;
int32 characterState = 15;
int32 dirX = 4;
int32 dirY = 5;
int32 speed = 6; // in terms of virtual grid units
int32 battleState = 7;
int32 joinIndex = 8;
double colliderRadius = 9;
bool removed = 10;
int32 score = 11;
int32 lastMoveGmtMillis = 12;
int32 framesToRecover = 13;
int32 hp = 14;
int32 maxHp = 15;
int32 characterState = 16;
string name = 16;
string displayName = 17;
string avatar = 18;
string name = 17;
string displayName = 18;
string avatar = 19;
}
message InputFrameDecoded {
@ -123,8 +124,6 @@ message MeleeBullet {
int32 offenderJoinIndex = 16;
int32 offenderPlayerId = 17;
int32 offenderPlayerId = 17;
}
message RoomDownsyncFrame {

View File

@ -277,6 +277,7 @@
"forceBigEndianFloatingNumDecoding": false,
"renderFrameIdLagTolerance": 4,
"jigglingEps1D": 0.001,
"bulletTriggerEnabled": true,
"_id": "4b+kZ46VhC0LCBixXEK2dk"
},
{

View File

@ -95,6 +95,9 @@ cc.Class({
type: cc.Float,
default: 1e-3
},
bulletTriggerEnabled: {
default: false
},
},
_inputFrameIdDebuggable(inputFrameId) {
@ -321,10 +324,10 @@ cc.Class({
self.battleState = ALL_BATTLE_STATES.WAITING;
self.countdownNanos = null;
if (self.countdownLabel) {
self.countdownLabel.string = "";
}
self.countdownNanos = null;
if (self.findingPlayerNode) {
const findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
findingPlayerScriptIns.init();
@ -741,17 +744,15 @@ cc.Class({
self.playersInfoNode.getComponent("PlayersInfo").clearInfo();
},
spawnPlayerNode(joinIndex, vx, vy, playerRichInfo) {
spawnPlayerNode(joinIndex, vx, vy, playerDownsyncInfo) {
const self = this;
const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
playerScriptIns.joinIndex = joinIndex;
if (1 == joinIndex) {
playerScriptIns.setSpecies("SoldierWaterGhost");
} else if (2 == joinIndex) {
playerScriptIns.setSpecies("SoldierFireGhost");
if (0 == playerRichInfo.dir.dx && 0 == playerRichInfo.dir.dy) {
if (0 == playerDownsyncInfo.dirX && 0 == playerDownsyncInfo.dirY) {
playerScriptIns.animComp.node.scaleX = (-1.0);
}
}
@ -760,16 +761,15 @@ cc.Class({
newPlayerNode.setPosition(cc.v2(wpos[0], wpos[1]));
playerScriptIns.mapNode = self.node;
const cpos = self.virtualGridToPlayerColliderPos(vx, vy, playerRichInfo);
const d = playerRichInfo.colliderRadius * 2,
const cpos = self.virtualGridToPlayerColliderPos(vx, vy, playerDownsyncInfo);
const d = playerDownsyncInfo.colliderRadius * 2,
x0 = cpos[0],
y0 = cpos[1];
let pts = [[0, 0], [d, 0], [d, d], [0, d]];
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
newPlayerCollider.collisionPlayerIndex = parseInt(collisionPlayerIndex);
newPlayerCollider.playerId = parseInt(playerRichInfo.id);
newPlayerCollider.data = playerDownsyncInfo;
self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
safelyAddChild(self.node, newPlayerNode);
@ -777,9 +777,9 @@ cc.Class({
newPlayerNode.active = true;
playerScriptIns.updateCharacterAnim({
dx: playerRichInfo.dir.dx,
dy: playerRichInfo.dir.dy
}, playerRichInfo, true);
dx: playerDownsyncInfo.dirX,
dy: playerDownsyncInfo.dirY,
}, playerDownsyncInfo, true);
return [newPlayerNode, playerScriptIns];
},
@ -973,8 +973,6 @@ cc.Class({
const dy = (wpos[1] - playerRichInfo.node.y);
//const justJiggling = (self.jigglingEps1D >= Math.abs(dx) && self.jigglingEps1D >= Math.abs(dy));
playerRichInfo.node.setPosition(wpos[0], wpos[1]);
playerRichInfo.virtualGridX = immediatePlayerInfo.virtualGridX;
playerRichInfo.virtualGridY = immediatePlayerInfo.virtualGridY;
// TODO: check "rdf.players[playerId].characterState" instead, might have to play Atk/Atked anim!
