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...

26 Commits

Author SHA1 Message Date
genxium
52be2a6a79 Simplified frontend anim handling. 2022-11-26 00:04:22 +08:00
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
101 changed files with 6788 additions and 6092 deletions

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@@ -2,9 +2,10 @@
This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md). 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) _(the following gif is sped up to ~1.5x for file size reduction, kindly note that around ~11s countdown, the attack animation is resumed from a partial progress)_
![gif_demo](./charts/melee_attack_fractional_anim_resume_spedup.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. Please also checkout [this demo video](https://pan.baidu.com/s/1U1wb7KWyHorZElNWcS5HHA?pwd=30wh) 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 video mainly shows the following features.
- The backend receives inputs from frontend peers and broadcasts back for synchronization. - The backend receives inputs from frontend peers and broadcasts back for synchronization.

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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
@@ -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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@@ -1,3 +1,8 @@
# Double playback speed of a video
```
ffmpeg -i input.mp4 -filter:v "setpts=0.5*PTS" output.mp4
```
# GIF creation cmd reference # GIF creation cmd reference
``` ```
ffmpeg -ss 12 -t 13 -i input.mp4 -vf "fps=10,scale=480:-1" -loop 0 output.gif 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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@@ -1,6 +1,7 @@
package main package main
import ( import (
. "battle_srv/protos"
. "dnmshared" . "dnmshared"
. "dnmshared/sharedprotos" . "dnmshared/sharedprotos"
"fmt" "fmt"
@@ -36,7 +37,7 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
virtualGridToWorldRatio := 0.1 virtualGridToWorldRatio := 0.1
playerDefaultSpeed := 20 playerDefaultSpeed := 20
minStep := (int(float64(playerDefaultSpeed)*virtualGridToWorldRatio) << 2) minStep := (int(float64(playerDefaultSpeed)*virtualGridToWorldRatio) << 2)
playerColliderRadius := float64(16) playerColliderRadius := float64(24)
playerColliders := make([]*resolv.Object, len(playerPosList.Eles)) playerColliders := make([]*resolv.Object, len(playerPosList.Eles))
space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep)
for i, playerPos := range playerPosList.Eles { for i, playerPos := range playerPosList.Eles {
@@ -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)

View File

@@ -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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"ver": "1.0.1",
"uuid": "8f2f76c7-649c-414a-80be-b2daef4ed580",
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{
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<property name="type" value="barrier_and_shelter"/> <property name="type" value="barrier_and_shelter"/>
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<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.2" tiledversion="1.2.3" name="tiles2" tilewidth="16" tileheight="16" tilecount="64" columns="16">
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</tileset>

View File

@@ -0,0 +1,5 @@
{
"ver": "2.0.0",
"uuid": "2e53500f-f9c8-4b5b-b74c-f2adbc2ec34d",
"subMetas": {}
}

View File

@@ -4,58 +4,38 @@ option go_package = "battle_srv/protos"; // here "./" corresponds to the "--go_o
package protos; package protos;
import "geometry.proto"; // The import path here is only w.r.t. the proto file, not the Go package. import "geometry.proto"; // The import path here is only w.r.t. the proto file, not the Go package.
message BattleColliderInfo {
string stageName = 1;
map<string, sharedprotos.Vec2DList> strToVec2DListMap = 2;
map<string, sharedprotos.Polygon2DList> strToPolygon2DListMap = 3;
int32 stageDiscreteW = 4;
int32 stageDiscreteH = 5;
int32 stageTileW = 6;
int32 stageTileH = 7;
int32 intervalToPing = 8;
int32 willKickIfInactiveFor = 9;
int32 boundRoomId = 10;
int64 battleDurationNanos = 11;
int32 serverFps = 12;
int32 inputDelayFrames = 13;
uint32 inputScaleFrames = 14;
int32 nstDelayFrames = 15;
int32 inputFrameUpsyncDelayTolerance = 16;
int32 maxChasingRenderFramesPerUpdate = 17;
int32 playerBattleState = 18;
double rollbackEstimatedDtMillis = 19;
int64 rollbackEstimatedDtNanos = 20;
double worldToVirtualGridRatio = 21;
double virtualGridToWorldRatio = 22;
}
message PlayerDownsync { message PlayerDownsync {
int32 id = 1; int32 id = 1;
int32 virtualGridX = 2; int32 virtualGridX = 2;
int32 virtualGridY = 3; int32 virtualGridY = 3;
sharedprotos.Direction dir = 4; int32 dirX = 4;
int32 speed = 5; // in terms of virtual grid units int32 dirY = 5;
int32 battleState = 6; int32 speed = 6; // in terms of virtual grid units
int32 lastMoveGmtMillis = 7; int32 battleState = 7;
int32 score = 10; int32 joinIndex = 8;
bool removed = 11; double colliderRadius = 9;
int32 joinIndex = 12; bool removed = 10;
int32 score = 11;
int32 lastMoveGmtMillis = 12;
int32 framesToRecover = 13;
int32 hp = 14;
int32 maxHp = 15;
int32 characterState = 16;
string name = 17;
string displayName = 18;
string avatar = 19;
} }
message PlayerDownsyncMeta { message InputFrameDecoded {
int32 id = 1; int32 dx = 1;
string name = 2; int32 dy = 2;
string displayName = 3; int32 btnALevel = 3;
string avatar = 4;
int32 joinIndex = 5;
double colliderRadius = 6;
} }
message InputFrameUpsync { message InputFrameUpsync {
int32 inputFrameId = 1; int32 inputFrameId = 1;
int32 encodedDir = 6; uint64 encoded = 2;
} }
message InputFrameDownsync { message InputFrameDownsync {
@@ -68,13 +48,6 @@ message HeartbeatUpsync {
int64 clientTimestamp = 1; int64 clientTimestamp = 1;
} }
message RoomDownsyncFrame {
int32 id = 1;
map<int32, PlayerDownsync> players = 2;
int64 countdownNanos = 3;
map<int32, PlayerDownsyncMeta> playerMetas = 4;
}
message WsReq { message WsReq {
int32 msgId = 1; int32 msgId = 1;
int32 playerId = 2; int32 playerId = 2;
@@ -94,3 +67,71 @@ message WsResp {
repeated InputFrameDownsync inputFrameDownsyncBatch = 5; repeated InputFrameDownsync inputFrameDownsyncBatch = 5;
BattleColliderInfo bciFrame = 6; BattleColliderInfo bciFrame = 6;
} }
message MeleeBullet {
// Jargon reference https://www.thegamer.com/fighting-games-frame-data-explained/
// ALL lengths are in world coordinate
// for offender
int32 battleLocalId = 1;
int32 startupFrames = 2;
int32 activeFrames = 3;
int32 recoveryFrames = 4;
int32 recoveryFramesOnBlock = 5;
int32 recoveryFramesOnHit = 6;
sharedprotos.Vec2D moveforward = 7;
double hitboxOffset = 8;
sharedprotos.Vec2D hitboxSize = 9;
int32 originatedRenderFrameId = 10;
// for defender
int32 hitStunFrames = 11;
int32 blockStunFrames = 12;
double pushback = 13;
int32 releaseTriggerType = 14; // 1: rising-edge, 2: falling-edge
int32 damage = 15;
int32 offenderJoinIndex = 16;
int32 offenderPlayerId = 17;
}
message BattleColliderInfo {
string stageName = 1;
map<string, sharedprotos.Vec2DList> strToVec2DListMap = 2;
map<string, sharedprotos.Polygon2DList> strToPolygon2DListMap = 3;
int32 stageDiscreteW = 4;
int32 stageDiscreteH = 5;
int32 stageTileW = 6;
int32 stageTileH = 7;
int32 intervalToPing = 8;
int32 willKickIfInactiveFor = 9;
int32 boundRoomId = 10;
int32 battleDurationFrames = 12;
int64 battleDurationNanos = 13;
int32 serverFps = 14;
int32 inputDelayFrames = 15; // in the count of render frames
uint32 inputScaleFrames = 16; // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
int32 nstDelayFrames = 17; // 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"
int32 inputFrameUpsyncDelayTolerance = 18;
int32 maxChasingRenderFramesPerUpdate = 19;
int32 playerBattleState = 20;
double rollbackEstimatedDtMillis = 21;
int64 rollbackEstimatedDtNanos = 22;
double worldToVirtualGridRatio = 23;
double virtualGridToWorldRatio = 24;
int32 spAtkLookupFrames = 25;
int32 renderCacheSize = 26;
map<int32, MeleeBullet> meleeSkillConfig = 27; // skillId -> skill
}
message RoomDownsyncFrame {
int32 id = 1;
map<int32, PlayerDownsync> players = 2;
int64 countdownNanos = 3;
repeated MeleeBullet meleeBullets = 4; // I don't know how to mimic inheritance/composition in protobuf by far, thus using an array for each type of bullet as a compromise
}

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const BaseCharacter = require("./BaseCharacter");
window.ATK_CHARACTER_STATE = {
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Atked1: [3, "Atked1"],
};
window.ATK_CHARACTER_STATE_ARR = [];
for (let k in window.ATK_CHARACTER_STATE) {
window.ATK_CHARACTER_STATE_ARR.push(window.ATK_CHARACTER_STATE[k]);
}
cc.Class({
extends: BaseCharacter,
properties: {
animNode: {
type: cc.Node,
default: null
},
},
ctor() {
this.speciesName = null;
this.hp = 100;
this.maxHp = 100;
this.framesToRecover = 0;
},
setSpecies(speciesName) {
this.speciesName = speciesName;
this.effAnimNode = this.animNode.getChildByName(this.speciesName);
this.animComp = this.effAnimNode.getComponent(dragonBones.ArmatureDisplay);
this.animComp.playAnimation(ATK_CHARACTER_STATE.Idle1[1]); // [WARNING] This is the only exception ccc's wrapper is used!
this.effAnimNode.active = true;
},
onLoad() {
BaseCharacter.prototype.onLoad.call(this);
},
updateCharacterAnim(rdfPlayer, prevRdfPlayer, forceAnimSwitch) {
const underlyingAnimationCtrl = this.animComp._armature.animation; // ALWAYS use the dragonBones api instead of ccc's wrapper!
// Update directions
if (this.animComp && this.animComp.node) {
if (0 > rdfPlayer.dirX) {
this.animComp.node.scaleX = (-1.0);
} else if (0 < rdfPlayer.dirX) {
this.animComp.node.scaleX = (1.0);
}
}
// Update per character state
let newCharacterState = rdfPlayer.characterState;
let prevCharacterState = (null == prevRdfPlayer ? window.ATK_CHARACTER_STATE.Idle1[0] : prevRdfPlayer.characterState);
const newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
const playingAnimName = underlyingAnimationCtrl.lastAnimationName;
const isPlaying = underlyingAnimationCtrl.isPlaying;
// As this function might be called after many frames of a rollback, it's possible that the playing animation was predicted, different from "prevCharacterState" but same as "newCharacterState". More granular checks are needed to determine whether we should interrupt the playing animation.
