Compare commits

...

36 Commits

Author SHA1 Message Date
yflu
2dbc529978 Fixes for jiggling character animation on resynced. 2022-11-21 00:23:01 +08:00
genxium
d21f59cafa Minor fix. 2022-11-20 21:07:45 +08:00
Wing
335fef66ef Merge pull request #7 from genxium/dungeon_characters
Updated anim of characters, and minor updates to inputs on wire to support atk button.
2022-11-20 20:18:44 +08:00
genxium
52480ab29f Updated TouchEventsManager to support input from Keyboard as well as an additional atk btn. 2022-11-20 20:13:08 +08:00
genxium
971f6461ab Updated charts. 2022-11-20 12:27:29 +08:00
genxium
061aa449c9 Fixes for online map class to use updated character animations. 2022-11-19 22:59:12 +08:00
genxium
78dd9ecd85 Initial commit for offline map, might break the online version. 2022-11-19 20:58:07 +08:00
yflu
d4226137b6 Initial draft of an offline map for testing new characters. 2022-11-17 23:39:32 +08:00
yflu
e432026fec Fixed proto_gen_shortcut script for OSX. 2022-11-17 23:13:53 +08:00
Wing
3e7718ed04 Merge pull request #6 from genxium/dungeon_battle
Added support of ORTHO orientation tmx.
2022-11-17 16:51:11 +08:00
genxium
b78dd54431 Regenerated new resource ccc meta files. 2022-11-17 15:10:17 +08:00
genxium
22fb72afbc Fixed frontend tmx parsing for ortho map. 2022-11-17 15:01:35 +08:00
genxium
7b9172c27b Fixed backend tmx parsing for ortho map. 2022-11-16 21:32:25 +08:00
genxium
7e12853a73 Added fineart resources. 2022-11-16 20:58:12 +08:00
genxium
95dcc2ef17 Updated README. 2022-11-13 22:23:54 +08:00
Wing
63164569b1 Merge pull request #5 from genxium/integer_positioning
Integer positioning.
2022-11-13 14:14:50 +08:00
genxium
8a4efd023b Updated README. 2022-11-13 14:13:19 +08:00
genxium
b031fc1c61 Minor fix on backend coordinate ratio conversion. 2022-11-13 13:06:52 +08:00
genxium
4369729d9c Fixed recovery upon reconnection. 2022-11-13 11:37:30 +08:00
genxium
2d080ad134 Fixed backend collision constants. 2022-11-12 22:53:35 +08:00
genxium
bd9beec5e5 Added more helper functions for backend collision debugging. 2022-11-12 20:34:38 +08:00
genxium
89a54211e1 Aligned constants used for backend collision unit-testing. 2022-11-12 12:18:00 +08:00
genxium
a4ebde3e07 Updated CLI unit tests again. 2022-11-12 11:41:18 +08:00
genxium
41967b11f7 Updated CLI unit tests. 2022-11-12 11:20:16 +08:00
genxium
98daeff408 Updated frontend logging. 2022-11-11 23:43:51 +08:00
genxium
320e98361e Fixes for resync. 2022-11-11 20:10:43 +08:00
genxium
15a062af10 Completed frontend refactoring for more convenient unit testing. 2022-11-11 13:27:48 +08:00
yflu
3f4e49656a Temp broken commit during frontend refactoring. 2022-11-11 00:04:00 +08:00
genxium
f97ce22cef Refactored backend for convenience of unit-testing. 2022-11-10 21:28:46 +08:00
genxium
901b189c5a Improvements on using integer positioning. 2022-11-10 18:18:00 +08:00
genxium
e5ed8124e8 Minor updates to frontend collider position reset pace. 2022-11-09 23:53:45 +08:00
genxium
885443c2b1 Fixes to frontend coordinate conversion. 2022-11-09 23:46:11 +08:00
genxium
aa795fcee5 Fixed frontend compilation. 2022-11-09 18:13:53 +08:00
genxium
cb3c19a339 Fixed Golang part compilation. 2022-11-09 14:20:26 +08:00
yflu
d3d3629618 A broken commit. 2022-11-09 12:19:29 +08:00
genxium
f37f4337de Minor update to floating number precision. 2022-11-08 21:38:23 +08:00
310 changed files with 13068 additions and 16968 deletions

View File

@@ -1,6 +1,15 @@
# Preface
This project is a demo for a websocket-based input synchronization method inspired by [GGPO](https://www.ggpo.net/).
This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md).
![gif_demo](./charts/along_wall_interaction_with_reconnection.gif)
Please also checkout [this demo video](https://pan.baidu.com/s/1YkfuHjNLzlFVnKiEj6wrDQ?pwd=tkr5) to see how this demo carries out a full 60fps synchronization with the help of _batched input upsync/downsync_ for satisfying network I/O performance.
The video mainly shows the following features.
- The backend receives inputs from frontend peers and 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 is togglable 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**.
_(how input delay roughly works)_
@@ -9,17 +18,7 @@ _(how input delay roughly works)_
_(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**.
![floating_point_accumulation_err](./charts/AvoidingFloatingPointAccumulationErr.jpg)
# 1. Building & running

View File

@@ -1,6 +1,11 @@
package v1
import (
"battle_srv/api"
. "battle_srv/common"
"battle_srv/common/utils"
"battle_srv/models"
"battle_srv/storage"
"bytes"
"crypto/sha256"
"encoding/hex"
@@ -10,11 +15,6 @@ import (
"go.uber.org/zap"
"io/ioutil"
"net/http"
"server/api"
. "server/common"
"server/common/utils"
"server/models"
"server/storage"
"strconv"
. "dnmshared"
@@ -79,7 +79,6 @@ func (p *playerController) SMSCaptchaGet(c *gin.Context) {
c.Set(api.RET, Constants.RetCode.UnknownError)
return
}
// Redis剩余时长校验
if ttl >= ConstVals.Player.CaptchaMaxTTL {
Logger.Info("There's an existing SmsCaptcha record in Redis-server: ", zap.String("key", redisKey), zap.Duration("ttl", ttl))
c.Set(api.RET, Constants.RetCode.SmsCaptchaRequestedTooFrequently)
@@ -89,7 +88,6 @@ func (p *playerController) SMSCaptchaGet(c *gin.Context) {
pass := false
var succRet int
if Conf.General.ServerEnv == SERVER_ENV_TEST {
// 测试环境,优先从数据库校验`player.name`不通过再走机器人magic name校验
player, err := models.GetPlayerByName(req.Num)
if nil == err && nil != player {
pass = true
@@ -98,7 +96,6 @@ func (p *playerController) SMSCaptchaGet(c *gin.Context) {
}
if !pass {
// 机器人magic name校验不通过再走手机号校验
player, err := models.GetPlayerByName(req.Num)
if nil == err && nil != player {
pass = true
@@ -111,7 +108,6 @@ func (p *playerController) SMSCaptchaGet(c *gin.Context) {
succRet = Constants.RetCode.Ok
pass = true
}
// Hardecoded 只验证国内手机号格式
if req.CountryCode == "86" {
if RE_CHINA_PHONE_NUM.MatchString(req.Num) {
succRet = Constants.RetCode.Ok
@@ -133,7 +129,6 @@ func (p *playerController) SMSCaptchaGet(c *gin.Context) {
}{Ret: succRet}
var captcha string
if ttl >= 0 {
// 已有未过期的旧验证码记录,续验证码有效期。
storage.RedisManagerIns.Expire(redisKey, ConstVals.Player.CaptchaExpire)
captcha = storage.RedisManagerIns.Get(redisKey).Val()
if ttl >= ConstVals.Player.CaptchaExpire/4 {
@@ -147,7 +142,6 @@ func (p *playerController) SMSCaptchaGet(c *gin.Context) {
}
Logger.Info("Extended ttl of existing SMSCaptcha record in Redis:", zap.String("key", redisKey), zap.String("captcha", captcha))
} else {
// 校验通过,进行验证码生成处理
captcha = strconv.Itoa(utils.Rand.Number(1000, 9999))
if succRet == Constants.RetCode.Ok {
getSmsCaptchaRespErrorCode := sendSMSViaVendor(req.Num, req.CountryCode, captcha)
@@ -234,7 +228,6 @@ func (p *playerController) WechatLogin(c *gin.Context) {
return
}
//baseInfo ResAccessToken 获取用户授权access_token的返回结果
baseInfo, err := utils.WechatIns.GetOauth2Basic(req.Authcode)
if err != nil {
@@ -250,7 +243,6 @@ func (p *playerController) WechatLogin(c *gin.Context) {
c.Set(api.RET, Constants.RetCode.WechatServerError)
return
}
//fserver不会返回openId
userInfo.OpenID = baseInfo.OpenID
player, err := p.maybeCreatePlayerWechatAuthBinding(userInfo)
@@ -316,7 +308,6 @@ func (p *playerController) WechatGameLogin(c *gin.Context) {
return
}
//baseInfo ResAccessToken 获取用户授权access_token的返回结果
baseInfo, err := utils.WechatGameIns.GetOauth2Basic(req.Authcode)
if err != nil {
@@ -337,7 +328,6 @@ func (p *playerController) WechatGameLogin(c *gin.Context) {
c.Set(api.RET, Constants.RetCode.WechatServerError)
return
}
//fserver不会返回openId
userInfo.OpenID = baseInfo.OpenID
player, err := p.maybeCreatePlayerWechatGameAuthBinding(userInfo)
@@ -395,7 +385,6 @@ func (p *playerController) IntAuthTokenLogin(c *gin.Context) {
return
}
//kobako: 从player获取display name等
player, err := models.GetPlayerById(playerLogin.PlayerID)
if err != nil {
Logger.Error("Get player by id in IntAuthTokenLogin function error: ", zap.Error(err))
@@ -479,7 +468,6 @@ func (p *playerController) TokenAuth(c *gin.Context) {
c.Abort()
}
// 以下是内部私有函数
func (p *playerController) maybeCreateNewPlayer(req smsCaptchaReq) (*models.Player, error) {
extAuthID := req.extAuthID()
if Conf.General.ServerEnv == SERVER_ENV_TEST {
@@ -492,7 +480,7 @@ func (p *playerController) maybeCreateNewPlayer(req smsCaptchaReq) (*models.Play
Logger.Info("Got a test env player:", zap.Any("phonenum", req.Num), zap.Any("playerId", player.Id))
return player, nil
}
} else { //正式环境检查是否为bot用户
} else {
botPlayer, err := models.GetPlayerByName(req.Num)
if err != nil {
Logger.Error("Seeking bot player error:", zap.Error(err))
@@ -537,19 +525,17 @@ func (p *playerController) maybeCreatePlayerWechatAuthBinding(userInfo utils.Use
return nil, err
}
if player != nil {
{ //更新玩家姓名及头像
updateInfo := models.Player{
Avatar: userInfo.HeadImgURL,
DisplayName: userInfo.Nickname,
}
tx := storage.MySQLManagerIns.MustBegin()
defer tx.Rollback()
ok, err := models.Update(tx, player.Id, &updateInfo)
if err != nil && ok != true {
return nil, err
} else {
tx.Commit()
}
updateInfo := models.Player{
Avatar: userInfo.HeadImgURL,
DisplayName: userInfo.Nickname,
}
tx := storage.MySQLManagerIns.MustBegin()
defer tx.Rollback()
ok, err := models.Update(tx, player.Id, &updateInfo)
if err != nil && ok != true {
return nil, err
} else {
tx.Commit()
}
return player, nil
}
@@ -575,19 +561,17 @@ func (p *playerController) maybeCreatePlayerWechatGameAuthBinding(userInfo utils
return nil, err
}
if player != nil {
{ //更新玩家姓名及头像
updateInfo := models.Player{
Avatar: userInfo.HeadImgURL,
DisplayName: userInfo.Nickname,
}
tx := storage.MySQLManagerIns.MustBegin()
defer tx.Rollback()
ok, err := models.Update(tx, player.Id, &updateInfo)
if err != nil && ok != true {
return nil, err
} else {
tx.Commit()
}
updateInfo := models.Player{
Avatar: userInfo.HeadImgURL,
DisplayName: userInfo.Nickname,
}
tx := storage.MySQLManagerIns.MustBegin()
defer tx.Rollback()
ok, err := models.Update(tx, player.Id, &updateInfo)
if err != nil && ok != true {
return nil, err
} else {
tx.Commit()
}
return player, nil
}
@@ -672,15 +656,13 @@ func sendSMSViaVendor(mobile string, nationcode string, captchaCode string) int
Nationcode: nationcode,
}
var captchaExpireMin string
//短信有效期hardcode
if Conf.General.ServerEnv == SERVER_ENV_TEST {
//测试环境下有效期为20秒 先hardcode
captchaExpireMin = "0.5"
captchaExpireMin = "0.5" // Hardcoded
} else {
captchaExpireMin = strconv.Itoa(int(ConstVals.Player.CaptchaExpire) / 60000000000)
}
params := [2]string{captchaCode, captchaExpireMin}
appkey := "41a5142feff0b38ade02ea12deee9741" // TODO: Should read from config file!
appkey := "xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx" // TODO: Should read from config file!
rand := strconv.Itoa(utils.Rand.Number(1000, 9999))
now := utils.UnixtimeSec()
@@ -694,7 +676,7 @@ func sendSMSViaVendor(mobile string, nationcode string, captchaCode string) int
Extend: "",
Params: &params,
Sig: sig,
Sign: "洛克互娱",
Sign: "YYYYYYYYYYYYYYYYY",
Tel: tel,
Time: now,
Tpl_id: 207399,
@@ -705,7 +687,7 @@ func sendSMSViaVendor(mobile string, nationcode string, captchaCode string) int
Logger.Info("json marshal", zap.Any("err:", err))
return -1
}
resp, err := http.Post("https://yun.tim.qq.com/v5/tlssmssvr/sendsms?sdkappid=1400150185&random="+rand,
resp, err := http.Post("https://yun.tim.qq.com/v5/tlssmssvr/sendsms?sdkappid=uuuuuuuuuuuuuuuuuuuuuuuu&random="+rand,
"application/json",
req)
if err != nil {

