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https://github.com/genxium/DelayNoMore
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3 Commits
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ec2a21dbe7 | ||
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dc6402c2b7 | ||
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8038b393e0 |
@@ -3,9 +3,12 @@
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This project is a demo for a websocket-based input synchronization method inspired by [GGPO](https://www.ggpo.net/).
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Please checkout [this demo video](https://pan.baidu.com/s/1aM6e8IWaJszFCYAsRjt19g?pwd=z02c) to see whether the source codes are doing what you expect for synchronization.
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Please checkout [this demo video](https://pan.baidu.com/s/123LlWcT9X-wbcYybqYnvmA?pwd=qrlw) to see whether the source codes are doing what you expect for synchronization.
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The video mainly shows the following feature (yet I'm not surprised if they're not obvious): when a player didn't have its input arrived at the backend in time (e.g. due to local lag, network delay or reconnection), backend forces confirmation of a prediction of its own and sends the confirmed input together w/ a reference render frame to that player.
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The video mainly shows the following features.
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- The backend receives inputs from frontend peers and [by a GGPO-alike manner](https://github.com/pond3r/ggpo/blob/master/doc/README.md) broadcasts back for synchronization.
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- The game is recovered for a player upon reconnection.
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- Both backend(Golang) and frontend(JavaScript) execute collision detection and handle collision contacts by the same algorithm. The backend dynamics can be toggled off by [Room.BackendDynamicsEnabled](https://github.com/genxium/DelayNoMore/blob/v0.5.2/battle_srv/models/room.go#L813), but **when turned off the game couldn't support recovery upon reconnection**.
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# 1. Building & running
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@@ -2,12 +2,17 @@ package models
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import (
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. "dnmshared"
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"encoding/xml"
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"fmt"
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"github.com/golang/protobuf/proto"
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"github.com/gorilla/websocket"
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"github.com/solarlune/resolv"
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"go.uber.org/zap"
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"io/ioutil"
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"math"
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"math/rand"
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"os"
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"path/filepath"
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. "server/common"
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"server/common/utils"
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pb "server/pb_output"
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@@ -15,11 +20,6 @@ import (
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"sync"
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"sync/atomic"
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"time"
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"encoding/xml"
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"io/ioutil"
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"os"
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"path/filepath"
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)
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const (
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@@ -459,9 +459,9 @@ func (pR *Room) StartBattle() {
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pR.prefabInputFrameDownsync(noDelayInputFrameId)
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}
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// Force setting all-confirmed of buffered inputFrames periodically
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unconfirmedMask := uint64(0)
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if pR.BackendDynamicsEnabled {
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// Force setting all-confirmed of buffered inputFrames periodically
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unconfirmedMask = pR.forceConfirmationIfApplicable()
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} else {
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pR.markConfirmationIfApplicable()
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@@ -474,7 +474,7 @@ func (pR *Room) StartBattle() {
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If "NstDelayFrames" becomes larger, "pR.RenderFrameId - refRenderFrameId" possibly becomes larger because the force confirmation is delayed more.
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Hence even upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId".
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Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed.
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*/
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refRenderFrameId := pR.ConvertToGeneratingRenderFrameId(upperToSendInputFrameId) + (1 << pR.InputScaleFrames) - 1
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if refRenderFrameId > pR.RenderFrameId {
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@@ -539,7 +539,7 @@ func (pR *Room) StartBattle() {
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// [WARNING] When sending DOWNSYNC_MSG_ACT_FORCED_RESYNC, there MUST BE accompanying "toSendInputFrames" for calculating "refRenderFrameId"!
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if MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId {
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Logger.Warn(fmt.Sprintf("Not sending due to empty toSendInputFrames: roomId=%v, playerId=%v, refRenderFrameId=%v, candidateToSendInputFrameId=%v, upperToSendInputFrameId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v", pR.Id, playerId, refRenderFrameId, candidateToSendInputFrameId, upperToSendInputFrameId, player.LastSentInputFrameId, player.AckingInputFrameId))
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Logger.Warn(fmt.Sprintf("Not sending due to empty toSendInputFrames: roomId=%v, playerId=%v, refRenderFrameId=%v, upperToSendInputFrameId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v", pR.Id, playerId, refRenderFrameId, upperToSendInputFrameId, player.LastSentInputFrameId, player.AckingInputFrameId))
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}
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continue
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}
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@@ -567,6 +567,17 @@ func (pR *Room) StartBattle() {
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}
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toApplyInputFrameId := pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames)
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if false == pR.BackendDynamicsEnabled {
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// When "false == pR.BackendDynamicsEnabled", the variable "refRenderFrameId" is not well defined
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minLastSentInputFrameId := int32(math.MaxInt32)
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for _, player := range pR.Players {
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if player.LastSentInputFrameId >= minLastSentInputFrameId {
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continue
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}
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minLastSentInputFrameId = player.LastSentInputFrameId
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}
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toApplyInputFrameId = minLastSentInputFrameId
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}
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for pR.InputsBuffer.N < pR.InputsBuffer.Cnt || (0 < pR.InputsBuffer.Cnt && pR.InputsBuffer.StFrameId < toApplyInputFrameId) {
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f := pR.InputsBuffer.Pop().(*pb.InputFrameDownsync)
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if pR.inputFrameIdDebuggable(f.InputFrameId) {
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@@ -1080,9 +1091,9 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *pb.InputFrameDowns
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}
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func (pR *Room) markConfirmationIfApplicable() {
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inputFrameId1 := pR.LastAllConfirmedInputFrameId+1
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inputFrameId1 := pR.LastAllConfirmedInputFrameId + 1
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gap := int32(4) // This value is hardcoded and doesn't need be much bigger, because the backend side is supposed to never lag when "false == BackendDynamicsEnabled".
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inputFrameId2 := inputFrameId1+gap
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inputFrameId2 := inputFrameId1 + gap
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if inputFrameId2 > pR.InputsBuffer.EdFrameId {
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inputFrameId2 = pR.InputsBuffer.EdFrameId
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}
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@@ -440,7 +440,7 @@
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"array": [
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0,
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0,
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344.75930058781137,
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216.05530045313827,
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0,
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0,
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0,
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@@ -382,7 +382,8 @@ cc.Class({
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window.clearBoundRoomIdInBothVolatileAndPersistentStorage();
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window.initPersistentSessionClient(self.initAfterWSConnected, null /* Deliberately NOT passing in any `expectedRoomId`. -- YFLu */ );
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};
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resultPanelScriptIns.onCloseDelegate = () => {};
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resultPanelScriptIns.onCloseDelegate = () => {
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};
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self.gameRuleNode = cc.instantiate(self.gameRulePrefab);
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self.gameRuleNode.width = self.canvasNode.width;
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@@ -740,9 +741,11 @@ cc.Class({
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newPlayerNode.setPosition(cc.v2(x, y));
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newPlayerNode.getComponent("SelfPlayer").mapNode = self.node;
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const currentSelfColliderCircle = newPlayerNode.getComponent(cc.CircleCollider);
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const r = currentSelfColliderCircle.radius, d = 2*r;
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const r = currentSelfColliderCircle.radius,
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d = 2 * r;
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// The collision box of an individual player is a polygon instead of a circle, because the backend collision engine doesn't handle circle alignment well.
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const x0 = x-r, y0 = y-r;
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const x0 = x - r,
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y0 = y - r;
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let pts = [[0, 0], [d, 0], [d, d], [0, d]];
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const newPlayerColliderLatest = self.latestCollisionSys.createPolygon(x0, y0, pts);
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