Compare commits

...

28 Commits

Author SHA1 Message Date
genxium
e0fb21f3fb Fixes for simultaneous reconnection w.r.t. same room, and updates for documentation. 2022-11-27 00:00:39 +08:00
genxium
9bce561441 Minor fix for README. 2022-11-26 00:14:11 +08:00
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
103 changed files with 6920 additions and 6420 deletions

View File

@@ -2,9 +2,11 @@
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)_
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.
![gif_demo](./charts/melee_attack_fractional_anim_resume_spedup.gif)
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 backend receives inputs from frontend peers and broadcasts back for synchronization.

View File

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

View File

@@ -4,6 +4,7 @@ import (
. "battle_srv/common"
"battle_srv/common/utils"
"battle_srv/models"
. "battle_srv/protos"
"battle_srv/storage"
. "dnmshared"
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) {
var ls []*dbBotPlayer
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)
}
query = storage.MySQLManagerIns.Rebind(query)
// existNames := make([]string, len(ls), len(ls))
var existPlayers []*models.Player
err = storage.MySQLManagerIns.Select(&existPlayers, query, args...)
if nil != err {
@@ -99,13 +98,11 @@ func maybeCreateNewPlayerFromBotTable(db *sqlx.DB, tableName string) {
var flag bool
for _, v := range existPlayers {
if botPlayer.Name == v.Name {
// 已有数据,合并处理
flag = true
break
}
}
if !flag {
// 找不到,新增
Logger.Debug("create", zap.Any(tableName, botPlayer))
err := createNewBotPlayer(botPlayer)
if err != nil {
@@ -120,11 +117,14 @@ func createNewBotPlayer(p *dbBotPlayer) error {
defer tx.Rollback()
now := utils.UnixtimeMilli()
player := models.Player{
CreatedAt: now,
UpdatedAt: now,
Name: p.Name,
DisplayName: p.DisplayName,
CreatedAt: now,
UpdatedAt: now,
PlayerDownsync: PlayerDownsync{
Name: p.Name,
DisplayName: p.DisplayName,
},
}
err := player.Insert(tx)
if err != nil {
return err

View File

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

View File

@@ -2,10 +2,9 @@ package models
import (
. "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)
if nil == modelInstances {
return toRet
@@ -13,18 +12,22 @@ func toPbPlayers(modelInstances map[int32]*Player) map[int32]*PlayerDownsync {
for k, last := range modelInstances {
toRet[k] = &PlayerDownsync{
Id: last.Id,
VirtualGridX: last.VirtualGridX,
VirtualGridY: last.VirtualGridY,
Dir: &Direction{
Dx: last.Dir.Dx,
Dy: last.Dir.Dy,
},
Speed: last.Speed,
BattleState: last.BattleState,
Score: last.Score,
Removed: last.Removed,
JoinIndex: last.JoinIndex,
Id: last.Id,
VirtualGridX: last.VirtualGridX,
VirtualGridY: last.VirtualGridY,
DirX: last.DirX,
DirY: last.DirY,
ColliderRadius: last.ColliderRadius,
Speed: last.Speed,
BattleState: last.BattleState,
Score: last.Score,
Removed: last.Removed,
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
import (
"database/sql"
. "dnmshared/sharedprotos"
. "battle_srv/protos"
"battle_srv/storage"
. "dnmshared"
"fmt"
sq "github.com/Masterminds/squirrel"
"github.com/jmoiron/sqlx"
"go.uber.org/zap"
)
type PlayerBattleState struct {
@@ -33,12 +35,7 @@ func InitPlayerBattleStateIns() {
}
type Player struct {
// Meta info fields
Id int32 `json:"id,omitempty" db:"id"`
Name string `json:"name,omitempty" db:"name"`
DisplayName string `json:"displayName,omitempty" db:"display_name"`
Avatar string `json:"avatar,omitempty"`
ColliderRadius float64 `json:"-"`
PlayerDownsync
// DB only fields
CreatedAt int64 `db:"created_at"`
@@ -46,19 +43,10 @@ type Player struct {
DeletedAt NullInt64 `db:"deleted_at"`
TutorialStage int `db:"tutorial_stage"`
// in-battle info fields
VirtualGridX int32
VirtualGridY int32
Dir *Direction
Speed int32
BattleState int32
LastMoveGmtMillis int32
Score int32
Removed bool
JoinIndex int32
// other in-battle info fields
LastSentInputFrameId int32
AckingFrameId int32
AckingInputFrameId int32
LastSentInputFrameId int32
}
func ExistPlayerByName(name string) (bool, error) {
@@ -74,15 +62,43 @@ func GetPlayerById(id int) (*Player, error) {
}
func getPlayer(cond sq.Eq) (*Player, error) {
var p Player
err := getObj("player", cond, &p)
if err == sql.ErrNoRows {
return nil, nil
p := Player{}
pd := PlayerDownsync{}
query, args, err := sq.Select("*").From("player").Where(cond).Limit(1).ToSql()
if err != nil {
return nil, err
}
p.Dir = &Direction{
Dx: 0,
Dy: 0,
rows, err := storage.MySQLManagerIns.Queryx(query, args...)
if err != nil {
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.Debug("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
}
@@ -113,8 +129,6 @@ func Update(tx *sqlx.Tx, id int32, p *Player) (bool, error) {
}
result, err := tx.Exec(query, args...)
if err != nil {
fmt.Println("ERRRRRRR: ")
fmt.Println(err)
return false, err
}
rowsAffected, err := result.RowsAffected()

