Compare commits

...

31 Commits
v0.6 ... v0.7.3

Author SHA1 Message Date
genxium
fa491b357d Fixed frontend animation switch after atk and stun. 2022-11-25 22:44:01 +08:00
genxium
695eacaabc Fixed frontend animation switch. 2022-11-25 21:53:30 +08:00
genxium
0324b584a5 Fixed frontend countdown display. 2022-11-25 17:57:10 +08:00
genxium
70e552f5f0 Simplified frontend handling of RoomDownsyncFrame. 2022-11-25 13:26:22 +08:00
genxium
c58e690a47 Updated frontend animation trigger mechanism. 2022-11-25 12:05:22 +08:00
genxium
1593965950 Fixed backend bullet collision handling. 2022-11-25 09:07:43 +08:00
genxium
2a1105efa4 Added collision debug logs in backend. 2022-11-24 21:56:34 +08:00
genxium
04de4666d5 Fixes for melee attack sync. 2022-11-24 20:46:44 +08:00
Wing
2290c57c1c Merge pull request #8 from genxium/character_attack
Added melee attack feature.
2022-11-24 17:51:46 +08:00
genxium
24d5ad9dc8 Drafted backend handling of melee attack. 2022-11-24 17:48:07 +08:00
genxium
fdc296531a A broken commit during backend bullet adaptation. 2022-11-24 12:48:03 +08:00
genxium
becc56f672 Minor fix. 2022-11-23 16:25:08 +08:00
yflu
58c18ab7ae Drafted rollback compatible bullet lifecycle events. 2022-11-23 12:30:30 +08:00
genxium
024d527f3d Drafted attack trigger logic in OfflineMap. 2022-11-22 22:31:06 +08:00
genxium
9b29edaaa1 Added resources for WaterGhost animation. 2022-11-22 16:19:04 +08:00
genxium
360f2fc22b Simplified backend config loading. 2022-11-21 17:27:32 +08:00
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
295 changed files with 13473 additions and 6979 deletions

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@@ -1,6 +1,16 @@
# Preface # 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).
_(the following gif is sped up to 2x for file size reduction)_
![gif_demo](./charts/melee_attack_2.gif)
Please also checkout [this demo video](https://pan.baidu.com/s/1fy0CuFKnVP_Gn2cDfrj6yg?pwd=q5uc) 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)_ _(how input delay roughly works)_
@@ -11,17 +21,6 @@ _(how rollback-and-chase in this project roughly works)_
![rollback_and_chase_intro](./charts/RollbackAndChase.jpg) ![rollback_and_chase_intro](./charts/RollbackAndChase.jpg)
![floating_point_accumulation_err](./charts/AvoidingFloatingPointAccumulationErr.jpg) ![floating_point_accumulation_err](./charts/AvoidingFloatingPointAccumulationErr.jpg)
_(in game screenshot)_
![screenshot-1](./charts/screenshot-1.png)
Please checkout [this demo video](https://pan.baidu.com/s/1YkfuHjNLzlFVnKiEj6wrDQ?pwd=tkr5) to see whether the source codes are doing what you expect for synchronization.
The video mainly shows the following features.
- The backend receives inputs from frontend peers and [by a GGPO-alike manner](https://github.com/pond3r/ggpo/blob/master/doc/README.md) broadcasts back for synchronization.
- The game is recovered for a player upon reconnection.
- Both backend(Golang) and frontend(JavaScript) execute collision detection and handle collision contacts by the same algorithm. The backend dynamics can be toggled off by [Room.BackendDynamicsEnabled](https://github.com/genxium/DelayNoMore/blob/v0.5.2/battle_srv/models/room.go#L813), but **when turned off the game couldn't support recovery upon reconnection**.
# 1. Building & running # 1. Building & running
## 1.1 Tools to install ## 1.1 Tools to install

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@@ -5,6 +5,7 @@ import (
. "battle_srv/common" . "battle_srv/common"
"battle_srv/common/utils" "battle_srv/common/utils"
"battle_srv/models" "battle_srv/models"
. "battle_srv/protos"
"battle_srv/storage" "battle_srv/storage"
"bytes" "bytes"
"crypto/sha256" "crypto/sha256"
@@ -526,8 +527,10 @@ func (p *playerController) maybeCreatePlayerWechatAuthBinding(userInfo utils.Use
} }
if player != nil { if player != nil {
updateInfo := models.Player{ updateInfo := models.Player{
Avatar: userInfo.HeadImgURL, PlayerDownsync: PlayerDownsync{
DisplayName: userInfo.Nickname, Avatar: userInfo.HeadImgURL,
DisplayName: userInfo.Nickname,
},
} }
tx := storage.MySQLManagerIns.MustBegin() tx := storage.MySQLManagerIns.MustBegin()
defer tx.Rollback() defer tx.Rollback()
@@ -542,10 +545,12 @@ func (p *playerController) maybeCreatePlayerWechatAuthBinding(userInfo utils.Use
} }
now := utils.UnixtimeMilli() now := utils.UnixtimeMilli()
player := models.Player{ player := models.Player{
CreatedAt: now, PlayerDownsync: PlayerDownsync{
UpdatedAt: now, DisplayName: userInfo.Nickname,
DisplayName: userInfo.Nickname, Avatar: userInfo.HeadImgURL,
Avatar: userInfo.HeadImgURL, },
CreatedAt: now,
UpdatedAt: now,
} }
return p.createNewPlayer(player, userInfo.OpenID, int(Constants.AuthChannel.Wechat)) return p.createNewPlayer(player, userInfo.OpenID, int(Constants.AuthChannel.Wechat))
} }
@@ -562,8 +567,10 @@ func (p *playerController) maybeCreatePlayerWechatGameAuthBinding(userInfo utils
} }
if player != nil { if player != nil {
updateInfo := models.Player{ updateInfo := models.Player{
Avatar: userInfo.HeadImgURL, PlayerDownsync: PlayerDownsync{
DisplayName: userInfo.Nickname, Avatar: userInfo.HeadImgURL,
DisplayName: userInfo.Nickname,
},
} }
tx := storage.MySQLManagerIns.MustBegin() tx := storage.MySQLManagerIns.MustBegin()
defer tx.Rollback() defer tx.Rollback()
@@ -578,10 +585,12 @@ func (p *playerController) maybeCreatePlayerWechatGameAuthBinding(userInfo utils
} }
now := utils.UnixtimeMilli() now := utils.UnixtimeMilli()
player := models.Player{ player := models.Player{
CreatedAt: now, PlayerDownsync: PlayerDownsync{
UpdatedAt: now, DisplayName: userInfo.Nickname,
DisplayName: userInfo.Nickname, Avatar: userInfo.HeadImgURL,
Avatar: userInfo.HeadImgURL, },
CreatedAt: now,
UpdatedAt: now,
} }
return p.createNewPlayer(player, userInfo.OpenID, int(Constants.AuthChannel.WechatGame)) return p.createNewPlayer(player, userInfo.OpenID, int(Constants.AuthChannel.WechatGame))
} }

View File

@@ -4,6 +4,7 @@ import (
. "battle_srv/common" . "battle_srv/common"
"battle_srv/common/utils" "battle_srv/common/utils"
"battle_srv/models" "battle_srv/models"
. "battle_srv/protos"
"battle_srv/storage" "battle_srv/storage"
. "dnmshared" . "dnmshared"
sq "github.com/Masterminds/squirrel" sq "github.com/Masterminds/squirrel"
@@ -71,7 +72,6 @@ func createMysqlData(rows *sqlx.Rows, v string) {
} }
} }
// 加上tableName参数, 用于pre_conf_data.sqlite里bot_player表的复用 --kobako
func maybeCreateNewPlayerFromBotTable(db *sqlx.DB, tableName string) { func maybeCreateNewPlayerFromBotTable(db *sqlx.DB, tableName string) {
var ls []*dbBotPlayer var ls []*dbBotPlayer
err := db.Select(&ls, "SELECT name, magic_phone_country_code, magic_phone_num, display_name FROM "+tableName) err := db.Select(&ls, "SELECT name, magic_phone_country_code, magic_phone_num, display_name FROM "+tableName)
@@ -88,7 +88,6 @@ func maybeCreateNewPlayerFromBotTable(db *sqlx.DB, tableName string) {
panic(err) panic(err)
} }
query = storage.MySQLManagerIns.Rebind(query) query = storage.MySQLManagerIns.Rebind(query)
// existNames := make([]string, len(ls), len(ls))
var existPlayers []*models.Player var existPlayers []*models.Player
err = storage.MySQLManagerIns.Select(&existPlayers, query, args...) err = storage.MySQLManagerIns.Select(&existPlayers, query, args...)
if nil != err { if nil != err {
@@ -99,13 +98,11 @@ func maybeCreateNewPlayerFromBotTable(db *sqlx.DB, tableName string) {
var flag bool var flag bool
for _, v := range existPlayers { for _, v := range existPlayers {
if botPlayer.Name == v.Name { if botPlayer.Name == v.Name {
// 已有数据,合并处理
flag = true flag = true
break break
} }
} }
if !flag { if !flag {
// 找不到,新增
Logger.Debug("create", zap.Any(tableName, botPlayer)) Logger.Debug("create", zap.Any(tableName, botPlayer))
err := createNewBotPlayer(botPlayer) err := createNewBotPlayer(botPlayer)
if err != nil { if err != nil {
@@ -120,11 +117,14 @@ func createNewBotPlayer(p *dbBotPlayer) error {
defer tx.Rollback() defer tx.Rollback()
now := utils.UnixtimeMilli() now := utils.UnixtimeMilli()
player := models.Player{ player := models.Player{
CreatedAt: now, CreatedAt: now,
UpdatedAt: now, UpdatedAt: now,
Name: p.Name, PlayerDownsync: PlayerDownsync{
DisplayName: p.DisplayName, Name: p.Name,
DisplayName: p.DisplayName,
},
} }
err := player.Insert(tx) err := player.Insert(tx)
if err != nil { if err != nil {
return err return err

