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https://github.com/genxium/DelayNoMore
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26
README.md
26
README.md
@@ -1,11 +1,25 @@
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||||
# Preface
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||||
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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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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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_(how input delay roughly works)_
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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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||||
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_(how rollback-and-chase in this project roughly works)_
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|
||||

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_(in game screenshot)_
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||||
|
||||

|
||||
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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 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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||||
@@ -19,7 +33,7 @@ The video mainly shows the following feature (yet I'm not surprised if they're n
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||||
- [protobuf CLI](https://developers.google.com/protocol-buffers/docs/downloads) (optional, only for development)
|
||||
|
||||
### Frontend
|
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- [CocosCreator v2.2.1](https://www.cocos.com/en/cocos-creator-2-2-1-released-with-performance-improvements) (mandatory, **ONLY AVAILABLE on Windows or OSX and should be exactly this version**, DON'T use any other version because CocosCreator is well-known for new versions not being backward incompatible)
|
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- [CocosCreator v2.2.1](https://www.cocos.com/en/cocos-creator-2-2-1-released-with-performance-improvements) (mandatory, **ONLY AVAILABLE on Windows or OSX and should be exactly this version**, DON'T use any other version because CocosCreator is well-known for new versions not being backward compatible)
|
||||
- [protojs](https://www.npmjs.com/package/protojs) (optional, only for development)
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## 1.2 Provisioning
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@@ -64,7 +78,7 @@ The easy way is to try out 2 players with test accounts on a same machine.
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- Open one browser instance, visit _http://localhost:7456?expectedRoomId=1_, input `add`on the username box and click to request a captcha, this is a test account so a captcha would be returned by the backend and filled automatically (as shown in the figure below), then click and click to proceed to a matching scene.
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- Open another browser instance, visit _http://localhost:7456?expectedRoomId=1_, input `bdd`on the username box and click to request a captcha, this is another test account so a captcha would be returned by the backend and filled automatically, then click and click to proceed, when matched a `battle`(but no competition rule yet) would start.
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- Try out the onscreen virtual joysticks to move the cars and see if their movements are in-sync.
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|
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|
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## 2 Troubleshooting
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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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@@ -188,7 +188,7 @@ type Room struct {
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StageTileH int32
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RawBattleStrToVec2DListMap StrToVec2DListMap
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RawBattleStrToPolygon2DListMap StrToPolygon2DListMap
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BackendDynamicsEnabled bool
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BackendDynamicsEnabled bool
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}
|
||||
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||||
const (
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@@ -459,13 +459,13 @@ 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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unconfirmedMask = pR.forceConfirmationIfApplicable()
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} else {
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pR.markConfirmationIfApplicable()
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}
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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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}
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upperToSendInputFrameId := atomic.LoadInt32(&(pR.LastAllConfirmedInputFrameId))
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/*
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@@ -474,29 +474,29 @@ 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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refRenderFrameId = pR.RenderFrameId
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}
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dynamicsDuration := int64(0)
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if pR.BackendDynamicsEnabled {
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if 0 <= pR.LastAllConfirmedInputFrameId {
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dynamicsStartedAt := utils.UnixtimeNano()
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// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
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nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
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Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
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pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId)
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dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
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||||
}
|
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dynamicsDuration := int64(0)
|
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if pR.BackendDynamicsEnabled {
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if 0 <= pR.LastAllConfirmedInputFrameId {
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dynamicsStartedAt := utils.UnixtimeNano()
|
||||
// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
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nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
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Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
|
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pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId)
|
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dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
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}
|
||||
|
||||
// [WARNING] The following inequality are seldom true, but just to avoid that in good network condition the frontend resyncs itself to a "too advanced frontend.renderFrameId", and then starts upsyncing "too advanced inputFrameId".
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if refRenderFrameId > pR.CurDynamicsRenderFrameId {
|
||||
refRenderFrameId = pR.CurDynamicsRenderFrameId
|
||||
}
|
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}
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||||
// [WARNING] The following inequality are seldom true, but just to avoid that in good network condition the frontend resyncs itself to a "too advanced frontend.renderFrameId", and then starts upsyncing "too advanced inputFrameId".