View File

@@ -1,6 +1,8 @@
package utils
import (
. "battle_srv/common"
. "battle_srv/configs"
"bytes"
"crypto/sha1"
. "dnmshared"
@@ -11,8 +13,6 @@ import (
"io/ioutil"
"math/rand"
"net/http"
. "server/common"
. "server/configs"
"sort"
"time"
)
@@ -250,10 +250,6 @@ func (w *wechat) getTicketFromServer() (ticket resTicket, err error) {
return
}
//jsAPITicketCacheKey := fmt.Sprintf("jsapi_ticket_%s", w.config.AppID)
//expires := ticket.ExpiresIn - 1500
//set
//err = js.Cache.Set(jsAPITicketCacheKey, ticket.Ticket, time.Duration(expires)*time.Second)
return
}
@@ -276,9 +272,6 @@ func (w *wechat) getAccessTokenFromServer() (accessToken string, err error) {
return
}
//accessTokenCacheKey := fmt.Sprintf("access_token_%s", w.config.AppID)
//expires := r.ExpiresIn - 1500
//set to redis err = ctx.Cache.Set(accessTokenCacheKey, r.AccessToken, time.Duration(expires)*time.Second)
accessToken = r.AccessToken
return
}

View File

@@ -1,15 +1,15 @@
package env_tools
import (
. "battle_srv/common"
"battle_srv/common/utils"
"battle_srv/models"
"battle_srv/storage"
. "dnmshared"
sq "github.com/Masterminds/squirrel"
"github.com/jmoiron/sqlx"
_ "github.com/mattn/go-sqlite3"
"go.uber.org/zap"
. "server/common"
"server/common/utils"
"server/models"
"server/storage"
)
func LoadPreConf() {

View File

@@ -1,11 +1,11 @@
package env_tools
import (
. "battle_srv/common"
"battle_srv/common/utils"
"battle_srv/models"
"battle_srv/storage"
. "dnmshared"
. "server/common"
"server/common/utils"
"server/models"
"server/storage"
"github.com/jmoiron/sqlx"
_ "github.com/mattn/go-sqlite3"

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@@ -1,4 +1,4 @@
module server
module battle_srv
go 1.19

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@@ -1,19 +1,19 @@
package main
import (
"battle_srv/api"
"battle_srv/api/v1"
. "battle_srv/common"
"battle_srv/env_tools"
"battle_srv/models"
"battle_srv/storage"
"battle_srv/ws"
"context"
"fmt"
"net/http"
"os"
"os/signal"
"path/filepath"
"server/api"
"server/api/v1"
. "server/common"
"server/env_tools"
"server/models"
"server/storage"
"server/ws"
"syscall"
"time"

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@@ -1,7 +1,7 @@
package models
import (
. "dnmshared"
. "dnmshared/sharedprotos"
)
type Barrier struct {

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@@ -1,77 +1,22 @@
package models
import (
. "dnmshared"
pb "server/pb_output"
. "battle_srv/protos"
. "dnmshared/sharedprotos"
)
func toPbVec2D(modelInstance *Vec2D) *pb.Vec2D {
toRet := &pb.Vec2D{
X: modelInstance.X,
Y: modelInstance.Y,
}
return toRet
}
func toPbPolygon2D(modelInstance *Polygon2D) *pb.Polygon2D {
toRet := &pb.Polygon2D{
Anchor: toPbVec2D(modelInstance.Anchor),
Points: make([]*pb.Vec2D, len(modelInstance.Points)),
}
for index, p := range modelInstance.Points {
toRet.Points[index] = toPbVec2D(p)
}
return toRet
}
func toPbVec2DList(modelInstance *Vec2DList) *pb.Vec2DList {
toRet := &pb.Vec2DList{
Vec2DList: make([]*pb.Vec2D, len(*modelInstance)),
}
for k, v := range *modelInstance {
toRet.Vec2DList[k] = toPbVec2D(v)
}
return toRet
}
func ToPbVec2DListMap(modelInstances map[string]*Vec2DList) map[string]*pb.Vec2DList {
toRet := make(map[string]*pb.Vec2DList, len(modelInstances))
for k, v := range modelInstances {
toRet[k] = toPbVec2DList(v)
}
return toRet
}
func toPbPolygon2DList(modelInstance *Polygon2DList) *pb.Polygon2DList {
toRet := &pb.Polygon2DList{
Polygon2DList: make([]*pb.Polygon2D, len(*modelInstance)),
}
for k, v := range *modelInstance {
toRet.Polygon2DList[k] = toPbPolygon2D(v)
}
return toRet
}
func ToPbPolygon2DListMap(modelInstances map[string]*Polygon2DList) map[string]*pb.Polygon2DList {
toRet := make(map[string]*pb.Polygon2DList, len(modelInstances))
for k, v := range modelInstances {
toRet[k] = toPbPolygon2DList(v)
}
return toRet
}
func toPbPlayers(modelInstances map[int32]*Player) map[int32]*pb.Player {
toRet := make(map[int32]*pb.Player, 0)
func toPbPlayers(modelInstances map[int32]*Player) map[int32]*PlayerDownsync {
toRet := make(map[int32]*PlayerDownsync, 0)
if nil == modelInstances {
return toRet
}
for k, last := range modelInstances {
toRet[k] = &pb.Player{
Id: last.Id,
X: last.X,
Y: last.Y,
Dir: &pb.Direction{
toRet[k] = &PlayerDownsync{
Id: last.Id,
VirtualGridX: last.VirtualGridX,
VirtualGridY: last.VirtualGridY,
Dir: &Direction{
Dx: last.Dir.Dx,
Dy: last.Dir.Dy,
},

View File

@@ -2,7 +2,7 @@ package models
import (
"database/sql"
. "dnmshared"
. "dnmshared/sharedprotos"
"fmt"
sq "github.com/Masterminds/squirrel"
"github.com/jmoiron/sqlx"
@@ -33,30 +33,32 @@ func InitPlayerBattleStateIns() {
}
type Player struct {
Id int32 `json:"id,omitempty" db:"id"`
X float64 `json:"x,omitempty"`
Y float64 `json:"y,omitempty"`
Dir *Direction `json:"dir,omitempty"`
Speed float64 `json:"speed,omitempty"`
BattleState int32 `json:"battleState,omitempty"`
LastMoveGmtMillis int32 `json:"lastMoveGmtMillis,omitempty"`
Score int32 `json:"score,omitempty"`
Removed bool `json:"removed,omitempty"`
JoinIndex int32
// Meta info fields
Id int32 `json:"id,omitempty" db:"id"`
Name string `json:"name,omitempty" db:"name"`
DisplayName string `json:"displayName,omitempty" db:"display_name"`
Avatar string `json:"avatar,omitempty"`
ColliderRadius float64 `json:"-"`
Name string `json:"name,omitempty" db:"name"`
DisplayName string `json:"displayName,omitempty" db:"display_name"`
Avatar string `json:"avatar,omitempty"`
// DB only fields
CreatedAt int64 `db:"created_at"`
UpdatedAt int64 `db:"updated_at"`
DeletedAt NullInt64 `db:"deleted_at"`
TutorialStage int `db:"tutorial_stage"`
FrozenAtGmtMillis int64 `json:"-" db:"-"`
AddSpeedAtGmtMillis int64 `json:"-" db:"-"`
CreatedAt int64 `json:"-" db:"created_at"`
UpdatedAt int64 `json:"-" db:"updated_at"`
DeletedAt NullInt64 `json:"-" db:"deleted_at"`
TutorialStage int `json:"-" db:"tutorial_stage"`
AckingFrameId int32 `json:"ackingFrameId"`
AckingInputFrameId int32 `json:"-"`
LastSentInputFrameId int32 `json:"-"`
// in-battle info fields
VirtualGridX int32
VirtualGridY int32
Dir *Direction
Speed int32
BattleState int32
LastMoveGmtMillis int32
Score int32
Removed bool
JoinIndex int32
AckingFrameId int32
AckingInputFrameId int32
LastSentInputFrameId int32
}
func ExistPlayerByName(name string) (bool, error) {

View File

@@ -1,9 +1,9 @@
package models
import (
"battle_srv/storage"
"database/sql"
. "dnmshared"
"server/storage"
sq "github.com/Masterminds/squirrel"
"github.com/jmoiron/sqlx"

View File

@@ -1,10 +1,10 @@
package models
import (
. "battle_srv/common"
"battle_srv/common/utils"
"battle_srv/storage"
"database/sql"
. "server/common"
"server/common/utils"
"server/storage"
sq "github.com/Masterminds/squirrel"
)

View File

@@ -1,11 +1,11 @@
package models
import (
. "battle_srv/common"
"battle_srv/common/utils"
"database/sql"
. "dnmshared"
"errors"
. "server/common"
"server/common/utils"
sq "github.com/Masterminds/squirrel"
"github.com/jmoiron/sqlx"