View File

@@ -10,6 +10,17 @@ import (
"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) {
c, err := getCount(t, cond)
if err != nil {

View File

@@ -54,6 +54,7 @@ const (
COLLISION_PLAYER_INDEX_PREFIX = (1 << 17)
COLLISION_BARRIER_INDEX_PREFIX = (1 << 16)
COLLISION_BULLET_INDEX_PREFIX = (1 << 15)
)
const (
@@ -61,6 +62,17 @@ const (
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.
var DIRECTION_DECODER = [][]int32{
{0, 0},
@@ -116,6 +128,7 @@ type Room struct {
collisionSpaceOffsetY float64
Players map[int32]*Player
PlayersArr []*Player // ordered by joinIndex
Space *resolv.Space
CollisionSysMap map[int32]*resolv.Object
/**
* The following `PlayerDownsyncSessionDict` is NOT individually put
@@ -142,11 +155,6 @@ type Room struct {
Index int
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
ServerFps int32
BattleDurationFrames int32
BattleDurationNanos int64
InputFrameUpsyncDelayTolerance int32
MaxChasingRenderFramesPerUpdate int32
EffectivePlayerCount int32
DismissalWaitGroup sync.WaitGroup
Barriers map[int32]*Barrier
@@ -156,27 +164,15 @@ type Room struct {
LastAllConfirmedInputFrameId int32
LastAllConfirmedInputFrameIdWithChange int32
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
RollbackEstimatedDtMillis float64
RollbackEstimatedDtNanos int64
LastRenderFrameIdTriggeredAt int64
WorldToVirtualGridRatio float64
VirtualGridToWorldRatio float64
BackendDynamicsEnabled bool
LastRenderFrameIdTriggeredAt int64
PlayerDefaultSpeed int32
PlayerDefaultSpeed int32
StageName string
StageDiscreteW int32
StageDiscreteH int32
StageTileW int32
StageTileH int32
RawBattleStrToVec2DListMap StrToVec2DListMap
RawBattleStrToPolygon2DListMap StrToPolygon2DListMap
BackendDynamicsEnabled bool
BulletBattleLocalIdCounter int32
dilutedRollbackEstimatedDtNanos int64
BattleColliderInfo // Compositing to send centralized magic numbers
}
func (pR *Room) updateScore() {
@@ -200,8 +196,8 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
pPlayerFromDbInit.AckingInputFrameId = -1
pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded
pPlayerFromDbInit.ColliderRadius = float64(24) // Hardcoded
pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded
pPlayerFromDbInit.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
pR.Players[playerId] = pPlayerFromDbInit
pR.PlayerDownsyncSessionDict[playerId] = session
@@ -226,15 +222,16 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
* -- YFLu
*/
defer pR.onPlayerReAdded(playerId)
pR.PlayerDownsyncSessionDict[playerId] = session
pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
pEffectiveInRoomPlayerInstance := pR.Players[playerId]
pEffectiveInRoomPlayerInstance.AckingFrameId = -1
pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // Hardcoded
pEffectiveInRoomPlayerInstance.ColliderRadius = float64(16) // Hardcoded
pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // 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))
return true
@@ -277,8 +274,8 @@ func (pR *Room) ChooseStage() error {
panic(err)
}
// Obtain the content of `gidBoundariesMapInB2World`.
gidBoundariesMapInB2World := make(map[int]StrToPolygon2DListMap, 0)
// Obtain the content of `gidBoundariesMap`.
gidBoundariesMap := make(map[int]StrToPolygon2DListMap, 0)
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".
absTsxFilePath, err := filepath.Abs(relativeTsxFilePath)
@@ -294,10 +291,10 @@ func (pR *Room) ChooseStage() error {
