mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 16:46:38 +00:00
A broken commit during backend bullet adaptation.
This commit is contained in:
@@ -2,7 +2,6 @@ package models
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import (
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. "battle_srv/protos"
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. "dnmshared/sharedprotos"
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)
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func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) map[int32]*PlayerDownsync {
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@@ -13,13 +12,11 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) map[int32]
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for k, last := range modelInstances {
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toRet[k] = &PlayerDownsync{
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Id: last.Id,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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Dir: &Direction{
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Dx: last.Dir.Dx,
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Dy: last.Dir.Dy,
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},
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Id: last.Id,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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DirX: last.DirX,
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DirY: last.DirY,
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ColliderRadius: last.ColliderRadius,
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Speed: last.Speed,
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BattleState: last.BattleState,
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@@ -4,7 +4,6 @@ import (
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. "battle_srv/protos"
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"battle_srv/storage"
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. "dnmshared"
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. "dnmshared/sharedprotos"
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"fmt"
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sq "github.com/Masterminds/squirrel"
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"github.com/jmoiron/sqlx"
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@@ -64,12 +63,7 @@ func GetPlayerById(id int) (*Player, error) {
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func getPlayer(cond sq.Eq) (*Player, error) {
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p := Player{}
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pd := PlayerDownsync{
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Dir: &Direction{
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Dx: 0,
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Dy: 0,
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},
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}
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pd := PlayerDownsync{}
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query, args, err := sq.Select("*").From("player").Where(cond).Limit(1).ToSql()
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if err != nil {
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return nil, err
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@@ -54,6 +54,7 @@ const (
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COLLISION_PLAYER_INDEX_PREFIX = (1 << 17)
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COLLISION_BARRIER_INDEX_PREFIX = (1 << 16)
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COLLISION_BULLET_INDEX_PREFIX = (1 << 15)
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)
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const (
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@@ -1147,13 +1148,6 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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}
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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(nextRenderFrame)
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pR.CurDynamicsRenderFrameId++
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}
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@@ -1166,18 +1160,23 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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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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Id: playerId,
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VirtualGridX: currPlayerDownsync.VirtualGridX,
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VirtualGridY: currPlayerDownsync.VirtualGridY,
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DirX: currPlayerDownsync.DirX,
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DirY: currPlayerDownsync.DirY,
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CharacterState: currPlayerDownsync.CharacterState,
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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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FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
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Hp: currPlayerDownsync.Hp,
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MaxHp: currPlayerDownsync.MaxHp,
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}
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if nextRenderFramePlayers[playerId].FramesToRecover < 0 {
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nextRenderFramePlayers[playerId].FramesToRecover = 0
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}
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}
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@@ -1185,29 +1184,113 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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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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MeleeBullets: make([]*MeleeBullet, 0), // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
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}
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bulletPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
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effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
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// Reset playerCollider position from the "virtual grid position"
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for playerId, player := range pR.Players {
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joinIndex := player.JoinIndex
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bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y = float64(0), float64(0)
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effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
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currPlayerDownsync := currRenderFrame.Players[playerId]
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newVx, newVy := currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := collisionSysMap[collisionPlayerIndex]
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playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio)
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}
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// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
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bulletColliders := make(map[int32]*resolv.Object, 0) // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
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removedBulletsAtCurrFrame := make(map[int32]int32, 0)
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for _, meleeBullet := range currRenderFrame.MeleeBullets {
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if (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames <= currRenderFrame.Id) && (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames+meleeBullet.ActiveFrames > currRenderFrame.Id) {
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collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
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collisionOffenderIndex := COLLISION_PLAYER_INDEX_PREFIX + meleeBullet.OffenderJoinIndex
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offenderCollider := collisionSysMap[collisionOffenderIndex]
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offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId]