View File

@@ -1,7 +1,11 @@
package models
import (
. "battle_srv/common"
"battle_srv/common/utils"
. "battle_srv/protos"
. "dnmshared"
. "dnmshared/sharedprotos"
"encoding/xml"
"fmt"
"github.com/golang/protobuf/proto"
@@ -13,9 +17,6 @@ import (
"math/rand"
"os"
"path/filepath"
. "server/common"
"server/common/utils"
pb "server/pb_output"
"strings"
"sync"
"sync/atomic"
@@ -60,36 +61,17 @@ const (
MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED = -2
)
// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged.
var DIRECTION_DECODER = [][]int32{
{0, 0},
{0, +1},
{0, -1},
{0, +2},
{0, -2},
{+2, 0},
{-2, 0},
{+2, +1},
{-2, -1},
{+2, -1},
{-2, +1},
{+2, 0},
{-2, 0},
{0, +1},
{0, -1},
}
var DIRECTION_DECODER_INVERSE_LENGTH = []float64{
0.0,
1.0,
1.0,
0.5,
0.5,
0.4472,
0.4472,
0.4472,
0.4472,
0.5,
0.5,
1.0,
1.0,
{+1, +1},
{-1, -1},
{+1, -1},
{-1, +1},
}
type RoomBattleState struct {
@@ -128,11 +110,13 @@ func calRoomScore(inRoomPlayerCount int32, roomPlayerCnt int, currentRoomBattleS
}
type Room struct {
Id int32
Capacity int
Players map[int32]*Player
PlayersArr []*Player // ordered by joinIndex
CollisionSysMap map[int32]*resolv.Object
Id int32
Capacity int
collisionSpaceOffsetX float64
collisionSpaceOffsetY float64
Players map[int32]*Player
PlayersArr []*Player // ordered by joinIndex
CollisionSysMap map[int32]*resolv.Object
/**
* The following `PlayerDownsyncSessionDict` is NOT individually put
* under `type Player struct` for a reason.
@@ -176,26 +160,14 @@ type Room struct {
NstDelayFrames int32 // network-single-trip delay in the count of render frames, proposed to be (InputDelayFrames >> 1) because we expect a round-trip delay to be exactly "InputDelayFrames"
InputScaleFrames uint32 // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
JoinIndexBooleanArr []bool
RollbackEstimatedDt float64
RollbackEstimatedDtMillis float64
RollbackEstimatedDtNanos int64
LastRenderFrameIdTriggeredAt int64
StageName string
StageDiscreteW int32
StageDiscreteH int32
StageTileW int32
StageTileH int32
RawBattleStrToVec2DListMap StrToVec2DListMap
RawBattleStrToPolygon2DListMap StrToPolygon2DListMap
BackendDynamicsEnabled bool
BackendDynamicsEnabled bool
LastRenderFrameIdTriggeredAt int64
PlayerDefaultSpeed int32
BattleColliderInfo // Compositing to send centralized magic numbers
}
const (
PLAYER_DEFAULT_SPEED = float64(200) // Hardcoded
ADD_SPEED = float64(100) // Hardcoded
)
func (pR *Room) updateScore() {
pR.Score = calRoomScore(pR.EffectivePlayerCount, pR.Capacity, pR.State)
}
@@ -217,9 +189,8 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
pPlayerFromDbInit.AckingInputFrameId = -1
pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
pPlayerFromDbInit.FrozenAtGmtMillis = -1 // Hardcoded temporarily.
pPlayerFromDbInit.Speed = PLAYER_DEFAULT_SPEED // Hardcoded temporarily.
pPlayerFromDbInit.AddSpeedAtGmtMillis = -1 // Hardcoded temporarily.
pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded
pPlayerFromDbInit.ColliderRadius = float64(24) // Hardcoded
pR.Players[playerId] = pPlayerFromDbInit
pR.PlayerDownsyncSessionDict[playerId] = session
@@ -251,6 +222,8 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // Hardcoded
pEffectiveInRoomPlayerInstance.ColliderRadius = float64(16) // Hardcoded
Logger.Warn("ReAddPlayerIfPossible finished.", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("joinIndex", pEffectiveInRoomPlayerInstance.JoinIndex), zap.Any("playerBattleState", pEffectiveInRoomPlayerInstance.BattleState), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount), zap.Any("AckingFrameId", pEffectiveInRoomPlayerInstance.AckingFrameId), zap.Any("AckingInputFrameId", pEffectiveInRoomPlayerInstance.AckingInputFrameId), zap.Any("LastSentInputFrameId", pEffectiveInRoomPlayerInstance.LastSentInputFrameId))
return true
@@ -268,7 +241,7 @@ func (pR *Room) ChooseStage() error {
}
rand.Seed(time.Now().Unix())
stageNameList := []string{ /*"simple" ,*/ "richsoil"}
stageNameList := []string{"dungeon" /*"dungeon", "simple", "richsoil" */}
chosenStageIndex := rand.Int() % len(stageNameList) // Hardcoded temporarily. -- YFLu
pR.StageName = stageNameList[chosenStageIndex]
@@ -313,7 +286,7 @@ func (pR *Room) ChooseStage() error {
DeserializeTsxToColliderDict(pTmxMapIns, byteArrOfTsxFile, int(tileset.FirstGid), gidBoundariesMapInB2World)
}
stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, toRetStrToVec2DListMap, toRetStrToPolygon2DListMap, err := ParseTmxLayersAndGroups(pTmxMapIns, gidBoundariesMapInB2World)
stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, strToVec2DListMap, strToPolygon2DListMap, err := ParseTmxLayersAndGroups(pTmxMapIns, gidBoundariesMapInB2World)
if nil != err {
panic(err)
}
@@ -322,13 +295,13 @@ func (pR *Room) ChooseStage() error {
pR.StageDiscreteH = stageDiscreteH
pR.StageTileW = stageTileW
pR.StageTileH = stageTileH
pR.RawBattleStrToVec2DListMap = toRetStrToVec2DListMap
pR.RawBattleStrToPolygon2DListMap = toRetStrToPolygon2DListMap
pR.StrToVec2DListMap = strToVec2DListMap
pR.StrToPolygon2DListMap = strToPolygon2DListMap
barrierPolygon2DList := *(toRetStrToPolygon2DListMap["Barrier"])
barrierPolygon2DList := *(strToPolygon2DListMap["Barrier"])
var barrierLocalIdInBattle int32 = 0
for _, polygon2DUnaligned := range barrierPolygon2DList {
for _, polygon2DUnaligned := range barrierPolygon2DList.Eles {
polygon2D := AlignPolygon2DToBoundingBox(polygon2DUnaligned)
/*
// For debug-printing only.
@@ -361,13 +334,6 @@ func (pR *Room) ConvertToLastUsedRenderFrameId(inputFrameId int32, inputDelayFra
return ((inputFrameId << pR.InputScaleFrames) + inputDelayFrames + (1 << pR.InputScaleFrames) - 1)
}
func (pR *Room) EncodeUpsyncCmd(upsyncCmd *pb.InputFrameUpsync) uint64 {
var ret uint64 = 0
// There're 13 possible directions, occupying the first 4 bits, no need to shift
ret += uint64(upsyncCmd.EncodedDir)
return ret
}
func (pR *Room) RenderFrameBufferString() string {
return fmt.Sprintf("{renderFrameId: %d, stRenderFrameId: %d, edRenderFrameId: %d, lastAllConfirmedRenderFrameId: %d}", pR.RenderFrameId, pR.RenderFrameBuffer.StFrameId, pR.RenderFrameBuffer.EdFrameId, pR.CurDynamicsRenderFrameId)
}
@@ -385,7 +351,7 @@ func (pR *Room) InputsBufferString(allDetails bool) string {
if nil == tmp {
break
}
f := tmp.(*pb.InputFrameDownsync)
f := tmp.(*InputFrameDownsync)
s = append(s, fmt.Sprintf("{inputFrameId: %v, inputList: %v, confirmedList: %v}", f.InputFrameId, f.InputList, f.ConfirmedList))
}
@@ -407,7 +373,7 @@ func (pR *Room) StartBattle() {
// Initialize the "collisionSys" as well as "RenderFrameBuffer"
pR.CurDynamicsRenderFrameId = 0
kickoffFrame := &pb.RoomDownsyncFrame{
kickoffFrame := &RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
CountdownNanos: pR.BattleDurationNanos,
@@ -415,7 +381,11 @@ func (pR *Room) StartBattle() {
pR.RenderFrameBuffer.Put(kickoffFrame)
// Refresh "Colliders"
pR.refreshColliders()
spaceW := pR.StageDiscreteW * pR.StageTileW
spaceH := pR.StageDiscreteH * pR.StageTileH
pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY = float64(spaceW)*0.5, float64(spaceH)*0.5
pR.refreshColliders(spaceW, spaceH)
/**
* Will be triggered from a goroutine which executes the critical `Room.AddPlayerIfPossible`, thus the `battleMainLoop` should be detached.
@@ -459,12 +429,11 @@ func (pR *Room) StartBattle() {
pR.prefabInputFrameDownsync(noDelayInputFrameId)
}
pR.markConfirmationIfApplicable()
unconfirmedMask := uint64(0)
if pR.BackendDynamicsEnabled {
// Force setting all-confirmed of buffered inputFrames periodically
unconfirmedMask = pR.forceConfirmationIfApplicable()
} else {
pR.markConfirmationIfApplicable()
}
upperToSendInputFrameId := atomic.LoadInt32(&(pR.LastAllConfirmedInputFrameId))
@@ -488,7 +457,7 @@ func (pR *Room) StartBattle() {
// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId)
pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
}
@@ -497,21 +466,22 @@ func (pR *Room) StartBattle() {
refRenderFrameId = pR.CurDynamicsRenderFrameId
}
}
for playerId, player := range pR.Players {
if swapped := atomic.CompareAndSwapInt32(&player.BattleState, PlayerBattleStateIns.ACTIVE, PlayerBattleStateIns.ACTIVE); !swapped {
// [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".
continue
}
if 0 == pR.RenderFrameId {
kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*pb.RoomDownsyncFrame)
kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*RoomDownsyncFrame)
pR.sendSafely(kickoffFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId)
} else {
// [WARNING] Websocket is TCP-based, thus no need to re-send a previously sent inputFrame to a same player!
toSendInputFrames := make([]*pb.InputFrameDownsync, 0, pR.InputsBuffer.Cnt)
toSendInputFrames := make([]*InputFrameDownsync, 0, pR.InputsBuffer.Cnt)
candidateToSendInputFrameId := pR.Players[playerId].LastSentInputFrameId + 1
if candidateToSendInputFrameId < pR.InputsBuffer.StFrameId {
// [WARNING] As "player.LastSentInputFrameId <= lastAllConfirmedInputFrameIdWithChange" for each iteration, and "lastAllConfirmedInputFrameIdWithChange <= lastAllConfirmedInputFrameId" where the latter is used to "applyInputFrameDownsyncDynamics" and then evict "pR.InputsBuffer", thus there's a very high possibility that "player.LastSentInputFrameId" is already evicted.
// Logger.Debug(fmt.Sprintf("LastSentInputFrameId already popped: roomId=%v, playerId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, candidateToSendInputFrameId-1, player.AckingInputFrameId, pR.InputsBufferString(false)))
Logger.Warn(fmt.Sprintf("LastSentInputFrameId already popped: roomId=%v, playerId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, candidateToSendInputFrameId-1, player.AckingInputFrameId, pR.InputsBufferString(false)))
candidateToSendInputFrameId = pR.InputsBuffer.StFrameId
}
@@ -527,7 +497,7 @@ func (pR *Room) StartBattle() {
if nil == tmp {
panic(fmt.Sprintf("Required inputFrameId=%v for roomId=%v, playerId=%v doesn't exist! InputsBuffer=%v", candidateToSendInputFrameId, pR.Id, playerId, pR.InputsBufferString(false)))
}
f := tmp.(*pb.InputFrameDownsync)
f := tmp.(*InputFrameDownsync)
if pR.inputFrameIdDebuggable(candidateToSendInputFrameId) {
Logger.Debug("inputFrame lifecycle#3[sending]:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("playerAckingInputFrameId", player.AckingInputFrameId), zap.Any("inputFrameId", candidateToSendInputFrameId), zap.Any("inputFrameId-doublecheck", f.InputFrameId), zap.Any("InputsBuffer", pR.InputsBufferString(false)), zap.Any("ConfirmedList", f.ConfirmedList))
}
@@ -537,22 +507,26 @@ func (pR *Room) StartBattle() {
if 0 >= len(toSendInputFrames) {
// [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, upperToSendInputFrameId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v", pR.Id, playerId, refRenderFrameId, upperToSendInputFrameId, player.LastSentInputFrameId, player.AckingInputFrameId))
}
continue
}
indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
var joinMask uint64 = (1 << indiceInJoinIndexBooleanArr)
if pR.BackendDynamicsEnabled && (MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId || 0 < (unconfirmedMask&joinMask)) {
// [WARNING] Even upon "MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED", it could be true that "0 == (unconfirmedMask & joinMask)"!
/*
Resync helps
1. when player with a slower frontend clock lags significantly behind and thus wouldn't get its inputUpsync recognized due to faster "forceConfirmation"
2. reconnection
*/
shouldResync1 := (MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId)
shouldResync2 := (0 < (unconfirmedMask & uint64(1<<uint32(player.JoinIndex-1)))) // This condition is critical, if we don't send resync upon this condition, the "reconnected or slowly-clocking player" might never get its input synced
// shouldResync2 := (0 < unconfirmedMask) // An easier version of the above, might keep sending "refRenderFrame"s to still connected players when any player is disconnected
if pR.BackendDynamicsEnabled && (shouldResync1 || shouldResync2) {
tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId)
if nil == tmp {
panic(fmt.Sprintf("Required refRenderFrameId=%v for roomId=%v, playerId=%v, candidateToSendInputFrameId=%v doesn't exist! InputsBuffer=%v, RenderFrameBuffer=%v", refRenderFrameId, pR.Id, playerId, candidateToSendInputFrameId, pR.InputsBufferString(false), pR.RenderFrameBufferString()))
}
refRenderFrame := tmp.(*pb.RoomDownsyncFrame)
refRenderFrame := tmp.(*RoomDownsyncFrame)
pR.sendSafely(refRenderFrame, toSendInputFrames, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId)
} else {
pR.sendSafely(nil, toSendInputFrames, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId)
@@ -561,35 +535,43 @@ func (pR *Room) StartBattle() {
}
}
// Evict no longer required "RenderFrameBuffer"
for pR.RenderFrameBuffer.N < pR.RenderFrameBuffer.Cnt || (0 < pR.RenderFrameBuffer.Cnt && pR.RenderFrameBuffer.StFrameId < refRenderFrameId) {
_ = pR.RenderFrameBuffer.Pop()
if pR.BackendDynamicsEnabled {
// Evict no longer required "RenderFrameBuffer"
for pR.RenderFrameBuffer.N < pR.RenderFrameBuffer.Cnt || (0 < pR.RenderFrameBuffer.Cnt && pR.RenderFrameBuffer.StFrameId < refRenderFrameId) {
_ = pR.RenderFrameBuffer.Pop()
}
}
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
minToKeepInputFrameId := pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames) - pR.SpAtkLookupFrames
/*
[WARNING]
The following updates to "minToKeepInputFrameId" is necessary because when "false == pR.BackendDynamicsEnabled", the variable "refRenderFrameId" is not well defined.
*/
minLastSentInputFrameId := int32(math.MaxInt32)
for _, player := range pR.Players {
if PlayerBattleStateIns.ACTIVE != player.BattleState {
continue
}
toApplyInputFrameId = minLastSentInputFrameId
if player.LastSentInputFrameId >= minLastSentInputFrameId {
continue
}
minLastSentInputFrameId = player.LastSentInputFrameId
}
for pR.InputsBuffer.N < pR.InputsBuffer.Cnt || (0 < pR.InputsBuffer.Cnt && pR.InputsBuffer.StFrameId < toApplyInputFrameId) {
f := pR.InputsBuffer.Pop().(*pb.InputFrameDownsync)
if minLastSentInputFrameId < minToKeepInputFrameId {
minToKeepInputFrameId = minLastSentInputFrameId
}
for pR.InputsBuffer.N < pR.InputsBuffer.Cnt || (0 < pR.InputsBuffer.Cnt && pR.InputsBuffer.StFrameId < minToKeepInputFrameId) {
f := pR.InputsBuffer.Pop().(*InputFrameDownsync)
if pR.inputFrameIdDebuggable(f.InputFrameId) {
// Popping of an "inputFrame" would be AFTER its being all being confirmed, because it requires the "inputFrame" to be all acked
Logger.Debug("inputFrame lifecycle#4[popped]:", zap.Any("roomId", pR.Id), zap.Any("inputFrameId", f.InputFrameId), zap.Any("InputsBuffer", pR.InputsBufferString(false)))
Logger.Debug("inputFrame lifecycle#4[popped]:", zap.Any("roomId", pR.Id), zap.Any("inputFrameId", f.InputFrameId), zap.Any("minToKeepInputFrameId", minToKeepInputFrameId), zap.Any("InputsBuffer", pR.InputsBufferString(false)))
}
}
pR.RenderFrameId++
elapsedInCalculation := (utils.UnixtimeNano() - stCalculation)
if elapsedInCalculation > nanosPerFrame {
Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v, dynamicsDuration=%v, nanosPerFrame=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, nanosPerFrame))
Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v ns, dynamicsDuration=%v ns, expected nanosPerFrame=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, nanosPerFrame))
}
time.Sleep(time.Duration(nanosPerFrame - elapsedInCalculation))
}
@@ -605,7 +587,7 @@ func (pR *Room) toDiscreteInputsBufferIndex(inputFrameId int32, joinIndex int32)
return (inputFrameId << 2) + joinIndex // allowing joinIndex upto 15
}
func (pR *Room) OnBattleCmdReceived(pReq *pb.WsReq) {
func (pR *Room) OnBattleCmdReceived(pReq *WsReq) {
if swapped := atomic.CompareAndSwapInt32(&pR.State, RoomBattleStateIns.IN_BATTLE, RoomBattleStateIns.IN_BATTLE); !swapped {
return
}
@@ -643,7 +625,7 @@ func (pR *Room) OnBattleCmdReceived(pReq *pb.WsReq) {
}
}
func (pR *Room) onInputFrameDownsyncAllConfirmed(inputFrameDownsync *pb.InputFrameDownsync, playerId int32) {
func (pR *Room) onInputFrameDownsyncAllConfirmed(inputFrameDownsync *InputFrameDownsync, playerId int32) {
inputFrameId := inputFrameDownsync.InputFrameId
if -1 == pR.LastAllConfirmedInputFrameIdWithChange || false == pR.equalInputLists(inputFrameDownsync.InputList, pR.LastAllConfirmedInputList) {
if -1 == playerId {
@@ -685,7 +667,7 @@ func (pR *Room) StopBattleForSettlement() {
Logger.Info("Stopping the `battleMainLoop` for:", zap.Any("roomId", pR.Id))
pR.RenderFrameId++
for playerId, _ := range pR.Players {
assembledFrame := pb.RoomDownsyncFrame{
assembledFrame := RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
CountdownNanos: -1, // TODO: Replace this magic constant!
@@ -711,18 +693,19 @@ func (pR *Room) onBattlePrepare(cb BattleStartCbType) {
pR.State = RoomBattleStateIns.PREPARE
Logger.Info("Battle state transitted to RoomBattleStateIns.PREPARE for:", zap.Any("roomId", pR.Id))
playerMetas := make(map[int32]*pb.PlayerMeta, 0)
playerMetas := make(map[int32]*PlayerDownsyncMeta, 0)
for _, player := range pR.Players {
playerMetas[player.Id] = &pb.PlayerMeta{
Id: player.Id,
Name: player.Name,
DisplayName: player.DisplayName,
Avatar: player.Avatar,
JoinIndex: player.JoinIndex,
playerMetas[player.Id] = &PlayerDownsyncMeta{
Id: player.Id,
Name: player.Name,
DisplayName: player.DisplayName,
Avatar: player.Avatar,
ColliderRadius: player.ColliderRadius, // hardcoded for now