if (null != delayedInputFrameForPrevRenderFrame) {
const decodedInput = self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[playerRichInfo.joinIndex - 1]);
@ -1003,17 +1001,15 @@ cc.Class({
// TODO: Write unit-test for this function to compare with its backend counter part
applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap) {
const self = this;
const nextRenderFramePlayers = {}
const nextRenderFramePlayers = {};
for (let playerId in currRenderFrame.players) {
const currPlayerDownsync = currRenderFrame.players[playerId];
nextRenderFramePlayers[playerId] = {
id: playerId,
virtualGridX: currPlayerDownsync.virtualGridX,
virtualGridY: currPlayerDownsync.virtualGridY,
dir: {
dx: currPlayerDownsync.dir.dx,
dy: currPlayerDownsync.dir.dy,
},
dirX: currPlayerDownsync.dirX,
dirY: currPlayerDownsync.dirY,
characterState: currPlayerDownsync.characterState,
speed: currPlayerDownsync.speed,
battleState: currPlayerDownsync.battleState,
@ -1034,6 +1030,8 @@ cc.Class({
const bulletPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
// Reset playerCollider position from the "virtual grid position"
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
bulletPushbacks[joinIndex - 1] = [0.0, 0.0];
@ -1042,17 +1040,17 @@ cc.Class({
const playerId = playerRichInfo.id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const player = currRenderFrame.players[playerId];
const currPlayerDownsync = currRenderFrame.players[playerId];
const newVx = player.virtualGridX;
const newVy = player.virtualGridY;
const newVx = currPlayerDownsync.virtualGridX;
const newVy = currPlayerDownsync.virtualGridY;
const newCpos = self.virtualGridToPlayerColliderPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1]);
playerCollider.x = newCpos[0];
playerCollider.y = newCpos[1];
}
// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
const colliderBullets = new Map(); // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
const bulletColliders = new Map(); // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
const removedBulletsAtCurrFrame = new Set();
for (let k in currRenderFrame.meleeBullets) {
const meleeBullet = currRenderFrame.meleeBullets[k];
@ -1066,39 +1064,39 @@ cc.Class({
const offenderCollider = collisionSysMap.get(collisionOffenderIndex);
const offender = currRenderFrame.players[meleeBullet.offenderPlayerId];
const xfac = Math.sign(offender.dir.dx),
yfac = 0; // By now, straight Punch offset doesn't respect "y-axis"
let xfac = 1,
yfac = 0; // By now, straight Punch offset doesn't respect "y-axis"
if (0 > offender.dirX) {
xfac = -1;
}
const x0 = offenderCollider.x + xfac * meleeBullet.hitboxOffset,
y0 = offenderCollider.y + yfac * meleeBullet.hitboxOffset;
const pts = [[0, 0], [xfac * meleeBullet.hitboxSize.x, 0], [xfac * meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
const newBulletCollider = collisionSys.createPolygon(x0, y0, pts);
newBulletCollider.collisionBulletIndex = collisionBulletIndex;
newBulletCollider.offenderPlayerId = meleeBullet.offenderPlayerId;
newBulletCollider.pushback = meleeBullet.pushback;
newBulletCollider.hitStunFrames = meleeBullet.hitStunFrames;
newBulletCollider.data = meleeBullet;
collisionSysMap.set(collisionBulletIndex, newBulletCollider);
colliderBullets.set(collisionBulletIndex, newBulletCollider);
console.log(`A meleeBullet=${JSON.stringify(meleeBullet)} is added to collisionSys at renderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended`);
bulletColliders.set(collisionBulletIndex, newBulletCollider);
// console.log(`A meleeBullet is added to collisionSys at renderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended: ${JSON.stringify(meleeBullet)}`);
}
}
collisionSys.update();
const result1 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
colliderBullets.forEach((bulletCollider, collisionBulletIndex) => {
bulletColliders.forEach((bulletCollider, collisionBulletIndex) => {