if (newCharacterState != prevCharacterState) {
if (newAnimName == playingAnimName) {
if (ATK_CHARACTER_STATE.Idle1[0] == newCharacterState || ATK_CHARACTER_STATE.Walking[0] == newCharacterState) {
// No need to interrupt
// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, not interrupting ${newAnimName} while the playing anim is also ${playingAnimName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, , to: ${JSON.stringify(rdfPlayer)}`);
return;
}
}
this._interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl);
} else {
// newCharacterState == prevCharacterState
if (newAnimName != playingAnimName) {
// the playing animation was falsely predicted
this._interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl);
} else {
if (!(ATK_CHARACTER_STATE.Idle1[0] == newCharacterState || ATK_CHARACTER_STATE.Walking[0] == newCharacterState)) {
// yet there's still a chance that the playing anim is not put at the current frame
this._interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl);
}
}
}
},
_interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl) {
if (ATK_CHARACTER_STATE.Idle1[0] == newCharacterState || ATK_CHARACTER_STATE.Walking[0] == newCharacterState) {
// No "framesToRecover"
// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, playing new ${newAnimName} from the beginning: while the playing anim is ${playAnimation}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, , to: ${JSON.stringify(rdfPlayer)}`);
underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, 0, -1);
} else {
const animationData = underlyingAnimationCtrl._animations[newAnimName];
let fromAnimFrame = (animationData.frameCount - rdfPlayer.framesToRecover);
if (fromAnimFrame > 0) {
} else if (fromAnimFrame < 0) {
// For Atk1 or Atk2, it's possible that the "meleeBullet.recoveryFrames" is configured to be slightly larger than corresponding animation duration frames
fromAnimFrame = 0;
}
underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, fromAnimFrame, 1);
}
},
});

View File

@@ -1,6 +1,6 @@
{ {
"ver": "1.0.5", "ver": "1.0.5",
"uuid": "ea965d25-ec82-478c-bdb2-9ac07981ab0e", "uuid": "0b29c37b-2ac0-47be-ae68-b7b9a4b2dffb",
"isPlugin": false, "isPlugin": false,
"loadPluginInWeb": true, "loadPluginInWeb": true,
"loadPluginInNative": true, "loadPluginInNative": true,

View File

@@ -0,0 +1,44 @@
module.export = cc.Class({
extends: cc.Component,
properties: {
lastMovedAt: {
type: cc.Float,
default: 0 // In "GMT milliseconds"
}
},
ctor() {
this.activeDirection = {
dx: 0,
dy: 0
};
},
onLoad() {
const self = this;
const canvasNode = self.mapNode.parent;
self.mapIns = self.mapNode.getComponent("Map");
const joystickInputControllerScriptIns = canvasNode.getComponent("TouchEventsManager");
self.ctrl = joystickInputControllerScriptIns;
},
update(dt) {},
lateUpdate(dt) {},
_generateRandomDirection() {
return ALL_DISCRETE_DIRECTIONS_CLOCKWISE[Math.floor(Math.random() * ALL_DISCRETE_DIRECTIONS_CLOCKWISE.length)];
},
updateSpeed(proposedSpeed) {
if (0 == proposedSpeed && 0 < this.speed) {
this.startFrozenDisplay();
}
if (0 < proposedSpeed && 0 == this.speed) {
this.stopFrozenDisplay();
}
this.speed = proposedSpeed;
},
});

View File

@@ -1,96 +0,0 @@
module.export = cc.Class({
extends: cc.Component,
properties: {
animComp: {
type: cc.Animation,
default: null,
},
lastMovedAt: {
type: cc.Float,
default: 0 // In "GMT milliseconds"
}
},
// LIFE-CYCLE CALLBACKS:
start() {
const self = this;
self.activeDirection = {
dx: 0,
dy: 0
};
},
onLoad() {
const self = this;
self.clips = {
'02': 'Top',
'0-2': 'Bottom',
'-20': 'Left',
'20': 'Right',
'-11': 'TopLeft',
'11': 'TopRight',
'-1-1': 'BottomLeft',
'1-1': 'BottomRight'
};
const canvasNode = self.mapNode.parent;
self.mapIns = self.mapNode.getComponent("Map");
const joystickInputControllerScriptIns = canvasNode.getComponent("TouchEventsManager");
self.ctrl = joystickInputControllerScriptIns;
self.animComp = self.node.getComponent(cc.Animation);
self.animComp.play();
},
scheduleNewDirection(newScheduledDirection, forceAnimSwitch) {
if (!newScheduledDirection) {
return;
}
if (forceAnimSwitch || null == this.activeDirection || (newScheduledDirection.dx != this.activeDirection.dx || newScheduledDirection.dy != this.activeDirection.dy)) {
this.activeDirection = newScheduledDirection;
this.activeDirection = newScheduledDirection;
const clipKey = newScheduledDirection.dx.toString() + newScheduledDirection.dy.toString();
const clips = (this.attacked ? this.attackedClips : this.clips);
let clip = clips[clipKey];
if (!clip) {
// Keep playing the current anim.
if (0 !== newScheduledDirection.dx || 0 !== newScheduledDirection.dy) {
cc.warn('Clip for clipKey === ' + clipKey + ' is invalid: ' + clip + '.');
}
} else {
this.animComp.play(clip);
if (this.attacked) {
cc.log(`Attacked, switching to play clipKey = ${clipKey}, clip == ${clip}, this.activeDirection == ${JSON.stringify(this.activeDirection)}, this.activeDirection == ${JSON.stringify(this.activeDirection)}.`);
}
}
}
},
update(dt) {},
lateUpdate(dt) {},
_generateRandomDirection() {
return ALL_DISCRETE_DIRECTIONS_CLOCKWISE[Math.floor(Math.random() * ALL_DISCRETE_DIRECTIONS_CLOCKWISE.length)];
},
updateSpeed(proposedSpeed) {
if (0 == proposedSpeed && 0 < this.speed) {
this.startFrozenDisplay();
}
if (0 < proposedSpeed && 0 == this.speed) {
this.stopFrozenDisplay();
}
this.speed = proposedSpeed;
},
startFrozenDisplay() {
const self = this;
self.attacked = true;
},
stopFrozenDisplay() {
const self = this;
self.attacked = false;
},
});

View File

@@ -1,201 +0,0 @@
module.export = cc.Class({
extends: cc.Component,
properties: {
localIdInBattle: {
default: null,
},
linearSpeed: {
default: 0.0,
},
},
ctor() {
this.ctrl = null;
this.activeDirection = null;
},
onLoad() {
},
_calculateVecToMoveByWithChosenDir(elapsedTime, sDir) {
if (0 == sDir.dx && 0 == sDir.dy) {
return cc.v2();
}
const self = this;
const distanceToMove = (self.linearSpeed * elapsedTime);
const denominator = Math.sqrt(sDir.dx * sDir.dx + sDir.dy * sDir.dy);
const unitProjDx = (sDir.dx / denominator);
const unitProjDy = (sDir.dy / denominator);
return cc.v2(
distanceToMove * unitProjDx,
distanceToMove * unitProjDy,
);
},
_calculateVecToMoveBy(elapsedTime) {
const self = this;
if (null == self.activeDirection) {
return null;
}
// Note that `sDir` used in this method MUST BE a copy in RAM.
let sDir = {
dx: self.activeDirection.dx,
dy: self.activeDirection.dy,
};
if (0 == sDir.dx && 0 == sDir.dy) {
return cc.v2();
}
return self._calculateVecToMoveByWithChosenDir(elapsedTime, sDir);
},
_canMoveBy(vecToMoveBy) {
return true;
},
update(dt) {
// Used only for EXTRAPOLATING the position of this bullet. The position might be corrected within `setData` as well.
const self = this;
if (null != self.bulletMaxDist) {
const dxMoved = self.node.position.x - self.startAtPoint.x;
const dyMoved = self.node.position.y - self.startAtPoint.y;
const distanceMoved = Math.sqrt(dxMoved * dxMoved + dyMoved * dyMoved)
self.node.opacity = 255*(1 - distanceMoved/self.bulletMaxDist);
}
const vecToMoveBy = self._calculateVecToMoveBy(dt);
if (null == vecToMoveBy) {
return;
}
if (self._canMoveBy(vecToMoveBy)) {
self.node.position = self.node.position.add(vecToMoveBy);
}
},
_calculateAngle(dx, dy) {
if (dx == 0) {
if (dy > 0) {
return 90;
}
if (dy < 0) {
return -90;
}
}
if (dx > 0) {
if (dy == 0) {
return 0;
}
if (dy > 0) {
return 45;
}
if (dy < 0) {
return -45;
}
}
if (dx < 0) {
if (dy == 0) {
return 180;
}
if (dy > 0) {
return 135;
}
if (dy < 0) {
return -135;
}
}
return null;
},
setData(bulletLocalIdInBattle, bulletInfo, dtFromMapUpdate) {
const targetNode = this.node;
if (true == bulletInfo.removed) {
return false;
}
if (null == bulletInfo.startAtPoint || null == bulletInfo.endAtPoint) {
console.error(`Init bullet direction error, startAtPoint:${bulletInfo.startAtPoint}, endAtPoint:${bulletInfo.endAtPoint}`);
return false;
}
this.localIdInBattle = bulletLocalIdInBattle;
this.linearSpeed = bulletInfo.linearSpeed * 1000000000; // The `bullet.LinearSpeed` on server-side is denoted in pts/nanoseconds.
const dx = bulletInfo.endAtPoint.x - bulletInfo.startAtPoint.x;
const dy = bulletInfo.endAtPoint.y - bulletInfo.startAtPoint.y;
const discretizedDir = this.ctrl.discretizeDirection(dx, dy, this.ctrl.joyStickEps);
const baseAngle = 0;
const angleToRotate = baseAngle - this._calculateAngle(discretizedDir.dx, discretizedDir.dy);
if (null == angleToRotate) {
return false;
}
set2dRotation(targetNode, angleToRotate);
const newPos = cc.v2(
bulletInfo.x,
bulletInfo.y
);
if (null == this.activeDirection) {
// Initialization.
this.startAtPoint = bulletInfo.startAtPoint;
this.endAtPoint = bulletInfo.endAtPoint;
this.bulletMaxDist = 600.0; // Hardcoded temporarily, matching that in "<backend>/models/room.go". -- YFLu, 2019-09-05.
targetNode.setPosition(newPos);
this.activeDirection = {
dx: 0,
dy: 0,
};
return true;
}
const oldPos = cc.v2(
targetNode.x,
targetNode.y,
);
const toMoveByVec = newPos.sub(oldPos);
const toMoveByVecMag = toMoveByVec.mag();
const toTeleportDisThreshold = (this.linearSpeed * dtFromMapUpdate * 100);
const notToMoveDisThreshold = (this.linearSpeed * dtFromMapUpdate * 0.5);
if (toMoveByVecMag < notToMoveDisThreshold) {
// To stop extrapolated moving.
this.activeDirection = {
dx: 0,
dy: 0,
};
} else {
if (toMoveByVecMag > toTeleportDisThreshold) {
console.log("Bullet ", bulletLocalIdInBattle, " is teleporting! Having toMoveByVecMag == ", toMoveByVecMag, ", toTeleportDisThreshold == ", toTeleportDisThreshold);
// To stop extrapolated moving.
this.activeDirection = {
dx: 0,
dy: 0
};
// Deliberately NOT using `cc.Action`. -- YFLu, 2019-09-04
targetNode.setPosition(newPos);
} else {
// The common case which is suitable for interpolation.
const normalizedDir = {
dx: toMoveByVec.x / toMoveByVecMag,
dy: toMoveByVec.y / toMoveByVecMag,
};
if (isNaN(normalizedDir.dx) || isNaN(normalizedDir.dy)) {
this.activeDirection = {
dx: 0,
dy: 0,
};
} else {
this.activeDirection = normalizedDir;
}
}
}
return true;
},
});

View File

@@ -1,8 +1,7 @@
const BasePlayer = require("./BasePlayer"); const AttackingCharacter = require("./AttackingCharacter");
cc.Class({ cc.Class({
extends: BasePlayer, extends: AttackingCharacter,
// LIFE-CYCLE CALLBACKS:
properties: { properties: {
arrowTipNode: { arrowTipNode: {
type: cc.Node, type: cc.Node,
@@ -13,22 +12,9 @@ cc.Class({
default: null default: null
} }
}, },
start() {
BasePlayer.prototype.start.call(this);
},
onLoad() { onLoad() {
BasePlayer.prototype.onLoad.call(this); AttackingCharacter.prototype.onLoad.call(this);
this.attackedClips = {
'01': 'attackedLeft',
'0-1': 'attackedRight',
'-20': 'attackedLeft',
'20': 'attackedRight',
'-21': 'attackedLeft',
'21': 'attackedRight',
'-2-1': 'attackedLeft',
'2-1': 'attackedRight'
};
this.arrowTipNode.active = false; this.arrowTipNode.active = false;
if (!this.mapIns.showCriticalCoordinateLabels) { if (!this.mapIns.showCriticalCoordinateLabels) {
@@ -51,7 +37,7 @@ cc.Class({
}, },
update(dt) { update(dt) {
BasePlayer.prototype.update.call(this, dt); AttackingCharacter.prototype.update.call(this, dt);
if (this.mapIns.showCriticalCoordinateLabels) { if (this.mapIns.showCriticalCoordinateLabels) {
this.coordLabel.string = `(${this.node.x.toFixed(2)}, ${this.node.y.toFixed(2)})`; this.coordLabel.string = `(${this.node.x.toFixed(2)}, ${this.node.y.toFixed(2)})`;
} }

View File

@@ -1,69 +0,0 @@
cc.Class({
extends: cc.Component,
properties: {},
setInputControls: function() {
const self = this;
// add keyboard event listener
// When there is a key being pressed down, judge if it's the designated directional button and set up acceleration in the corresponding direction
cc.systemEvent.on(cc.SystemEvent.EventType.KEY_DOWN, function(event) {
switch (event.keyCode) {
case cc.macro.KEY.w:
self.activeDirection.dPjY = +1.0;
break;
case cc.macro.KEY.s:
self.activeDirection.dPjY = -1.0;
break;
case cc.macro.KEY.a:
self.activeDirection.dPjX = -2.0;
break;
case cc.macro.KEY.d:
self.activeDirection.dPjX = +2.0;
break;
default:
break;
}
}, self.node);
// when releasing the button, stop acceleration in this direction
cc.systemEvent.on(cc.SystemEvent.EventType.KEY_UP, function(event) {
switch (event.keyCode) {
case cc.macro.KEY.w:
if (+1.0 == self.activeDirection.dPjY) {
self.activeDirection.dPjY = 0.0;
}
break;
case cc.macro.KEY.s:
if (-1.0 == self.activeDirection.dPjY) {
self.activeDirection.dPjY = 0.0;
}
break;
case cc.macro.KEY.a:
if (-2.0 == self.activeDirection.dPjX) {
self.activeDirection.dPjX = 0.0;
}
break;
case cc.macro.KEY.d:
if (+2.0 == self.activeDirection.dPjX) {
self.activeDirection.dPjX = 0.0;
}
break;
default:
break;
}
}, self.node);
},
// LIFE-CYCLE CALLBACKS:
onLoad() {
// Properties deliberately hidden from GUI panel.