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 {
panic(err)
}
@@ -306,10 +303,10 @@ func (pR *Room) ChooseStage() error {
pR.StageDiscreteH = stageDiscreteH
pR.StageTileW = stageTileW
pR.StageTileH = stageTileH
pR.RawBattleStrToVec2DListMap = toRetStrToVec2DListMap
pR.RawBattleStrToPolygon2DListMap = toRetStrToPolygon2DListMap
pR.StrToVec2DListMap = strToVec2DListMap
pR.StrToPolygon2DListMap = strToPolygon2DListMap
barrierPolygon2DList := *(toRetStrToPolygon2DListMap["Barrier"])
barrierPolygon2DList := *(strToPolygon2DListMap["Barrier"])
var barrierLocalIdInBattle int32 = 0
for _, polygon2DUnaligned := range barrierPolygon2DList.Eles {
@@ -345,13 +342,6 @@ func (pR *Room) ConvertToLastUsedRenderFrameId(inputFrameId int32, inputDelayFra
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 {
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
}
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))
}
@@ -385,15 +376,13 @@ func (pR *Room) StartBattle() {
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
// Initialize the "collisionSys" as well as "RenderFrameBuffer"
pR.CurDynamicsRenderFrameId = 0
kickoffFrame := &RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
Players: toPbPlayers(pR.Players, false),
CountdownNanos: pR.BattleDurationNanos,
}
pR.RenderFrameBuffer.Put(kickoffFrame)
@@ -426,7 +415,7 @@ func (pR *Room) StartBattle() {
stCalculation := utils.UnixtimeNano()
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))
continue
}
@@ -487,7 +476,7 @@ func (pR *Room) StartBattle() {
for playerId, player := range pR.Players {
if swapped := atomic.CompareAndSwapInt32(&player.BattleState, PlayerBattleStateIns.ACTIVE, PlayerBattleStateIns.ACTIVE); !swapped {
// [WARNING] DON'T send anything if the player is disconnected, because it could jam the channel and cause significant delay upon "battle recovery for reconnected player".
// [WARNING] DON'T send anything if the player is not yet active, because it could jam the channel and cause significant delay upon "battle recovery for reconnected player".
continue
}
if 0 == pR.RenderFrameId {
@@ -537,8 +526,8 @@ func (pR *Room) StartBattle() {
2. reconnection
*/
shouldResync1 := (MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId)
// shouldResync2 := (0 < (unconfirmedMask & uint64(1 << uint32(player.JoinIndex-1)))) // This condition is critical, if we don't send resync upon this condition, the "reconnected or slowly-clocking player" might never get its input synced
shouldResync2 := (0 < unconfirmedMask) // An easier version of the above, might keep sending "refRenderFrame"s to still connected players when any player is disconnected
shouldResync2 := (0 < (unconfirmedMask & uint64(1<<uint32(player.JoinIndex-1)))) // This condition is critical, if we don't send resync upon this condition, the "reconnected or slowly-clocking player" might never get its input synced
// shouldResync2 := (0 < unconfirmedMask) // An easier version of the above, might keep sending "refRenderFrame"s to still connected players when any player is disconnected
if pR.BackendDynamicsEnabled && (shouldResync1 || shouldResync2) {
tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId)
if nil == tmp {
@@ -560,35 +549,38 @@ func (pR *Room) StartBattle() {
}
}
toApplyInputFrameId := pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames)
minToKeepInputFrameId := pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames) - pR.SpAtkLookupFrames