const potentials = bulletCollider.potentials();
let shouldRemove = false;
for (const potential of potentials) {
if (null != potential.playerId && potential.playerId == bulletCollider.offenderPlayerId) continue;
if (null != potential.data && potential.data.joinIndex == bulletCollider.data.offenderJoinIndex) continue;
if (!bulletCollider.collides(potential, result1)) continue;
if (null != potential.playerId) {
const joinIndex = potential.collisionPlayerIndex - self.collisionPlayerIndexPrefix;
bulletPushbacks[joinIndex - 1][0] += result1.overlap_x * bulletCollider.pushback;
bulletPushbacks[joinIndex - 1][1] += result1.overlap_y * bulletCollider.pushback;
const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.playerId];
if (null != potential.data && null !== potential.data.joinIndex) {
const joinIndex = potential.data.joinIndex;
bulletPushbacks[joinIndex - 1][0] += bulletCollider.data.pushback; // Only for straight punch, there's no y-pushback
bulletPushbacks[joinIndex - 1][1] += 0;
const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.data.id];
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
const oldFrameToRecover = thatAckedPlayerInNextFrame.framesToRecover;
thatAckedPlayerInNextFrame.framesToRecover = oldFrameToRecover > bulletCollider.hitStunFrames ? oldFrameToRecover : bulletCollider.hitStunFrames; // In case the hit player is already stun, we take the larger "hitStunFrames"
thatAckedPlayerInNextFrame.framesToRecover = (oldFrameToRecover > bulletCollider.data.hitStunFrames ? oldFrameToRecover : bulletCollider.data.hitStunFrames); // In case the hit player is already stun, we extend it
}
shouldRemove = true;
}
@ -1107,9 +1105,9 @@ cc.Class({
}
});
// [WARNING] Remove bullets from collisionSys ANYWAY for the convenience of rollback
for (let k in currRenderFrame.meleeBullets) {
const meleeBullet = currRenderFrame.meleeBullets[k];
// [WARNING] remove from collisionSys ANYWAY for the convenience of rollback
const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
if (collisionSysMap.has(collisionBulletIndex)) {
const bulletCollider = collisionSysMap.get(collisionBulletIndex);
@ -1120,10 +1118,10 @@ cc.Class({
toRet.meleeBullets.push(meleeBullet);
}
// Process player inputs
if (null != delayedInputFrame) {
const delayedInputFrameForPrevRenderFrame = self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(currRenderFrame.id - 1, self.inputDelayFrames));
const inputList = delayedInputFrame.inputList;
// Process player inputs
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
effPushbacks[joinIndex - 1] = [0.0, 0.0];
@ -1131,13 +1129,14 @@ cc.Class({
const playerId = playerRichInfo.id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const player = currRenderFrame.players[playerId];
if (0 < nextRenderFramePlayers[playerId].framesToRecover) {
const currPlayerDownsync = currRenderFrame.players[playerId];
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
if (0 < thatPlayerInNextFrame.framesToRecover) {
// No need to process inputs for this player, but there might be bullet pushbacks on this player
playerCollider.x += bulletPushbacks[joinIndex - 1][0];
playerCollider.y += bulletPushbacks[joinIndex - 1][1];
if (0 != bulletPushbacks[joinIndex - 1][0] || 0 != bulletPushbacks[joinIndex - 1][1]) {
playerCollider.x += bulletPushbacks[joinIndex - 1][0];
playerCollider.y += bulletPushbacks[joinIndex - 1][1];
console.log(`playerId=${playerId}, joinIndex=${joinIndex} is pushbacked back by ${bulletPushbacks[joinIndex - 1]} by bullet impacts, now its framesToRecover is ${player.framesToRecover}`);
console.log(`playerId=${playerId}, joinIndex=${joinIndex} is pushbacked back by ${bulletPushbacks[joinIndex - 1]} by bullet impacts, now its framesToRecover is ${currPlayerDownsync.framesToRecover}`);
}
continue;
}
@ -1148,33 +1147,32 @@ cc.Class({
const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
// The online map is not yet ready for bullet shooting!