this.activeDirection = {
dPjY: 0.0,
dPjX: 0.0
};
this.setInputControls();
}
});

View File

@@ -40,26 +40,10 @@ cc.Class({
type: cc.Node, type: cc.Node,
default: null, default: null,
}, },
tiledAnimPrefab: { controlledCharacterPrefab: {
type: cc.Prefab, type: cc.Prefab,
default: null, default: null,
}, },
player1Prefab: {
type: cc.Prefab,
default: null,
},
player2Prefab: {
type: cc.Prefab,
default: null,
},
polygonBoundaryBarrierPrefab: {
type: cc.Prefab,
default: null,
},
keyboardInputControllerNode: {
type: cc.Node,
default: null
},
joystickInputControllerNode: { joystickInputControllerNode: {
type: cc.Node, type: cc.Node,
default: null default: null
@@ -103,10 +87,6 @@ cc.Class({
forceBigEndianFloatingNumDecoding: { forceBigEndianFloatingNumDecoding: {
default: false, default: false,
}, },
backgroundMapTiledIns: {
type: cc.TiledMap,
default: null
},
renderFrameIdLagTolerance: { renderFrameIdLagTolerance: {
type: cc.Integer, type: cc.Integer,
default: 4 // implies (renderFrameIdLagTolerance >> inputScaleFrames) count of inputFrameIds default: 4 // implies (renderFrameIdLagTolerance >> inputScaleFrames) count of inputFrameIds
@@ -115,6 +95,9 @@ cc.Class({
type: cc.Float, type: cc.Float,
default: 1e-3 default: 1e-3
}, },
bulletTriggerEnabled: {
default: false
},
}, },
_inputFrameIdDebuggable(inputFrameId) { _inputFrameIdDebuggable(inputFrameId) {
@@ -123,7 +106,7 @@ cc.Class({
dumpToRenderCache: function(rdf) { dumpToRenderCache: function(rdf) {
const self = this; const self = this;
const minToKeepRenderFrameId = self.lastAllConfirmedRenderFrameId; const minToKeepRenderFrameId = self.lastAllConfirmedRenderFrameId - 1; // Keep at least 1 prev render frame for anim triggering
while (0 < self.recentRenderCache.cnt && self.recentRenderCache.stFrameId < minToKeepRenderFrameId) { while (0 < self.recentRenderCache.cnt && self.recentRenderCache.stFrameId < minToKeepRenderFrameId) {
self.recentRenderCache.pop(); self.recentRenderCache.pop();
} }
@@ -133,7 +116,7 @@ cc.Class({
dumpToInputCache: function(inputFrameDownsync) { dumpToInputCache: function(inputFrameDownsync) {
const self = this; const self = this;
let minToKeepInputFrameId = self._convertToInputFrameId(self.lastAllConfirmedRenderFrameId, self.inputDelayFrames); // [WARNING] This could be different from "self.lastAllConfirmedInputFrameId". We'd like to keep the corresponding delayedInputFrame for "self.lastAllConfirmedRenderFrameId" such that a rollback could place "self.chaserRenderFrameId = self.lastAllConfirmedRenderFrameId" for the worst case incorrect prediction. let minToKeepInputFrameId = self._convertToInputFrameId(self.lastAllConfirmedRenderFrameId, self.inputDelayFrames) - self.spAtkLookupFrames; // [WARNING] This could be different from "self.lastAllConfirmedInputFrameId". We'd like to keep the corresponding delayedInputFrame for "self.lastAllConfirmedRenderFrameId" such that a rollback could place "self.chaserRenderFrameId = self.lastAllConfirmedRenderFrameId" for the worst case incorrect prediction.
if (minToKeepInputFrameId > self.lastAllConfirmedInputFrameId) { if (minToKeepInputFrameId > self.lastAllConfirmedInputFrameId) {
minToKeepInputFrameId = self.lastAllConfirmedInputFrameId; minToKeepInputFrameId = self.lastAllConfirmedInputFrameId;
} }
@@ -183,8 +166,8 @@ cc.Class({
return [previousSelfInput, existingInputFrame.inputList[joinIndex - 1]]; return [previousSelfInput, existingInputFrame.inputList[joinIndex - 1]];
} }
const prefabbedInputList = (null == previousInputFrameDownsyncWithPrediction ? new Array(self.playerRichInfoDict.size).fill(0) : previousInputFrameDownsyncWithPrediction.inputList.slice()); const prefabbedInputList = (null == previousInputFrameDownsyncWithPrediction ? new Array(self.playerRichInfoDict.size).fill(0) : previousInputFrameDownsyncWithPrediction.inputList.slice());
const discreteDir = self.ctrl.getDiscretizedDirection(); const currSelfInput = self.ctrl.getEncodedInput();
prefabbedInputList[(joinIndex - 1)] = discreteDir.encodedIdx; prefabbedInputList[(joinIndex - 1)] = currSelfInput;
const prefabbedInputFrameDownsync = { const prefabbedInputFrameDownsync = {
inputFrameId: inputFrameId, inputFrameId: inputFrameId,
inputList: prefabbedInputList, inputList: prefabbedInputList,
@@ -193,7 +176,7 @@ cc.Class({
self.dumpToInputCache(prefabbedInputFrameDownsync); // A prefabbed inputFrame, would certainly be adding a new inputFrame to the cache, because server only downsyncs "all-confirmed inputFrames" self.dumpToInputCache(prefabbedInputFrameDownsync); // A prefabbed inputFrame, would certainly be adding a new inputFrame to the cache, because server only downsyncs "all-confirmed inputFrames"
return [previousSelfInput, discreteDir.encodedIdx]; return [previousSelfInput, currSelfInput];
}, },
shouldSendInputFrameUpsyncBatch(prevSelfInput, currSelfInput, lastUpsyncInputFrameId, currInputFrameId) { shouldSendInputFrameUpsyncBatch(prevSelfInput, currSelfInput, lastUpsyncInputFrameId, currInputFrameId) {
@@ -224,11 +207,13 @@ cc.Class({
} else { } else {
const inputFrameUpsync = { const inputFrameUpsync = {
inputFrameId: i, inputFrameId: i,
encodedDir: inputFrameDownsync.inputList[self.selfPlayerInfo.joinIndex - 1], encoded: inputFrameDownsync.inputList[self.selfPlayerInfo.joinIndex - 1],
}; };
inputFrameUpsyncBatch.push(inputFrameUpsync); inputFrameUpsyncBatch.push(inputFrameUpsync);
} }
} }
// console.info(`inputFrameUpsyncBatch: ${JSON.stringify(inputFrameUpsyncBatch)}`);
const reqData = window.pb.protos.WsReq.encode({ const reqData = window.pb.protos.WsReq.encode({
msgId: Date.now(), msgId: Date.now(),
playerId: self.selfPlayerInfo.id, playerId: self.selfPlayerInfo.id,
@@ -304,8 +289,6 @@ cc.Class({
const self = this; const self = this;
const mapNode = self.node; const mapNode = self.node;
const canvasNode = mapNode.parent; const canvasNode = mapNode.parent;
self.countdownLabel.string = "";
self.countdownNanos = null;
// Clearing previous info of all players. [BEGINS] // Clearing previous info of all players. [BEGINS]
self.collisionPlayerIndexPrefix = (1 << 17); // For tracking the movements of players self.collisionPlayerIndexPrefix = (1 << 17); // For tracking the movements of players
@@ -320,31 +303,41 @@ cc.Class({
// Clearing previous info of all players. [ENDS] // Clearing previous info of all players. [ENDS]
self.renderFrameId = 0; // After battle started self.renderFrameId = 0; // After battle started
self.bulletBattleLocalIdCounter = 0;
self.lastAllConfirmedRenderFrameId = -1; self.lastAllConfirmedRenderFrameId = -1;
self.lastAllConfirmedInputFrameId = -1; self.lastAllConfirmedInputFrameId = -1;
self.lastUpsyncInputFrameId = -1; self.lastUpsyncInputFrameId = -1;
self.chaserRenderFrameId = -1; // at any moment, "lastAllConfirmedRenderFrameId <= chaserRenderFrameId <= renderFrameId", but "chaserRenderFrameId" would fluctuate according to "onInputFrameDownsyncBatch" self.chaserRenderFrameId = -1; // at any moment, "lastAllConfirmedRenderFrameId <= chaserRenderFrameId <= renderFrameId", but "chaserRenderFrameId" would fluctuate according to "onInputFrameDownsyncBatch"
self.recentRenderCache = new RingBuffer(1024); self.recentRenderCache = new RingBuffer(self.renderCacheSize);
self.selfPlayerInfo = null; // This field is kept for distinguishing "self" and "others". self.selfPlayerInfo = null; // This field is kept for distinguishing "self" and "others".
self.recentInputCache = new RingBuffer(1024); self.recentInputCache = new RingBuffer((self.renderCacheSize >> 2) + 1);
self.collisionSys = new collisions.Collisions(); self.collisionSys = new collisions.Collisions();
self.collisionBarrierIndexPrefix = (1 << 16); // For tracking the movements of barriers, though not yet actually used self.collisionBarrierIndexPrefix = (1 << 16); // For tracking the movements of barriers, though not yet actually used
self.collisionBulletIndexPrefix = (1 << 15); // For tracking the movements of bullets
self.collisionSysMap = new Map(); self.collisionSysMap = new Map();
self.transitToState(ALL_MAP_STATES.VISUAL); self.transitToState(ALL_MAP_STATES.VISUAL);
self.battleState = ALL_BATTLE_STATES.WAITING; self.battleState = ALL_BATTLE_STATES.WAITING;
self.countdownNanos = null;
if (self.countdownLabel) {
self.countdownLabel.string = "";
}
if (self.findingPlayerNode) { if (self.findingPlayerNode) {
const findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer"); const findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
findingPlayerScriptIns.init(); findingPlayerScriptIns.init();
} }
safelyAddChild(self.widgetsAboveAllNode, self.playersInfoNode); if (self.playersInfoNode) {
safelyAddChild(self.widgetsAboveAllNode, self.findingPlayerNode); safelyAddChild(self.widgetsAboveAllNode, self.playersInfoNode);
}
if (self.findingPlayerNode) {
safelyAddChild(self.widgetsAboveAllNode, self.findingPlayerNode);
}
}, },
onLoad() { onLoad() {
@@ -352,7 +345,7 @@ cc.Class({
window.mapIns = self; window.mapIns = self;
window.forceBigEndianFloatingNumDecoding = self.forceBigEndianFloatingNumDecoding; window.forceBigEndianFloatingNumDecoding = self.forceBigEndianFloatingNumDecoding;
self.showCriticalCoordinateLabels = true; self.showCriticalCoordinateLabels = false;
console.warn("+++++++ Map onLoad()"); console.warn("+++++++ Map onLoad()");
window.handleClientSessionError = function() { window.handleClientSessionError = function() {
@@ -420,18 +413,7 @@ cc.Class({
/** Init required prefab ended. */ /** Init required prefab ended. */
window.handleBattleColliderInfo = function(parsedBattleColliderInfo) { window.handleBattleColliderInfo = function(parsedBattleColliderInfo) {
self.inputDelayFrames = parsedBattleColliderInfo.inputDelayFrames; Object.assign(self, parsedBattleColliderInfo);
self.inputScaleFrames = parsedBattleColliderInfo.inputScaleFrames;
self.inputFrameUpsyncDelayTolerance = parsedBattleColliderInfo.inputFrameUpsyncDelayTolerance;
self.battleDurationNanos = parsedBattleColliderInfo.battleDurationNanos;
self.rollbackEstimatedDt = parsedBattleColliderInfo.rollbackEstimatedDt;
self.rollbackEstimatedDtMillis = parsedBattleColliderInfo.rollbackEstimatedDtMillis;
self.rollbackEstimatedDtNanos = parsedBattleColliderInfo.rollbackEstimatedDtNanos;
self.maxChasingRenderFramesPerUpdate = parsedBattleColliderInfo.maxChasingRenderFramesPerUpdate;
self.worldToVirtualGridRatio = parsedBattleColliderInfo.worldToVirtualGridRatio;
self.virtualGridToWorldRatio = parsedBattleColliderInfo.virtualGridToWorldRatio;
const tiledMapIns = self.node.getComponent(cc.TiledMap); const tiledMapIns = self.node.getComponent(cc.TiledMap);
@@ -475,8 +457,10 @@ cc.Class({
for (let boundaryObj of boundaryObjs.barriers) { for (let boundaryObj of boundaryObjs.barriers) {
const x0 = boundaryObj.anchor.x, const x0 = boundaryObj.anchor.x,
y0 = boundaryObj.anchor.y; y0 = boundaryObj.anchor.y;
const newBarrier = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => { return [p.x, p.y]; })); const newBarrier = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => {
return [p.x, p.y];
}));
if (self.showCriticalCoordinateLabels) { if (self.showCriticalCoordinateLabels) {
for (let i = 0; i < boundaryObj.length; ++i) { for (let i = 0; i < boundaryObj.length; ++i) {
@@ -500,7 +484,7 @@ cc.Class({
barrierVertLabelNode.setPosition(cc.v2(wx, wy)); barrierVertLabelNode.setPosition(cc.v2(wx, wy));
const barrierVertLabel = barrierVertLabelNode.addComponent(cc.Label); const barrierVertLabel = barrierVertLabelNode.addComponent(cc.Label);
barrierVertLabel.fontSize = 12; barrierVertLabel.fontSize = 12;
barrierVertLabel.lineHeight = barrierVertLabel.fontSize+1; barrierVertLabel.lineHeight = barrierVertLabel.fontSize + 1;
barrierVertLabel.string = `(${wx.toFixed(1)}, ${wy.toFixed(1)})`; barrierVertLabel.string = `(${wx.toFixed(1)}, ${wy.toFixed(1)})`;
safelyAddChild(self.node, barrierVertLabelNode); safelyAddChild(self.node, barrierVertLabelNode);
setLocalZOrder(barrierVertLabelNode, 5); setLocalZOrder(barrierVertLabelNode, 5);
@@ -616,38 +600,42 @@ cc.Class({
} }
const players = rdf.players; const players = rdf.players;
const playerMetas = rdf.playerMetas; self._initPlayerRichInfoDict(players);
self._initPlayerRichInfoDict(players, playerMetas);
// Show the top status indicators for IN_BATTLE // Show the top status indicators for IN_BATTLE
const playersInfoScriptIns = self.playersInfoNode.getComponent("PlayersInfo"); if (self.playersInfoNode) {
for (let i in playerMetas) { const playersInfoScriptIns = self.playersInfoNode.getComponent("PlayersInfo");
const playerMeta = playerMetas[i]; for (let i in players) {
playersInfoScriptIns.updateData(playerMeta); playersInfoScriptIns.updateData(players[i]);
}
} }
self.renderFrameId = rdf.id; if (null == self.renderFrameId || self.renderFrameId <= rdf.id) {
self.lastRenderFrameIdTriggeredAt = performance.now(); // In fact, not having "window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet" should already imply that "self.renderFrameId <= rdf.id", but here we double check and log the anomaly
// In this case it must be true that "rdf.id > chaserRenderFrameId >= lastAllConfirmedRenderFrameId". self.renderFrameId = rdf.id;
self.lastAllConfirmedRenderFrameId = rdf.id; self.lastRenderFrameIdTriggeredAt = performance.now();
self.chaserRenderFrameId = rdf.id; // In this case it must be true that "rdf.id > chaserRenderFrameId >= lastAllConfirmedRenderFrameId".