View File

@@ -4,6 +4,7 @@ import (
. "battle_srv/common" . "battle_srv/common"
"battle_srv/common/utils" "battle_srv/common/utils"
"battle_srv/models" "battle_srv/models"
. "battle_srv/protos"
"battle_srv/storage" "battle_srv/storage"
. "dnmshared" . "dnmshared"
@@ -75,9 +76,11 @@ func createNewPlayer(p *dbTestPlayer) error {
defer tx.Rollback() defer tx.Rollback()
now := utils.UnixtimeMilli() now := utils.UnixtimeMilli()
player := models.Player{ player := models.Player{
PlayerDownsync: PlayerDownsync{
Name: p.Name,
},
CreatedAt: now, CreatedAt: now,
UpdatedAt: now, UpdatedAt: now,
Name: p.Name,
} }
err := player.Insert(tx) err := player.Insert(tx)
if err != nil { if err != nil {

View File

@@ -2,10 +2,9 @@ package models
import ( import (
. "battle_srv/protos" . "battle_srv/protos"
. "dnmshared/sharedprotos"
) )
func toPbPlayers(modelInstances map[int32]*Player) map[int32]*PlayerDownsync { func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) map[int32]*PlayerDownsync {
toRet := make(map[int32]*PlayerDownsync, 0) toRet := make(map[int32]*PlayerDownsync, 0)
if nil == modelInstances { if nil == modelInstances {
return toRet return toRet
@@ -13,18 +12,22 @@ func toPbPlayers(modelInstances map[int32]*Player) map[int32]*PlayerDownsync {
for k, last := range modelInstances { for k, last := range modelInstances {
toRet[k] = &PlayerDownsync{ toRet[k] = &PlayerDownsync{
Id: last.Id, Id: last.Id,
VirtualGridX: last.VirtualGridX, VirtualGridX: last.VirtualGridX,
VirtualGridY: last.VirtualGridY, VirtualGridY: last.VirtualGridY,
Dir: &Direction{ DirX: last.DirX,
Dx: last.Dir.Dx, DirY: last.DirY,
Dy: last.Dir.Dy, ColliderRadius: last.ColliderRadius,
}, Speed: last.Speed,
Speed: last.Speed, BattleState: last.BattleState,
BattleState: last.BattleState, Score: last.Score,
Score: last.Score, Removed: last.Removed,
Removed: last.Removed, JoinIndex: last.JoinIndex,
JoinIndex: last.JoinIndex, }
if withMetaInfo {
toRet[k].Name = last.Name
toRet[k].DisplayName = last.DisplayName
toRet[k].Avatar = last.Avatar
} }
} }

View File

@@ -1,11 +1,13 @@
package models package models
import ( import (
"database/sql" . "battle_srv/protos"
. "dnmshared/sharedprotos" "battle_srv/storage"
. "dnmshared"
"fmt" "fmt"
sq "github.com/Masterminds/squirrel" sq "github.com/Masterminds/squirrel"
"github.com/jmoiron/sqlx" "github.com/jmoiron/sqlx"
"go.uber.org/zap"
) )
type PlayerBattleState struct { type PlayerBattleState struct {
@@ -33,12 +35,7 @@ func InitPlayerBattleStateIns() {
} }
type Player struct { type Player struct {
// Meta info fields PlayerDownsync
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:"-"`
// DB only fields // DB only fields
CreatedAt int64 `db:"created_at"` CreatedAt int64 `db:"created_at"`
@@ -46,19 +43,10 @@ type Player struct {
DeletedAt NullInt64 `db:"deleted_at"` DeletedAt NullInt64 `db:"deleted_at"`
TutorialStage int `db:"tutorial_stage"` TutorialStage int `db:"tutorial_stage"`
// in-battle info fields // other in-battle info fields
VirtualGridX int32 LastSentInputFrameId int32
VirtualGridY int32
Dir *Direction
Speed int32
BattleState int32
LastMoveGmtMillis int32
Score int32
Removed bool
JoinIndex int32
AckingFrameId int32 AckingFrameId int32
AckingInputFrameId int32 AckingInputFrameId int32
LastSentInputFrameId int32
} }
func ExistPlayerByName(name string) (bool, error) { func ExistPlayerByName(name string) (bool, error) {
@@ -74,15 +62,43 @@ func GetPlayerById(id int) (*Player, error) {
} }
func getPlayer(cond sq.Eq) (*Player, error) { func getPlayer(cond sq.Eq) (*Player, error) {
var p Player p := Player{}
err := getObj("player", cond, &p) pd := PlayerDownsync{}
if err == sql.ErrNoRows { query, args, err := sq.Select("*").From("player").Where(cond).Limit(1).ToSql()
return nil, nil if err != nil {
return nil, err
} }
p.Dir = &Direction{ rows, err := storage.MySQLManagerIns.Queryx(query, args...)
Dx: 0, if err != nil {
Dy: 0, return nil, err
} }
cols, err := rows.Columns()
if nil != err {
panic(err)
}
for rows.Next() {
// TODO: Do it more elegantly, but by now I don't have time to learn reflection of Golang
vals := rowValues(rows, cols)
for i, col := range cols {
val := *vals[i].(*interface{})
if "id" == col {
pd.Id = int32(val.(int64))
}
if "name" == col {
switch v := val.(type) {
case []byte:
pd.Name = string(v)
default:
pd.Name = fmt.Sprintf("%v", v)
}
}
if "created_at" == col {
p.CreatedAt = int64(val.(int64))
}
}
Logger.Info("Queried player from db", zap.Any("cond", cond), zap.Any("p", p), zap.Any("pd", pd), zap.Any("cols", cols), zap.Any("rowValues", vals))
}
p.PlayerDownsync = pd
return &p, nil return &p, nil
} }
@@ -113,8 +129,6 @@ func Update(tx *sqlx.Tx, id int32, p *Player) (bool, error) {
} }
result, err := tx.Exec(query, args...) result, err := tx.Exec(query, args...)
if err != nil { if err != nil {
fmt.Println("ERRRRRRR: ")
fmt.Println(err)
return false, err return false, err
} }
rowsAffected, err := result.RowsAffected() rowsAffected, err := result.RowsAffected()

View File

@@ -10,6 +10,17 @@ import (
"go.uber.org/zap" "go.uber.org/zap"
) )
func rowValues(rows *sqlx.Rows, cols []string) []interface{} {
results := make([]interface{}, len(cols))
for i := range results {
results[i] = new(interface{})
}
if err := rows.Scan(results[:]...); err != nil {
panic(err)
}
return results
}
func exist(t string, cond sq.Eq) (bool, error) { func exist(t string, cond sq.Eq) (bool, error) {
c, err := getCount(t, cond) c, err := getCount(t, cond)
if err != nil { if err != nil {