JoinIndex: player.JoinIndex,
}
}
battleReadyToStartFrame := &pb.RoomDownsyncFrame{
battleReadyToStartFrame := &RoomDownsyncFrame{
Id: DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START,
Players: toPbPlayers(pR.Players),
PlayerMetas: playerMetas,
@@ -792,6 +775,10 @@ func (pR *Room) Dismiss() {
func (pR *Room) OnDismissed() {
// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
pR.WorldToVirtualGridRatio = float64(1000)
pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
pR.SpAtkLookupFrames = 5
pR.PlayerDefaultSpeed = int32(float64(2) * pR.WorldToVirtualGridRatio) // in virtual grids per frame
pR.Players = make(map[int32]*Player)
pR.PlayersArr = make([]*Player, pR.Capacity)
pR.CollisionSysMap = make(map[int32]*resolv.Object)
@@ -813,13 +800,12 @@ func (pR *Room) OnDismissed() {
pR.NstDelayFrames = 8
pR.InputScaleFrames = uint32(2)
pR.ServerFps = 60
pR.RollbackEstimatedDt = 0.016667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript
pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript
pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for preventing FAST FRAME
pR.BattleDurationFrames = 30 * pR.ServerFps
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
pR.InputFrameUpsyncDelayTolerance = 2
pR.MaxChasingRenderFramesPerUpdate = 10
pR.MaxChasingRenderFramesPerUpdate = 8
pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
@@ -931,17 +917,16 @@ func (pR *Room) onPlayerAdded(playerId int32) {
pR.JoinIndexBooleanArr[index] = true
// Lazily assign the initial position of "Player" for "RoomDownsyncFrame".
playerPosList := *(pR.RawBattleStrToVec2DListMap["PlayerStartingPos"])
if index > len(playerPosList) {
playerPosList := *(pR.StrToVec2DListMap["PlayerStartingPos"])
if index > len(playerPosList.Eles) {
panic(fmt.Sprintf("onPlayerAdded error, index >= len(playerPosList), roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
}
playerPos := playerPosList[index]
playerPos := playerPosList.Eles[index]
if nil == playerPos {
panic(fmt.Sprintf("onPlayerAdded error, nil == playerPos, roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
}
pR.Players[playerId].X = playerPos.X
pR.Players[playerId].Y = playerPos.Y
pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = WorldToVirtualGridPos(playerPos.X, playerPos.Y, pR.WorldToVirtualGridRatio)
break
}
@@ -969,14 +954,15 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
return false
}
playerMetas := make(map[int32]*pb.PlayerMeta, 0)
playerMetas := make(map[int32]*PlayerDownsyncMeta, 0)
for _, eachPlayer := range pR.Players {
playerMetas[eachPlayer.Id] = &pb.PlayerMeta{
Id: eachPlayer.Id,
Name: eachPlayer.Name,
DisplayName: eachPlayer.DisplayName,
Avatar: eachPlayer.Avatar,
JoinIndex: eachPlayer.JoinIndex,
playerMetas[eachPlayer.Id] = &PlayerDownsyncMeta{
Id: eachPlayer.Id,
Name: eachPlayer.Name,
DisplayName: eachPlayer.DisplayName,
Avatar: eachPlayer.Avatar,
JoinIndex: eachPlayer.JoinIndex,
ColliderRadius: eachPlayer.ColliderRadius,
}
}
@@ -992,14 +978,14 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
*/
switch targetPlayer.BattleState {
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
playerAckedFrame := &pb.RoomDownsyncFrame{
playerAckedFrame := &RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
PlayerMetas: playerMetas,
}
pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, eachPlayer.Id)
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
playerAckedFrame := &pb.RoomDownsyncFrame{
playerAckedFrame := &RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
PlayerMetas: playerMetas,
@@ -1030,14 +1016,14 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
return true
}
func (pR *Room) sendSafely(roomDownsyncFrame *pb.RoomDownsyncFrame, toSendFrames []*pb.InputFrameDownsync, act int32, playerId int32) {
func (pR *Room) sendSafely(roomDownsyncFrame *RoomDownsyncFrame, toSendFrames []*InputFrameDownsync, act int32, playerId int32) {
defer func() {
if r := recover(); r != nil {
pR.PlayerSignalToCloseDict[playerId](Constants.RetCode.UnknownError, fmt.Sprintf("%v", r))
}
}()
pResp := &pb.WsResp{
pResp := &WsResp{
Ret: int32(Constants.RetCode.Ok),
Act: act,
Rdf: roomDownsyncFrame,
@@ -1058,28 +1044,28 @@ func (pR *Room) shouldPrefabInputFrameDownsync(renderFrameId int32) bool {
return ((renderFrameId & ((1 << pR.InputScaleFrames) - 1)) == 0)
}
func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *pb.InputFrameDownsync {
func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync {
/*
Kindly note that on backend the prefab is much simpler than its frontend counterpart, because frontend will upsync its latest command immediately if there's any change w.r.t. its own prev cmd, thus if no upsync received from a frontend,
- EITHER it's due to local lag and bad network,
- OR there's no change w.r.t. to its prev cmd.
*/
var currInputFrameDownsync *pb.InputFrameDownsync = nil
var currInputFrameDownsync *InputFrameDownsync = nil
if 0 == inputFrameId && 0 == pR.InputsBuffer.Cnt {
currInputFrameDownsync = &pb.InputFrameDownsync{
currInputFrameDownsync = &InputFrameDownsync{
InputFrameId: 0,
InputList: make([]uint64, pR.Capacity),
ConfirmedList: uint64(0),
}
} else {
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId - 1)
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId - 1) // There's no need for the backend to find the "lastAllConfirmed inputs" for prefabbing, either "BackendDynamicsEnabled" is true or false
if nil == tmp {
panic(fmt.Sprintf("Error prefabbing inputFrameDownsync: roomId=%v, InputsBuffer=%v", pR.Id, pR.InputsBufferString(false)))
}
prevInputFrameDownsync := tmp.(*pb.InputFrameDownsync)
prevInputFrameDownsync := tmp.(*InputFrameDownsync)
currInputList := prevInputFrameDownsync.InputList // Would be a clone of the values
currInputFrameDownsync = &pb.InputFrameDownsync{
currInputFrameDownsync = &InputFrameDownsync{
InputFrameId: inputFrameId,
InputList: currInputList,
ConfirmedList: uint64(0),
@@ -1092,33 +1078,26 @@ 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
}
totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
for inputFrameId := inputFrameId1; inputFrameId < inputFrameId2; inputFrameId++ {
for inputFrameId := inputFrameId1; inputFrameId < pR.InputsBuffer.EdFrameId; 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)
inputFrameDownsync := tmp.(*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)
inputFrameUpsync := tmp.(*InputFrameUpsync)
indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = pR.EncodeUpsyncCmd(inputFrameUpsync)
inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = inputFrameUpsync.Encoded
inputFrameDownsync.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr)
}
// Force confirmation of "inputFrame2"
if allConfirmedMask == inputFrameDownsync.ConfirmedList {
pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
} else {
@@ -1149,24 +1128,12 @@ func (pR *Room) forceConfirmationIfApplicable() uint64 {
if nil == tmp {
panic(fmt.Sprintf("inputFrameId2=%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", inputFrameId2, pR.Id, pR.InputsBufferString(false)))
}
inputFrame2 := tmp.(*pb.InputFrameDownsync)
for _, player := range pR.Players {
// Enrich by already arrived player upsync commands
bufIndex := pR.toDiscreteInputsBufferIndex(inputFrame2.InputFrameId, player.JoinIndex)
tmp, loaded := pR.DiscreteInputsBuffer.LoadAndDelete(bufIndex)
if !loaded {
continue
}
inputFrameUpsync := tmp.(*pb.InputFrameUpsync)
indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
inputFrame2.InputList[indiceInJoinIndexBooleanArr] = pR.EncodeUpsyncCmd(inputFrameUpsync)
inputFrame2.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr)
}
totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
// Force confirmation of "inputFrame2"
inputFrame2 := tmp.(*InputFrameDownsync)
oldConfirmedList := inputFrame2.ConfirmedList
unconfirmedMask := (oldConfirmedList ^ allConfirmedMask)
inputFrame2.ConfirmedList = allConfirmedMask
@@ -1175,7 +1142,7 @@ func (pR *Room) forceConfirmationIfApplicable() uint64 {
return unconfirmedMask
}
func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRenderFrameId int32) {
func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRenderFrameId int32, spaceOffsetX, spaceOffsetY float64) {
if fromRenderFrameId >= toRenderFrameId {
return
}
@@ -1185,7 +1152,13 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
for collisionSysRenderFrameId := fromRenderFrameId; collisionSysRenderFrameId < toRenderFrameId; collisionSysRenderFrameId++ {
currRenderFrameTmp := pR.RenderFrameBuffer.GetByFrameId(collisionSysRenderFrameId)
if nil == currRenderFrameTmp {
panic(fmt.Sprintf("collisionSysRenderFrameId=%v doesn't exist for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v)! RenderFrameBuffer=%v", collisionSysRenderFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, pR.RenderFrameBufferString()))
}
currRenderFrame := currRenderFrameTmp.(*RoomDownsyncFrame)
delayedInputFrameId := pR.ConvertToInputFrameId(collisionSysRenderFrameId, pR.InputDelayFrames)
var delayedInputFrame *InputFrameDownsync = nil
if 0 <= delayedInputFrameId {
if delayedInputFrameId > pR.LastAllConfirmedInputFrameId {
panic(fmt.Sprintf("delayedInputFrameId=%v is not yet all-confirmed for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v) @ collisionSysRenderFrameId=%v! InputsBuffer=%v", delayedInputFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, collisionSysRenderFrameId, pR.InputsBufferString(false)))
@@ -1194,58 +1167,117 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
if nil == tmp {
panic(fmt.Sprintf("delayedInputFrameId=%v doesn't exist for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v) @ collisionSysRenderFrameId=%v! InputsBuffer=%v", delayedInputFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, collisionSysRenderFrameId, pR.InputsBufferString(false)))
}
delayedInputFrame := tmp.(*pb.InputFrameDownsync)
delayedInputFrame = tmp.(*InputFrameDownsync)
// [WARNING] It's possible that by now "allConfirmedMask != delayedInputFrame.ConfirmedList && delayedInputFrameId <= pR.LastAllConfirmedInputFrameId", we trust "pR.LastAllConfirmedInputFrameId" as the TOP AUTHORITY.
atomic.StoreUint64(&(delayedInputFrame.ConfirmedList), allConfirmedMask)
}
inputList := delayedInputFrame.InputList
// Ordered by joinIndex to guarantee determinism
for _, player := range pR.PlayersArr {
joinIndex := player.JoinIndex
encodedInput := inputList[joinIndex-1]
decodedInput := DIRECTION_DECODER[encodedInput]
decodedInputSpeedFactor := DIRECTION_DECODER_INVERSE_LENGTH[encodedInput]
if 0.0 == decodedInputSpeedFactor {
continue
nextRenderFrame := pR.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, pR.CollisionSysMap)
// Update in the latest player pointers
for playerId, playerDownsync := range nextRenderFrame.Players {
pR.Players[playerId].VirtualGridX = playerDownsync.VirtualGridX
pR.Players[playerId].VirtualGridY = playerDownsync.VirtualGridY
pR.Players[playerId].Dir.Dx = playerDownsync.Dir.Dx
pR.Players[playerId].Dir.Dy = playerDownsync.Dir.Dy
}
pR.RenderFrameBuffer.Put(nextRenderFrame)
pR.CurDynamicsRenderFrameId++
}
}
// TODO: Write unit-test for this function to compare with its frontend counter part
func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSysMap map[int32]*resolv.Object) *RoomDownsyncFrame {
nextRenderFramePlayers := make(map[int32]*PlayerDownsync, pR.Capacity)
// Make a copy first
for playerId, currPlayerDownsync := range currRenderFrame.Players {
nextRenderFramePlayers[playerId] = &PlayerDownsync{
Id: playerId,
VirtualGridX: currPlayerDownsync.VirtualGridX,
VirtualGridY: currPlayerDownsync.VirtualGridY,
Dir: &Direction{
Dx: currPlayerDownsync.Dir.Dx,
Dy: currPlayerDownsync.Dir.Dy,
},
Speed: currPlayerDownsync.Speed,
BattleState: currPlayerDownsync.BattleState,
Score: currPlayerDownsync.Score,
Removed: currPlayerDownsync.Removed,
JoinIndex: currPlayerDownsync.JoinIndex,
}
}
toRet := &RoomDownsyncFrame{
Id: currRenderFrame.Id + 1,
Players: nextRenderFramePlayers,
CountdownNanos: (pR.BattleDurationNanos - int64(currRenderFrame.Id)*pR.RollbackEstimatedDtNanos),
}
if nil != delayedInputFrame {
inputList := delayedInputFrame.InputList
effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
for playerId, player := range pR.Players {
joinIndex := player.JoinIndex
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
currPlayerDownsync := currRenderFrame.Players[playerId]
decodedInput := pR.decodeInput(inputList[joinIndex-1])
proposedVirtualGridDx, proposedVirtualGridDy := (decodedInput.Dx + decodedInput.Dx*currPlayerDownsync.Speed), (decodedInput.Dy + decodedInput.Dy*currPlayerDownsync.Speed)
newVx, newVy := (currPlayerDownsync.VirtualGridX + proposedVirtualGridDx), (currPlayerDownsync.VirtualGridY + proposedVirtualGridDy)
// Reset playerCollider position from the "virtual grid position"
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio)
// Update in the collision system
playerCollider.Update()
nextRenderFramePlayers[playerId].Dir.Dx = decodedInput.Dx
nextRenderFramePlayers[playerId].Dir.Dy = decodedInput.Dy
}
// handle pushbacks upon collision after all movements treated as simultaneous
for _, player := range pR.Players {
joinIndex := player.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
if collision := playerCollider.Check(0, 0); collision != nil {
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
for _, obj := range collision.Objects {
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape); overlapped {
Logger.Debug(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
effPushbacks[joinIndex-1].X += pushbackX
effPushbacks[joinIndex-1].Y += pushbackY
} else {
Logger.Debug(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), overlapResult))
}
}
baseChange := player.Speed * pR.RollbackEstimatedDt * decodedInputSpeedFactor
oldDx, oldDy := baseChange*float64(decodedInput[0]), baseChange*float64(decodedInput[1])
dx, dy := oldDx, oldDy
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := pR.CollisionSysMap[collisionPlayerIndex]
if collision := playerCollider.Check(oldDx, oldDy, "Barrier"); collision != nil {
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
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
// Update in "collision space"
playerCollider.Update()
player.Dir.Dx = decodedInput[0]
player.Dir.Dy = decodedInput[1]
player.X += dx
player.Y += dy
}
}
newRenderFrame := pb.RoomDownsyncFrame{
Id: collisionSysRenderFrameId + 1,
Players: toPbPlayers(pR.Players),
CountdownNanos: (pR.BattleDurationNanos - int64(collisionSysRenderFrameId)*pR.RollbackEstimatedDtNanos),
for playerId, player := range pR.Players {
joinIndex := player.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
// Update "virtual grid position"
newVx, newVy := PolygonColliderAnchorToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.WorldToVirtualGridRatio)
nextRenderFramePlayers[playerId].VirtualGridX = newVx
nextRenderFramePlayers[playerId].VirtualGridY = newVy
}
pR.RenderFrameBuffer.Put(&newRenderFrame)
pR.CurDynamicsRenderFrameId++
Logger.Debug(fmt.Sprintf("After applyInputFrameDownsyncDynamicsOnSingleRenderFrame: currRenderFrame.Id=%v, inputList=%v, currRenderFrame.Players=%v, nextRenderFramePlayers=%v", currRenderFrame.Id, inputList, currRenderFrame.Players, nextRenderFramePlayers))
}
return toRet
}
func (pR *Room) decodeInput(encodedInput uint64) *InputFrameDecoded {
encodedDirection := (encodedInput & uint64(15))
btnALevel := int32((encodedInput >> 4) & 1)
return &InputFrameDecoded{
Dx: DIRECTION_DECODER[encodedDirection][0],
Dy: DIRECTION_DECODER[encodedDirection][1],
BtnALevel: btnALevel,
}
}
@@ -1253,19 +1285,14 @@ func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool {
return 0 == (inputFrameId % 10)
}
func (pR *Room) refreshColliders() {
playerColliderRadius := float64(12) // hardcoded
func (pR *Room) refreshColliders(spaceW, spaceH int32) {
// Kindly note that by now, we've already got all the shapes in the tmx file into "pR.(Players | Barriers)" from "ParseTmxLayersAndGroups"
spaceW := pR.StageDiscreteW * pR.StageTileW
spaceH := pR.StageDiscreteH * pR.StageTileH
spaceOffsetX := float64(spaceW) * 0.5
spaceOffsetY := float64(spaceH) * 0.5
minStep := int(3) // the approx minimum distance a player can move per frame
space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
minStep := (int(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 2) // the approx minimum distance a player can move per frame in world coordinate
space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
for _, player := range pR.Players {
playerCollider := GenerateRectCollider(player.X, player.Y, playerColliderRadius*2, playerColliderRadius*2, spaceOffsetX, spaceOffsetY, "Player")
wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio)
playerCollider := GenerateRectCollider(wx, wy, player.ColliderRadius*2, player.ColliderRadius*2, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player")
space.Add(playerCollider)
// Keep track of the collider in "pR.CollisionSysMap"
joinIndex := player.JoinIndex
@@ -1276,7 +1303,7 @@ func (pR *Room) refreshColliders() {
for _, barrier := range pR.Barriers {
boundaryUnaligned := barrier.Boundary
barrierCollider := GenerateConvexPolygonCollider(boundaryUnaligned, spaceOffsetX, spaceOffsetY, "Barrier")
barrierCollider := GenerateConvexPolygonCollider(boundaryUnaligned, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Barrier")
space.Add(barrierCollider)
}
}