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if refRenderFrameId > pR.CurDynamicsRenderFrameId {
|
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refRenderFrameId = pR.CurDynamicsRenderFrameId
|
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}
|
||||
}
|
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for playerId, player := range pR.Players {
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if swapped := atomic.CompareAndSwapInt32(&player.BattleState, PlayerBattleStateIns.ACTIVE, PlayerBattleStateIns.ACTIVE); !swapped {
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||||
// [WARNING] DON'T send anything if the player is disconnected, because it could jam the channel and cause significant delay upon "battle recovery for reconnected player".
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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))
|
||||
}
|
||||
continue
|
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}
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||||
@@ -567,6 +567,17 @@ func (pR *Room) StartBattle() {
|
||||
}
|
||||
|
||||
toApplyInputFrameId := pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames)
|
||||
if false == pR.BackendDynamicsEnabled {
|
||||
// When "false == pR.BackendDynamicsEnabled", the variable "refRenderFrameId" is not well defined
|
||||
minLastSentInputFrameId := int32(math.MaxInt32)
|
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for _, player := range pR.Players {
|
||||
if player.LastSentInputFrameId >= minLastSentInputFrameId {
|
||||
continue
|
||||
}
|
||||
minLastSentInputFrameId = player.LastSentInputFrameId
|
||||
}
|
||||
toApplyInputFrameId = minLastSentInputFrameId
|
||||
}
|
||||
for pR.InputsBuffer.N < pR.InputsBuffer.Cnt || (0 < pR.InputsBuffer.Cnt && pR.InputsBuffer.StFrameId < toApplyInputFrameId) {
|
||||
f := pR.InputsBuffer.Pop().(*pb.InputFrameDownsync)
|
||||
if pR.inputFrameIdDebuggable(f.InputFrameId) {
|
||||
@@ -810,7 +821,7 @@ func (pR *Room) OnDismissed() {
|
||||
pR.InputFrameUpsyncDelayTolerance = 2
|
||||
pR.MaxChasingRenderFramesPerUpdate = 10
|
||||
|
||||
pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
|
||||
pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
|
||||
|
||||
pR.ChooseStage()
|
||||
pR.EffectivePlayerCount = 0
|
||||
@@ -1080,40 +1091,40 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *pb.InputFrameDowns
|
||||
}
|
||||
|
||||
func (pR *Room) markConfirmationIfApplicable() {
|
||||
inputFrameId1 := pR.LastAllConfirmedInputFrameId+1
|
||||
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".
|
||||
inputFrameId2 := inputFrameId1+gap
|
||||
if inputFrameId2 > pR.InputsBuffer.EdFrameId {
|
||||
inputFrameId2 = pR.InputsBuffer.EdFrameId
|
||||
}
|
||||
inputFrameId1 := pR.LastAllConfirmedInputFrameId + 1
|
||||
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".
|
||||
inputFrameId2 := inputFrameId1 + gap
|
||||
if inputFrameId2 > pR.InputsBuffer.EdFrameId {
|
||||
inputFrameId2 = pR.InputsBuffer.EdFrameId
|
||||
}
|
||||
|
||||
totPlayerCnt := uint32(pR.Capacity)
|
||||
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
|
||||
for inputFrameId := inputFrameId1; inputFrameId < inputFrameId2; inputFrameId++ {
|
||||
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId)
|
||||
if nil == tmp {
|
||||
panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", inputFrameId, pR.Id, pR.InputsBufferString(false)))
|
||||
}
|
||||
inputFrameDownsync := tmp.(*pb.InputFrameDownsync)
|
||||
for _, player := range pR.Players {
|
||||
bufIndex := pR.toDiscreteInputsBufferIndex(inputFrameId, player.JoinIndex)
|
||||
tmp, loaded := pR.DiscreteInputsBuffer.LoadAndDelete(bufIndex) // It's safe to "LoadAndDelete" here because the "inputFrameUpsync" of this player is already remembered by the corresponding "inputFrameDown".