View File

@@ -54,6 +54,7 @@ const (
COLLISION_PLAYER_INDEX_PREFIX = (1 << 17) COLLISION_PLAYER_INDEX_PREFIX = (1 << 17)
COLLISION_BARRIER_INDEX_PREFIX = (1 << 16) COLLISION_BARRIER_INDEX_PREFIX = (1 << 16)
COLLISION_BULLET_INDEX_PREFIX = (1 << 15)
) )
const ( const (
@@ -61,6 +62,17 @@ const (
MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED = -2 MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED = -2
) )
const (
ATK_CHARACTER_STATE_IDLE1 = 0
ATK_CHARACTER_STATE_WALKING = 1
ATK_CHARACTER_STATE_ATK1 = 2
ATK_CHARACTER_STATE_ATKED1 = 3
)
const (
DEFAULT_PLAYER_RADIUS = float64(16)
)
// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged. // 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{ var DIRECTION_DECODER = [][]int32{
{0, 0}, {0, 0},
@@ -116,6 +128,7 @@ type Room struct {
collisionSpaceOffsetY float64 collisionSpaceOffsetY float64
Players map[int32]*Player Players map[int32]*Player
PlayersArr []*Player // ordered by joinIndex PlayersArr []*Player // ordered by joinIndex
Space *resolv.Space
CollisionSysMap map[int32]*resolv.Object CollisionSysMap map[int32]*resolv.Object
/** /**
* The following `PlayerDownsyncSessionDict` is NOT individually put * The following `PlayerDownsyncSessionDict` is NOT individually put
@@ -142,11 +155,6 @@ type Room struct {
Index int Index int
RenderFrameId int32 RenderFrameId int32
CurDynamicsRenderFrameId int32 // [WARNING] The dynamics of backend is ALWAYS MOVING FORWARD BY ALL-CONFIRMED INPUTFRAMES (either by upsync or forced), i.e. no rollback CurDynamicsRenderFrameId int32 // [WARNING] The dynamics of backend is ALWAYS MOVING FORWARD BY ALL-CONFIRMED INPUTFRAMES (either by upsync or forced), i.e. no rollback
ServerFps int32
BattleDurationFrames int32
BattleDurationNanos int64
InputFrameUpsyncDelayTolerance int32
MaxChasingRenderFramesPerUpdate int32
EffectivePlayerCount int32 EffectivePlayerCount int32
DismissalWaitGroup sync.WaitGroup DismissalWaitGroup sync.WaitGroup
Barriers map[int32]*Barrier Barriers map[int32]*Barrier
@@ -156,27 +164,15 @@ type Room struct {
LastAllConfirmedInputFrameId int32 LastAllConfirmedInputFrameId int32
LastAllConfirmedInputFrameIdWithChange int32 LastAllConfirmedInputFrameIdWithChange int32
LastAllConfirmedInputList []uint64 LastAllConfirmedInputList []uint64
InputDelayFrames int32 // in the count of render frames
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 JoinIndexBooleanArr []bool
RollbackEstimatedDtMillis float64
RollbackEstimatedDtNanos int64
LastRenderFrameIdTriggeredAt int64
WorldToVirtualGridRatio float64 BackendDynamicsEnabled bool
VirtualGridToWorldRatio float64 LastRenderFrameIdTriggeredAt int64
PlayerDefaultSpeed int32
PlayerDefaultSpeed int32 BulletBattleLocalIdCounter int32
dilutedRollbackEstimatedDtNanos int64
StageName string BattleColliderInfo // Compositing to send centralized magic numbers
StageDiscreteW int32
StageDiscreteH int32
StageTileW int32
StageTileH int32
RawBattleStrToVec2DListMap StrToVec2DListMap
RawBattleStrToPolygon2DListMap StrToPolygon2DListMap
BackendDynamicsEnabled bool
} }
func (pR *Room) updateScore() { func (pR *Room) updateScore() {
@@ -200,8 +196,8 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
pPlayerFromDbInit.AckingInputFrameId = -1 pPlayerFromDbInit.AckingInputFrameId = -1
pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded
pPlayerFromDbInit.ColliderRadius = float64(24) // Hardcoded pPlayerFromDbInit.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
pR.Players[playerId] = pPlayerFromDbInit pR.Players[playerId] = pPlayerFromDbInit
pR.PlayerDownsyncSessionDict[playerId] = session pR.PlayerDownsyncSessionDict[playerId] = session
@@ -226,15 +222,16 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
* -- YFLu * -- YFLu
*/ */
defer pR.onPlayerReAdded(playerId) defer pR.onPlayerReAdded(playerId)
pR.PlayerDownsyncSessionDict[playerId] = session
pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
pEffectiveInRoomPlayerInstance := pR.Players[playerId] pEffectiveInRoomPlayerInstance := pR.Players[playerId]
pEffectiveInRoomPlayerInstance.AckingFrameId = -1 pEffectiveInRoomPlayerInstance.AckingFrameId = -1
pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1 pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // Hardcoded pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // Hardcoded
pEffectiveInRoomPlayerInstance.ColliderRadius = float64(16) // Hardcoded pEffectiveInRoomPlayerInstance.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
pR.PlayerDownsyncSessionDict[playerId] = session
pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
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)) 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 return true
@@ -252,7 +249,7 @@ func (pR *Room) ChooseStage() error {
} }
rand.Seed(time.Now().Unix()) rand.Seed(time.Now().Unix())
stageNameList := []string{"simple" /* "richsoil" */} stageNameList := []string{"dungeon" /*"dungeon", "simple", "richsoil" */}
chosenStageIndex := rand.Int() % len(stageNameList) // Hardcoded temporarily. -- YFLu chosenStageIndex := rand.Int() % len(stageNameList) // Hardcoded temporarily. -- YFLu
pR.StageName = stageNameList[chosenStageIndex] pR.StageName = stageNameList[chosenStageIndex]
@@ -277,8 +274,8 @@ func (pR *Room) ChooseStage() error {
panic(err) panic(err)
} }
// Obtain the content of `gidBoundariesMapInB2World`. // Obtain the content of `gidBoundariesMap`.
gidBoundariesMapInB2World := make(map[int]StrToPolygon2DListMap, 0) gidBoundariesMap := make(map[int]StrToPolygon2DListMap, 0)
for _, tileset := range pTmxMapIns.Tilesets { for _, tileset := range pTmxMapIns.Tilesets {
relativeTsxFilePath := fmt.Sprintf("%s/%s", filepath.Join(pwd, relativePathForChosenStage), tileset.Source) // Note that "TmxTileset.Source" can be a string of "relative path". relativeTsxFilePath := fmt.Sprintf("%s/%s", filepath.Join(pwd, relativePathForChosenStage), tileset.Source) // Note that "TmxTileset.Source" can be a string of "relative path".
absTsxFilePath, err := filepath.Abs(relativeTsxFilePath) absTsxFilePath, err := filepath.Abs(relativeTsxFilePath)
@@ -294,10 +291,10 @@ func (pR *Room) ChooseStage() error {
panic(err) panic(err)
} }
DeserializeTsxToColliderDict(pTmxMapIns, byteArrOfTsxFile, int(tileset.FirstGid), gidBoundariesMapInB2World) DeserializeTsxToColliderDict(pTmxMapIns, byteArrOfTsxFile, int(tileset.FirstGid), gidBoundariesMap)
} }
stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, toRetStrToVec2DListMap, toRetStrToPolygon2DListMap, err := ParseTmxLayersAndGroups(pTmxMapIns, gidBoundariesMapInB2World) stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, strToVec2DListMap, strToPolygon2DListMap, err := ParseTmxLayersAndGroups(pTmxMapIns, gidBoundariesMap)
if nil != err { if nil != err {
panic(err) panic(err)
} }
@@ -306,10 +303,10 @@ func (pR *Room) ChooseStage() error {
pR.StageDiscreteH = stageDiscreteH pR.StageDiscreteH = stageDiscreteH
pR.StageTileW = stageTileW pR.StageTileW = stageTileW
pR.StageTileH = stageTileH pR.StageTileH = stageTileH
pR.RawBattleStrToVec2DListMap = toRetStrToVec2DListMap pR.StrToVec2DListMap = strToVec2DListMap
pR.RawBattleStrToPolygon2DListMap = toRetStrToPolygon2DListMap pR.StrToPolygon2DListMap = strToPolygon2DListMap
barrierPolygon2DList := *(toRetStrToPolygon2DListMap["Barrier"]) barrierPolygon2DList := *(strToPolygon2DListMap["Barrier"])
var barrierLocalIdInBattle int32 = 0 var barrierLocalIdInBattle int32 = 0
for _, polygon2DUnaligned := range barrierPolygon2DList.Eles { for _, polygon2DUnaligned := range barrierPolygon2DList.Eles {
@@ -345,13 +342,6 @@ func (pR *Room) ConvertToLastUsedRenderFrameId(inputFrameId int32, inputDelayFra
return ((inputFrameId << pR.InputScaleFrames) + inputDelayFrames + (1 << pR.InputScaleFrames) - 1) return ((inputFrameId << pR.InputScaleFrames) + inputDelayFrames + (1 << pR.InputScaleFrames) - 1)
} }
func (pR *Room) EncodeUpsyncCmd(upsyncCmd *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 { 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) return fmt.Sprintf("{renderFrameId: %d, stRenderFrameId: %d, edRenderFrameId: %d, lastAllConfirmedRenderFrameId: %d}", pR.RenderFrameId, pR.RenderFrameBuffer.StFrameId, pR.RenderFrameBuffer.EdFrameId, pR.CurDynamicsRenderFrameId)
} }
@@ -370,6 +360,7 @@ func (pR *Room) InputsBufferString(allDetails bool) string {
break break
} }
f := tmp.(*InputFrameDownsync) f := tmp.(*InputFrameDownsync)
//s = append(s, fmt.Sprintf("{inputFrameId: %v, inputList: %v, &inputList: %p, confirmedList: %v}", f.InputFrameId, f.InputList, &(f.InputList), f.ConfirmedList))
s = append(s, fmt.Sprintf("{inputFrameId: %v, inputList: %v, confirmedList: %v}", f.InputFrameId, f.InputList, f.ConfirmedList)) s = append(s, fmt.Sprintf("{inputFrameId: %v, inputList: %v, confirmedList: %v}", f.InputFrameId, f.InputList, f.ConfirmedList))
} }
@@ -385,15 +376,13 @@ func (pR *Room) StartBattle() {
return return
} }
// Always instantiates a new channel and let the old one die out due to not being retained by any root reference.
nanosPerFrame := 1000000000 / int64(pR.ServerFps)
pR.RenderFrameId = 0 pR.RenderFrameId = 0
// Initialize the "collisionSys" as well as "RenderFrameBuffer" // Initialize the "collisionSys" as well as "RenderFrameBuffer"
pR.CurDynamicsRenderFrameId = 0 pR.CurDynamicsRenderFrameId = 0
kickoffFrame := &RoomDownsyncFrame{ kickoffFrame := &RoomDownsyncFrame{
Id: pR.RenderFrameId, Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players), Players: toPbPlayers(pR.Players, false),
CountdownNanos: pR.BattleDurationNanos, CountdownNanos: pR.BattleDurationNanos,
} }
pR.RenderFrameBuffer.Put(kickoffFrame) pR.RenderFrameBuffer.Put(kickoffFrame)
@@ -426,7 +415,7 @@ func (pR *Room) StartBattle() {
stCalculation := utils.UnixtimeNano() stCalculation := utils.UnixtimeNano()
elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt
if elapsedNanosSinceLastFrameIdTriggered < pR.RollbackEstimatedDtNanos { if elapsedNanosSinceLastFrameIdTriggered < pR.dilutedRollbackEstimatedDtNanos {
Logger.Debug(fmt.Sprintf("Avoiding too fast frame@roomId=%v, renderFrameId=%v: elapsedNanosSinceLastFrameIdTriggered=%v", pR.Id, pR.RenderFrameId, elapsedNanosSinceLastFrameIdTriggered)) Logger.Debug(fmt.Sprintf("Avoiding too fast frame@roomId=%v, renderFrameId=%v: elapsedNanosSinceLastFrameIdTriggered=%v", pR.Id, pR.RenderFrameId, elapsedNanosSinceLastFrameIdTriggered))
continue continue
} }
@@ -537,8 +526,8 @@ func (pR *Room) StartBattle() {
2. reconnection 2. reconnection
*/ */
shouldResync1 := (MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId) 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 & 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 // 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) { if pR.BackendDynamicsEnabled && (shouldResync1 || shouldResync2) {
tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId) tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId)
if nil == tmp { if nil == tmp {
@@ -560,35 +549,38 @@ func (pR *Room) StartBattle() {
} }
} }
toApplyInputFrameId := pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames) minToKeepInputFrameId := pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames) - pR.SpAtkLookupFrames
/* /*
[WARNING] [WARNING]
The following updates to "toApplyInputFrameId" is necessary because when "false == pR.BackendDynamicsEnabled", the variable "refRenderFrameId" is not well defined. The following updates to "minToKeepInputFrameId" is necessary because when "false == pR.BackendDynamicsEnabled", the variable "refRenderFrameId" is not well defined.
*/ */
minLastSentInputFrameId := int32(math.MaxInt32) minLastSentInputFrameId := int32(math.MaxInt32)
for _, player := range pR.Players { for _, player := range pR.Players {
if PlayerBattleStateIns.ACTIVE != player.BattleState {
continue
}
if player.LastSentInputFrameId >= minLastSentInputFrameId { if player.LastSentInputFrameId >= minLastSentInputFrameId {
continue continue
} }
minLastSentInputFrameId = player.LastSentInputFrameId minLastSentInputFrameId = player.LastSentInputFrameId
} }
if minLastSentInputFrameId < toApplyInputFrameId { if minLastSentInputFrameId < minToKeepInputFrameId {
toApplyInputFrameId = minLastSentInputFrameId minToKeepInputFrameId = minLastSentInputFrameId
} }
for pR.InputsBuffer.N < pR.InputsBuffer.Cnt || (0 < pR.InputsBuffer.Cnt && pR.InputsBuffer.StFrameId < toApplyInputFrameId) { for pR.InputsBuffer.N < pR.InputsBuffer.Cnt || (0 < pR.InputsBuffer.Cnt && pR.InputsBuffer.StFrameId < minToKeepInputFrameId) {
f := pR.InputsBuffer.Pop().(*InputFrameDownsync) f := pR.InputsBuffer.Pop().(*InputFrameDownsync)
if pR.inputFrameIdDebuggable(f.InputFrameId) { 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 // 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("toApplyInputFrameId", toApplyInputFrameId), 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++ pR.RenderFrameId++
elapsedInCalculation := (utils.UnixtimeNano() - stCalculation) elapsedInCalculation := (utils.UnixtimeNano() - stCalculation)
if elapsedInCalculation > nanosPerFrame { if elapsedInCalculation > pR.dilutedRollbackEstimatedDtNanos {
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)) Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v ns, dynamicsDuration=%v ns, dilutedRollbackEstimatedDtNanos=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, pR.dilutedRollbackEstimatedDtNanos))
} }