/*
nextRenderFramePlayers[playerId].framesToRecover = PunchAtkConfig.recoveryFrames;
const punch = window.pb.protos.MeleeBullet.create(PunchAtkConfig);
punch.battleLocalId = self.bulletBattleLocalIdCounter++;
punch.offenderJoinIndex = joinIndex;
punch.offenderPlayerId = playerId;
punch.originatedRenderFrameId = currRenderFrame.id;
toRet.meleeBullets.push(punch);
console.log(`A rising-edge of meleeBullet=${JSON.stringify(punch)} is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
// console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
if (self.bulletTriggerEnabled) {
thatPlayerInNextFrame.framesToRecover = window.PunchAtkConfig.recoveryFrames;
const punch = window.pb.protos.MeleeBullet.create(window.PunchAtkConfig);
punch.battleLocalId = self.bulletBattleLocalIdCounter++;
punch.offenderJoinIndex = joinIndex;
punch.offenderPlayerId = playerId;
punch.originatedRenderFrameId = currRenderFrame.id;
toRet.meleeBullets.push(punch);
console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}: ${JSON.stringify(punch)}`);
nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Atk1[0];
*/
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
}
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
} else {
// No trigger, process movement inputs
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
// Update directions and thus would eventually update moving animation accordingly
nextRenderFramePlayers[playerId].dir.dx = decodedInput.dx;
nextRenderFramePlayers[playerId].dir.dy = decodedInput.dy;
nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Walking[0];
thatPlayerInNextFrame.dirX = decodedInput.dx;
thatPlayerInNextFrame.dirY = decodedInput.dy;
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
} else {
nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Idle1[0];
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
}
const movement = self.virtualGridToWorldPos(decodedInput.dx + player.speed * decodedInput.dx, decodedInput.dy + player.speed * decodedInput.dy);
const movement = self.virtualGridToWorldPos(decodedInput.dx + currPlayerDownsync.speed * decodedInput.dx, decodedInput.dy + currPlayerDownsync.speed * decodedInput.dy);
playerCollider.x += movement[0];
playerCollider.y += movement[1];
}
@ -1204,8 +1202,9 @@ cc.Class({
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const newVpos = self.playerColliderAnchorToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], self.playerRichInfoArr[j]);
nextRenderFramePlayers[playerId].virtualGridX = newVpos[0];
nextRenderFramePlayers[playerId].virtualGridY = newVpos[1];
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
thatPlayerInNextFrame.virtualGridX = newVpos[0];
thatPlayerInNextFrame.virtualGridY = newVpos[1];
}
}

View File

@ -3,27 +3,27 @@ i18n.init(window.language); // languageID should be equal to the one we input in
const OnlineMap = require('./Map');
const PunchAtkConfig = {
window.PunchAtkConfig = {
// for offender
startupFrames: 18,
activeFrames: 42,
recoveryFrames: 60, // usually but not always "startupFrames+activeFrames"
recoveryFramesOnBlock: 60, // usually but not always the same as "recoveryFrames"
recoveryFramesOnHit: 60, // usually but not always the same as "recoveryFrames"
recoveryFrames: 61, // 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: 61,
recoveryFramesOnHit: 61,
moveforward: {
x: 0,
y: 0,
},
hitboxOffset: 12.0, // should be about the radius of the PlayerCollider
hitboxSize: {
x: 32.0,
x: 45.0,
y: 32.0,
},
// for defender
hitStunFrames: 18,
blockStunFrames: 9,
pushback: 11.0,
pushback: 22.0,
releaseTriggerType: 1, // 1: rising-edge, 2: falling-edge
damage: 5
};
@ -35,45 +35,6 @@ cc.Class({
console.warn("+++++++ Map onDestroy()");
},
spawnPlayerNode(joinIndex, vx, vy, playerRichInfo) {
const self = this;
const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
if (1 == joinIndex) {
playerScriptIns.setSpecies("SoldierWaterGhost");
} else if (2 == joinIndex) {
playerScriptIns.setSpecies("SoldierFireGhost");
playerScriptIns.animComp.node.scaleX = (-1.0);
}
const wpos = self.virtualGridToWorldPos(vx, vy);
newPlayerNode.setPosition(cc.v2(wpos[0], wpos[1]));
playerScriptIns.mapNode = self.node;
const cpos = self.virtualGridToPlayerColliderPos(vx, vy, playerRichInfo);
const d = playerRichInfo.colliderRadius * 2,
x0 = cpos[0],
y0 = cpos[1];
let pts = [[0, 0], [d, 0], [d, d], [0, d]];
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
newPlayerCollider.collisionPlayerIndex = parseInt(collisionPlayerIndex);
newPlayerCollider.playerId = parseInt(playerRichInfo.id);
self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