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@@ -1,7 +1,7 @@
package storage
import (
. "server/common"
. "battle_srv/common"
_ "github.com/go-sql-driver/mysql"
"github.com/jmoiron/sqlx"

View File

@@ -1,8 +1,8 @@
package storage
import (
. "battle_srv/common"
"fmt"
. "server/common"
"github.com/go-redis/redis"
_ "github.com/go-sql-driver/mysql"

View File

@@ -1,6 +1,9 @@
package ws
import (
. "battle_srv/common"
"battle_srv/models"
pb "battle_srv/protos"
"container/heap"
"fmt"
"github.com/gin-gonic/gin"
@@ -8,14 +11,12 @@ import (
"github.com/gorilla/websocket"
"go.uber.org/zap"
"net/http"
. "server/common"
"server/models"
pb "server/pb_output"
"strconv"
"sync/atomic"
"time"
. "dnmshared"
"runtime/debug"
)
const (
@@ -104,7 +105,7 @@ func Serve(c *gin.Context) {
}
defer func() {
if r := recover(); r != nil {
Logger.Warn("Recovered from: ", zap.Any("panic", r))
Logger.Error("Recovered from: ", zap.Any("panic", r))
}
}()
/**
@@ -246,8 +247,8 @@ func Serve(c *gin.Context) {
bciFrame := &pb.BattleColliderInfo{
BoundRoomId: pRoom.Id,
StageName: pRoom.StageName,
StrToVec2DListMap: models.ToPbVec2DListMap(pRoom.RawBattleStrToVec2DListMap),
StrToPolygon2DListMap: models.ToPbPolygon2DListMap(pRoom.RawBattleStrToPolygon2DListMap),
StrToVec2DListMap: pRoom.StrToVec2DListMap,
StrToPolygon2DListMap: pRoom.StrToPolygon2DListMap,
StageDiscreteW: pRoom.StageDiscreteW,
StageDiscreteH: pRoom.StageDiscreteH,
StageTileW: pRoom.StageTileW,
@@ -263,9 +264,13 @@ func Serve(c *gin.Context) {
InputFrameUpsyncDelayTolerance: pRoom.InputFrameUpsyncDelayTolerance,
MaxChasingRenderFramesPerUpdate: pRoom.MaxChasingRenderFramesPerUpdate,
PlayerBattleState: pThePlayer.BattleState, // For frontend to know whether it's rejoining
RollbackEstimatedDt: pRoom.RollbackEstimatedDt,
RollbackEstimatedDtMillis: pRoom.RollbackEstimatedDtMillis,
RollbackEstimatedDtNanos: pRoom.RollbackEstimatedDtNanos,
WorldToVirtualGridRatio: pRoom.WorldToVirtualGridRatio,
VirtualGridToWorldRatio: pRoom.VirtualGridToWorldRatio,
SpAtkLookupFrames: pRoom.SpAtkLookupFrames,
}
resp := &pb.WsResp{
@@ -354,7 +359,7 @@ func Serve(c *gin.Context) {
receivingLoopAgainstPlayer := func() error {
defer func() {
if r := recover(); r != nil {
Logger.Warn("Goroutine `receivingLoopAgainstPlayer`, recovery spot#1, recovered from: ", zap.Any("panic", r))
Logger.Error("Goroutine `receivingLoopAgainstPlayer`, recovery spot#1, recovered from: ", zap.Any("panic", r), zap.Any("callstack", debug.Stack()))
}
Logger.Info("Goroutine `receivingLoopAgainstPlayer` is stopped for:", zap.Any("playerId", playerId), zap.Any("roomId", pRoom.Id))
}()

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4
charts/README.md Normal file
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@@ -0,0 +1,4 @@
# GIF creation cmd reference
```
ffmpeg -ss 12 -t 13 -i input.mp4 -vf "fps=10,scale=480:-1" -loop 0 output.gif
```

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@@ -3,11 +3,11 @@ module viscol
go 1.19
require (
dnmshared v0.0.0
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0
github.com/hajimehoshi/ebiten/v2 v2.4.7
github.com/solarlune/resolv v0.5.1
golang.org/x/image v0.0.0-20220902085622-e7cb96979f69
dnmshared v0.0.0
)
require (
@@ -22,6 +22,7 @@ require (
golang.org/x/exp v0.0.0-20190731235908-ec7cb31e5a56 // indirect
golang.org/x/mobile v0.0.0-20220722155234-aaac322e2105 // indirect
golang.org/x/sys v0.0.0-20220818161305-2296e01440c6 // indirect
google.golang.org/protobuf v1.28.1 // indirect
)
replace dnmshared => ../dnmshared

View File

@@ -7,6 +7,8 @@ github.com/go-gl/glfw/v3.3/glfw v0.0.0-20220806181222-55e207c401ad h1:kX51IjbsJP
github.com/go-gl/glfw/v3.3/glfw v0.0.0-20220806181222-55e207c401ad/go.mod h1:tQ2UAYgL5IevRw8kRxooKSPJfGvJ9fJQFa0TUsXzTg8=
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 h1:DACJavvAHhabrF08vX0COfcOBJRhZ8lUbR+ZWIs0Y5g=
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0/go.mod h1:E/TSTwGwJL78qG/PmXZO1EjYhfJinVAhrmmHX6Z8B9k=
github.com/golang/protobuf v1.5.0/go.mod h1:FsONVRAS9T7sI+LIUmWTfcYkHO4aIWwzhcaSAoJOfIk=
github.com/google/go-cmp v0.5.5/go.mod h1:v8dTdLbMG2kIc/vJvl+f65V22dbkXbowE6jgT/gNBxE=
github.com/hajimehoshi/bitmapfont/v2 v2.2.1 h1:y7zcy02/UgO24IL3COqYtrRZzhRucNBtmCo/SNU648k=
github.com/hajimehoshi/bitmapfont/v2 v2.2.1/go.mod h1:wjrYAy8vKgj9JsFgnYAOK346/uvE22TlmqouzdnYIs0=
github.com/hajimehoshi/ebiten/v2 v2.4.7 h1:XuvB7R0Rbw/O7g6vNU8gqr5b9e7MNhhAONMSsyreLDI=
@@ -93,4 +95,8 @@ golang.org/x/tools v0.1.8-0.20211022200916-316ba0b74098/go.mod h1:LGqMHiF4EqQNHR
golang.org/x/tools v0.1.12/go.mod h1:hNGJHUnrk76NpqgfD5Aqm5Crs+Hm0VOH/i9J2+nxYbc=
golang.org/x/xerrors v0.0.0-20190717185122-a985d3407aa7/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
golang.org/x/xerrors v0.0.0-20191011141410-1b5146add898/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
golang.org/x/xerrors v0.0.0-20191204190536-9bdfabe68543/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
golang.org/x/xerrors v0.0.0-20200804184101-5ec99f83aff1/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
google.golang.org/protobuf v1.26.0-rc.1/go.mod h1:jlhhOSvTdKEhbULTjvd4ARK9grFBp09yW+WbY/TyQbw=
google.golang.org/protobuf v1.28.1 h1:d0NfwRgPtno5B1Wa6L2DAG+KivqkdutMf1UhdNx175w=
google.golang.org/protobuf v1.28.1/go.mod h1:HV8QOd/L58Z+nl8r43ehVNZIU/HEI6OcFqwMG9pJV4I=