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xfac, yfac := float64(1.0), float64(0) // By now, straight Punch offset doesn't respect "y-axis"
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if 0 > offender.DirX {
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xfac = float64(-1.0)
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}
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offenderWx, offenderWy := PolygonColliderAnchorToWorldPos(offenderCollider.X, offenderCollider.Y, offender.ColliderRadius, offender.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
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bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy+yfac*meleeBullet.HitboxOffset
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newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, xfac*meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "MeleeBullet")
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// newBulletCollider.collisionBulletIndex = collisionBulletIndex
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// newBulletCollider.offenderPlayerId = meleeBullet.offenderPlayerId
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// newBulletCollider.pushback = meleeBullet.pushback
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// newBulletCollider.hitStunFrames = meleeBullet.hitStunFrames
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collisionSysMap[collisionBulletIndex] = newBulletCollider
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bulletColliders[collisionBulletIndex] = newBulletCollider
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newBulletCollider.Update()
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}
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}
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// for _, bulletCollider := range bulletColliders {
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// shouldRemove := false
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// if collision := bulletCollider.Check(0, 0); collision != nil {
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// bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
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// for _, obj := range collision.Objects {
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// bShape := obj.Shape.(*resolv.ConvexPolygon)
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// if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, bulletShape, bShape); overlapped {
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// bulletPushbacks[joinIndex-1].X += pushbackX
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// bulletPushbacks[joinIndex-1].Y += pushbackY
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// }
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// }
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// shouldRemove = true
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// }
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// if shouldRemove {
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// removedBulletsAtCurrFrame[bulletCollider.CollisionBulletIndex] = 1
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// }
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// }
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for _, meleeBullet := range currRenderFrame.MeleeBullets {
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collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
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if bulletCollider, existent := collisionSysMap[collisionBulletIndex]; existent {
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bulletCollider.Space.Remove(bulletCollider)
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delete(collisionSysMap, collisionBulletIndex)
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}
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if _, existent := removedBulletsAtCurrFrame[collisionBulletIndex]; existent {
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continue
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}
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toRet.MeleeBullets = append(toRet.MeleeBullets, meleeBullet)
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}
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if nil != delayedInputFrame {
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inputList := delayedInputFrame.InputList
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effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
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// Process player inputs
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for playerId, player := range pR.Players {
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joinIndex := player.JoinIndex
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effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
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currPlayerDownsync := currRenderFrame.Players[playerId]
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decodedInput := pR.decodeInput(inputList[joinIndex-1])
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proposedVirtualGridDx, proposedVirtualGridDy := (decodedInput.Dx + decodedInput.Dx*currPlayerDownsync.Speed), (decodedInput.Dy + decodedInput.Dy*currPlayerDownsync.Speed)
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newVx, newVy := (currPlayerDownsync.VirtualGridX + proposedVirtualGridDx), (currPlayerDownsync.VirtualGridY + proposedVirtualGridDy)
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// Reset playerCollider position from the "virtual grid position"
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := collisionSysMap[collisionPlayerIndex]
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playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio)
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if 0 < nextRenderFramePlayers[playerId].FramesToRecover {
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// No need to process inputs for this player, but there might be bullet pushbacks on this player
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playerCollider.X += bulletPushbacks[joinIndex-1].X
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playerCollider.Y += bulletPushbacks[joinIndex-1].Y
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continue
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}
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currPlayerDownsync := currRenderFrame.Players[playerId]
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decodedInput := pR.decodeInput(inputList[joinIndex-1])
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if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
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nextRenderFramePlayers[playerId].DirX = decodedInput.Dx
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nextRenderFramePlayers[playerId].DirY = decodedInput.Dy
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nextRenderFramePlayers[playerId].CharacterState = 1
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} else {
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nextRenderFramePlayers[playerId].CharacterState = 0
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}
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movementX, movementY := VirtualGridToWorldPos(decodedInput.Dx+decodedInput.Dx*currPlayerDownsync.Speed, decodedInput.Dy+decodedInput.Dy*currPlayerDownsync.Speed, pR.VirtualGridToWorldRatio)
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playerCollider.X += movementX
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playerCollider.Y += movementY
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// Update in the collision system
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playerCollider.Update()
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if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
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nextRenderFramePlayers[playerId].Dir.Dx = decodedInput.Dx
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nextRenderFramePlayers[playerId].Dir.Dy = decodedInput.Dy
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}
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}
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// handle pushbacks upon collision after all movements treated as simultaneous
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@@ -1,7 +1,7 @@
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// Code generated by protoc-gen-go. DO NOT EDIT.