|
||||
if !loaded {
|
||||
continue
|
||||
}
|
||||
inputFrameUpsync := tmp.(*pb.InputFrameUpsync)
|
||||
indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
|
||||
inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = pR.EncodeUpsyncCmd(inputFrameUpsync)
|
||||
inputFrameDownsync.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr)
|
||||
}
|
||||
totPlayerCnt := uint32(pR.Capacity)
|
||||
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
|
||||
for inputFrameId := inputFrameId1; inputFrameId < inputFrameId2; inputFrameId++ {
|
||||
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId)
|
||||
if nil == tmp {
|
||||
panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", inputFrameId, pR.Id, pR.InputsBufferString(false)))
|
||||
}
|
||||
inputFrameDownsync := tmp.(*pb.InputFrameDownsync)
|
||||
for _, player := range pR.Players {
|
||||
bufIndex := pR.toDiscreteInputsBufferIndex(inputFrameId, player.JoinIndex)
|
||||
tmp, loaded := pR.DiscreteInputsBuffer.LoadAndDelete(bufIndex) // It's safe to "LoadAndDelete" here because the "inputFrameUpsync" of this player is already remembered by the corresponding "inputFrameDown".
|
||||
if !loaded {
|
||||
continue
|
||||
}
|
||||
inputFrameUpsync := tmp.(*pb.InputFrameUpsync)
|
||||
indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
|
||||
inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = pR.EncodeUpsyncCmd(inputFrameUpsync)
|
||||
inputFrameDownsync.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr)
|
||||
}
|
||||
|
||||
// Force confirmation of "inputFrame2"
|
||||
if allConfirmedMask == inputFrameDownsync.ConfirmedList {
|
||||
pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
|
||||
} else {
|
||||
break
|
||||
}
|
||||
}
|
||||
// Force confirmation of "inputFrame2"
|
||||
if allConfirmedMask == inputFrameDownsync.ConfirmedList {
|
||||
pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
|
||||
} else {
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (pR *Room) forceConfirmationIfApplicable() uint64 {
|
||||
@@ -1205,14 +1216,16 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
|
||||
playerCollider := pR.CollisionSysMap[collisionPlayerIndex]
|
||||
if collision := playerCollider.Check(oldDx, oldDy, "Barrier"); collision != nil {
|
||||
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
|
||||
barrierShape := collision.Objects[0].Shape.(*resolv.ConvexPolygon)
|
||||
if overlapped, pushbackX, pushbackY := CalcPushbacks(oldDx, oldDy, playerShape, barrierShape); overlapped {
|
||||
Logger.Debug(fmt.Sprintf("Collided & overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v, pushbackX=%v, pushbackY=%v", playerCollider.X, playerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
|
||||
dx -= pushbackX
|
||||
dy -= pushbackY
|
||||
} else {
|
||||
Logger.Debug(fmt.Sprintf("Collider BUT not overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v", playerCollider.X, playerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape)))
|
||||
}
|
||||
for _, obj := range collision.Objects {
|
||||
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
|
||||
if overlapped, pushbackX, pushbackY := CalcPushbacks(oldDx, oldDy, playerShape, barrierShape); overlapped {
|
||||
Logger.Debug(fmt.Sprintf("Collided & overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v, pushbackX=%v, pushbackY=%v", playerCollider.X, playerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
|
||||
dx -= pushbackX
|
||||
dy -= pushbackY
|
||||
} else {
|
||||
Logger.Debug(fmt.Sprintf("Collided BUT not overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v", playerCollider.X, playerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape)))
|
||||
}
|
||||
}
|
||||
}
|
||||
playerCollider.X += dx
|
||||
playerCollider.Y += dy
|
||||
|
1
charts/DelayNoMore.drawio
Normal file
1
charts/DelayNoMore.drawio
Normal file
File diff suppressed because one or more lines are too long
BIN
charts/InputDelayIntro.jpg
Normal file
BIN
charts/InputDelayIntro.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 123 KiB |
BIN
charts/RollbackAndChase.jpg
Normal file
BIN
charts/RollbackAndChase.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 190 KiB |
Before Width: | Height: | Size: 430 KiB After Width: | Height: | Size: 430 KiB |
Before Width: | Height: | Size: 684 KiB After Width: | Height: | Size: 684 KiB |
@@ -440,7 +440,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
344.75930058781137,
|
||||
209.73151519075364,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@@ -382,7 +382,8 @@ cc.Class({
|
||||
window.clearBoundRoomIdInBothVolatileAndPersistentStorage();
|
||||
window.initPersistentSessionClient(self.initAfterWSConnected, null /* Deliberately NOT passing in any `expectedRoomId`. -- YFLu */ );
|
||||
};
|
||||
resultPanelScriptIns.onCloseDelegate = () => {};
|
||||
resultPanelScriptIns.onCloseDelegate = () => {
|
||||
};
|
||||
|
||||
self.gameRuleNode = cc.instantiate(self.gameRulePrefab);
|
||||
self.gameRuleNode.width = self.canvasNode.width;
|
||||
@@ -740,10 +741,12 @@ cc.Class({
|
||||
newPlayerNode.setPosition(cc.v2(x, y));
|
||||
newPlayerNode.getComponent("SelfPlayer").mapNode = self.node;
|
||||
const currentSelfColliderCircle = newPlayerNode.getComponent(cc.CircleCollider);
|
||||
const r = currentSelfColliderCircle.radius, d = 2*r;
|
||||
// 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.