self.lastAllConfirmedRenderFrameId = rdf.id;
self.chaserRenderFrameId = rdf.id;
if (null != rdf.countdownNanos) { const canvasNode = self.canvasNode;
self.countdownNanos = rdf.countdownNanos; self.ctrl = canvasNode.getComponent("TouchEventsManager");
} self.enableInputControls();
if (null != self.musicEffectManagerScriptIns) { self.transitToState(ALL_MAP_STATES.VISUAL);
self.musicEffectManagerScriptIns.playBGM(); self.battleState = ALL_BATTLE_STATES.IN_BATTLE;
}
const canvasNode = self.canvasNode;
self.ctrl = canvasNode.getComponent("TouchEventsManager");
self.enableInputControls();
if (self.countdownToBeginGameNode.parent) {
self.countdownToBeginGameNode.parent.removeChild(self.countdownToBeginGameNode);
}
self.transitToState(ALL_MAP_STATES.VISUAL);
self.battleState = ALL_BATTLE_STATES.IN_BATTLE;
self.applyRoomDownsyncFrameDynamics(rdf);
if (self.countdownToBeginGameNode && self.countdownToBeginGameNode.parent) {
self.countdownToBeginGameNode.parent.removeChild(self.countdownToBeginGameNode);
}
if (null != self.musicEffectManagerScriptIns) {
self.musicEffectManagerScriptIns.playBGM();
}
} else {
console.warn(`Anomaly when onRoomDownsyncFrame is called by rdf=${JSON.stringify(rdf)}, recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`);
}
// [WARNING] Leave all graphical updates in "update(dt)" by "applyRoomDownsyncFrameDynamics"
return dumpRenderCacheRet; return dumpRenderCacheRet;
}, },
@@ -722,7 +710,7 @@ cc.Class({
self.showPopupInCanvas(self.findingPlayerNode); self.showPopupInCanvas(self.findingPlayerNode);
} }
let findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer"); let findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
findingPlayerScriptIns.updatePlayersInfo(rdf.playerMetas); findingPlayerScriptIns.updatePlayersInfo(rdf.players);
}, },
logBattleStats() { logBattleStats() {
@@ -760,32 +748,33 @@ cc.Class({
self.playersInfoNode.getComponent("PlayersInfo").clearInfo(); self.playersInfoNode.getComponent("PlayersInfo").clearInfo();
}, },
spawnPlayerNode(joinIndex, vx, vy, playerRichInfo) { spawnPlayerNode(joinIndex, vx, vy, playerDownsyncInfo) {
const self = this; const self = this;
const newPlayerNode = 1 == joinIndex ? cc.instantiate(self.player1Prefab) : cc.instantiate(self.player2Prefab); // hardcoded for now, car color determined solely by joinIndex const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
const wpos = self.virtualGridToWorldPos(vx, vy); const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
if (1 == joinIndex) {
playerScriptIns.setSpecies("SoldierWaterGhost");
} else if (2 == joinIndex) {
playerScriptIns.setSpecies("SoldierFireGhost");
}
newPlayerNode.setPosition(cc.v2(wpos[0], wpos[1])); const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
newPlayerNode.getComponent("SelfPlayer").mapNode = self.node; newPlayerNode.setPosition(wx, wy);
const cpos = self.virtualGridToPlayerColliderPos(vx, vy, playerRichInfo); playerScriptIns.mapNode = self.node;
const d = playerRichInfo.colliderRadius * 2, const d = playerDownsyncInfo.colliderRadius * 2,
x0 = cpos[0], [x0, y0] = self.virtualGridToPolygonColliderAnchorPos(vx, vy, playerDownsyncInfo.colliderRadius, playerDownsyncInfo.colliderRadius),
y0 = cpos[1]; pts = [[0, 0], [d, 0], [d, d], [0, d]];
let pts = [[0, 0], [d, 0], [d, d], [0, d]];
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts); const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex; const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
newPlayerCollider.data = playerDownsyncInfo;
self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider); self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
safelyAddChild(self.node, newPlayerNode); safelyAddChild(self.node, newPlayerNode);
setLocalZOrder(newPlayerNode, 5); setLocalZOrder(newPlayerNode, 5);
newPlayerNode.active = true; newPlayerNode.active = true;
const playerScriptIns = newPlayerNode.getComponent("SelfPlayer"); playerScriptIns.updateCharacterAnim(playerDownsyncInfo, null, true);
playerScriptIns.scheduleNewDirection({
dx: playerRichInfo.dir.dx,
dy: playerRichInfo.dir.dy
}, true);
return [newPlayerNode, playerScriptIns]; return [newPlayerNode, playerScriptIns];
}, },
@@ -804,9 +793,7 @@ cc.Class({
currSelfInput = null; currSelfInput = null;
const noDelayInputFrameId = self._convertToInputFrameId(self.renderFrameId, 0); // It's important that "inputDelayFrames == 0" here const noDelayInputFrameId = self._convertToInputFrameId(self.renderFrameId, 0); // It's important that "inputDelayFrames == 0" here
if (self.shouldGenerateInputFrameUpsync(self.renderFrameId)) { if (self.shouldGenerateInputFrameUpsync(self.renderFrameId)) {
const prevAndCurrInputs = self._generateInputFrameUpsync(noDelayInputFrameId); [prevSelfInput, currSelfInput] = self._generateInputFrameUpsync(noDelayInputFrameId);
prevSelfInput = prevAndCurrInputs[0];
currSelfInput = prevAndCurrInputs[1];
} }
let t0 = performance.now(); let t0 = performance.now();
@@ -826,30 +813,31 @@ cc.Class({
let t2 = performance.now(); let t2 = performance.now();
// Inside the following "self.rollbackAndChase" actually ROLLS FORWARD w.r.t. the corresponding delayedInputFrame, REGARDLESS OF whether or not "self.chaserRenderFrameId == self.renderFrameId" now. // Inside the following "self.rollbackAndChase" actually ROLLS FORWARD w.r.t. the corresponding delayedInputFrame, REGARDLESS OF whether or not "self.chaserRenderFrameId == self.renderFrameId" now.
const rdf = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.collisionSys, self.collisionSysMap, false); const [prevRdf, rdf] = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.collisionSys, self.collisionSysMap, false);
/* /*
const nonTrivialChaseEnded = (prevChaserRenderFrameId < nextChaserRenderFrameId && nextChaserRenderFrameId == self.renderFrameId); const nonTrivialChaseEnded = (prevChaserRenderFrameId < nextChaserRenderFrameId && nextChaserRenderFrameId == self.renderFrameId);
if (nonTrivialChaseEnded) { if (nonTrivialChaseEnded) {
console.debug("Non-trivial chase ended, prevChaserRenderFrameId=" + prevChaserRenderFrameId + ", nextChaserRenderFrameId=" + nextChaserRenderFrameId); console.debug("Non-trivial chase ended, prevChaserRenderFrameId=" + prevChaserRenderFrameId + ", nextChaserRenderFrameId=" + nextChaserRenderFrameId);
} }
*/ */
self.applyRoomDownsyncFrameDynamics(rdf); // [WARNING] Don't try to get "prevRdf(i.e. renderFrameId == latest-1)" by "self.recentRenderCache.getByFrameId(...)" here, as the cache might have been updated by asynchronous "onRoomDownsyncFrame(...)" calls!