time.Sleep(time.Duration(nanosPerFrame - elapsedInCalculation)) time.Sleep(time.Duration(pR.dilutedRollbackEstimatedDtNanos - elapsedInCalculation))
} }
} }
@@ -632,7 +624,6 @@ func (pR *Room) OnBattleCmdReceived(pReq *WsReq) {
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false))) Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
continue continue
} }
bufIndex := pR.toDiscreteInputsBufferIndex(clientInputFrameId, pReq.JoinIndex) bufIndex := pR.toDiscreteInputsBufferIndex(clientInputFrameId, pReq.JoinIndex)
pR.DiscreteInputsBuffer.Store(bufIndex, inputFrameUpsync) pR.DiscreteInputsBuffer.Store(bufIndex, inputFrameUpsync)
@@ -684,7 +675,7 @@ func (pR *Room) StopBattleForSettlement() {
for playerId, _ := range pR.Players { for playerId, _ := range pR.Players {
assembledFrame := RoomDownsyncFrame{ assembledFrame := RoomDownsyncFrame{
Id: pR.RenderFrameId, Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players), Players: toPbPlayers(pR.Players, false),
CountdownNanos: -1, // TODO: Replace this magic constant! CountdownNanos: -1, // TODO: Replace this magic constant!
} }
pR.sendSafely(&assembledFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_STOPPED, playerId) pR.sendSafely(&assembledFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_STOPPED, playerId)
@@ -708,22 +699,9 @@ func (pR *Room) onBattlePrepare(cb BattleStartCbType) {
pR.State = RoomBattleStateIns.PREPARE pR.State = RoomBattleStateIns.PREPARE
Logger.Info("Battle state transitted to RoomBattleStateIns.PREPARE for:", zap.Any("roomId", pR.Id)) Logger.Info("Battle state transitted to RoomBattleStateIns.PREPARE for:", zap.Any("roomId", pR.Id))
playerMetas := make(map[int32]*PlayerDownsyncMeta, 0)
for _, player := range pR.Players {
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 := &RoomDownsyncFrame{ battleReadyToStartFrame := &RoomDownsyncFrame{
Id: DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START, Id: DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START,
Players: toPbPlayers(pR.Players), Players: toPbPlayers(pR.Players, true),
PlayerMetas: playerMetas,
CountdownNanos: pR.BattleDurationNanos, CountdownNanos: pR.BattleDurationNanos,
} }
@@ -790,8 +768,10 @@ func (pR *Room) Dismiss() {
func (pR *Room) OnDismissed() { 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. // Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
pR.BulletBattleLocalIdCounter = 0
pR.WorldToVirtualGridRatio = float64(1000) pR.WorldToVirtualGridRatio = float64(1000)
pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations 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.PlayerDefaultSpeed = int32(float64(2) * pR.WorldToVirtualGridRatio) // in virtual grids per frame
pR.Players = make(map[int32]*Player) pR.Players = make(map[int32]*Player)
pR.PlayersArr = make([]*Player, pR.Capacity) pR.PlayersArr = make([]*Player, pR.Capacity)
@@ -800,9 +780,10 @@ func (pR *Room) OnDismissed() {
pR.PlayerSignalToCloseDict = make(map[int32]SignalToCloseConnCbType) pR.PlayerSignalToCloseDict = make(map[int32]SignalToCloseConnCbType)
pR.JoinIndexBooleanArr = make([]bool, pR.Capacity) pR.JoinIndexBooleanArr = make([]bool, pR.Capacity)
pR.Barriers = make(map[int32]*Barrier) pR.Barriers = make(map[int32]*Barrier)
pR.InputsBuffer = NewRingBuffer(1024) pR.RenderCacheSize = 1024
pR.RenderFrameBuffer = NewRingBuffer(pR.RenderCacheSize)
pR.DiscreteInputsBuffer = sync.Map{} pR.DiscreteInputsBuffer = sync.Map{}
pR.RenderFrameBuffer = NewRingBuffer(1024) pR.InputsBuffer = NewRingBuffer((pR.RenderCacheSize >> 2) + 1)
pR.LastAllConfirmedInputFrameId = -1 pR.LastAllConfirmedInputFrameId = -1
pR.LastAllConfirmedInputFrameIdWithChange = -1 pR.LastAllConfirmedInputFrameIdWithChange = -1
@@ -811,17 +792,45 @@ func (pR *Room) OnDismissed() {
pR.RenderFrameId = 0 pR.RenderFrameId = 0
pR.CurDynamicsRenderFrameId = 0 pR.CurDynamicsRenderFrameId = 0
pR.InputDelayFrames = 8 pR.InputDelayFrames = 8
pR.NstDelayFrames = 8 pR.NstDelayFrames = 4
pR.InputScaleFrames = uint32(2) pR.InputScaleFrames = uint32(2)
pR.ServerFps = 60 pR.ServerFps = 60
pR.RollbackEstimatedDtMillis = 16.667 // 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.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for preventing FAST FRAME
dilutionFactor := 12
pR.dilutedRollbackEstimatedDtNanos = int64(16666666 * (dilutionFactor) / (dilutionFactor - 1)) // [WARNING] Only used in controlling "battleMainLoop" to be keep a frame rate lower than that of the frontends, such that upon resync(i.e. BackendDynamicsEnabled=true), the frontends would have bigger chances to keep up with or even surpass the backend calculation
pR.BattleDurationFrames = 30 * pR.ServerFps pR.BattleDurationFrames = 30 * pR.ServerFps
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1) pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
pR.InputFrameUpsyncDelayTolerance = 2 pR.InputFrameUpsyncDelayTolerance = 2
pR.MaxChasingRenderFramesPerUpdate = 5 pR.MaxChasingRenderFramesPerUpdate = 5
pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work! pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
punchSkillId := int32(1)
pR.MeleeSkillConfig = make(map[int32]*MeleeBullet, 0)
pR.MeleeSkillConfig[punchSkillId] = &MeleeBullet{
// for offender
StartupFrames: int32(23),
ActiveFrames: int32(3),
RecoveryFrames: int32(61), // I hereby set it to be 1 frame more than the actual animation to avoid critical transition, i.e. when the animation is 1 frame from ending but "rdfPlayer.framesToRecover" is already counted 0 and the player triggers an other same attack, making an effective bullet trigger but no animation is played due to same animName is still playing
RecoveryFramesOnBlock: int32(61),
RecoveryFramesOnHit: int32(61),
Moveforward: &Vec2D{
X: 0,
Y: 0,
},
HitboxOffset: float64(24.0), // should be about the radius of the PlayerCollider
HitboxSize: &Vec2D{
X: float64(45.0),
Y: float64(32.0),
},
// for defender
HitStunFrames: int32(18),
BlockStunFrames: int32(9),
Pushback: float64(11.0),
ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
Damage: int32(5),
}
pR.ChooseStage() pR.ChooseStage()
pR.EffectivePlayerCount = 0 pR.EffectivePlayerCount = 0
@@ -931,7 +940,7 @@ func (pR *Room) onPlayerAdded(playerId int32) {
pR.JoinIndexBooleanArr[index] = true pR.JoinIndexBooleanArr[index] = true
// Lazily assign the initial position of "Player" for "RoomDownsyncFrame". // Lazily assign the initial position of "Player" for "RoomDownsyncFrame".
playerPosList := *(pR.RawBattleStrToVec2DListMap["PlayerStartingPos"]) playerPosList := *(pR.StrToVec2DListMap["PlayerStartingPos"])
if index > len(playerPosList.Eles) { 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)) panic(fmt.Sprintf("onPlayerAdded error, index >= len(playerPosList), roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
} }
@@ -941,6 +950,14 @@ func (pR *Room) onPlayerAdded(playerId int32) {
panic(fmt.Sprintf("onPlayerAdded error, nil == playerPos, roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount)) 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].VirtualGridX, pR.Players[playerId].VirtualGridY = WorldToVirtualGridPos(playerPos.X, playerPos.Y, pR.WorldToVirtualGridRatio) pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = WorldToVirtualGridPos(playerPos.X, playerPos.Y, pR.WorldToVirtualGridRatio)
// Hardcoded initial character orientation/facing
if 0 == (pR.Players[playerId].JoinIndex % 2) {
pR.Players[playerId].DirX = -2
pR.Players[playerId].DirY = 0
} else {
pR.Players[playerId].DirX = +2
pR.Players[playerId].DirY = 0
}
break break
} }
@@ -968,18 +985,6 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
return false return false
} }
playerMetas := make(map[int32]*PlayerDownsyncMeta, 0)
for _, eachPlayer := range pR.Players {
playerMetas[eachPlayer.Id] = &PlayerDownsyncMeta{
Id: eachPlayer.Id,
Name: eachPlayer.Name,
DisplayName: eachPlayer.DisplayName,
Avatar: eachPlayer.Avatar,
JoinIndex: eachPlayer.JoinIndex,
ColliderRadius: eachPlayer.ColliderRadius,
}
}
// Broadcast added or readded player info to all players in the same room // Broadcast added or readded player info to all players in the same room
for _, eachPlayer := range pR.Players { for _, eachPlayer := range pR.Players {
/* /*
@@ -993,16 +998,14 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
switch targetPlayer.BattleState { switch targetPlayer.BattleState {
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK: case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
playerAckedFrame := &RoomDownsyncFrame{ playerAckedFrame := &RoomDownsyncFrame{
Id: pR.RenderFrameId, Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players), Players: toPbPlayers(pR.Players, true),
PlayerMetas: playerMetas,
} }
pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, eachPlayer.Id) pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, eachPlayer.Id)
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK: case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
playerAckedFrame := &RoomDownsyncFrame{ playerAckedFrame := &RoomDownsyncFrame{
Id: pR.RenderFrameId, Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players), Players: toPbPlayers(pR.Players, true),
PlayerMetas: playerMetas,
} }
pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED, eachPlayer.Id) pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED, eachPlayer.Id)
default: default:
@@ -1073,12 +1076,15 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync
ConfirmedList: uint64(0), ConfirmedList: uint64(0),
} }
} else { } 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 { if nil == tmp {
panic(fmt.Sprintf("Error prefabbing inputFrameDownsync: roomId=%v, InputsBuffer=%v", pR.Id, pR.InputsBufferString(false))) panic(fmt.Sprintf("Error prefabbing inputFrameDownsync: roomId=%v, InputsBuffer=%v", pR.Id, pR.InputsBufferString(false)))
} }
prevInputFrameDownsync := tmp.(*InputFrameDownsync) prevInputFrameDownsync := tmp.(*InputFrameDownsync)
currInputList := prevInputFrameDownsync.InputList // Would be a clone of the values currInputList := make([]uint64, pR.Capacity) // Would be a clone of the values
for i, _ := range currInputList {
currInputList[i] = (prevInputFrameDownsync.InputList[i] & uint64(15)) // Don't predict attack input!
}
currInputFrameDownsync = &InputFrameDownsync{ currInputFrameDownsync = &InputFrameDownsync{
InputFrameId: inputFrameId, InputFrameId: inputFrameId,
InputList: currInputList, InputList: currInputList,
@@ -1092,18 +1098,12 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync
func (pR *Room) markConfirmationIfApplicable() { func (pR *Room) markConfirmationIfApplicable() {
inputFrameId1 := pR.LastAllConfirmedInputFrameId + 1 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) totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1) allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
for inputFrameId := inputFrameId1; inputFrameId < inputFrameId2; inputFrameId++ { for inputFrameId := inputFrameId1; inputFrameId < pR.InputsBuffer.EdFrameId; inputFrameId++ {
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId) tmp := pR.InputsBuffer.GetByFrameId(inputFrameId)
if nil == tmp { 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))) 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 (Or maybe you're having a 'Room.RenderCacheSize' too small)! InputsBuffer=%v", inputFrameId, pR.Id, pR.InputsBufferString(false)))
} }
inputFrameDownsync := tmp.(*InputFrameDownsync) inputFrameDownsync := tmp.(*InputFrameDownsync)
for _, player := range pR.Players { for _, player := range pR.Players {
@@ -1114,7 +1114,7 @@ func (pR *Room) markConfirmationIfApplicable() {
} }
inputFrameUpsync := tmp.(*InputFrameUpsync) inputFrameUpsync := tmp.(*InputFrameUpsync)
indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1) indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = pR.EncodeUpsyncCmd(inputFrameUpsync) inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = inputFrameUpsync.Encoded
inputFrameDownsync.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr) inputFrameDownsync.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr)
} }
@@ -1193,13 +1193,6 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
} }
nextRenderFrame := pR.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, pR.CollisionSysMap) 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.RenderFrameBuffer.Put(nextRenderFrame)
pR.CurDynamicsRenderFrameId++ pR.CurDynamicsRenderFrameId++
} }
@@ -1207,22 +1200,28 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
// TODO: Write unit-test for this function to compare with its frontend counter part // 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 { func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSysMap map[int32]*resolv.Object) *RoomDownsyncFrame {
// TODO: Derive "nextRenderFramePlayers[*].CharacterState" as the frontend counter-part!
nextRenderFramePlayers := make(map[int32]*PlayerDownsync, pR.Capacity) nextRenderFramePlayers := make(map[int32]*PlayerDownsync, pR.Capacity)
// Make a copy first // Make a copy first
for playerId, currPlayerDownsync := range currRenderFrame.Players { for playerId, currPlayerDownsync := range currRenderFrame.Players {
nextRenderFramePlayers[playerId] = &PlayerDownsync{ nextRenderFramePlayers[playerId] = &PlayerDownsync{
Id: playerId, Id: playerId,
VirtualGridX: currPlayerDownsync.VirtualGridX, VirtualGridX: currPlayerDownsync.VirtualGridX,
VirtualGridY: currPlayerDownsync.VirtualGridY, VirtualGridY: currPlayerDownsync.VirtualGridY,
Dir: &Direction{ DirX: currPlayerDownsync.DirX,