safelyAddChild(self.node, newPlayerNode);
setLocalZOrder(newPlayerNode, 5);
newPlayerNode.active = true;
playerScriptIns.updateCharacterAnim({
dx: playerRichInfo.dir.dx,
dy: playerRichInfo.dir.dy
}, playerRichInfo, true);
return [newPlayerNode, playerScriptIns];
},
onLoad() {
const self = this;
window.mapIns = self;
@ -182,10 +143,8 @@ cc.Class({
colliderRadius: 12,
characterState: window.ATK_CHARACTER_STATE.Idle1[0],
framesToRecover: 0,
dir: {
dx: 0,
dy: 0
}
dirX: 0,
dirY: 0,
},
11: {
id: 11,
@ -196,10 +155,8 @@ cc.Class({
colliderRadius: 12,
characterState: window.ATK_CHARACTER_STATE.Idle1[0],
framesToRecover: 0,
dir: {
dx: 0,
dy: 0
}
dirX: 0,
dirY: 0,
},
}
};
@ -243,214 +200,4 @@ cc.Class({
}
}
},
// Overriding this function to test experimental dynamics
applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap) {
const self = this;
const nextRenderFramePlayers = {}
for (let playerId in currRenderFrame.players) {
const currPlayerDownsync = currRenderFrame.players[playerId];
nextRenderFramePlayers[playerId] = {
id: playerId,
virtualGridX: currPlayerDownsync.virtualGridX,
virtualGridY: currPlayerDownsync.virtualGridY,
dir: {
dx: currPlayerDownsync.dir.dx,
dy: currPlayerDownsync.dir.dy,
},
characterState: currPlayerDownsync.characterState,
speed: currPlayerDownsync.speed,
battleState: currPlayerDownsync.battleState,
score: currPlayerDownsync.score,
removed: currPlayerDownsync.removed,
joinIndex: currPlayerDownsync.joinIndex,
framesToRecover: (0 < currPlayerDownsync.framesToRecover ? currPlayerDownsync.framesToRecover - 1 : 0),
hp: currPlayerDownsync.hp,
maxHp: currPlayerDownsync.maxHp,
};
}
const toRet = {
id: currRenderFrame.id + 1,
players: nextRenderFramePlayers,
meleeBullets: []
};
const bulletPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
bulletPushbacks[joinIndex - 1] = [0.0, 0.0];
effPushbacks[joinIndex - 1] = [0.0, 0.0];
const playerRichInfo = self.playerRichInfoArr[j];
const playerId = playerRichInfo.id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const player = currRenderFrame.players[playerId];
const newVx = player.virtualGridX;
const newVy = player.virtualGridY;
const newCpos = self.virtualGridToPlayerColliderPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1]);
playerCollider.x = newCpos[0];
playerCollider.y = newCpos[1];
}
// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
const colliderBullets = new Map(); // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
const removedBulletsAtCurrFrame = new Set();
for (let k in currRenderFrame.meleeBullets) {
const meleeBullet = currRenderFrame.meleeBullets[k];
if (
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames <= currRenderFrame.id
&&
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames > currRenderFrame.id
) {
const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
const collisionOffenderIndex = self.collisionPlayerIndexPrefix + meleeBullet.offenderJoinIndex;
const offenderCollider = collisionSysMap.get(collisionOffenderIndex);
const offender = currRenderFrame.players[meleeBullet.offenderPlayerId];
const xfac = Math.sign(offender.dir.dx),
yfac = 0; // By now, straight Punch offset doesn't respect "y-axis"
const x0 = offenderCollider.x + xfac * meleeBullet.hitboxOffset,
y0 = offenderCollider.y + yfac * meleeBullet.hitboxOffset;
const pts = [[0, 0], [xfac * meleeBullet.hitboxSize.x, 0], [xfac * meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
const newBulletCollider = collisionSys.createPolygon(x0, y0, pts);
newBulletCollider.collisionBulletIndex = collisionBulletIndex;
newBulletCollider.offenderPlayerId = meleeBullet.offenderPlayerId;
newBulletCollider.pushback = meleeBullet.pushback;
newBulletCollider.hitStunFrames = meleeBullet.hitStunFrames;
collisionSysMap.set(collisionBulletIndex, newBulletCollider);
colliderBullets.set(collisionBulletIndex, newBulletCollider);
console.log(`A meleeBullet=${JSON.stringify(meleeBullet)} is added to collisionSys at renderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended`);
}
}
collisionSys.update();
const result1 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
colliderBullets.forEach((bulletCollider, collisionBulletIndex) => {
const potentials = bulletCollider.potentials();
let shouldRemove = false;
for (const potential of potentials) {
if (null != potential.playerId && potential.playerId == bulletCollider.offenderPlayerId) continue;
if (!bulletCollider.collides(potential, result1)) continue;
if (null != potential.playerId) {
const joinIndex = potential.collisionPlayerIndex - self.collisionPlayerIndexPrefix;