self.applyRoomDownsyncFrameDynamics(rdf, prevRdf);
let t3 = performance.now(); let t3 = performance.now();
} catch (err) { } catch (err) {
console.error("Error during Map.update", err); console.error("Error during Map.update", err);
} finally { } finally {
// Update countdown // Update countdown
if (null != self.countdownNanos) { self.countdownNanos = self.battleDurationNanos - self.renderFrameId * self.rollbackEstimatedDtNanos;
self.countdownNanos = self.battleDurationNanos - self.renderFrameId * self.rollbackEstimatedDtNanos; if (self.countdownNanos <= 0) {
if (self.countdownNanos <= 0) { self.onBattleStopped(self.playerRichInfoDict);
self.onBattleStopped(self.playerRichInfoDict); return;
return; }
}
const countdownSeconds = parseInt(self.countdownNanos / 1000000000); const countdownSeconds = parseInt(self.countdownNanos / 1000000000);
if (isNaN(countdownSeconds)) { if (isNaN(countdownSeconds)) {
console.warn(`countdownSeconds is NaN for countdownNanos == ${self.countdownNanos}.`); console.warn(`countdownSeconds is NaN for countdownNanos == ${self.countdownNanos}.`);
} }
if (null != self.countdownLabel) {
self.countdownLabel.string = countdownSeconds; self.countdownLabel.string = countdownSeconds;
} }
++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!! ++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
@@ -934,53 +922,51 @@ cc.Class({
if (null == self.findingPlayerNode.parent) return; if (null == self.findingPlayerNode.parent) return;
self.findingPlayerNode.parent.removeChild(self.findingPlayerNode); self.findingPlayerNode.parent.removeChild(self.findingPlayerNode);
if (null != rdf) { if (null != rdf) {
self._initPlayerRichInfoDict(rdf.players, rdf.playerMetas); self._initPlayerRichInfoDict(rdf.players);
} }
}, },
onBattleReadyToStart(rdf) { onBattleReadyToStart(rdf) {
const self = this; const self = this;
const players = rdf.players; const players = rdf.players;
const playerMetas = rdf.playerMetas; self._initPlayerRichInfoDict(players);
self._initPlayerRichInfoDict(players, playerMetas);
// Show the top status indicators for IN_BATTLE // Show the top status indicators for IN_BATTLE
const playersInfoScriptIns = self.playersInfoNode.getComponent("PlayersInfo"); if (self.playersInfoNode) {
for (let i in playerMetas) { const playersInfoScriptIns = self.playersInfoNode.getComponent("PlayersInfo");
const playerMeta = playerMetas[i]; for (let i in players) {
playersInfoScriptIns.updateData(playerMeta); playersInfoScriptIns.updateData(players[i]);
}
}
console.log("Calling `onBattleReadyToStart` with:", players);
if (self.findingPlayerNode) {
const findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
findingPlayerScriptIns.hideExitButton();
findingPlayerScriptIns.updatePlayersInfo(players);
} }
console.log("Calling `onBattleReadyToStart` with:", playerMetas);
const findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
findingPlayerScriptIns.hideExitButton();
findingPlayerScriptIns.updatePlayersInfo(playerMetas);
// Delay to hide the "finding player" GUI, then show a countdown clock // Delay to hide the "finding player" GUI, then show a countdown clock
window.setTimeout(() => { if (self.countdownToBeginGameNode) {
self.hideFindingPlayersGUI(); window.setTimeout(() => {
const countDownScriptIns = self.countdownToBeginGameNode.getComponent("CountdownToBeginGame"); self.hideFindingPlayersGUI();
countDownScriptIns.setData(); const countDownScriptIns = self.countdownToBeginGameNode.getComponent("CountdownToBeginGame");
self.showPopupInCanvas(self.countdownToBeginGameNode); countDownScriptIns.setData();
}, 1500); self.showPopupInCanvas(self.countdownToBeginGameNode);
}, 1500);
}
}, },
applyRoomDownsyncFrameDynamics(rdf) { applyRoomDownsyncFrameDynamics(rdf, prevRdf) {
const self = this; const self = this;
for (let [playerId, playerRichInfo] of self.playerRichInfoDict.entries()) {
self.playerRichInfoDict.forEach((playerRichInfo, playerId) => {
const immediatePlayerInfo = rdf.players[playerId]; const immediatePlayerInfo = rdf.players[playerId];
const wpos = self.virtualGridToWorldPos(immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY); const prevRdfPlayer = (null == prevRdf ? null : prevRdf.players[playerId]);
const dx = (wpos[0] - playerRichInfo.node.x); const [wx, wy] = self.virtualGridToWorldPos(immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY);
const dy = (wpos[1] - playerRichInfo.node.y); //const justJiggling = (self.jigglingEps1D >= Math.abs(wx - playerRichInfo.node.x) && self.jigglingEps1D >= Math.abs(wy - playerRichInfo.node.y));
const justJiggling = (self.jigglingEps1D >= Math.abs(dx) && self.jigglingEps1D >= Math.abs(dy)); playerRichInfo.node.setPosition(wx, wy);
if (!justJiggling) { playerRichInfo.scriptIns.updateSpeed(immediatePlayerInfo.speed);
playerRichInfo.node.setPosition(wpos[0], wpos[1]); playerRichInfo.scriptIns.updateCharacterAnim(immediatePlayerInfo, prevRdfPlayer, false);
playerRichInfo.virtualGridX = immediatePlayerInfo.virtualGridX; }
playerRichInfo.virtualGridY = immediatePlayerInfo.virtualGridY;
playerRichInfo.scriptIns.scheduleNewDirection(immediatePlayerInfo.dir, false);
playerRichInfo.scriptIns.updateSpeed(immediatePlayerInfo.speed);
}
});
}, },
getCachedInputFrameDownsyncWithPrediction(inputFrameId) { getCachedInputFrameDownsyncWithPrediction(inputFrameId) {
@@ -990,7 +976,7 @@ cc.Class({
const lastAllConfirmedInputFrame = self.recentInputCache.getByFrameId(self.lastAllConfirmedInputFrameId); const lastAllConfirmedInputFrame = self.recentInputCache.getByFrameId(self.lastAllConfirmedInputFrameId);
for (let i = 0; i < inputFrameDownsync.inputList.length; ++i) { for (let i = 0; i < inputFrameDownsync.inputList.length; ++i) {
if (i == self.selfPlayerInfo.joinIndex - 1) continue; if (i == self.selfPlayerInfo.joinIndex - 1) continue;
inputFrameDownsync.inputList[i] = lastAllConfirmedInputFrame.inputList[i]; inputFrameDownsync.inputList[i] = (lastAllConfirmedInputFrame.inputList[i] & 15); // Don't predict attack input!
} }
} }
@@ -1000,60 +986,191 @@ cc.Class({
// TODO: Write unit-test for this function to compare with its backend counter part // TODO: Write unit-test for this function to compare with its backend counter part
applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap) { applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap) {
const self = this; const self = this;
const nextRenderFramePlayers = {} const nextRenderFramePlayers = {};
for (let playerId in currRenderFrame.players) { for (let playerId in currRenderFrame.players) {
const currPlayerDownsync = currRenderFrame.players[playerId]; const currPlayerDownsync = currRenderFrame.players[playerId];
nextRenderFramePlayers[playerId] = { nextRenderFramePlayers[playerId] = {
id: playerId, id: playerId,
virtualGridX: currPlayerDownsync.virtualGridX, virtualGridX: currPlayerDownsync.virtualGridX,
virtualGridY: currPlayerDownsync.virtualGridY, virtualGridY: currPlayerDownsync.virtualGridY,
dir: { 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: (0 < currPlayerDownsync.framesToRecover ? currPlayerDownsync.framesToRecover - 1 : 0),
hp: currPlayerDownsync.hp,
maxHp: currPlayerDownsync.maxHp,
}; };
} }
const toRet = { const toRet = {
id: currRenderFrame.id + 1, id: currRenderFrame.id + 1,
players: nextRenderFramePlayers, players: nextRenderFramePlayers,
meleeBullets: []
}; };
const bulletPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
// Reset playerCollider position from the "virtual grid position"
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
bulletPushbacks[joinIndex - 1] = [0.0, 0.0];
effPushbacks[joinIndex - 1] = [0.0, 0.0];
const playerRichInfo = self.playerRichInfoArr[j];
const playerId = playerRichInfo.id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const currPlayerDownsync = currRenderFrame.players[playerId];
const newVx = currPlayerDownsync.virtualGridX;
const newVy = currPlayerDownsync.virtualGridY;
[playerCollider.x, playerCollider.y] = self.virtualGridToPolygonColliderAnchorPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1].colliderRadius, self.playerRichInfoArr[joinIndex - 1].colliderRadius);
}
// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
const bulletColliders = new Map(); // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
const removedBulletsAtCurrFrame = new Set();
for (let k in currRenderFrame.meleeBullets) {
const meleeBullet = currRenderFrame.meleeBullets[k];
if (
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames <= currRenderFrame.id
&&
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames > currRenderFrame.id
) {
const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
const collisionOffenderIndex = self.collisionPlayerIndexPrefix + meleeBullet.offenderJoinIndex;
const offenderCollider = collisionSysMap.get(collisionOffenderIndex);
const offender = currRenderFrame.players[meleeBullet.offenderPlayerId];
let xfac = 1; // By now, straight Punch offset doesn't respect "y-axis"
if (0 > offender.dirX) {
xfac = -1;
}
const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
const bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
const bulletWy = offenderWy;
const [bulletCx, bulletCy] = self.worldToPolygonColliderAnchorPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5),
pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
const newBulletCollider = collisionSys.createPolygon(bulletCx, bulletCy, pts);
newBulletCollider.data = meleeBullet;
collisionSysMap.set(collisionBulletIndex, newBulletCollider);
bulletColliders.set(collisionBulletIndex, newBulletCollider);
// console.log(`A meleeBullet is added to collisionSys at currRenderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended: ${JSON.stringify(meleeBullet)}`);
}
}
collisionSys.update();
const result1 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
bulletColliders.forEach((bulletCollider, collisionBulletIndex) => {
const potentials = bulletCollider.potentials();
const offender = currRenderFrame.players[bulletCollider.data.offenderPlayerId];
let shouldRemove = false;
for (const potential of potentials) {
if (null != potential.data && potential.data.joinIndex == bulletCollider.data.offenderJoinIndex) continue;
if (!bulletCollider.collides(potential, result1)) continue;
if (null != potential.data && null !== potential.data.joinIndex) {
const joinIndex = potential.data.joinIndex;
let xfac = 1;
if (0 > offender.dirX) {
xfac = -1;
}
bulletPushbacks[joinIndex - 1][0] += xfac * bulletCollider.data.pushback; // Only for straight punch, there's no y-pushback
bulletPushbacks[joinIndex - 1][1] += 0;
const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.data.id];
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
const oldFramesToRecover = thatAckedPlayerInNextFrame.framesToRecover;
thatAckedPlayerInNextFrame.framesToRecover = (oldFramesToRecover > bulletCollider.data.hitStunFrames ? oldFramesToRecover : bulletCollider.data.hitStunFrames); // In case the hit player is already stun, we extend it
}
shouldRemove = true;
}
if (shouldRemove) {
removedBulletsAtCurrFrame.add(collisionBulletIndex);
}
});
// [WARNING] Remove bullets from collisionSys ANYWAY for the convenience of rollback
for (let k in currRenderFrame.meleeBullets) {
const meleeBullet = currRenderFrame.meleeBullets[k];
const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
if (collisionSysMap.has(collisionBulletIndex)) {
const bulletCollider = collisionSysMap.get(collisionBulletIndex);
bulletCollider.remove();
collisionSysMap.delete(collisionBulletIndex);
}
if (removedBulletsAtCurrFrame.has(collisionBulletIndex)) continue;
toRet.meleeBullets.push(meleeBullet);
}
// Process player inputs
if (null != delayedInputFrame) { if (null != delayedInputFrame) {
const delayedInputFrameForPrevRenderFrame = self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(currRenderFrame.id - 1, self.inputDelayFrames));
const inputList = delayedInputFrame.inputList; const inputList = delayedInputFrame.inputList;
const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
for (let j in self.playerRichInfoArr) { for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1; const joinIndex = parseInt(j) + 1;
effPushbacks[joinIndex - 1] = [0.0, 0.0]; effPushbacks[joinIndex - 1] = [0.0, 0.0];
const playerId = self.playerRichInfoArr[j].id; const playerRichInfo = self.playerRichInfoArr[j];
const playerId = playerRichInfo.id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex; const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex); const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const player = currRenderFrame.players[playerId]; const currPlayerDownsync = currRenderFrame.players[playerId];
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
if (0 < thatPlayerInNextFrame.framesToRecover) {
// No need to process inputs for this player, but there might be bullet pushbacks on this player
playerCollider.x += bulletPushbacks[joinIndex - 1][0];
playerCollider.y += bulletPushbacks[joinIndex - 1][1];
if (0 != bulletPushbacks[joinIndex - 1][0] || 0 != bulletPushbacks[joinIndex - 1][1]) {
console.log(`playerId=${playerId}, joinIndex=${joinIndex} is pushbacked back by ${bulletPushbacks[joinIndex - 1]} by bullet impacts, now its framesToRecover is ${thatPlayerInNextFrame.framesToRecover}`);
}
continue;
}
const encodedInput = inputList[joinIndex - 1]; const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
const decodedInput = self.ctrl.decodeDirection(encodedInput);
// console.log(`Got non-zero inputs for playerId=${playerId}, decodedInput=${JSON.stringify(decodedInput)} @currRenderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.id}`); const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
/* const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
Reset "position" of players in "collisionSys" according to "virtual grid position". The easy part is that we don't have path-dependent-integrals to worry about like that of thermal dynamics.
*/ if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
const newVx = player.virtualGridX + (decodedInput.dx + player.speed * decodedInput.dx); // console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
const newVy = player.virtualGridY + (decodedInput.dy + player.speed * decodedInput.dy); if (self.bulletTriggerEnabled) {
const newCpos = self.virtualGridToPlayerColliderPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1]); const punchSkillId = 1;
playerCollider.x = newCpos[0]; const punch = window.pb.protos.MeleeBullet.create(self.meleeSkillConfig[punchSkillId]);
playerCollider.y = newCpos[1]; thatPlayerInNextFrame.framesToRecover = punch.recoveryFrames;
// Update directions and thus would eventually update moving animation accordingly punch.battleLocalId = self.bulletBattleLocalIdCounter++;
nextRenderFramePlayers[playerId].dir.dx = decodedInput.dx; punch.offenderJoinIndex = joinIndex;
nextRenderFramePlayers[playerId].dir.dy = decodedInput.dy; punch.offenderPlayerId = playerId;
punch.originatedRenderFrameId = currRenderFrame.id;
toRet.meleeBullets.push(punch);
// console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}: ${self._stringifyRecentInputCache(true)}`);
// console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
}
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
} else {
// No bullet trigger, process movement inputs
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
// Update directions and thus would eventually update moving animation accordingly
thatPlayerInNextFrame.dirX = decodedInput.dx;
thatPlayerInNextFrame.dirY = decodedInput.dy;
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
} else {
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
}
const [movementX, movementY] = self.virtualGridToWorldPos(decodedInput.dx + currPlayerDownsync.speed * decodedInput.dx, decodedInput.dy + currPlayerDownsync.speed * decodedInput.dy);
playerCollider.x += movementX;
playerCollider.y += movementY;
}
} }
collisionSys.update(); collisionSys.update(); // by now all "bulletCollider"s are removed
const result = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle? const result2 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
for (let j in self.playerRichInfoArr) { for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1; const joinIndex = parseInt(j) + 1;
@@ -1063,10 +1180,10 @@ cc.Class({
const potentials = playerCollider.potentials(); const potentials = playerCollider.potentials();
for (const potential of potentials) { for (const potential of potentials) {
// Test if the player collides with the wall // Test if the player collides with the wall
if (!playerCollider.collides(potential, result)) continue; if (!playerCollider.collides(potential, result2)) continue;
// Push the player out of the wall // Push the player out of the wall
effPushbacks[joinIndex - 1][0] += result.overlap * result.overlap_x; effPushbacks[joinIndex - 1][0] += result2.overlap * result2.overlap_x;
effPushbacks[joinIndex - 1][1] += result.overlap * result.overlap_y; effPushbacks[joinIndex - 1][1] += result2.overlap * result2.overlap_y;
} }
} }
@@ -1075,10 +1192,10 @@ cc.Class({
const playerId = self.playerRichInfoArr[j].id; const playerId = self.playerRichInfoArr[j].id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex; const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex); const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const newVpos = self.playerColliderAnchorToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], self.playerRichInfoArr[j]); const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
nextRenderFramePlayers[playerId].virtualGridX = newVpos[0]; [thatPlayerInNextFrame.virtualGridX, thatPlayerInNextFrame.virtualGridY] = self.polygonColliderAnchorToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], self.playerRichInfoArr[j].colliderRadius, self.playerRichInfoArr[j].colliderRadius);
nextRenderFramePlayers[playerId].virtualGridY = newVpos[1];
} }
} }
return toRet; return toRet;
@@ -1089,29 +1206,30 @@ cc.Class({
This function eventually calculates a "RoomDownsyncFrame" where "RoomDownsyncFrame.id == renderFrameIdEd" if not interruptted. This function eventually calculates a "RoomDownsyncFrame" where "RoomDownsyncFrame.id == renderFrameIdEd" if not interruptted.