Dx: currPlayerDownsync.Dir.Dx, DirY: currPlayerDownsync.DirY,
Dy: currPlayerDownsync.Dir.Dy, CharacterState: currPlayerDownsync.CharacterState,
}, Speed: currPlayerDownsync.Speed,
Speed: currPlayerDownsync.Speed, BattleState: currPlayerDownsync.BattleState,
BattleState: currPlayerDownsync.BattleState, Score: currPlayerDownsync.Score,
Score: currPlayerDownsync.Score, Removed: currPlayerDownsync.Removed,
Removed: currPlayerDownsync.Removed, JoinIndex: currPlayerDownsync.JoinIndex,
JoinIndex: currPlayerDownsync.JoinIndex, FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
Hp: currPlayerDownsync.Hp,
MaxHp: currPlayerDownsync.MaxHp,
}
if nextRenderFramePlayers[playerId].FramesToRecover < 0 {
nextRenderFramePlayers[playerId].FramesToRecover = 0
} }
} }
@@ -1230,32 +1229,167 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
Id: currRenderFrame.Id + 1, Id: currRenderFrame.Id + 1,
Players: nextRenderFramePlayers, Players: nextRenderFramePlayers,
CountdownNanos: (pR.BattleDurationNanos - int64(currRenderFrame.Id)*pR.RollbackEstimatedDtNanos), CountdownNanos: (pR.BattleDurationNanos - int64(currRenderFrame.Id)*pR.RollbackEstimatedDtNanos),
MeleeBullets: make([]*MeleeBullet, 0), // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
}
bulletPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
// Reset playerCollider position from the "virtual grid position"
for playerId, player := range pR.Players {
joinIndex := player.JoinIndex
bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y = float64(0), float64(0)
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
currPlayerDownsync := currRenderFrame.Players[playerId]
newVx, newVy := currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY
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)
}
// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
bulletColliders := make(map[int32]*resolv.Object, 0) // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
removedBulletsAtCurrFrame := make(map[int32]int32, 0)
for _, meleeBullet := range currRenderFrame.MeleeBullets {
if (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames <= currRenderFrame.Id) && (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames+meleeBullet.ActiveFrames > currRenderFrame.Id) {
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
collisionOffenderIndex := COLLISION_PLAYER_INDEX_PREFIX + meleeBullet.OffenderJoinIndex
offenderCollider := collisionSysMap[collisionOffenderIndex]
offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId]
xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender.DirX {
xfac = float64(-1.0)
}
offenderWx, offenderWy := VirtualGridToWorldPos(offender.VirtualGridX, offender.VirtualGridY, pR.VirtualGridToWorldRatio)
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "MeleeBullet")
newBulletCollider.Data = meleeBullet
pR.Space.Add(newBulletCollider)
collisionSysMap[collisionBulletIndex] = newBulletCollider
bulletColliders[collisionBulletIndex] = newBulletCollider
Logger.Debug(fmt.Sprintf("roomId=%v, a meleeBullet is added to collisionSys at currRenderFrame.id=%v as start-up frames ended and active frame is not yet ended: %v, from offenderCollider=%v, xfac=%v", pR.Id, currRenderFrame.Id, ConvexPolygonStr(newBulletCollider.Shape.(*resolv.ConvexPolygon)), ConvexPolygonStr(offenderCollider.Shape.(*resolv.ConvexPolygon)), xfac))
}
}
for _, bulletCollider := range bulletColliders {
shouldRemove := false
meleeBullet := bulletCollider.Data.(*MeleeBullet)
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
if collision := bulletCollider.Check(0, 0); collision != nil {
offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId]
for _, obj := range collision.Objects {
defenderShape := obj.Shape.(*resolv.ConvexPolygon)
switch t := obj.Data.(type) {
case *Player:
if meleeBullet.OffenderPlayerId != t.Id {
if overlapped, _, _, _ := CalcPushbacks(0, 0, bulletShape, defenderShape); overlapped {
xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender.DirX {
xfac = float64(-1.0)
}
bulletPushbacks[t.JoinIndex-1].X += xfac * meleeBullet.Pushback
nextRenderFramePlayers[t.Id].CharacterState = ATK_CHARACTER_STATE_ATKED1
oldFramesToRecover := nextRenderFramePlayers[t.Id].FramesToRecover
if meleeBullet.HitStunFrames > oldFramesToRecover {
nextRenderFramePlayers[t.Id].FramesToRecover = meleeBullet.HitStunFrames
}
Logger.Debug(fmt.Sprintf("roomId=%v, a meleeBullet collides w/ player at currRenderFrame.id=%v: b=%v, p=%v", pR.Id, currRenderFrame.Id, ConvexPolygonStr(bulletShape), ConvexPolygonStr(defenderShape)))
}
}
default:
Logger.Debug(fmt.Sprintf("Bullet %v collided with non-player %v: roomId=%v, currRenderFrame.Id=%v, delayedInputFrame.Id=%v, objDataType=%t, objData=%v", ConvexPolygonStr(bulletShape), ConvexPolygonStr(defenderShape), pR.Id, currRenderFrame.Id, delayedInputFrame.InputFrameId, obj.Data, obj.Data))
}
}
shouldRemove = true
}
if shouldRemove {
removedBulletsAtCurrFrame[collisionBulletIndex] = 1
}
}
for _, meleeBullet := range currRenderFrame.MeleeBullets {
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
if bulletCollider, existent := collisionSysMap[collisionBulletIndex]; existent {
bulletCollider.Space.Remove(bulletCollider)
delete(collisionSysMap, collisionBulletIndex)
}
if _, existent := removedBulletsAtCurrFrame[collisionBulletIndex]; existent {
continue
}
toRet.MeleeBullets = append(toRet.MeleeBullets, meleeBullet)
} }
if nil != delayedInputFrame { if nil != delayedInputFrame {
var delayedInputFrameForPrevRenderFrame *InputFrameDownsync = nil
tmp := pR.InputsBuffer.GetByFrameId(pR.ConvertToInputFrameId(currRenderFrame.Id-1, pR.InputDelayFrames))
if nil != tmp {
delayedInputFrameForPrevRenderFrame = tmp.(*InputFrameDownsync)
}
inputList := delayedInputFrame.InputList inputList := delayedInputFrame.InputList
effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order // Process player inputs
for playerId, player := range pR.Players { for playerId, player := range pR.Players {
joinIndex := player.JoinIndex joinIndex := player.JoinIndex
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
currPlayerDownsync := currRenderFrame.Players[playerId]
encodedInput := inputList[joinIndex-1]
decodedInput := DIRECTION_DECODER[encodedInput]
proposedVirtualGridDx, proposedVirtualGridDy := (decodedInput[0] + decodedInput[0]*currPlayerDownsync.Speed), (decodedInput[1] + decodedInput[1]*currPlayerDownsync.Speed)
newVx, newVy := (currPlayerDownsync.VirtualGridX + proposedVirtualGridDx), (currPlayerDownsync.VirtualGridY + proposedVirtualGridDy)
// Reset playerCollider position from the "virtual grid position"
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex] playerCollider := collisionSysMap[collisionPlayerIndex]
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio) thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
if 0 < thatPlayerInNextFrame.FramesToRecover {
// No need to process inputs for this player, but there might be bullet pushbacks on this player
// Also note that in this case we keep "CharacterState" of this player from last render frame
playerCollider.X += bulletPushbacks[joinIndex-1].X
playerCollider.Y += bulletPushbacks[joinIndex-1].Y
// Update in the collision system
playerCollider.Update()
if 0 != bulletPushbacks[joinIndex-1].X || 0 != bulletPushbacks[joinIndex-1].Y {
Logger.Info(fmt.Sprintf("roomId=%v, playerId=%v is pushed back by (%.2f, %.2f) by bullet impacts, now its framesToRecover is %d at currRenderFrame.id=%v", pR.Id, playerId, bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y, thatPlayerInNextFrame.FramesToRecover, currRenderFrame.Id))
}
continue
}
currPlayerDownsync := currRenderFrame.Players[playerId]
decodedInput := pR.decodeInput(inputList[joinIndex-1])
prevBtnALevel := int32(0)
if nil != delayedInputFrameForPrevRenderFrame {
prevDecodedInput := pR.decodeInput(delayedInputFrameForPrevRenderFrame.InputList[joinIndex-1])
prevBtnALevel = prevDecodedInput.BtnALevel
}
if decodedInput.BtnALevel > prevBtnALevel {
punchSkillId := int32(1)
punchConfig := pR.MeleeSkillConfig[punchSkillId]
var newMeleeBullet MeleeBullet = *punchConfig
newMeleeBullet.BattleLocalId = pR.BulletBattleLocalIdCounter
pR.BulletBattleLocalIdCounter += 1
newMeleeBullet.OffenderJoinIndex = joinIndex
newMeleeBullet.OffenderPlayerId = playerId
newMeleeBullet.OriginatedRenderFrameId = currRenderFrame.Id
toRet.MeleeBullets = append(toRet.MeleeBullets, &newMeleeBullet)
thatPlayerInNextFrame.FramesToRecover = newMeleeBullet.RecoveryFrames
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATK1
Logger.Info(fmt.Sprintf("roomId=%v, playerId=%v triggered a rising-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
} else if decodedInput.BtnALevel < prevBtnALevel {
Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a falling-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
} else {
// No bullet trigger, process movement inputs
// Note that by now "0 == thatPlayerInNextFrame.FramesToRecover", we should change "CharacterState" to "WALKING" or "IDLE" depending on player inputs
if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
thatPlayerInNextFrame.DirX = decodedInput.Dx
thatPlayerInNextFrame.DirY = decodedInput.Dy
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
} else {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
}
}
movementX, movementY := VirtualGridToWorldPos(decodedInput.Dx+decodedInput.Dx*currPlayerDownsync.Speed, decodedInput.Dy+decodedInput.Dy*currPlayerDownsync.Speed, pR.VirtualGridToWorldRatio)
playerCollider.X += movementX
playerCollider.Y += movementY
// Update in the collision system // Update in the collision system
playerCollider.Update() playerCollider.Update()
if 0 < encodedInput {
Logger.Debug(fmt.Sprintf("Checking collision for playerId=%v: virtual (%d, %d) -> (%d, %d), now playerShape=%v", playerId, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, newVx, newVy, ConvexPolygonStr(playerCollider.Shape.(*resolv.ConvexPolygon))))
nextRenderFramePlayers[playerId].Dir.Dx = decodedInput[0]
nextRenderFramePlayers[playerId].Dir.Dy = decodedInput[1]
}
} }
// handle pushbacks upon collision after all movements treated as simultaneous // handle pushbacks upon collision after all movements treated as simultaneous
@@ -1285,16 +1419,26 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
// Update "virtual grid position" // 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) 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 thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
nextRenderFramePlayers[playerId].VirtualGridY = newVy thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = newVx, newVy
} }
Logger.Debug(fmt.Sprintf("After applyInputFrameDownsyncDynamicsOnSingleRenderFrame: currRenderFrame.Id=%v, inputList=%v, currRenderFrame.Players=%v, nextRenderFramePlayers=%v, toRet.Players=%v", currRenderFrame.Id, inputList, currRenderFrame.Players, nextRenderFramePlayers, toRet.Players)) Logger.Debug(fmt.Sprintf("After applyInputFrameDownsyncDynamicsOnSingleRenderFrame: currRenderFrame.Id=%v, inputList=%v, currRenderFrame.Players=%v, nextRenderFramePlayers=%v", currRenderFrame.Id, inputList, currRenderFrame.Players, nextRenderFramePlayers))
} }
return toRet 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,
}
}
func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool { func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool {
return 0 == (inputFrameId % 10) return 0 == (inputFrameId % 10)
} }
@@ -1302,12 +1446,13 @@ func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool {
func (pR *Room) refreshColliders(spaceW, spaceH int32) { 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" // Kindly note that by now, we've already got all the shapes in the tmx file into "pR.(Players | Barriers)" from "ParseTmxLayersAndGroups"
minStep := (int(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 2) // the approx minimum distance a player can move per frame in world coordinate minStep := (int(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 1) // 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 pR.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 { for _, player := range pR.Players {
wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio) wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio)
playerCollider := GenerateRectCollider(wx, wy, player.ColliderRadius*2, player.ColliderRadius*2, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player") playerCollider := GenerateRectCollider(wx, wy, player.ColliderRadius*2, player.ColliderRadius*2, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player")
space.Add(playerCollider) playerCollider.Data = player
pR.Space.Add(playerCollider)
// Keep track of the collider in "pR.CollisionSysMap" // Keep track of the collider in "pR.CollisionSysMap"
joinIndex := player.JoinIndex joinIndex := player.JoinIndex
pR.PlayersArr[joinIndex-1] = player pR.PlayersArr[joinIndex-1] = player
@@ -1318,7 +1463,7 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
for _, barrier := range pR.Barriers { for _, barrier := range pR.Barriers {
boundaryUnaligned := barrier.Boundary boundaryUnaligned := barrier.Boundary
barrierCollider := GenerateConvexPolygonCollider(boundaryUnaligned, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Barrier") barrierCollider := GenerateConvexPolygonCollider(boundaryUnaligned, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Barrier")
space.Add(barrierCollider) pR.Space.Add(barrierCollider)
} }
} }