/*
[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)
for _, player := range pR.Players {
if PlayerBattleStateIns.ACTIVE != player.BattleState {
continue
}
if player.LastSentInputFrameId >= minLastSentInputFrameId {
continue
}
minLastSentInputFrameId = player.LastSentInputFrameId
}
if minLastSentInputFrameId < toApplyInputFrameId {
toApplyInputFrameId = minLastSentInputFrameId
if minLastSentInputFrameId < minToKeepInputFrameId {
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)
if pR.inputFrameIdDebuggable(f.InputFrameId) {
// Popping of an "inputFrame" would be AFTER its being all being confirmed, because it requires the "inputFrame" to be all acked
Logger.Debug("inputFrame lifecycle#4[popped]:", zap.Any("roomId", pR.Id), zap.Any("inputFrameId", f.InputFrameId), zap.Any("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++
elapsedInCalculation := (utils.UnixtimeNano() - stCalculation)
if elapsedInCalculation > nanosPerFrame {
Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v ns, dynamicsDuration=%v ns, expected nanosPerFrame=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, nanosPerFrame))
if elapsedInCalculation > pR.dilutedRollbackEstimatedDtNanos {
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)))
continue
}
bufIndex := pR.toDiscreteInputsBufferIndex(clientInputFrameId, pReq.JoinIndex)
pR.DiscreteInputsBuffer.Store(bufIndex, inputFrameUpsync)
@@ -684,7 +675,7 @@ func (pR *Room) StopBattleForSettlement() {
for playerId, _ := range pR.Players {
assembledFrame := RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
Players: toPbPlayers(pR.Players, false),
CountdownNanos: -1, // TODO: Replace this magic constant!
}
pR.sendSafely(&assembledFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_STOPPED, playerId)
@@ -708,22 +699,9 @@ func (pR *Room) onBattlePrepare(cb BattleStartCbType) {
pR.State = RoomBattleStateIns.PREPARE
Logger.Info("Battle state transitted to RoomBattleStateIns.PREPARE for:", zap.Any("roomId", pR.Id))
playerMetas := make(map[int32]*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{
Id: DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START,
Players: toPbPlayers(pR.Players),
PlayerMetas: playerMetas,
Players: toPbPlayers(pR.Players, true),
CountdownNanos: pR.BattleDurationNanos,
}
@@ -790,8 +768,10 @@ func (pR *Room) Dismiss() {
func (pR *Room) OnDismissed() {
// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
pR.BulletBattleLocalIdCounter = 0
pR.WorldToVirtualGridRatio = float64(1000)
pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
pR.SpAtkLookupFrames = 5
pR.PlayerDefaultSpeed = int32(float64(2) * pR.WorldToVirtualGridRatio) // in virtual grids per frame
pR.Players = make(map[int32]*Player)
pR.PlayersArr = make([]*Player, pR.Capacity)
@@ -800,9 +780,10 @@ func (pR *Room) OnDismissed() {
pR.PlayerSignalToCloseDict = make(map[int32]SignalToCloseConnCbType)
pR.JoinIndexBooleanArr = make([]bool, pR.Capacity)
pR.Barriers = make(map[int32]*Barrier)
pR.InputsBuffer = NewRingBuffer(1024)
pR.RenderCacheSize = 1024
pR.RenderFrameBuffer = NewRingBuffer(pR.RenderCacheSize)
pR.DiscreteInputsBuffer = sync.Map{}
pR.RenderFrameBuffer = NewRingBuffer(1024)
pR.InputsBuffer = NewRingBuffer((pR.RenderCacheSize >> 2) + 1)
pR.LastAllConfirmedInputFrameId = -1
pR.LastAllConfirmedInputFrameIdWithChange = -1
@@ -811,17 +792,45 @@ func (pR *Room) OnDismissed() {
