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