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@@ -247,8 +247,8 @@ func Serve(c *gin.Context) {
bciFrame := &pb.BattleColliderInfo{ bciFrame := &pb.BattleColliderInfo{
BoundRoomId: pRoom.Id, BoundRoomId: pRoom.Id,
StageName: pRoom.StageName, StageName: pRoom.StageName,
StrToVec2DListMap: pRoom.RawBattleStrToVec2DListMap, StrToVec2DListMap: pRoom.StrToVec2DListMap,
StrToPolygon2DListMap: pRoom.RawBattleStrToPolygon2DListMap, StrToPolygon2DListMap: pRoom.StrToPolygon2DListMap,
StageDiscreteW: pRoom.StageDiscreteW, StageDiscreteW: pRoom.StageDiscreteW,
StageDiscreteH: pRoom.StageDiscreteH, StageDiscreteH: pRoom.StageDiscreteH,
StageTileW: pRoom.StageTileW, StageTileW: pRoom.StageTileW,
@@ -269,6 +269,10 @@ func Serve(c *gin.Context) {
WorldToVirtualGridRatio: pRoom.WorldToVirtualGridRatio, WorldToVirtualGridRatio: pRoom.WorldToVirtualGridRatio,
VirtualGridToWorldRatio: pRoom.VirtualGridToWorldRatio, VirtualGridToWorldRatio: pRoom.VirtualGridToWorldRatio,
SpAtkLookupFrames: pRoom.SpAtkLookupFrames,
RenderCacheSize: pRoom.RenderCacheSize,
MeleeSkillConfig: pRoom.MeleeSkillConfig,
} }
resp := &pb.WsResp{ resp := &pb.WsResp{