pR.RenderFrameId = 0
pR.CurDynamicsRenderFrameId = 0
pR.InputDelayFrames = 8
pR.NstDelayFrames = 8
pR.NstDelayFrames = 4
pR.InputScaleFrames = uint32(2)
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.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.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
pR.InputFrameUpsyncDelayTolerance = 2
pR.MaxChasingRenderFramesPerUpdate = 5
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.EffectivePlayerCount = 0
@@ -931,7 +940,7 @@ func (pR *Room) onPlayerAdded(playerId int32) {
pR.JoinIndexBooleanArr[index] = true
// Lazily assign the initial position of "Player" for "RoomDownsyncFrame".
playerPosList := *(pR.RawBattleStrToVec2DListMap["PlayerStartingPos"])
playerPosList := *(pR.StrToVec2DListMap["PlayerStartingPos"])
if index > len(playerPosList.Eles) {
panic(fmt.Sprintf("onPlayerAdded error, index >= len(playerPosList), roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
}
@@ -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))
}
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
}
@@ -968,18 +985,6 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
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
for _, eachPlayer := range pR.Players {
/*
@@ -990,19 +995,23 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
This function is triggered by an upsync message via WebSocket, thus downsync sending is also available by now.
*/
currPlayerBattleState := atomic.LoadInt32(&(eachPlayer.BattleState))
if PlayerBattleStateIns.DISCONNECTED == currPlayerBattleState || PlayerBattleStateIns.LOST == currPlayerBattleState {
// [WARNING] DON'T try to send any message to an inactive player!
continue
}
switch targetPlayer.BattleState {
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
playerAckedFrame := &RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
PlayerMetas: playerMetas,
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players, true),
}
pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, eachPlayer.Id)
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
playerAckedFrame := &RoomDownsyncFrame{
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players),
PlayerMetas: playerMetas,
Id: pR.RenderFrameId,
Players: toPbPlayers(pR.Players, true),
}
pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_READDED_AND_ACKED, eachPlayer.Id)
default:
@@ -1073,12 +1082,15 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync
ConfirmedList: uint64(0),
}
} else {
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId - 1)
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId - 1) // There's no need for the backend to find the "lastAllConfirmed inputs" for prefabbing, either "BackendDynamicsEnabled" is true or false
if nil == tmp {
panic(fmt.Sprintf("Error prefabbing inputFrameDownsync: roomId=%v, InputsBuffer=%v", pR.Id, pR.InputsBufferString(false)))
}
prevInputFrameDownsync := tmp.(*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{
InputFrameId: inputFrameId,
InputList: currInputList,
@@ -1092,18 +1104,12 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync
func (pR *Room) markConfirmationIfApplicable() {
inputFrameId1 := pR.LastAllConfirmedInputFrameId + 1
gap := int32(4) // This value is hardcoded and doesn't need be much bigger, because the backend side is supposed to never lag when "false == BackendDynamicsEnabled".
inputFrameId2 := inputFrameId1 + gap