*/ */
const self = this; const self = this;
let prevLatestRdf = null;
let latestRdf = self.recentRenderCache.getByFrameId(renderFrameIdSt); // typed "RoomDownsyncFrame" let latestRdf = self.recentRenderCache.getByFrameId(renderFrameIdSt); // typed "RoomDownsyncFrame"
if (null == latestRdf) { if (null == latestRdf) {
console.error(`Couldn't find renderFrameId=${renderFrameIdSt}, to rollback, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`); console.error(`Couldn't find renderFrameId=${renderFrameIdSt}, to rollback, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`);
return latestRdf; return [prevLatestRdf, latestRdf];
} }
if (renderFrameIdSt >= renderFrameIdEd) { if (renderFrameIdSt >= renderFrameIdEd) {
return latestRdf; return [prevLatestRdf, latestRdf];
} }
for (let i = renderFrameIdSt; i < renderFrameIdEd; ++i) { for (let i = renderFrameIdSt; i < renderFrameIdEd; ++i) {
const currRenderFrame = self.recentRenderCache.getByFrameId(i); // typed "RoomDownsyncFrame"; [WARNING] When "true == isChasing", this function can be interruptted by "onRoomDownsyncFrame(rdf)" asynchronously anytime, making this line return "null"! const currRenderFrame = self.recentRenderCache.getByFrameId(i); // typed "RoomDownsyncFrame"; [WARNING] When "true == isChasing", this function can be interruptted by "onRoomDownsyncFrame(rdf)" asynchronously anytime, making this line return "null"!
if (null == currRenderFrame) { if (null == currRenderFrame) {
console.warn(`Couldn't find renderFrame for i=${i} to rollback, self.renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, might've been interruptted by onRoomDownsyncFrame`); console.warn(`Couldn't find renderFrame for i=${i} to rollback, self.renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, might've been interruptted by onRoomDownsyncFrame`);
return latestRdf; return [prevLatestRdf, latestRdf];
} }
const j = self._convertToInputFrameId(i, self.inputDelayFrames); const j = self._convertToInputFrameId(i, self.inputDelayFrames);
const delayedInputFrame = self.getCachedInputFrameDownsyncWithPrediction(j); const delayedInputFrame = self.getCachedInputFrameDownsyncWithPrediction(j);
if (null == delayedInputFrame) { if (null == delayedInputFrame) {
console.warn(`Failed to get cached delayedInputFrame for i=${i}, j=${j}, self.renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}`); console.warn(`Failed to get cached delayedInputFrame for i=${i}, j=${j}, self.renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}`);
return latestRdf; return [prevLatestRdf, latestRdf];
} }
prevLatestRdf = latestRdf;
latestRdf = self.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap); latestRdf = self.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap);
if ( if (
self._allConfirmed(delayedInputFrame.confirmedList) self._allConfirmed(delayedInputFrame.confirmedList)
@@ -1133,29 +1251,27 @@ cc.Class({
self.dumpToRenderCache(latestRdf); self.dumpToRenderCache(latestRdf);
} }
return latestRdf; return [prevLatestRdf, latestRdf];
}, },
_initPlayerRichInfoDict(players, playerMetas) { _initPlayerRichInfoDict(players) {
const self = this; const self = this;
for (let k in players) { for (let k in players) {
const playerId = parseInt(k); const playerId = parseInt(k);
if (self.playerRichInfoDict.has(playerId)) continue; // Skip already put keys if (self.playerRichInfoDict.has(playerId)) continue; // Skip already put keys
const immediatePlayerInfo = players[playerId]; const immediatePlayerInfo = players[playerId];
const immediatePlayerMeta = playerMetas[playerId];
self.playerRichInfoDict.set(playerId, immediatePlayerInfo); self.playerRichInfoDict.set(playerId, immediatePlayerInfo);
Object.assign(self.playerRichInfoDict.get(playerId), immediatePlayerMeta);
const nodeAndScriptIns = self.spawnPlayerNode(immediatePlayerInfo.joinIndex, immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY, self.playerRichInfoDict.get(playerId)); const [theNode, theScriptIns] = self.spawnPlayerNode(immediatePlayerInfo.joinIndex, immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY, immediatePlayerInfo);
Object.assign(self.playerRichInfoDict.get(playerId), { Object.assign(self.playerRichInfoDict.get(playerId), {
node: nodeAndScriptIns[0], node: theNode,
scriptIns: nodeAndScriptIns[1] scriptIns: theScriptIns,
}); });
if (self.selfPlayerInfo.id == playerId) { if (self.selfPlayerInfo.id == playerId) {
self.selfPlayerInfo = Object.assign(self.selfPlayerInfo, immediatePlayerInfo); self.selfPlayerInfo = Object.assign(self.selfPlayerInfo, immediatePlayerInfo);
nodeAndScriptIns[1].showArrowTipNode(); theScriptIns.showArrowTipNode();
} }
} }
self.playerRichInfoArr = new Array(self.playerRichInfoDict.size); self.playerRichInfoArr = new Array(self.playerRichInfoDict.size);
@@ -1207,23 +1323,23 @@ cc.Class({
return [wx, wy]; return [wx, wy];
}, },
playerWorldToCollisionPos(wx, wy, playerRichInfo) { worldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH) {
return [wx - playerRichInfo.colliderRadius, wy - playerRichInfo.colliderRadius]; return [wx - halfBoundingW, wy - halfBoundingH];
}, },
playerColliderAnchorToWorldPos(cx, cy, playerRichInfo) { polygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH) {
return [cx + playerRichInfo.colliderRadius, cy + playerRichInfo.colliderRadius]; return [cx + halfBoundingW, cy + halfBoundingH];
}, },
playerColliderAnchorToVirtualGridPos(cx, cy, playerRichInfo) { polygonColliderAnchorToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH) {
const self = this; const self = this;
const wpos = self.playerColliderAnchorToWorldPos(cx, cy, playerRichInfo); const [wx, wy] = self.polygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH);
return self.worldToVirtualGridPos(wpos[0], wpos[1]) return self.worldToVirtualGridPos(wx, wy)
}, },
virtualGridToPlayerColliderPos(vx, vy, playerRichInfo) { virtualGridToPolygonColliderAnchorPos(vx, vy, halfBoundingW, halfBoundingH) {
const self = this; const self = this;
const wpos = self.virtualGridToWorldPos(vx, vy); const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
return self.playerWorldToCollisionPos(wpos[0], wpos[1], playerRichInfo) return self.worldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH)
}, },
}); });

View File

@@ -1,326 +0,0 @@
const COLLISION_WITH_PLAYER_STATE = {
WALKING_COLLIDABLE: 0,
STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM: 1,
STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM: 2,
STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM: 3,
STILL_NEAR_OTHER_PLAYER_ONLY_PLAYED_ANIM: 4,
STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM: 5,
STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM: 6,
WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER: 7,
STILL_NEAR_NOBODY_PLAYING_ANIM: 8,
};
const STILL_NEAR_SELF_PLAYER_STATE_SET = new Set();
STILL_NEAR_SELF_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM);
STILL_NEAR_SELF_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM);
STILL_NEAR_SELF_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM);
STILL_NEAR_SELF_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM);
const STILL_NEAR_OTHER_PLAYER_STATE_SET = new Set();
STILL_NEAR_OTHER_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM);
STILL_NEAR_OTHER_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYED_ANIM);
STILL_NEAR_OTHER_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM);
STILL_NEAR_OTHER_PLAYER_STATE_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM);
const STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET = new Set();
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM);
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM);
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM);
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYED_ANIM);
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM);
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM);
STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.add(COLLISION_WITH_PLAYER_STATE.STILL_NEAR_NOBODY_PLAYING_ANIM);
function transitWalkingConditionallyCollidableToUnconditionallyCollidable(currentCollisionWithPlayerState) {
switch (currentCollisionWithPlayerState) {
case COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER:
return COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE;
}
return currentCollisionWithPlayerState;
}
function transitUponSelfPlayerLeftProximityArea(currentCollisionWithPlayerState) {
switch (currentCollisionWithPlayerState) {
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_NOBODY_PLAYING_ANIM;
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM:
return COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE;
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM;
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM:
return COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER;
}
return currentCollisionWithPlayerState;
}
function transitDueToNoBodyInProximityArea(currentCollisionWithPlayerState) {
switch (currentCollisionWithPlayerState) {
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM:
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM:
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_NOBODY_PLAYING_ANIM;
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM:
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYED_ANIM:
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM:
return COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER;
}
return currentCollisionWithPlayerState;
}
function transitToPlayingStunnedAnim(currentCollisionWithPlayerState, dueToSelfPlayer, dueToOtherPlayer) {
if (dueToSelfPlayer) {
switch (currentCollisionWithPlayerState) {
case COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE:
case COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM;
}
}
if (dueToOtherPlayer) {
switch (currentCollisionWithPlayerState) {
case COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM;
}
}
// TODO: Any error to throw?
return currentCollisionWithPlayerState;
}
function transitDuringPlayingStunnedAnim(currentCollisionWithPlayerState, dueToSelfPlayerComesIntoProximity, dueToOtherPlayerComesIntoProximity) {
if (dueToSelfPlayerComesIntoProximity) {
switch (currentCollisionWithPlayerState) {
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM;
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_NOBODY_PLAYING_ANIM:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM;
}
}
if (dueToOtherPlayerComesIntoProximity) {
switch (currentCollisionWithPlayerState) {
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM;
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_NOBODY_PLAYING_ANIM:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM;
}
}
// TODO: Any error to throw?
return currentCollisionWithPlayerState;
}
function transitStunnedAnimPlayingToPlayed(currentCollisionWithPlayerState, forceNotCollidableWithOtherPlayer) {
switch (currentCollisionWithPlayerState) {
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYING_ANIM:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM;
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYING_ANIM:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYED_ANIM;
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYING_ANIM:
return COLLISION_WITH_PLAYER_STATE.STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM;
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_NOBODY_PLAYING_ANIM:
return (true == forceNotCollidableWithOtherPlayer ? COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER : COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE);
}
// TODO: Any error to throw?
return currentCollisionWithPlayerState;
}
function transitStunnedAnimPlayedToWalking(currentCollisionWithPlayerState) {
/*
* Intentionally NOT transiting for
*
* - STILL_NEAR_SELF_PLAYER_NEAR_OTHER_PLAYER_PLAYED_ANIM, or
* - STILL_NEAR_SELF_PLAYER_ONLY_PLAYED_ANIM,
*
* which should be transited upon leaving of "SelfPlayer".