|
||||
const x0 = x-r, y0 = y-r;
|
||||
let pts = [[0, 0], [d, 0], [d, d], [0, d]];
|
||||
const r = currentSelfColliderCircle.radius,
|
||||
d = 2 * r;
|
||||
// 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.
|
||||
const x0 = x - r,
|
||||
y0 = y - r;
|
||||
let pts = [[0, 0], [d, 0], [d, d], [0, d]];
|
||||
|
||||
const newPlayerColliderLatest = self.latestCollisionSys.createPolygon(x0, y0, pts);
|
||||
const newPlayerColliderChaser = self.chaserCollisionSys.createPolygon(x0, y0, pts);
|
||||
@@ -957,7 +960,7 @@ cc.Class({
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const currentSelfColliderCircle = playerRichInfo.node.getComponent(cc.CircleCollider);
|
||||
const r = currentSelfColliderCircle.radius;
|
||||
const r = currentSelfColliderCircle.radius;
|
||||
rdf.players[playerRichInfo.id] = {
|
||||
id: playerRichInfo.id,
|
||||
x: playerCollider.x + r, // [WARNING] the (x, y) of "playerCollider" is offset to the anchor (i.e. first point of all points) of the polygon shape
|
||||
@@ -1033,7 +1036,7 @@ cc.Class({
|
||||
const player = latestRdf.players[playerId];
|
||||
|
||||
const currentSelfColliderCircle = playerRichInfo.node.getComponent(cc.CircleCollider);
|
||||
const r = currentSelfColliderCircle.radius;
|
||||
const r = currentSelfColliderCircle.radius;
|
||||
playerCollider.x = player.x - r;
|
||||
playerCollider.y = player.y - r;
|
||||
});
|
||||
|
@@ -111,9 +111,9 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
const selfPlayerStr = cc.sys.localStorage.getItem("selfPlayer");
|
||||
const selfPlayer = null == selfPlayerStr ? null : JSON.parse(selfPlayerStr);
|
||||
const selfPlayer = null == selfPlayerStr ? null : JSON.parse(selfPlayerStr);
|
||||
const intAuthToken = null == selfPlayer ? "" : selfPlayer.intAuthToken;
|
||||
|
||||
let urlToConnect = backendAddress.PROTOCOL.replace('http', 'ws') + '://' + backendAddress.HOST + ":" + backendAddress.PORT + backendAddress.WS_PATH_PREFIX + "?intAuthToken=" + intAuthToken;
|
||||
@@ -224,10 +224,10 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
|
||||
case constants.RET_CODE.MYSQL_ERROR:
|
||||
case constants.RET_CODE.PLAYER_NOT_FOUND:
|
||||
case constants.RET_CODE.PLAYER_CHEATING:
|
||||
case 1006: // Peer(i.e. the backend) gone unexpectedly
|
||||
case 1006: // Peer(i.e. the backend) gone unexpectedly
|
||||
if (window.handleClientSessionError) {
|
||||
window.handleClientSessionError();
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
|
Reference in New Issue
Block a user