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// versions:
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// protoc-gen-go v1.28.1
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// protoc v3.7.1
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// protoc v3.21.4
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// source: room_downsync_frame.proto
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package protos
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@@ -257,24 +257,25 @@ type PlayerDownsync struct {
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sizeCache protoimpl.SizeCache
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unknownFields protoimpl.UnknownFields
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Id int32 `protobuf:"varint,1,opt,name=id,proto3" json:"id,omitempty"`
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VirtualGridX int32 `protobuf:"varint,2,opt,name=virtualGridX,proto3" json:"virtualGridX,omitempty"`
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VirtualGridY int32 `protobuf:"varint,3,opt,name=virtualGridY,proto3" json:"virtualGridY,omitempty"`
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Dir *sharedprotos.Direction `protobuf:"bytes,4,opt,name=dir,proto3" json:"dir,omitempty"`
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Speed int32 `protobuf:"varint,5,opt,name=speed,proto3" json:"speed,omitempty"` // in terms of virtual grid units
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BattleState int32 `protobuf:"varint,6,opt,name=battleState,proto3" json:"battleState,omitempty"`
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JoinIndex int32 `protobuf:"varint,7,opt,name=joinIndex,proto3" json:"joinIndex,omitempty"`
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ColliderRadius float64 `protobuf:"fixed64,8,opt,name=colliderRadius,proto3" json:"colliderRadius,omitempty"`
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Removed bool `protobuf:"varint,9,opt,name=removed,proto3" json:"removed,omitempty"`
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Score int32 `protobuf:"varint,10,opt,name=score,proto3" json:"score,omitempty"`
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LastMoveGmtMillis int32 `protobuf:"varint,11,opt,name=lastMoveGmtMillis,proto3" json:"lastMoveGmtMillis,omitempty"`
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FramesToRecover int32 `protobuf:"varint,12,opt,name=framesToRecover,proto3" json:"framesToRecover,omitempty"`
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Hp int32 `protobuf:"varint,13,opt,name=hp,proto3" json:"hp,omitempty"`
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MaxHp int32 `protobuf:"varint,14,opt,name=maxHp,proto3" json:"maxHp,omitempty"`
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CharacterState int32 `protobuf:"varint,15,opt,name=characterState,proto3" json:"characterState,omitempty"`
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Name string `protobuf:"bytes,16,opt,name=name,proto3" json:"name,omitempty"`
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DisplayName string `protobuf:"bytes,17,opt,name=displayName,proto3" json:"displayName,omitempty"`
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Avatar string `protobuf:"bytes,18,opt,name=avatar,proto3" json:"avatar,omitempty"`
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Id int32 `protobuf:"varint,1,opt,name=id,proto3" json:"id,omitempty"`
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VirtualGridX int32 `protobuf:"varint,2,opt,name=virtualGridX,proto3" json:"virtualGridX,omitempty"`
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VirtualGridY int32 `protobuf:"varint,3,opt,name=virtualGridY,proto3" json:"virtualGridY,omitempty"`
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DirX int32 `protobuf:"varint,4,opt,name=dirX,proto3" json:"dirX,omitempty"`
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DirY int32 `protobuf:"varint,5,opt,name=dirY,proto3" json:"dirY,omitempty"`
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Speed int32 `protobuf:"varint,6,opt,name=speed,proto3" json:"speed,omitempty"` // in terms of virtual grid units
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BattleState int32 `protobuf:"varint,7,opt,name=battleState,proto3" json:"battleState,omitempty"`
|
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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"`
|
||||
}
|
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|
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func (x *PlayerDownsync) Reset() {
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@@ -330,11 +331,18 @@ func (x *PlayerDownsync) GetVirtualGridY() int32 {
|
||||
return 0
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||||
}
|
||||
|
||||
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{
|
||||
0x61, 0x6c, 0x75, 0x65, 0x18, 0x02, 0x20, 0x01, 0x28, 0x0b, 0x32, 0x1b, 0x2e, 0x73, 0x68, 0x61,
|
||||
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|
||||
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|
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|
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|
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|
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}
|
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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() }
|
||||
|
Reference in New Issue
Block a user