View File

@@ -85,8 +85,9 @@ type Game struct {
func NewGame() *Game {
stageName := "simple" // Use this for calibration
// stageName := "simple" // Use this for calibration in isometric orientation
// stageName := "richsoil"
stageName := "dungeon"
stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, playerPosMap, barrierMap, err := parseStage(stageName)
if nil != err {
panic(err)

View File

@@ -2,6 +2,7 @@ package main
import (
. "dnmshared"
. "dnmshared/sharedprotos"
"fmt"
"github.com/hajimehoshi/ebiten/v2"
"github.com/solarlune/resolv"
@@ -19,7 +20,7 @@ func (world *WorldColliderDisplay) Init() {
func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTileW, stageTileH int32, playerPosMap StrToVec2DListMap, barrierMap StrToPolygon2DListMap) *WorldColliderDisplay {
playerList := *(playerPosMap["PlayerStartingPos"])
playerPosList := *(playerPosMap["PlayerStartingPos"])
barrierList := *(barrierMap["Barrier"])
world := &WorldColliderDisplay{Game: game}
@@ -32,46 +33,56 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
spaceOffsetX := float64(spaceW) * 0.5
spaceOffsetY := float64(spaceH) * 0.5
playerColliderRadius := float64(32)
playerColliders := make([]*resolv.Object, len(playerList))
space := resolv.NewSpace(int(spaceW), int(spaceH), 16, 16)
for i, player := range playerList {
playerCollider := GenerateRectCollider(player.X, player.Y, playerColliderRadius*2, playerColliderRadius*2, spaceOffsetX, spaceOffsetY, "Player") // [WARNING] Deliberately not using a circle because "resolv v0.5.1" doesn't yet align circle center with space cell center, regardless of the "specified within-object offset"
Logger.Info(fmt.Sprintf("Player Collider#%d: player.X=%v, player.Y=%v, radius=%v, spaceOffsetX=%v, spaceOffsetY=%v, shape=%v; calibrationCheckX=player.X-radius+spaceOffsetX=%v", i, player.X, player.Y, playerColliderRadius, spaceOffsetX, spaceOffsetY, playerCollider.Shape, player.X-playerColliderRadius+spaceOffsetX))
virtualGridToWorldRatio := 0.1
playerDefaultSpeed := 20
minStep := (int(float64(playerDefaultSpeed)*virtualGridToWorldRatio) << 2)
playerColliderRadius := float64(16)
playerColliders := make([]*resolv.Object, len(playerPosList.Eles))
space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep)
for i, playerPos := range playerPosList.Eles {
playerCollider := GenerateRectCollider(playerPos.X, playerPos.Y, playerColliderRadius*2, playerColliderRadius*2, spaceOffsetX, spaceOffsetY, "Player") // [WARNING] Deliberately not using a circle because "resolv v0.5.1" doesn't yet align circle center with space cell center, regardless of the "specified within-object offset"
Logger.Info(fmt.Sprintf("Player Collider#%d: player world pos =(%.2f, %.2f), shape=%v", i, playerPos.X, playerPos.Y, ConvexPolygonStr(playerCollider.Shape.(*resolv.ConvexPolygon))))
playerColliders[i] = playerCollider
space.Add(playerCollider)
}
barrierLocalId := 0
for _, barrierUnaligned := range barrierList {
for _, barrierUnaligned := range barrierList.Eles {
barrierCollider := GenerateConvexPolygonCollider(barrierUnaligned, spaceOffsetX, spaceOffsetY, "Barrier")
Logger.Info(fmt.Sprintf("Added barrier: shape=%v", barrierCollider.Shape))
Logger.Info(fmt.Sprintf("Added barrier: shape=%v", ConvexPolygonStr(barrierCollider.Shape.(*resolv.ConvexPolygon))))
space.Add(barrierCollider)
barrierLocalId++
}
world.Space = space
moveToCollide := true
moveToCollide := false
if moveToCollide {
newVx, newVy := int32(-2959), int32(-2261)
effPushback := Vec2D{X: float64(0), Y: float64(0)}
toTestPlayerCollider := playerColliders[0]
oldDx, oldDy := -2.98, -50.0
dx, dy := oldDx, oldDy
if collision := toTestPlayerCollider.Check(oldDx, oldDy, "Barrier"); collision != nil {
playerShape := toTestPlayerCollider.Shape.(*resolv.ConvexPolygon)
barrierShape := collision.Objects[0].Shape.(*resolv.ConvexPolygon)
if overlapped, pushbackX, pushbackY := CalcPushbacks(oldDx, oldDy, playerShape, barrierShape); overlapped {
Logger.Info(fmt.Sprintf("Collided & overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v, pushbackX=%v, pushbackY=%v", toTestPlayerCollider.X, toTestPlayerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
dx -= pushbackX
dy -= pushbackY
} else {
Logger.Info(fmt.Sprintf("Collider BUT not overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v", toTestPlayerCollider.X, toTestPlayerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape)))
}
}
toTestPlayerCollider.X, toTestPlayerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, playerColliderRadius, playerColliderRadius, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
Logger.Info(fmt.Sprintf("Checking collision for virtual (%d, %d), now playerShape=%v", newVx, newVy, ConvexPolygonStr(toTestPlayerCollider.Shape.(*resolv.ConvexPolygon))))
toTestPlayerCollider.X += dx
toTestPlayerCollider.Y += dy
toTestPlayerCollider.Update()
if collision := toTestPlayerCollider.Check(0, 0); collision != nil {
playerShape := toTestPlayerCollider.Shape.(*resolv.ConvexPolygon)
for _, obj := range collision.Objects {
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape); overlapped {
Logger.Warn(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
effPushback.X += pushbackX
effPushback.Y += pushbackY
} else {
Logger.Warn(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), overlapResult))
}
}
toTestPlayerCollider.X -= effPushback.X
toTestPlayerCollider.Y -= effPushback.Y
toTestPlayerCollider.Update()
Logger.Info(fmt.Sprintf("effPushback={%v, %v}", effPushback.X, effPushback.Y))
}
}
return world

View File

@@ -1,47 +1,46 @@
package dnmshared
import (
. "dnmshared/sharedprotos"
"math"
)
// Use type `float64` for json unmarshalling of numbers.
type Direction struct {
Dx int32 `json:"dx,omitempty"`
Dy int32 `json:"dy,omitempty"`
}
type Vec2D struct {
X float64 `json:"x,omitempty"`
Y float64 `json:"y,omitempty"`
}
func NormVec2D(dx, dy float64) Vec2D {
return Vec2D{dy, -dx}
return Vec2D{X: dy, Y: -dx}
}
type Polygon2D struct {
Anchor *Vec2D `json:"-"` // This "Polygon2D.Anchor" is used to be assigned to "B2BodyDef.Position", which in turn is used as the position of the FIRST POINT of the polygon.
Points []*Vec2D `json:"-"`
func AlignPolygon2DToBoundingBox(input *Polygon2D) *Polygon2D {
// Transform again to put "anchor" at the top-left point of the bounding box for "resolv"
boundingBoxTL := &Vec2D{
X: math.MaxFloat64,
Y: math.MaxFloat64,
}
for _, p := range input.Points {
if p.X < boundingBoxTL.X {
boundingBoxTL.X = p.X
}
if p.Y < boundingBoxTL.Y {
boundingBoxTL.Y = p.Y
}
}
/*
When used to represent a "polyline directly drawn in a `Tmx file`", we can initialize both "Anchor" and "Points" simultaneously.
// Now "input.Anchor" should move to "input.Anchor+boundingBoxTL", thus "boundingBoxTL" is also the value of the negative diff for all "input.Points"
output := &Polygon2D{
Anchor: &Vec2D{
X: input.Anchor.X + boundingBoxTL.X,
Y: input.Anchor.Y + boundingBoxTL.Y,
},
Points: make([]*Vec2D, len(input.Points)),
}
Yet when used to represent a "polyline drawn in a `Tsx file`", we have to first initialize "Points w.r.t. center of the tile-rectangle", and then "Anchor(initially nil) of the tile positioned in the `Tmx file`".
for i, p := range input.Points {
output.Points[i] = &Vec2D{
X: p.X - boundingBoxTL.X,
Y: p.Y - boundingBoxTL.Y,
}
}
Refer to https://shimo.im/docs/SmLJJhXm2C8XMzZT for more information.
*/
/*
[WARNING] Used to cache "`TileWidth & TileHeight` of a Tsx file" only.
*/
TileWidth int
TileHeight int
/*
[WARNING] Used to cache "`Width & TileHeight` of an object in Tmx file" only.
*/
TmxObjectWidth float64
TmxObjectHeight float64
return output
}
func Distance(pt1 *Vec2D, pt2 *Vec2D) float64 {

View File

@@ -1,3 +1,3 @@
module tiled
module dnmshared
go 1.19

View File

@@ -1,6 +1,7 @@
package dnmshared
import (
. "dnmshared/sharedprotos"
"fmt"
"github.com/kvartborg/vector"
"github.com/solarlune/resolv"
@@ -11,14 +12,15 @@ import (
func ConvexPolygonStr(body *resolv.ConvexPolygon) string {
var s []string = make([]string, len(body.Points))
for i, p := range body.Points {
s[i] = fmt.Sprintf("[%v, %v]", p[0]+body.X, p[1]+body.Y)
s[i] = fmt.Sprintf("[%.2f, %.2f]", p[0]+body.X, p[1]+body.Y)
}
return fmt.Sprintf("[%s]", strings.Join(s, ", "))
return fmt.Sprintf("{\n%s\n}", strings.Join(s, ",\n"))
}
func GenerateRectCollider(origX, origY, w, h, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object {
collider := resolv.NewObject(origX-w*0.5+spaceOffsetX, origY-h*0.5+spaceOffsetY, w, h, tag)
cx, cy := WorldToPolygonColliderAnchorPos(origX, origY, w*0.5, h*0.5, spaceOffsetX, spaceOffsetY)
collider := resolv.NewObject(cx, cy, w, h, tag)
shape := resolv.NewRectangle(0, 0, w, h)
collider.SetShape(shape)
return collider
@@ -54,7 +56,7 @@ func GenerateConvexPolygonCollider(unalignedSrc *Polygon2D, spaceOffsetX, spaceO
return collider
}
func CalcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.ConvexPolygon) (bool, float64, float64) {
func CalcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.ConvexPolygon) (bool, float64, float64, *SatResult) {
origX, origY := playerShape.Position()
defer func() {
playerShape.SetPosition(origX, origY)
@@ -70,9 +72,9 @@ func CalcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.Conve
}
if overlapped := IsPolygonPairOverlapped(playerShape, barrierShape, overlapResult); overlapped {
pushbackX, pushbackY := overlapResult.Overlap*overlapResult.OverlapX, overlapResult.Overlap*overlapResult.OverlapY
return true, pushbackX, pushbackY
return true, pushbackX, pushbackY, overlapResult
} else {
return false, 0, 0
return false, 0, 0, overlapResult
}
}
@@ -218,3 +220,36 @@ func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e vector.Vector, re
// the specified unit vector "e" doesn't separate "a" and "b", overlap result is generated
return false
}
func WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio float64) (int32, int32) {
// [WARNING] Introduces loss of precision!
// In JavaScript floating numbers suffer from seemingly non-deterministic arithmetics, and even if certain libs solved this issue by approaches such as fixed-point-number, they might not be used in other libs -- e.g. the "collision libs" we're interested in -- thus couldn't kill all pains.
var virtualGridX int32 = int32(math.Round(wx * worldToVirtualGridRatio))
var virtualGridY int32 = int32(math.Round(wy * worldToVirtualGridRatio))
return virtualGridX, virtualGridY
}
func VirtualGridToWorldPos(vx, vy int32, virtualGridToWorldRatio float64) (float64, float64) {
// No loss of precision
var wx float64 = float64(vx) * virtualGridToWorldRatio
var wy float64 = float64(vy) * virtualGridToWorldRatio
return wx, wy
}
func WorldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
return wx - halfBoundingW + collisionSpaceOffsetX, wy - halfBoundingH + collisionSpaceOffsetY
}
func PolygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
return cx + halfBoundingW - collisionSpaceOffsetX, cy + halfBoundingH - collisionSpaceOffsetY
}
func PolygonColliderAnchorToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64, worldToVirtualGridRatio float64) (int32, int32) {
wx, wy := PolygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY)
return WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio)
}
func VirtualGridToPolygonColliderAnchorPos(vx, vy int32, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64, virtualGridToWorldRatio float64) (float64, float64) {
wx, wy := VirtualGridToWorldPos(vx, vy, virtualGridToWorldRatio)
return WorldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY)
}