*/
switch (currentCollisionWithPlayerState) {
case COLLISION_WITH_PLAYER_STATE.STILL_NEAR_OTHER_PLAYER_ONLY_PLAYED_ANIM:
return COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER;
}
// TODO: Any error to throw?
return currentCollisionWithPlayerState;
}
const BasePlayer = require("./BasePlayer");
cc.Class({
extends: BasePlayer,
// LIFE-CYCLE CALLBACKS:
start() {
BasePlayer.prototype.start.call(this);
this.scheduleNewDirection(this._generateRandomDirection());
},
onLoad() {
BasePlayer.prototype.onLoad.call(this);
const self = this;
this.collisionWithPlayerState = COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE;
this.clips = {
'01': 'FlatHeadSisterRunTop',
'0-1': 'FlatHeadSisterRunBottom',
'-20': 'FlatHeadSisterRunLeft',
'20': 'FlatHeadSisterRunRight',
'-21': 'FlatHeadSisterRunTopLeft',
'21': 'FlatHeadSisterRunTopRight',
'-2-1': 'FlatHeadSisterRunBottomLeft',
'2-1': 'FlatHeadSisterRunBottomRight'
};
self.onStunnedAnimPlayedSafe = () => {
const oldCollisionWithPlayerState = self.collisionWithPlayerState;
self.collisionWithPlayerState = transitStunnedAnimPlayingToPlayed(this.collisionWithPlayerState, true);
if (oldCollisionWithPlayerState == self.collisionWithPlayerState || !self.node) return;
self.scheduleNewDirection(self._generateRandomDirection());
self.collisionWithPlayerState = transitStunnedAnimPlayedToWalking(self.collisionWithPlayerState);
setTimeout(() => {
self.collisionWithPlayerState = transitWalkingConditionallyCollidableToUnconditionallyCollidable(self.collisionWithPlayerState);
}, 5000);
};
self.onStunnedAnimPlayedSafeAction = cc.callFunc(self.onStunnedAnimPlayedSafe, self);
self.playStunnedAnim = () => {
let colliededAction1 = cc.rotateTo(0.2, -15);
let colliededAction2 = cc.rotateTo(0.3, 15);
let colliededAction3 = cc.rotateTo(0.2, 0);
self.node.runAction(cc.sequence(
cc.callFunc(() => {
self.player.pause()
}, self),
colliededAction1,
colliededAction2,
colliededAction3,
cc.callFunc(() => {
self.player.resume()
}, self),
self.onStunnedAnimPlayedSafeAction
));
// NOTE: Use <cc.Animation>.on('stop', self.onStunnedAnimPlayedSafe) if necessary.
}
},
_canMoveBy(vecToMoveBy) {
if (COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE_WITH_SELF_PLAYER_BUT_NOT_OTHER_PLAYER != this.collisionWithPlayerState && COLLISION_WITH_PLAYER_STATE.WALKING_COLLIDABLE != this.collisionWithPlayerState) {
return false;
}
const superRet = BasePlayer.prototype._canMoveBy.call(this, vecToMoveBy);
const self = this;
const computedNewDifferentPosLocalToParentWithinCurrentFrame = self.node.position.add(vecToMoveBy);
const currentSelfColliderCircle = self.node.getComponent("cc.CircleCollider");
let nextSelfColliderCircle = null;
if (0 < self.contactedBarriers.length || 0 < self.contactedNPCPlayers.length || 0 < self.contactedControlledPlayers) {
/* To avoid unexpected buckling. */
const mutatedVecToMoveBy = vecToMoveBy.mul(2);
nextSelfColliderCircle = {
position: self.node.position.add(vecToMoveBy.mul(2)).add(currentSelfColliderCircle.offset),
radius: currentSelfColliderCircle.radius,
};
} else {
nextSelfColliderCircle = {
position: computedNewDifferentPosLocalToParentWithinCurrentFrame.add(currentSelfColliderCircle.offset),
radius: currentSelfColliderCircle.radius,
};
}
for (let aCircleCollider of self.contactedControlledPlayers) {
let contactedCircleLocalToParentWithinCurrentFrame = {
position: aCircleCollider.node.position.add(aCircleCollider.offset),
radius: aCircleCollider.radius,
};
if (cc.Intersection.circleCircle(contactedCircleLocalToParentWithinCurrentFrame, nextSelfColliderCircle)) {
return false;
}
}
return superRet;
},
update(dt) {
BasePlayer.prototype.update.call(this, dt);
},
onCollisionEnter(other, self) {
BasePlayer.prototype.onCollisionEnter.call(this, other, self);
const playerScriptIns = self.getComponent(self.node.name);
switch (other.node.name) {
case "SelfPlayer":
playerScriptIns._addContactedControlledPlayers(other);
if (1 == playerScriptIns.contactedControlledPlayers.length) {
// When "SelfPlayer" comes into proximity area.
if (!STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.has(playerScriptIns.collisionWithPlayerState)) {
playerScriptIns.collisionWithPlayerState = transitToPlayingStunnedAnim(playerScriptIns.collisionWithPlayerState, true, false);
playerScriptIns.playStunnedAnim();
} else {
playerScriptIns.collisionWithPlayerState = transitDuringPlayingStunnedAnim(playerScriptIns.collisionWithPlayerState, true, false);
}
}
break;
case "NPCPlayer":
if (1 == playerScriptIns.contactedNPCPlayers.length) {
// When one of the other "OtherPlayer"s comes into proximity area.
if (!STILL_SHOULD_NOT_PLAY_STUNNED_ANIM_SET.has(playerScriptIns.collisionWithPlayerState)) {
const oldState = playerScriptIns.collisionWithPlayerState;
playerScriptIns.collisionWithPlayerState = transitToPlayingStunnedAnim(oldState, false, true);
if (playerScriptIns.collisionWithPlayerState != oldState) {
playerScriptIns.playStunnedAnim();
}
} else {
playerScriptIns.collisionWithPlayerState = transitDuringPlayingStunnedAnim(playerScriptIns.collisionWithPlayerState, false, true);
}
}
break;
default:
break;
}
},
onCollisionStay(other, self) {
// TBD.
},
onCollisionExit(other, self) {
BasePlayer.prototype.onCollisionExit.call(this, other, self);
const playerScriptIns = self.getComponent(self.node.name);
switch (other.node.name) {
case "SelfPlayer":
playerScriptIns._removeContactedControlledPlayer(other);
if (0 == playerScriptIns.contactedControlledPlayers.length) {
// Special release step.
if (STILL_NEAR_SELF_PLAYER_STATE_SET.has(playerScriptIns.collisionWithPlayerState)) {
playerScriptIns.collisionWithPlayerState = transitUponSelfPlayerLeftProximityArea(playerScriptIns.collisionWithPlayerState);
}
}
if (0 == playerScriptIns.contactedControlledPlayers.length && 0 == playerScriptIns.contactedNPCPlayers.length) {
transitDueToNoBodyInProximityArea(playerScriptIns.collisionWithPlayerState);
}
break;
case "NPCPlayer":
if (0 == playerScriptIns.contactedControlledPlayers.length && 0 == playerScriptIns.contactedNPCPlayers.length) {
transitDueToNoBodyInProximityArea(playerScriptIns.collisionWithPlayerState);
}
break;
default:
break;
}
},
});

View File

@@ -1,9 +0,0 @@
{
"ver": "1.0.5",
"uuid": "17759956-1f8c-421f-bac2-7f4dd7ccdcda",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

View File

@@ -0,0 +1,204 @@
const i18n = require('LanguageData');
i18n.init(window.language); // languageID should be equal to the one we input in New Language ID input field
const OnlineMap = require('./Map');
cc.Class({
extends: OnlineMap,
onDestroy() {
console.warn("+++++++ Map onDestroy()");
},
onLoad() {
const self = this;
window.mapIns = self;
cc.director.getCollisionManager().enabled = false;
const mapNode = self.node;
const canvasNode = mapNode.parent;
self.mainCameraNode = self.canvasNode.getChildByName("Main Camera");
self.mainCamera = self.mainCameraNode.getComponent(cc.Camera);
for (let child of self.mainCameraNode.children) {
child.setScale(1 / self.mainCamera.zoomRatio);
}
self.widgetsAboveAllNode = self.mainCameraNode.getChildByName("WidgetsAboveAll");
self.mainCameraNode.setPosition(cc.v2());
/** Init required prefab ended. */
self.inputDelayFrames = 8;
self.inputScaleFrames = 2;
self.inputFrameUpsyncDelayTolerance = 2;
self.rollbackEstimatedDt = 0.016667;
self.rollbackEstimatedDtMillis = 16.667;
self.rollbackEstimatedDtNanos = 16666666;
self.worldToVirtualGridRatio = 1000;
self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio;
self.meleeSkillConfig = {
1: {
// for offender
startupFrames: 23,
activeFrames: 3,
recoveryFrames: 61, // usually but not always "startupFrames+activeFrames", 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: 61,
recoveryFramesOnHit: 61,
moveforward: {
x: 0,
y: 0,
},
hitboxOffset: 12.0, // should be about the radius of the PlayerCollider
hitboxSize: {
x: 45.0,
y: 32.0,
},
// for defender
hitStunFrames: 18,
blockStunFrames: 9,
pushback: 11.0,
releaseTriggerType: 1, // 1: rising-edge, 2: falling-edge
damage: 5
}
};
const tiledMapIns = self.node.getComponent(cc.TiledMap);
const fullPathOfTmxFile = cc.js.formatStr("map/%s/map", "dungeon");
cc.loader.loadRes(fullPathOfTmxFile, cc.TiledMapAsset, (err, tmxAsset) => {
if (null != err) {
console.error(err);
return;
}
tiledMapIns.tmxAsset = null;
mapNode.removeAllChildren();
self._resetCurrentMatch();
tiledMapIns.tmxAsset = tmxAsset;
const newMapSize = tiledMapIns.getMapSize();
const newTileSize = tiledMapIns.getTileSize();
self.node.setContentSize(newMapSize.width * newTileSize.width, newMapSize.height * newTileSize.height);
self.node.setPosition(cc.v2(0, 0));
let barrierIdCounter = 0;
const boundaryObjs = tileCollisionManager.extractBoundaryObjects(self.node);
for (let boundaryObj of boundaryObjs.barriers) {
const x0 = boundaryObj.anchor.x,
y0 = boundaryObj.anchor.y;
const newBarrier = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => {
return [p.x, p.y];
}));
if (self.showCriticalCoordinateLabels) {
for (let i = 0; i < boundaryObj.length; ++i) {
const barrierVertLabelNode = new cc.Node();
switch (i % 4) {
case 0:
barrierVertLabelNode.color = cc.Color.RED;
break;
case 1:
barrierVertLabelNode.color = cc.Color.GRAY;
break;
case 2:
barrierVertLabelNode.color = cc.Color.BLACK;
break;
default:
barrierVertLabelNode.color = cc.Color.MAGENTA;
break;
}
const wx = boundaryObj.anchor.x + boundaryObj[i].x,
wy = boundaryObj.anchor.y + boundaryObj[i].y;
barrierVertLabelNode.setPosition(cc.v2(wx, wy));
const barrierVertLabel = barrierVertLabelNode.addComponent(cc.Label);
barrierVertLabel.fontSize = 12;
barrierVertLabel.lineHeight = barrierVertLabel.fontSize + 1;
barrierVertLabel.string = `(${wx.toFixed(1)}, ${wy.toFixed(1)})`;
safelyAddChild(self.node, barrierVertLabelNode);
setLocalZOrder(barrierVertLabelNode, 5);
barrierVertLabelNode.active = true;
}
}
// console.log("Created barrier: ", newBarrier);
++barrierIdCounter;
const collisionBarrierIndex = (self.collisionBarrierIndexPrefix + barrierIdCounter);
self.collisionSysMap.set(collisionBarrierIndex, newBarrier);
}
const startRdf = window.pb.protos.RoomDownsyncFrame.create({
id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START,
players: {
10: {
id: 10,
joinIndex: 1,
virtualGridX: 0,
virtualGridY: 0,
speed: 1 * self.worldToVirtualGridRatio,
colliderRadius: 12,
characterState: window.ATK_CHARACTER_STATE.Idle1[0],
framesToRecover: 0,
dirX: 0,
dirY: 0,
},
11: {
id: 11,
joinIndex: 2,
virtualGridX: 80 * self.worldToVirtualGridRatio,
virtualGridY: 40 * self.worldToVirtualGridRatio,
speed: 1 * self.worldToVirtualGridRatio,
colliderRadius: 12,
characterState: window.ATK_CHARACTER_STATE.Idle1[0],
framesToRecover: 0,
dirX: 0,
dirY: 0,
},
}
});
self.selfPlayerInfo = {
id: 10
};
self._initPlayerRichInfoDict(startRdf.players);
self.onRoomDownsyncFrame(startRdf);
self.battleState = ALL_BATTLE_STATES.IN_BATTLE;
});
},
update(dt) {
const self = this;
if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) {
const elapsedMillisSinceLastFrameIdTriggered = performance.now() - self.lastRenderFrameIdTriggeredAt;
if (elapsedMillisSinceLastFrameIdTriggered < (self.rollbackEstimatedDtMillis)) {
// console.debug("Avoiding too fast frame@renderFrameId=", self.renderFrameId, ": elapsedMillisSinceLastFrameIdTriggered=", elapsedMillisSinceLastFrameIdTriggered);
return;
}
try {
let st = performance.now();
let prevSelfInput = null,
currSelfInput = null;
const noDelayInputFrameId = self._convertToInputFrameId(self.renderFrameId, 0); // It's important that "inputDelayFrames == 0" here
if (self.shouldGenerateInputFrameUpsync(self.renderFrameId)) {
const prevAndCurrInputs = self._generateInputFrameUpsync(noDelayInputFrameId);
prevSelfInput = prevAndCurrInputs[0];
currSelfInput = prevAndCurrInputs[1];
}
const [prevRdf, rdf] = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.collisionSys, self.collisionSysMap, false);
self.applyRoomDownsyncFrameDynamics(rdf, prevRdf);
let t3 = performance.now();
} catch (err) {
console.error("Error during Map.update", err);
} finally {
++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
}
}
},
});

View File

@@ -1,6 +1,6 @@
{ {
"ver": "1.0.5", "ver": "1.0.5",
"uuid": "4561a173-bfd2-4f64-b7ba-888cce0e4d9d", "uuid": "47d7dcb8-4b89-41da-9c6a-2499463a86a2",
"isPlugin": false, "isPlugin": false,
"loadPluginInWeb": true, "loadPluginInWeb": true,
"loadPluginInNative": true, "loadPluginInNative": true,

View File

@@ -1,13 +0,0 @@
const Bullet = require("./Bullet");
cc.Class({
extends: Bullet,
// LIFE-CYCLE CALLBACKS:
properties: {
},
onLoad() {
Bullet.prototype.onLoad.call(this);
},
});

View File

@@ -1,9 +0,0 @@
{
"ver": "1.0.5",
"uuid": "c3bb6519-af90-4641-bb5e-5abbbcdfa6da",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

View File

@@ -94,6 +94,12 @@ cc.Class({
onLoad() { onLoad() {
this.cachedStickHeadPosition = cc.v2(0.0, 0.0); this.cachedStickHeadPosition = cc.v2(0.0, 0.0);
this.cachedBtnUpLevel = 0;
this.cachedBtnDownLevel = 0;
this.cachedBtnLeftLevel = 0;
this.cachedBtnRightLevel = 0;
this.cachedBtnALevel = 0;
this.canvasNode = this.mapNode.parent; this.canvasNode = this.mapNode.parent;
this.mainCameraNode = this.canvasNode.getChildByName("Main Camera"); // Cannot drag and assign the `mainCameraNode` from CocosCreator EDITOR directly, otherwise it'll cause an infinite loading time, till v2.1.0. this.mainCameraNode = this.canvasNode.getChildByName("Main Camera"); // Cannot drag and assign the `mainCameraNode` from CocosCreator EDITOR directly, otherwise it'll cause an infinite loading time, till v2.1.0.
