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7 Commits

Author SHA1 Message Date
genxium
1a3b3a0a7a Fixed multi-barrier collision handling in backend. 2022-11-06 13:42:40 +08:00
genxium
4f1ce0d71a Fixed typos. 2022-11-03 10:06:21 +08:00
genxium
1f728071a9 Updated charts. 2022-11-03 00:16:03 +08:00
Wing
4b68917337 Fixed typo. 2022-11-02 12:40:26 +08:00
genxium
0cbf968228 Updated README. 2022-11-02 10:57:37 +08:00
genxium
ec2a21dbe7 Minor fix for "false == Room.BackendDynamicsEnabled". 2022-10-31 09:02:14 +08:00
Wing
dc6402c2b7 Updated README. 2022-10-26 10:28:32 +08:00
8 changed files with 51 additions and 23 deletions

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@@ -1,11 +1,25 @@
# Preface
This project is a demo for a websocket-based input synchronization method inspired by [GGPO](https://www.ggpo.net/).
![screenshot-1](./screenshot-1.png)
This project is a demo for a websocket-based input synchronization method inspired by [GGPO](https://www.ggpo.net/).
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.
_(how input delay roughly works)_
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.
![input_delay_intro](./charts/InputDelayIntro.jpg)
_(how rollback-and-chase in this project roughly works)_
![rollback_and_chase_intro](./charts/RollbackAndChase.jpg)
_(in game screenshot)_
![screenshot-1](./charts/screenshot-1.png)
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.
The video mainly shows the following features.
- 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.
- The game is recovered for a player upon reconnection.
- 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**.
# 1. Building & running
@@ -19,7 +33,7 @@ The video mainly shows the following feature (yet I'm not surprised if they're n
- [protobuf CLI](https://developers.google.com/protocol-buffers/docs/downloads) (optional, only for development)
### Frontend
- [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)
- [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)
## 1.2 Provisioning
@@ -64,7 +78,7 @@ The easy way is to try out 2 players with test accounts on a same machine.
- 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.
- 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.
- Try out the onscreen virtual joysticks to move the cars and see if their movements are in-sync.
![screenshot-2](./screenshot-2.png)
![screenshot-2](./charts/screenshot-2.png)
## 2 Troubleshooting

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@@ -2,12 +2,17 @@ package models
import (
. "dnmshared"
"encoding/xml"
"fmt"
"github.com/golang/protobuf/proto"
"github.com/gorilla/websocket"
"github.com/solarlune/resolv"
"go.uber.org/zap"
"io/ioutil"
"math"
"math/rand"
"os"
"path/filepath"
. "server/common"
"server/common/utils"
pb "server/pb_output"
@@ -15,11 +20,6 @@ import (
"sync"
"sync/atomic"
"time"
"encoding/xml"
"io/ioutil"
"os"
"path/filepath"
)
const (
@@ -459,9 +459,9 @@ func (pR *Room) StartBattle() {
pR.prefabInputFrameDownsync(noDelayInputFrameId)
}
// Force setting all-confirmed of buffered inputFrames periodically
unconfirmedMask := uint64(0)
if pR.BackendDynamicsEnabled {
// Force setting all-confirmed of buffered inputFrames periodically
unconfirmedMask = pR.forceConfirmationIfApplicable()
} else {
pR.markConfirmationIfApplicable()
@@ -474,7 +474,7 @@ func (pR *Room) StartBattle() {
If "NstDelayFrames" becomes larger, "pR.RenderFrameId - refRenderFrameId" possibly becomes larger because the force confirmation is delayed more.
Hence even upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId".
Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed.
*/
refRenderFrameId := pR.ConvertToGeneratingRenderFrameId(upperToSendInputFrameId) + (1 << pR.InputScaleFrames) - 1
if refRenderFrameId > pR.RenderFrameId {
@@ -539,7 +539,7 @@ func (pR *Room) StartBattle() {
// [WARNING] When sending DOWNSYNC_MSG_ACT_FORCED_RESYNC, there MUST BE accompanying "toSendInputFrames" for calculating "refRenderFrameId"!
if MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId {
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))
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
}
@@ -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)
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) {
@@ -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

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@@ -440,7 +440,7 @@
"array": [
0,
0,
344.75930058781137,
209.73151519075364,
0,
0,
0,