View File

@@ -0,0 +1,427 @@
// Code generated by protoc-gen-go. DO NOT EDIT.
// versions:
// protoc-gen-go v1.28.1
// protoc v3.7.1
// source: geometry.proto
package sharedprotos
import (
protoreflect "google.golang.org/protobuf/reflect/protoreflect"
protoimpl "google.golang.org/protobuf/runtime/protoimpl"
reflect "reflect"
sync "sync"
)
const (
// Verify that this generated code is sufficiently up-to-date.
_ = protoimpl.EnforceVersion(20 - protoimpl.MinVersion)
// Verify that runtime/protoimpl is sufficiently up-to-date.
_ = protoimpl.EnforceVersion(protoimpl.MaxVersion - 20)
)
type Direction struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields
Dx int32 `protobuf:"varint,1,opt,name=dx,proto3" json:"dx,omitempty"`
Dy int32 `protobuf:"varint,2,opt,name=dy,proto3" json:"dy,omitempty"`
}
func (x *Direction) Reset() {
*x = Direction{}
if protoimpl.UnsafeEnabled {
mi := &file_geometry_proto_msgTypes[0]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
}
func (x *Direction) String() string {
return protoimpl.X.MessageStringOf(x)
}
func (*Direction) ProtoMessage() {}
func (x *Direction) ProtoReflect() protoreflect.Message {
mi := &file_geometry_proto_msgTypes[0]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
ms.StoreMessageInfo(mi)
}
return ms
}
return mi.MessageOf(x)
}
// Deprecated: Use Direction.ProtoReflect.Descriptor instead.
func (*Direction) Descriptor() ([]byte, []int) {
return file_geometry_proto_rawDescGZIP(), []int{0}
}
func (x *Direction) GetDx() int32 {
if x != nil {
return x.Dx
}
return 0
}
func (x *Direction) GetDy() int32 {
if x != nil {
return x.Dy
}
return 0
}
type Vec2D struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields
X float64 `protobuf:"fixed64,1,opt,name=x,proto3" json:"x,omitempty"`
Y float64 `protobuf:"fixed64,2,opt,name=y,proto3" json:"y,omitempty"`
}
func (x *Vec2D) Reset() {
*x = Vec2D{}
if protoimpl.UnsafeEnabled {
mi := &file_geometry_proto_msgTypes[1]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
}
func (x *Vec2D) String() string {
return protoimpl.X.MessageStringOf(x)
}
func (*Vec2D) ProtoMessage() {}
func (x *Vec2D) ProtoReflect() protoreflect.Message {
mi := &file_geometry_proto_msgTypes[1]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
ms.StoreMessageInfo(mi)
}
return ms
}
return mi.MessageOf(x)
}
// Deprecated: Use Vec2D.ProtoReflect.Descriptor instead.
func (*Vec2D) Descriptor() ([]byte, []int) {
return file_geometry_proto_rawDescGZIP(), []int{1}
}
func (x *Vec2D) GetX() float64 {
if x != nil {
return x.X
}
return 0
}
func (x *Vec2D) GetY() float64 {
if x != nil {
return x.Y
}
return 0
}
type Polygon2D struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields
Anchor *Vec2D `protobuf:"bytes,1,opt,name=anchor,proto3" json:"anchor,omitempty"`
Points []*Vec2D `protobuf:"bytes,2,rep,name=points,proto3" json:"points,omitempty"`
}
func (x *Polygon2D) Reset() {
*x = Polygon2D{}
if protoimpl.UnsafeEnabled {
mi := &file_geometry_proto_msgTypes[2]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
}
func (x *Polygon2D) String() string {
return protoimpl.X.MessageStringOf(x)
}
func (*Polygon2D) ProtoMessage() {}
func (x *Polygon2D) ProtoReflect() protoreflect.Message {
mi := &file_geometry_proto_msgTypes[2]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
ms.StoreMessageInfo(mi)
}
return ms
}
return mi.MessageOf(x)
}
// Deprecated: Use Polygon2D.ProtoReflect.Descriptor instead.
func (*Polygon2D) Descriptor() ([]byte, []int) {
return file_geometry_proto_rawDescGZIP(), []int{2}
}
func (x *Polygon2D) GetAnchor() *Vec2D {
if x != nil {
return x.Anchor
}
return nil
}
func (x *Polygon2D) GetPoints() []*Vec2D {
if x != nil {
return x.Points
}
return nil
}
type Vec2DList struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields
Eles []*Vec2D `protobuf:"bytes,1,rep,name=eles,proto3" json:"eles,omitempty"`
}
func (x *Vec2DList) Reset() {
*x = Vec2DList{}
if protoimpl.UnsafeEnabled {
mi := &file_geometry_proto_msgTypes[3]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
}
func (x *Vec2DList) String() string {
return protoimpl.X.MessageStringOf(x)
}
func (*Vec2DList) ProtoMessage() {}
func (x *Vec2DList) ProtoReflect() protoreflect.Message {
mi := &file_geometry_proto_msgTypes[3]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
ms.StoreMessageInfo(mi)
}
return ms
}
return mi.MessageOf(x)
}
// Deprecated: Use Vec2DList.ProtoReflect.Descriptor instead.
func (*Vec2DList) Descriptor() ([]byte, []int) {
return file_geometry_proto_rawDescGZIP(), []int{3}
}
func (x *Vec2DList) GetEles() []*Vec2D {
if x != nil {
return x.Eles
}
return nil
}
type Polygon2DList struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields
Eles []*Polygon2D `protobuf:"bytes,1,rep,name=eles,proto3" json:"eles,omitempty"`
}
func (x *Polygon2DList) Reset() {
*x = Polygon2DList{}
if protoimpl.UnsafeEnabled {
mi := &file_geometry_proto_msgTypes[4]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
}
func (x *Polygon2DList) String() string {
return protoimpl.X.MessageStringOf(x)
}
func (*Polygon2DList) ProtoMessage() {}
func (x *Polygon2DList) ProtoReflect() protoreflect.Message {
mi := &file_geometry_proto_msgTypes[4]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
ms.StoreMessageInfo(mi)
}
return ms
}
return mi.MessageOf(x)
}
// Deprecated: Use Polygon2DList.ProtoReflect.Descriptor instead.
func (*Polygon2DList) Descriptor() ([]byte, []int) {
return file_geometry_proto_rawDescGZIP(), []int{4}
}
func (x *Polygon2DList) GetEles() []*Polygon2D {
if x != nil {
return x.Eles
}
return nil
}
var File_geometry_proto protoreflect.FileDescriptor
var file_geometry_proto_rawDesc = []byte{
0x0a, 0x0e, 0x67, 0x65, 0x6f, 0x6d, 0x65, 0x74, 0x72, 0x79, 0x2e, 0x70, 0x72, 0x6f, 0x74, 0x6f,
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}
var (
file_geometry_proto_rawDescOnce sync.Once
file_geometry_proto_rawDescData = file_geometry_proto_rawDesc
)
func file_geometry_proto_rawDescGZIP() []byte {
file_geometry_proto_rawDescOnce.Do(func() {
file_geometry_proto_rawDescData = protoimpl.X.CompressGZIP(file_geometry_proto_rawDescData)
})
return file_geometry_proto_rawDescData
}
var file_geometry_proto_msgTypes = make([]protoimpl.MessageInfo, 5)
var file_geometry_proto_goTypes = []interface{}{
(*Direction)(nil), // 0: sharedprotos.Direction
(*Vec2D)(nil), // 1: sharedprotos.Vec2D
(*Polygon2D)(nil), // 2: sharedprotos.Polygon2D
(*Vec2DList)(nil), // 3: sharedprotos.Vec2DList
(*Polygon2DList)(nil), // 4: sharedprotos.Polygon2DList
}
var file_geometry_proto_depIdxs = []int32{
1, // 0: sharedprotos.Polygon2D.anchor:type_name -> sharedprotos.Vec2D
1, // 1: sharedprotos.Polygon2D.points:type_name -> sharedprotos.Vec2D
1, // 2: sharedprotos.Vec2DList.eles:type_name -> sharedprotos.Vec2D
2, // 3: sharedprotos.Polygon2DList.eles:type_name -> sharedprotos.Polygon2D
4, // [4:4] is the sub-list for method output_type
4, // [4:4] is the sub-list for method input_type
4, // [4:4] is the sub-list for extension type_name
4, // [4:4] is the sub-list for extension extendee
0, // [0:4] is the sub-list for field type_name
}
func init() { file_geometry_proto_init() }
func file_geometry_proto_init() {
if File_geometry_proto != nil {
return
}
if !protoimpl.UnsafeEnabled {
file_geometry_proto_msgTypes[0].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*Direction); i {
case 0:
return &v.state
case 1:
return &v.sizeCache
case 2:
return &v.unknownFields
default:
return nil
}
}
file_geometry_proto_msgTypes[1].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*Vec2D); i {
case 0:
return &v.state
case 1:
return &v.sizeCache
case 2:
return &v.unknownFields
default:
return nil
}
}
file_geometry_proto_msgTypes[2].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*Polygon2D); i {
case 0:
return &v.state
case 1:
return &v.sizeCache
case 2:
return &v.unknownFields
default:
return nil
}
}
file_geometry_proto_msgTypes[3].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*Vec2DList); i {
case 0:
return &v.state
case 1:
return &v.sizeCache
case 2:
return &v.unknownFields
default:
return nil
}
}
file_geometry_proto_msgTypes[4].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*Polygon2DList); i {
case 0:
return &v.state
case 1:
return &v.sizeCache
case 2:
return &v.unknownFields
default:
return nil
}
}
}
type x struct{}
out := protoimpl.TypeBuilder{
File: protoimpl.DescBuilder{
GoPackagePath: reflect.TypeOf(x{}).PkgPath(),
RawDescriptor: file_geometry_proto_rawDesc,
NumEnums: 0,
NumMessages: 5,
NumExtensions: 0,
NumServices: 0,
},
GoTypes: file_geometry_proto_goTypes,
DependencyIndexes: file_geometry_proto_depIdxs,
MessageInfos: file_geometry_proto_msgTypes,
}.Build()
File_geometry_proto = out.File
file_geometry_proto_rawDesc = nil
file_geometry_proto_goTypes = nil
file_geometry_proto_depIdxs = nil
}