bulletPushbacks[joinIndex - 1][0] += result1.overlap_x * bulletCollider.pushback;
bulletPushbacks[joinIndex - 1][1] += result1.overlap_y * bulletCollider.pushback;
const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.playerId];
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
const oldFrameToRecover = thatAckedPlayerInNextFrame.framesToRecover;
thatAckedPlayerInNextFrame.framesToRecover = oldFrameToRecover > bulletCollider.hitStunFrames ? oldFrameToRecover : bulletCollider.hitStunFrames; // In case the hit player is already stun, we take the larger "hitStunFrames"
}
shouldRemove = true;
}
if (shouldRemove) {
removedBulletsAtCurrFrame.add(collisionBulletIndex);
}
});
for (let k in currRenderFrame.meleeBullets) {
const meleeBullet = currRenderFrame.meleeBullets[k];
// [WARNING] remove from collisionSys ANYWAY for the convenience of rollback
const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
if (collisionSysMap.has(collisionBulletIndex)) {
const bulletCollider = collisionSysMap.get(collisionBulletIndex);
bulletCollider.remove();
collisionSysMap.delete(collisionBulletIndex);
}
if (removedBulletsAtCurrFrame.has(collisionBulletIndex)) continue;
toRet.meleeBullets.push(meleeBullet);
}
if (null != delayedInputFrame) {
const delayedInputFrameForPrevRenderFrame = self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(currRenderFrame.id - 1, self.inputDelayFrames));
const inputList = delayedInputFrame.inputList;
// Process player inputs
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
effPushbacks[joinIndex - 1] = [0.0, 0.0];
const playerRichInfo = self.playerRichInfoArr[j];
const playerId = playerRichInfo.id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const player = currRenderFrame.players[playerId];
if (0 < nextRenderFramePlayers[playerId].framesToRecover) {
// No need to process inputs for this player, but there might be bullet pushbacks on this player
if (0 != bulletPushbacks[joinIndex - 1][0] || 0 != bulletPushbacks[joinIndex - 1][1]) {
playerCollider.x += bulletPushbacks[joinIndex - 1][0];
playerCollider.y += bulletPushbacks[joinIndex - 1][1];
console.log(`playerId=${playerId}, joinIndex=${joinIndex} is pushbacked back by ${bulletPushbacks[joinIndex - 1]} by bullet impacts, now its framesToRecover is ${player.framesToRecover}`);
}
continue;
}
const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
nextRenderFramePlayers[playerId].framesToRecover = PunchAtkConfig.recoveryFrames;
const punch = window.pb.protos.MeleeBullet.create(PunchAtkConfig);
punch.battleLocalId = self.bulletBattleLocalIdCounter++;
punch.offenderJoinIndex = joinIndex;
punch.offenderPlayerId = playerId;
punch.originatedRenderFrameId = currRenderFrame.id;
toRet.meleeBullets.push(punch);
console.log(`A rising-edge of meleeBullet=${JSON.stringify(punch)} is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Atk1[0];
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
} else {
// No trigger, process movement inputs
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
// Update directions and thus would eventually update moving animation accordingly
nextRenderFramePlayers[playerId].dir.dx = decodedInput.dx;
nextRenderFramePlayers[playerId].dir.dy = decodedInput.dy;
nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Walking[0];
} else {
nextRenderFramePlayers[playerId].characterState = window.ATK_CHARACTER_STATE.Idle1[0];
}
const movement = self.virtualGridToWorldPos(decodedInput.dx + player.speed * decodedInput.dx, decodedInput.dy + player.speed * decodedInput.dy);
playerCollider.x += movement[0];
playerCollider.y += movement[1];
}
}
collisionSys.update(); // by now all "bulletCollider"s are removed
const result2 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
const playerId = self.playerRichInfoArr[j].id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const potentials = playerCollider.potentials();
for (const potential of potentials) {
// Test if the player collides with the wall
if (!playerCollider.collides(potential, result2)) continue;
// Push the player out of the wall
effPushbacks[joinIndex - 1][0] += result2.overlap * result2.overlap_x;
effPushbacks[joinIndex - 1][1] += result2.overlap * result2.overlap_y;
}
}
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
const playerId = self.playerRichInfoArr[j].id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const newVpos = self.playerColliderAnchorToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], self.playerRichInfoArr[j]);
nextRenderFramePlayers[playerId].virtualGridX = newVpos[0];
nextRenderFramePlayers[playerId].virtualGridY = newVpos[1];
}
}
return toRet;
},
});