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9
charts/README.md Normal file
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@@ -0,0 +1,9 @@
# Double playback speed of a video
```
ffmpeg -i input.mp4 -filter:v "setpts=0.5*PTS" output.mp4
```
# 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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@@ -4,6 +4,7 @@ go 1.19
require ( require (
dnmshared v0.0.0 dnmshared v0.0.0
battle_srv v0.0.0
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0
github.com/hajimehoshi/ebiten/v2 v2.4.7 github.com/hajimehoshi/ebiten/v2 v2.4.7
github.com/solarlune/resolv v0.5.1 github.com/solarlune/resolv v0.5.1
@@ -26,3 +27,4 @@ require (
) )
replace dnmshared => ../dnmshared replace dnmshared => ../dnmshared
replace battle_srv => ../battle_srv

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

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@@ -1,6 +1,7 @@
package main package main
import ( import (
. "battle_srv/protos"
. "dnmshared" . "dnmshared"
. "dnmshared/sharedprotos" . "dnmshared/sharedprotos"
"fmt" "fmt"
@@ -56,7 +57,7 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
world.Space = space world.Space = space
moveToCollide := true moveToCollide := false
if moveToCollide { if moveToCollide {
newVx, newVy := int32(-2959), int32(-2261) newVx, newVy := int32(-2959), int32(-2261)
effPushback := Vec2D{X: float64(0), Y: float64(0)} effPushback := Vec2D{X: float64(0), Y: float64(0)}
@@ -84,6 +85,75 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
Logger.Info(fmt.Sprintf("effPushback={%v, %v}", effPushback.X, effPushback.Y)) Logger.Info(fmt.Sprintf("effPushback={%v, %v}", effPushback.X, effPushback.Y))
} }
} }
meleeBullet := &MeleeBullet{
// for offender
StartupFrames: int32(18),
ActiveFrames: int32(1),
RecoveryFrames: int32(61),
RecoveryFramesOnBlock: int32(61),
RecoveryFramesOnHit: int32(61),
Moveforward: &Vec2D{
X: 0,
Y: 0,
},
HitboxOffset: float64(24.0),
HitboxSize: &Vec2D{
X: float64(45.0),
Y: float64(32.0),
},
// for defender
HitStunFrames: int32(18),
BlockStunFrames: int32(9),
Pushback: float64(22.0),
ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
Damage: int32(5),
}
bulletLeftToRight := true
if bulletLeftToRight {
xfac := float64(1.0)
offenderWx, offenderWy := playerPosList.Eles[0].X, playerPosList.Eles[0].Y
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, spaceOffsetX, spaceOffsetY, "MeleeBullet")
space.Add(newBulletCollider)
bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon)
Logger.Warn(fmt.Sprintf("bullet ->: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape)))
if collision := newBulletCollider.Check(0, 0); collision != nil {
for _, obj := range collision.Objects {
objShape := obj.Shape.(*resolv.ConvexPolygon)
if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, bulletShape, objShape); overlapped {
Logger.Warn(fmt.Sprintf("bullet ->: Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(bulletShape), ConvexPolygonStr(objShape), pushbackX, pushbackY))
} else {
Logger.Warn(fmt.Sprintf("bullet ->: Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(bulletShape), ConvexPolygonStr(objShape), overlapResult))
}
}
}
}
bulletRightToLeft := true
if bulletRightToLeft {
xfac := float64(-1.0)
offenderWx, offenderWy := playerPosList.Eles[1].X, playerPosList.Eles[1].Y
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, spaceOffsetX, spaceOffsetY, "MeleeBullet")
space.Add(newBulletCollider)
bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon)
Logger.Warn(fmt.Sprintf("bullet <-: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape)))
if collision := newBulletCollider.Check(0, 0); collision != nil {
for _, obj := range collision.Objects {
objShape := obj.Shape.(*resolv.ConvexPolygon)
if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, bulletShape, objShape); overlapped {
Logger.Warn(fmt.Sprintf("bullet <-: Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(bulletShape), ConvexPolygonStr(objShape), pushbackX, pushbackY))
} else {
Logger.Warn(fmt.Sprintf("bullet <-: Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(bulletShape), ConvexPolygonStr(objShape), overlapResult))
}
}
}
}
return world return world
} }
@@ -98,6 +168,9 @@ func (world *WorldColliderDisplay) Draw(screen *ebiten.Image) {
if o.HasTags("Player") { if o.HasTags("Player") {
drawColor := color.RGBA{0, 255, 0, 255} drawColor := color.RGBA{0, 255, 0, 255}
DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor) DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor)
} else if o.HasTags("MeleeBullet") {
drawColor := color.RGBA{0, 0, 255, 255}
DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor)
} else { } else {
drawColor := color.RGBA{60, 60, 60, 255} drawColor := color.RGBA{60, 60, 60, 255}
DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor) DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor)