View File

@@ -3,6 +3,7 @@ package dnmshared
import (
"bytes"
"compress/zlib"
. "dnmshared/sharedprotos"
"encoding/base64"
"encoding/xml"
"errors"
@@ -173,8 +174,6 @@ func (l *TmxLayer) decodeBase64() ([]uint32, error) {
return gids, nil
}
type Vec2DList []*Vec2D
type Polygon2DList []*Polygon2D
type StrToVec2DListMap map[string]*Vec2DList
type StrToPolygon2DListMap map[string]*Polygon2DList
@@ -233,10 +232,8 @@ func tsxPolylineToOffsetsWrtTileCenter(pTmxMapIns *TmxMap, singleObjInTsxFile *T
pointsCount := len(singleValueArray)
thePolygon2DFromPolyline := &Polygon2D{
Anchor: nil,
Points: make([]*Vec2D, pointsCount),
TileWidth: pTsxIns.TileWidth,
TileHeight: pTsxIns.TileHeight,
Anchor: nil,
Points: make([]*Vec2D, pointsCount),
}
/*
@@ -327,16 +324,17 @@ func DeserializeTsxToColliderDict(pTmxMapIns *TmxMap, byteArrOfTsxFile []byte, f
if _, ok := theStrToPolygon2DListMap[key]; ok {
pThePolygon2DList = theStrToPolygon2DListMap[key]
} else {
thePolygon2DList := make(Polygon2DList, 0)
theStrToPolygon2DListMap[key] = &thePolygon2DList
pThePolygon2DList = theStrToPolygon2DListMap[key]
pThePolygon2DList = &Polygon2DList{
Eles: make([]*Polygon2D, 0),
}
theStrToPolygon2DListMap[key] = pThePolygon2DList
}
thePolygon2DFromPolyline, err := tsxPolylineToOffsetsWrtTileCenter(pTmxMapIns, singleObj, singleObj.Polyline, pTsxIns)
if nil != err {
panic(err)
}
*pThePolygon2DList = append(*pThePolygon2DList, thePolygon2DFromPolyline)
pThePolygon2DList.Eles = append(pThePolygon2DList.Eles, thePolygon2DFromPolyline)
}
}
return nil
@@ -352,8 +350,10 @@ func ParseTmxLayersAndGroups(pTmxMapIns *TmxMap, gidBoundariesMap map[int]StrToP
var pTheVec2DListToCache *Vec2DList
_, ok := toRetStrToVec2DListMap[objGroup.Name]
if false == ok {
theVec2DListToCache := make(Vec2DList, 0)
toRetStrToVec2DListMap[objGroup.Name] = &theVec2DListToCache
pTheVec2DListToCache = &Vec2DList{
Eles: make([]*Vec2D, 0),
}
toRetStrToVec2DListMap[objGroup.Name] = pTheVec2DListToCache
}
pTheVec2DListToCache = toRetStrToVec2DListMap[objGroup.Name]
for _, singleObjInTmxFile := range objGroup.Objects {
@@ -362,17 +362,18 @@ func ParseTmxLayersAndGroups(pTmxMapIns *TmxMap, gidBoundariesMap map[int]StrToP
Y: singleObjInTmxFile.Y,
}
thePosInWorld := pTmxMapIns.continuousObjLayerOffsetToContinuousMapNodePos(theUntransformedPos)
*pTheVec2DListToCache = append(*pTheVec2DListToCache, &thePosInWorld)
pTheVec2DListToCache.Eles = append(pTheVec2DListToCache.Eles, &thePosInWorld)
}
case "Barrier":
// Note that in this case, the "Polygon2D.Anchor" of each "TmxOrTsxObject" is exactly overlapping with "Polygon2D.Points[0]".
var pThePolygon2DListToCache *Polygon2DList
_, ok := toRetStrToPolygon2DListMap[objGroup.Name]
if false == ok {
thePolygon2DListToCache := make(Polygon2DList, 0)
toRetStrToPolygon2DListMap[objGroup.Name] = &thePolygon2DListToCache
pThePolygon2DListToCache = &Polygon2DList{
Eles: make([]*Polygon2D, 0),
}
toRetStrToPolygon2DListMap[objGroup.Name] = pThePolygon2DListToCache
}
pThePolygon2DListToCache = toRetStrToPolygon2DListMap[objGroup.Name]
for _, singleObjInTmxFile := range objGroup.Objects {
if nil == singleObjInTmxFile.Polyline {
@@ -386,7 +387,7 @@ func ParseTmxLayersAndGroups(pTmxMapIns *TmxMap, gidBoundariesMap map[int]StrToP
if nil != err {
panic(err)
}
*pThePolygon2DListToCache = append(*pThePolygon2DListToCache, thePolygon2DInWorld)
pThePolygon2DListToCache.Eles = append(pThePolygon2DListToCache.Eles, thePolygon2DInWorld)
}
default:
}
@@ -405,6 +406,12 @@ type TileRectilinearSize struct {
}
func (pTmxMapIns *TmxMap) continuousObjLayerVecToContinuousMapNodeVec(continuousObjLayerVec *Vec2D) Vec2D {
if "orthogonal" == pTmxMapIns.Orientation {
return Vec2D{
X: continuousObjLayerVec.X,
Y: -continuousObjLayerVec.Y,
}
}
var tileRectilinearSize TileRectilinearSize
tileRectilinearSize.Width = float64(pTmxMapIns.TileWidth)
tileRectilinearSize.Height = float64(pTmxMapIns.TileHeight)
@@ -427,55 +434,24 @@ func (pTmxMapIns *TmxMap) continuousObjLayerVecToContinuousMapNodeVec(continuous
}
func (pTmxMapIns *TmxMap) continuousObjLayerOffsetToContinuousMapNodePos(continuousObjLayerOffset *Vec2D) Vec2D {
layerOffset := Vec2D{
X: 0,
Y: float64(pTmxMapIns.Height*pTmxMapIns.TileHeight) * 0.5,
var layerOffset Vec2D
if "orthogonal" == pTmxMapIns.Orientation {
layerOffset = Vec2D{
X: -float64(pTmxMapIns.Width*pTmxMapIns.TileWidth) * 0.5,
Y: float64(pTmxMapIns.Height*pTmxMapIns.TileHeight) * 0.5,
}
} else {
// "isometric" == pTmxMapIns.Orientation
layerOffset = Vec2D{
X: 0,
Y: float64(pTmxMapIns.Height*pTmxMapIns.TileHeight) * 0.5,
}
}
calibratedVec := continuousObjLayerOffset
convertedVec := pTmxMapIns.continuousObjLayerVecToContinuousMapNodeVec(calibratedVec)
convertedVec := pTmxMapIns.continuousObjLayerVecToContinuousMapNodeVec(continuousObjLayerOffset)
toRet := Vec2D{
return Vec2D{
X: layerOffset.X + convertedVec.X,
Y: layerOffset.Y + convertedVec.Y,
}
return toRet
}
func AlignPolygon2DToBoundingBox(input *Polygon2D) *Polygon2D {
// Transform again to put "anchor" at the top-left point of the bounding box for "resolv"
float64Max := float64(99999999999999.9)
boundingBoxTL := &Vec2D{
X: float64Max,
Y: float64Max,
}
for _, p := range input.Points {
if p.X < boundingBoxTL.X {
boundingBoxTL.X = p.X
}
if p.Y < boundingBoxTL.Y {
boundingBoxTL.Y = p.Y
}
}
// Now "input.Anchor" should move to "input.Anchor+boundingBoxTL", thus "boundingBoxTL" is also the value of the negative diff for all "input.Points"
output := &Polygon2D{
Anchor: &Vec2D{
X: input.Anchor.X + boundingBoxTL.X,
Y: input.Anchor.Y + boundingBoxTL.Y,
},
Points: make([]*Vec2D, len(input.Points)),
TileWidth: input.TileWidth,
TileHeight: input.TileHeight,
}
for i, p := range input.Points {
output.Points[i] = &Vec2D{
X: p.X - boundingBoxTL.X,
Y: p.Y - boundingBoxTL.Y,
}
}
return output
}

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@@ -0,0 +1 @@
{"width":128,"imagePath":"SoldierElf_tex.png","height":128,"name":"SoldierElf","SubTexture":[{"frameHeight":45,"y":1,"frameX":0,"width":34,"frameY":0,"height":44,"name":"cape","frameWidth":34,"x":70},{"width":10,"y":107,"height":14,"name":"shouder_l","x":74},{"width":11,"y":107,"height":14,"name":"forearm_l","x":61},{"width":15,"y":93,"height":16,"name":"hand_l","x":1},{"width":30,"y":61,"height":30,"name":"weapon_hand_l","x":1},{"width":8,"y":101,"height":11,"name":"thigh_l","x":86},{"width":12,"y":93,"height":17,"name":"calf_l","x":18},{"width":20,"y":113,"height":8,"name":"foot_l","x":39},{"width":28,"y":61,"height":31,"name":"pelvis","x":33},{"width":8,"y":88,"height":11,"name":"thigh_r","x":77},{"width":12,"y":88,"height":17,"name":"calf_r","x":63},{"width":20,"y":113,"height":8,"name":"foot_r","x":17},{"width":13,"y":94,"height":12,"name":"shouder_r","x":45},{"width":67,"y":1,"height":58,"name":"chest","x":1},{"width":11,"y":94,"height":17,"name":"forearm_r","x":32},{"width":14,"y":111,"height":13,"name":"hand_r","x":1},{"frameHeight":39,"y":47,"frameX":-2,"width":34,"frameY":0,"height":39,"name":"we_bl_4_f_1","frameWidth":36,"x":70}]}

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@@ -0,0 +1 @@
{"imagePath":"Soldier_02_tex.png","width":128,"name":"Soldier_02","SubTexture":[{"x":53,"y":44,"width":23,"name":"biu","height":22},{"x":76,"y":68,"width":9,"name":"rightArm","height":14},{"y":35,"frameY":0,"height":32,"frameWidth":29,"frameX":-1,"frameHeight":32,"width":27,"name":"yinmoqe00","x":89},{"x":53,"y":1,"width":34,"name":"body","height":41},{"x":78,"y":44,"width":9,"name":"rightShoulder","height":13},{"y":50,"frameY":0,"height":18,"frameWidth":19,"frameX":0,"frameHeight":18,"width":19,"name":"rightFrontArm","x":23},{"x":23,"y":70,"width":14,"name":"rightHand","height":14},{"y":68,"frameY":0,"height":12,"frameWidth":12,"frameX":0,"frameHeight":12,"width":12,"name":"leftArm","x":62},{"x":1,"y":73,"width":13,"name":"leftShoulder","height":12},{"x":1,"y":50,"width":20,"name":"leftFrontArm","height":21},{"x":89,"y":1,"width":33,"name":"head","height":32},{"x":1,"y":1,"width":50,"name":"head2","height":47},{"x":44,"y":68,"width":16,"name":"leftHand","height":14},{"y":59,"frameY":-2,"height":4,"frameWidth":8,"frameX":-1,"frameHeight":8,"width":4,"name":"huomiao01","x":78}],"height":128}

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@@ -1,9 +0,0 @@
{
"ver": "1.0.5",
"uuid": "bd514df4-095e-4088-9060-d99397a29a4f",
"isPlugin": true,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

View File

@@ -1,6 +1,6 @@
{
"ver": "1.0.1",
"uuid": "51c54820-d753-4be8-a855-5760eed8f7ef",
"uuid": "2202f4f4-b792-4dea-8302-633315aded66",
"isSubpackage": false,
"subpackageName": "",
"subMetas": {}

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@@ -0,0 +1 @@
{"width":128,"SubTexture":[{"frameWidth":34,"y":1,"frameHeight":45,"width":34,"frameX":0,"height":44,"name":"cape","frameY":0,"x":70},{"width":10,"y":107,"height":14,"name":"shouder_l","x":74},{"width":11,"y":107,"height":14,"name":"forearm_l","x":61},{"width":15,"y":93,"height":16,"name":"hand_l","x":1},{"width":30,"y":61,"height":30,"name":"weapon_hand_l","x":1},{"width":8,"y":88,"height":11,"name":"thigh_l","x":77},{"width":12,"y":93,"height":17,"name":"calf_l","x":18},{"width":20,"y":113,"height":8,"name":"foot_l","x":39},{"width":28,"y":61,"height":31,"name":"pelvis","x":33},{"width":8,"y":101,"height":11,"name":"thigh_r","x":86},{"width":12,"y":88,"height":17,"name":"calf_r","x":63},{"width":20,"y":113,"height":8,"name":"foot_r","x":17},{"width":13,"y":94,"height":12,"name":"shouder_r","x":45},{"width":67,"y":1,"height":58,"name":"chest","x":1},{"width":11,"y":94,"height":17,"name":"forearm_r","x":32},{"width":14,"y":111,"height":13,"name":"hand_r","x":1},{"frameWidth":36,"y":47,"frameHeight":39,"width":34,"frameX":-2,"height":39,"name":"we_bl_4_f_1","frameY":0,"x":70}],"height":128,"name":"SoldierElf","imagePath":"SoldierElf_tex.png"}

View File

@@ -0,0 +1,7 @@
{
"ver": "1.0.0",
"uuid": "24d7bb8f-577c-4e5d-b730-56613ca8685d",
"atlasJson": "{\"width\":128,\"SubTexture\":[{\"frameWidth\":34,\"y\":1,\"frameHeight\":45,\"width\":34,\"frameX\":0,\"height\":44,\"name\":\"cape\",\"frameY\":0,\"x\":70},{\"width\":10,\"y\":107,\"height\":14,\"name\":\"shouder_l\",\"x\":74},{\"width\":11,\"y\":107,\"height\":14,\"name\":\"forearm_l\",\"x\":61},{\"width\":15,\"y\":93,\"height\":16,\"name\":\"hand_l\",\"x\":1},{\"width\":30,\"y\":61,\"height\":30,\"name\":\"weapon_hand_l\",\"x\":1},{\"width\":8,\"y\":88,\"height\":11,\"name\":\"thigh_l\",\"x\":77},{\"width\":12,\"y\":93,\"height\":17,\"name\":\"calf_l\",\"x\":18},{\"width\":20,\"y\":113,\"height\":8,\"name\":\"foot_l\",\"x\":39},{\"width\":28,\"y\":61,\"height\":31,\"name\":\"pelvis\",\"x\":33},{\"width\":8,\"y\":101,\"height\":11,\"name\":\"thigh_r\",\"x\":86},{\"width\":12,\"y\":88,\"height\":17,\"name\":\"calf_r\",\"x\":63},{\"width\":20,\"y\":113,\"height\":8,\"name\":\"foot_r\",\"x\":17},{\"width\":13,\"y\":94,\"height\":12,\"name\":\"shouder_r\",\"x\":45},{\"width\":67,\"y\":1,\"height\":58,\"name\":\"chest\",\"x\":1},{\"width\":11,\"y\":94,\"height\":17,\"name\":\"forearm_r\",\"x\":32},{\"width\":14,\"y\":111,\"height\":13,\"name\":\"hand_r\",\"x\":1},{\"frameWidth\":36,\"y\":47,\"frameHeight\":39,\"width\":34,\"frameX\":-2,\"height\":39,\"name\":\"we_bl_4_f_1\",\"frameY\":0,\"x\":70}],\"height\":128,\"name\":\"SoldierElf\",\"imagePath\":\"SoldierElf_tex.png\"}",
"texture": "050fb016-1a1f-4341-8367-283bfeddc4a8",
"subMetas": {}
}

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@@ -1,6 +1,6 @@
{
"ver": "2.3.3",
"uuid": "c30bd4d7-efdc-410c-8bdf-4a3dfc77bebd",
"uuid": "050fb016-1a1f-4341-8367-283bfeddc4a8",
"type": "sprite",
"wrapMode": "clamp",
"filterMode": "bilinear",
@@ -9,21 +9,21 @@
"packable": true,
"platformSettings": {},
"subMetas": {
"Tile_W300_H300_S01": {
"SoldierElf_tex": {
"ver": "1.0.4",
"uuid": "66b49304-7b5b-442c-92a5-d2b368abf659",
"rawTextureUuid": "c30bd4d7-efdc-410c-8bdf-4a3dfc77bebd",
"uuid": "c62e1779-f92b-40d3-bf4f-7ab747e33d6e",
"rawTextureUuid": "050fb016-1a1f-4341-8367-283bfeddc4a8",
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": 4,
"offsetY": -24.5,
"trimX": 97,
"trimY": 85,
"width": 114,
"height": 179,
"rawWidth": 300,
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