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5 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
8 changed files with 27 additions and 13 deletions

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@@ -1,7 +1,18 @@
# 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/).
_(how input delay roughly works)_
![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.
@@ -22,7 +33,7 @@ The video mainly shows the following features.
- [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
@@ -67,7 +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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@@ -1216,14 +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,
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216.05530045313827,
209.73151519075364,
0,
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