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@@ -20,6 +20,10 @@ func ConvexPolygonStr(body *resolv.ConvexPolygon) string {
func GenerateRectCollider(origX, origY, w, h, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object { func GenerateRectCollider(origX, origY, w, h, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object {
cx, cy := WorldToPolygonColliderAnchorPos(origX, origY, w*0.5, h*0.5, spaceOffsetX, spaceOffsetY) cx, cy := WorldToPolygonColliderAnchorPos(origX, origY, w*0.5, h*0.5, spaceOffsetX, spaceOffsetY)
return GenerateRectColliderInCollisionSpace(cx, cy, w, h, tag)
}
func GenerateRectColliderInCollisionSpace(cx, cy, w, h float64, tag string) *resolv.Object {
collider := resolv.NewObject(cx, cy, w, h, tag) collider := resolv.NewObject(cx, cy, w, h, tag)
shape := resolv.NewRectangle(0, 0, w, h) shape := resolv.NewRectangle(0, 0, w, h)
collider.SetShape(shape) collider.SetShape(shape)

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@@ -406,6 +406,12 @@ type TileRectilinearSize struct {
} }
func (pTmxMapIns *TmxMap) continuousObjLayerVecToContinuousMapNodeVec(continuousObjLayerVec *Vec2D) Vec2D { func (pTmxMapIns *TmxMap) continuousObjLayerVecToContinuousMapNodeVec(continuousObjLayerVec *Vec2D) Vec2D {
if "orthogonal" == pTmxMapIns.Orientation {
return Vec2D{
X: continuousObjLayerVec.X,
Y: -continuousObjLayerVec.Y,
}
}
var tileRectilinearSize TileRectilinearSize var tileRectilinearSize TileRectilinearSize
tileRectilinearSize.Width = float64(pTmxMapIns.TileWidth) tileRectilinearSize.Width = float64(pTmxMapIns.TileWidth)
tileRectilinearSize.Height = float64(pTmxMapIns.TileHeight) tileRectilinearSize.Height = float64(pTmxMapIns.TileHeight)
@@ -428,18 +434,24 @@ func (pTmxMapIns *TmxMap) continuousObjLayerVecToContinuousMapNodeVec(continuous
} }
func (pTmxMapIns *TmxMap) continuousObjLayerOffsetToContinuousMapNodePos(continuousObjLayerOffset *Vec2D) Vec2D { func (pTmxMapIns *TmxMap) continuousObjLayerOffsetToContinuousMapNodePos(continuousObjLayerOffset *Vec2D) Vec2D {
layerOffset := Vec2D{ var layerOffset Vec2D
X: 0, if "orthogonal" == pTmxMapIns.Orientation {
Y: float64(pTmxMapIns.Height*pTmxMapIns.TileHeight) * 0.5, 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(continuousObjLayerOffset)
convertedVec := pTmxMapIns.continuousObjLayerVecToContinuousMapNodeVec(calibratedVec)
toRet := Vec2D{ return Vec2D{
X: layerOffset.X + convertedVec.X, X: layerOffset.X + convertedVec.X,
Y: layerOffset.Y + convertedVec.Y, Y: layerOffset.Y + convertedVec.Y,
} }
return toRet
} }

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

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@@ -1,6 +1,6 @@
{ {
"ver": "1.0.1", "ver": "1.0.1",
"uuid": "51c54820-d753-4be8-a855-5760eed8f7ef", "uuid": "8f2f76c7-649c-414a-80be-b2daef4ed580",
"isSubpackage": false, "isSubpackage": false,
"subpackageName": "", "subpackageName": "",
"subMetas": {} "subMetas": {}

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@@ -0,0 +1 @@
{"SubTexture":[{"y":50,"frameX":-2,"frameY":-2,"width":19,"frameWidth":23,"height":19,"name":"biu","frameHeight":22,"x":1},{"width":9,"y":50,"height":14,"name":"rightArm","x":42},{"y":34,"frameX":-6,"frameY":0,"width":20,"frameWidth":29,"height":32,"name":"yinmoqe00","frameHeight":32,"x":88},{"y":1,"frameX":0,"frameY":0,"width":33,"frameWidth":34,"height":39,"name":"body","frameHeight":41,"x":53},{"width":9,"y":56,"height":13,"name":"rightShoulder","x":74},{"y":50,"frameX":0,"frameY":0,"width":18,"frameWidth":19,"height":17,"name":"rightFrontArm","frameHeight":18,"x":22},{"width":14,"y":50,"height":14,"name":"rightHand","x":110},{"width":12,"y":42,"height":12,"name":"leftArm","x":74},{"width":13,"y":66,"height":12,"name":"leftShoulder","x":110},{"y":42,"frameX":-1,"frameY":0,"width":19,"frameWidth":20,"height":21,"name":"leftFrontArm","frameHeight":21,"x":53},{"width":50,"y":1,"height":47,"name":"head2","x":1},{"y":1,"frameX":-1,"frameY":0,"width":32,"frameWidth":33,"height":31,"name":"head","frameHeight":32,"x":88},{"width":16,"y":34,"height":14,"name":"leftHand","x":110},{"y":1,"frameX":-2,"frameY":-3,"width":2,"frameWidth":8,"height":2,"name":"huomiao01","frameHeight":8,"x":122}],"width":128,"height":128,"name":"SoldierWaterGhost","imagePath":"SoldierWaterGhost_tex.png"}

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@@ -0,0 +1,7 @@
{
"ver": "1.0.0",
"uuid": "e9e703e9-3589-4713-b889-28b23406d220",
"atlasJson": "{\"SubTexture\":[{\"y\":50,\"frameX\":-2,\"frameY\":-2,\"width\":19,\"frameWidth\":23,\"height\":19,\"name\":\"biu\",\"frameHeight\":22,\"x\":1},{\"width\":9,\"y\":50,\"height\":14,\"name\":\"rightArm\",\"x\":42},{\"y\":34,\"frameX\":-6,\"frameY\":0,\"width\":20,\"frameWidth\":29,\"height\":32,\"name\":\"yinmoqe00\",\"frameHeight\":32,\"x\":88},{\"y\":1,\"frameX\":0,\"frameY\":0,\"width\":33,\"frameWidth\":34,\"height\":39,\"name\":\"body\",\"frameHeight\":41,\"x\":53},{\"width\":9,\"y\":56,\"height\":13,\"name\":\"rightShoulder\",\"x\":74},{\"y\":50,\"frameX\":0,\"frameY\":0,\"width\":18,\"frameWidth\":19,\"height\":17,\"name\":\"rightFrontArm\",\"frameHeight\":18,\"x\":22},{\"width\":14,\"y\":50,\"height\":14,\"name\":\"rightHand\",\"x\":110},{\"width\":12,\"y\":42,\"height\":12,\"name\":\"leftArm\",\"x\":74},{\"width\":13,\"y\":66,\"height\":12,\"name\":\"leftShoulder\",\"x\":110},{\"y\":42,\"frameX\":-1,\"frameY\":0,\"width\":19,\"frameWidth\":20,\"height\":21,\"name\":\"leftFrontArm\",\"frameHeight\":21,\"x\":53},{\"width\":50,\"y\":1,\"height\":47,\"name\":\"head2\",\"x\":1},{\"y\":1,\"frameX\":-1,\"frameY\":0,\"width\":32,\"frameWidth\":33,\"height\":31,\"name\":\"head\",\"frameHeight\":32,\"x\":88},{\"width\":16,\"y\":34,\"height\":14,\"name\":\"leftHand\",\"x\":110},{\"y\":1,\"frameX\":-2,\"frameY\":-3,\"width\":2,\"frameWidth\":8,\"height\":2,\"name\":\"huomiao01\",\"frameHeight\":8,\"x\":122}],\"width\":128,\"height\":128,\"name\":\"SoldierWaterGhost\",\"imagePath\":\"SoldierWaterGhost_tex.png\"}",
"texture": "def168c3-3f07-43f9-a460-36b397c70a57",
"subMetas": {}
}

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@@ -0,0 +1,34 @@
{
"ver": "2.3.3",
"uuid": "def168c3-3f07-43f9-a460-36b397c70a57",
"type": "sprite",
"wrapMode": "clamp",
"filterMode": "bilinear",
"premultiplyAlpha": false,
"genMipmaps": false,
"packable": true,
"platformSettings": {},
"subMetas": {
"SoldierWaterGhost_tex": {
"ver": "1.0.4",
"uuid": "52fb0606-bbea-433c-803b-bf5ce936a0df",
"rawTextureUuid": "def168c3-3f07-43f9-a460-36b397c70a57",
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": -0.5,
"offsetY": 24.5,
"trimX": 1,
"trimY": 1,
"width": 125,
"height": 77,
"rawWidth": 128,
"rawHeight": 128,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"subMetas": {}
}
}
}

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@@ -0,0 +1,7 @@
{
"ver": "1.0.1",
"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"}

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@@ -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", "ver": "2.3.3",
"uuid": "c30bd4d7-efdc-410c-8bdf-4a3dfc77bebd", "uuid": "050fb016-1a1f-4341-8367-283bfeddc4a8",
"type": "sprite", "type": "sprite",
"wrapMode": "clamp", "wrapMode": "clamp",
"filterMode": "bilinear", "filterMode": "bilinear",
@@ -9,21 +9,21 @@
"packable": true, "packable": true,
"platformSettings": {}, "platformSettings": {},
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