this.mainCamera = this.mainCameraNode.getComponent(cc.Camera); this.mainCamera = this.mainCameraNode.getComponent(cc.Camera);
@@ -143,6 +149,51 @@ cc.Class({
self._touchEndEvent(event); self._touchEndEvent(event);
}); });
zoomingListenerNode.inTouchPoints = new Map(); zoomingListenerNode.inTouchPoints = new Map();
// Setup keyboard controls for the ease of attach debugging
cc.systemEvent.on(cc.SystemEvent.EventType.KEY_DOWN, function(evt) {
switch (evt.keyCode) {
case cc.macro.KEY.w:
self.cachedBtnUpLevel = 1;
break;
case cc.macro.KEY.s:
self.cachedBtnDownLevel = 1;
break;
case cc.macro.KEY.a:
self.cachedBtnLeftLevel = 1;
break;
case cc.macro.KEY.d:
self.cachedBtnRightLevel = 1;
break;
case cc.macro.KEY.h:
self.cachedBtnALevel = 1;
break;
default:
break;
}
}, this);
cc.systemEvent.on(cc.SystemEvent.EventType.KEY_UP, function(evt) {
switch (evt.keyCode) {
case cc.macro.KEY.w:
self.cachedBtnUpLevel = 0;
break;
case cc.macro.KEY.s:
self.cachedBtnDownLevel = 0;
break;
case cc.macro.KEY.a:
self.cachedBtnLeftLevel = 0;
break;
case cc.macro.KEY.d:
self.cachedBtnRightLevel = 0;
break;
case cc.macro.KEY.h:
self.cachedBtnALevel = 0;
break;
default:
break;
}
}, this);
}, },
_isMapOverMoved(mapTargetPos) { _isMapOverMoved(mapTargetPos) {
@@ -239,7 +290,6 @@ cc.Class({
// TODO: Handle single-finger-click event. // TODO: Handle single-finger-click event.
} while (false); } while (false);
this.cachedStickHeadPosition = cc.v2(0.0, 0.0);
for (let touch of event._touches) { for (let touch of event._touches) {
if (touch) { if (touch) {
theListenerNode.inTouchPoints.delete(touch._id); theListenerNode.inTouchPoints.delete(touch._id);
@@ -252,7 +302,42 @@ cc.Class({
update(dt) { update(dt) {
if (this.inMultiTouch) return; if (this.inMultiTouch) return;
if (true != this.initialized) return; if (true != this.initialized) return;
const self = this;
// Keyboard takes top priority
let keyboardDiffVec = cc.v2(0, 0);
if (1 == this.cachedBtnUpLevel) {
if (1 == this.cachedBtnLeftLevel) {
keyboardDiffVec = cc.v2(-1.0, +1.0);
} else if (1 == this.cachedBtnRightLevel) {
keyboardDiffVec = cc.v2(+1.0, +1.0);
} else {
keyboardDiffVec = cc.v2(0.0, +1.0);
}
} else if (1 == this.cachedBtnDownLevel) {
if (1 == this.cachedBtnLeftLevel) {
keyboardDiffVec = cc.v2(-1.0, -1.0);
} else if (1 == this.cachedBtnRightLevel) {
keyboardDiffVec = cc.v2(+1.0, -1.0);
} else {
keyboardDiffVec = cc.v2(0.0, -1.0);
}
} else if (1 == this.cachedBtnLeftLevel) {
keyboardDiffVec = cc.v2(-1.0, 0.0);
} else if (1 == this.cachedBtnRightLevel) {
keyboardDiffVec = cc.v2(+1.0, 0.0);
}
if (0 != keyboardDiffVec.x || 0 != keyboardDiffVec.y) {
this.cachedStickHeadPosition = keyboardDiffVec.mul(this.maxHeadDistance / keyboardDiffVec.mag());
}
this.stickhead.setPosition(this.cachedStickHeadPosition); this.stickhead.setPosition(this.cachedStickHeadPosition);
const translationListenerNode = (self.translationListenerNode ? self.translationListenerNode : self.mapNode);
if (0 == translationListenerNode.inTouchPoints.size
&&
(0 == keyboardDiffVec.x && 0 == keyboardDiffVec.y)
) {
this.cachedStickHeadPosition = cc.v2(0, 0); // Important reset!
}
}, },
discretizeDirection(continuousDx, continuousDy, eps) { discretizeDirection(continuousDx, continuousDy, eps) {
@@ -312,18 +397,23 @@ cc.Class({
return ret; return ret;
}, },
decodeDirection(encodedDirection) { getEncodedInput() {
const mapped = window.DIRECTION_DECODER[encodedDirection]; const discretizedDir = this.discretizeDirection(this.stickhead.x, this.stickhead.y, this.joyStickEps).encodedIdx; // There're only 9 dirs, thus using only the lower 4-bits
if (null == mapped) { const btnALevel = (this.cachedBtnALevel << 4);
console.error("Unexpected encodedDirection = ", encodedDirection); return (btnALevel + discretizedDir);
}
return {
dx: mapped[0],
dy: mapped[1],
};
}, },
getDiscretizedDirection() { decodeInput(encodedInput) {
return this.discretizeDirection(this.cachedStickHeadPosition.x, this.cachedStickHeadPosition.y, this.joyStickEps); const encodedDirection = (encodedInput & 15);
} const mappedDirection = window.DIRECTION_DECODER[encodedDirection];
if (null == mappedDirection) {
console.error("Unexpected encodedDirection = ", encodedDirection);
}
const btnALevel = ((encodedInput >> 4) & 1);
return window.pb.protos.InputFrameDecoded.create({
dx: mappedDirection[0],
dy: mappedDirection[1],
btnALevel: btnALevel,
});
},
}); });

View File

@@ -1,26 +0,0 @@
window.LOW_SCORE_TREASURE_TYPE = 1;
window.HIGH_SCORE_TREASURE_TYPE = 2;
window.LOW_SCORE_TREASURE_SCORE = 100;
window.HIGH_SCORE_TREASURE_SCORE = 200;
cc.Class({
extends: cc.Component,
properties: {
},
setData (treasureInfo) {
const self = this;
this.score = treasureInfo.score;
this.type = treasureInfo.type;
this.treasureInfo = treasureInfo;
const spriteComponent = this.node.getComponent(cc.Sprite);
const targetGid = (window.LOW_SCORE_TREASURE_TYPE == treasureInfo.type ? window.battleEntityTypeNameToGlobalGid["LowScoreTreasure"] : window.battleEntityTypeNameToGlobalGid["HighScoreTreasure"])
spriteComponent.spriteFrame = window.getOrCreateSpriteFrameForGid(targetGid).spriteFrame;
},
start() {},
})

View File

@@ -1,9 +0,0 @@
{
"ver": "1.0.5",
"uuid": "5eea6ce5-0343-4776-80a4-fccd69bd099b",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

View File

@@ -1,84 +0,0 @@
cc.Class({
extends: cc.Component,
properties: {
pickedUpAnimNode: {
type: cc.Node,
default: null
},
durationMillis: {
default: 0
},
binglingAnimNode: {
type: cc.Node,
default: null
},
binglingAnimDurationMillis: {
default: 0
},
scoreLabelNode: {
type: cc.Node,
default: null
}
},
setData (treasureInfo) {
const self = this;
this.score = treasureInfo.score ? treasureInfo.score : 100 ;
this.type = treasureInfo.type ? treasureInfo.type : 1;
this.scoreLabelNode.getComponent(cc.Label).string = this.score;
const spriteComponent = this.pickedUpAnimNode.getComponent(cc.Sprite);
//hardcode treasurePNG's path.
cc.loader.loadRes("textures/treasures/"+ this.type, cc.SpriteFrame, function (err, frame) {
if(err){
cc.warn(err);
return;
}
spriteComponent.spriteFrame = frame;
})
},
// LIFE-CYCLE CALLBACKS:
update (dt) {
const changingNode = this.pickedUpAnimNode;
const elapsedMillis = Date.now() - this.startedAtMillis;
if(elapsedMillis >= this.binglingAnimDurationMillis && null != this.binglingAnimNode && true == this.binglingAnimNode.active) {
this.binglingAnimNode.active = false;
this.startedAtMillis = Date.now();
}
if(this.binglingAnimNode.active)
return;
if (elapsedMillis > this.durationMillis) {
this.node.destroy();
return;
}
if (elapsedMillis <= this.firstDurationMillis) {
let posDiff = cc.v2(0, dt * this.yIncreaseSpeed);
changingNode.setPosition(changingNode.position.add(posDiff));
this.scoreLabelNode.setPosition(this.scoreLabelNode.position.add(posDiff));
changingNode.scale += (this.scaleIncreaseSpeed*dt);
} else {
let posDiff = cc.v2(dt * this.xIncreaseSpeed , ( -1 *dt * this.yDecreaseSpeed));
changingNode.setPosition(changingNode.position.add(posDiff));
this.scoreLabelNode.setPosition(this.scoreLabelNode.position.add(posDiff));
changingNode.opacity -= dt * this.opacityDegradeSpeed;
this.scoreLabelNode.opacity -= dt * this.opacityDegradeSpeed;
}
},
onLoad() {
this.pickedUpAnimNode.scale = 0;
this.startedAtMillis = Date.now();
this.firstDurationMillis = (0.8*this.durationMillis);
this.yIncreaseSpeed = (200 *1000/this.firstDurationMillis);
this.scaleIncreaseSpeed = (2 * 1000/this.firstDurationMillis);
this.scondDurationMillis = (0.2 * this.durationMillis );
this.opacityDegradeSpeed = (255*1000/this.scondDurationMillis);
this.yDecreaseSpeed = (30*1000/this.scondDurationMillis);
this.xIncreaseSpeed = (20*1000/this.scondDurationMillis);
}
});

View File

@@ -1,9 +0,0 @@
{
"ver": "1.0.5",
"uuid": "697ef72c-27ee-4184-9ae3-885808d58153",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

View File

@@ -1,28 +0,0 @@
const BasePlayer = require("./BasePlayer");
cc.Class({
extends: BasePlayer,
// LIFE-CYCLE CALLBACKS:
start() {
BasePlayer.prototype.start.call(this);
},
onLoad() {
BasePlayer.prototype.onLoad.call(this);
this.clips = {
'01': 'FlatHeadSisterRunTop',
'0-1': 'FlatHeadSisterRunBottom',
'-20': 'FlatHeadSisterRunLeft',
'20': 'FlatHeadSisterRunRight',
'-21': 'FlatHeadSisterRunTopLeft',
'21': 'FlatHeadSisterRunTopRight',
'-2-1': 'FlatHeadSisterRunBottomLeft',
'2-1': 'FlatHeadSisterRunBottomRight'
};
},
update(dt) {
},
});

View File

@@ -1,9 +0,0 @@
{
"ver": "1.0.5",
"uuid": "233a1795-0de3-4d7c-9ce6-c5736ade723f",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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