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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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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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_(how rollback-and-chase in this project roughly works)_
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_(in game screenshot)_
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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)
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### 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)
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- [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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## 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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@@ -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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@@ -1205,14 +1216,16 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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playerCollider := pR.CollisionSysMap[collisionPlayerIndex]
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if collision := playerCollider.Check(oldDx, oldDy, "Barrier"); collision != nil {
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playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
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barrierShape := collision.Objects[0].Shape.(*resolv.ConvexPolygon)
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if overlapped, pushbackX, pushbackY := CalcPushbacks(oldDx, oldDy, playerShape, barrierShape); overlapped {
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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))
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dx -= pushbackX
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dy -= pushbackY
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} else {
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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)))
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}
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for _, obj := range collision.Objects {
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barrierShape := obj.Shape.(*resolv.ConvexPolygon)
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if overlapped, pushbackX, pushbackY := CalcPushbacks(oldDx, oldDy, playerShape, barrierShape); overlapped {
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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))
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dx -= pushbackX
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dy -= pushbackY
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} else {
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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)))
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}
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}
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}
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playerCollider.X += dx
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playerCollider.Y += dy
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1
charts/DelayNoMore.drawio
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charts/DelayNoMore.drawio
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charts/InputDelayIntro.jpg
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charts/InputDelayIntro.jpg
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charts/RollbackAndChase.jpg
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charts/RollbackAndChase.jpg
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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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209.73151519075364,
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0,
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0,
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0,
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Reference in New Issue
Block a user