if inputFrameId2 > pR.InputsBuffer.EdFrameId {
inputFrameId2 = pR.InputsBuffer.EdFrameId
}
totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
for inputFrameId := inputFrameId1; inputFrameId < inputFrameId2; inputFrameId++ {
for inputFrameId := inputFrameId1; inputFrameId < pR.InputsBuffer.EdFrameId; inputFrameId++ {
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId)
if nil == tmp {
panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", inputFrameId, pR.Id, pR.InputsBufferString(false)))
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)
for _, player := range pR.Players {
@@ -1114,7 +1120,7 @@ func (pR *Room) markConfirmationIfApplicable() {
}
inputFrameUpsync := tmp.(*InputFrameUpsync)
indiceInJoinIndexBooleanArr := uint32(player.JoinIndex - 1)
inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = pR.EncodeUpsyncCmd(inputFrameUpsync)
inputFrameDownsync.InputList[indiceInJoinIndexBooleanArr] = inputFrameUpsync.Encoded
inputFrameDownsync.ConfirmedList |= (1 << indiceInJoinIndexBooleanArr)
}
@@ -1193,13 +1199,6 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
}
nextRenderFrame := pR.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, pR.CollisionSysMap)
// Update in the latest player pointers
for playerId, playerDownsync := range nextRenderFrame.Players {
pR.Players[playerId].VirtualGridX = playerDownsync.VirtualGridX
pR.Players[playerId].VirtualGridY = playerDownsync.VirtualGridY
pR.Players[playerId].Dir.Dx = playerDownsync.Dir.Dx
pR.Players[playerId].Dir.Dy = playerDownsync.Dir.Dy
}
pR.RenderFrameBuffer.Put(nextRenderFrame)
pR.CurDynamicsRenderFrameId++
}
@@ -1207,22 +1206,28 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
// 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 {
// TODO: Derive "nextRenderFramePlayers[*].CharacterState" as the frontend counter-part!
nextRenderFramePlayers := make(map[int32]*PlayerDownsync, pR.Capacity)
// Make a copy first
for playerId, currPlayerDownsync := range currRenderFrame.Players {
nextRenderFramePlayers[playerId] = &PlayerDownsync{
Id: playerId,
VirtualGridX: currPlayerDownsync.VirtualGridX,
VirtualGridY: currPlayerDownsync.VirtualGridY,
Dir: &Direction{
Dx: currPlayerDownsync.Dir.Dx,
Dy: currPlayerDownsync.Dir.Dy,
},
Speed: currPlayerDownsync.Speed,
BattleState: currPlayerDownsync.BattleState,
Score: currPlayerDownsync.Score,
Removed: currPlayerDownsync.Removed,
JoinIndex: currPlayerDownsync.JoinIndex,
Id: playerId,
VirtualGridX: currPlayerDownsync.VirtualGridX,
VirtualGridY: currPlayerDownsync.VirtualGridY,
DirX: currPlayerDownsync.DirX,
DirY: currPlayerDownsync.DirY,
CharacterState: currPlayerDownsync.CharacterState,
Speed: currPlayerDownsync.Speed,
BattleState: currPlayerDownsync.BattleState,
Score: currPlayerDownsync.Score,
Removed: currPlayerDownsync.Removed,
JoinIndex: currPlayerDownsync.JoinIndex,
FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
Hp: currPlayerDownsync.Hp,
MaxHp: currPlayerDownsync.MaxHp,
}
if nextRenderFramePlayers[playerId].FramesToRecover < 0 {
nextRenderFramePlayers[playerId].FramesToRecover = 0
}
}
@@ -1230,32 +1235,167 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
Id: currRenderFrame.Id + 1,
Players: nextRenderFramePlayers,
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 {
var delayedInputFrameForPrevRenderFrame *InputFrameDownsync = nil
tmp := pR.InputsBuffer.GetByFrameId(pR.ConvertToInputFrameId(currRenderFrame.Id-1, pR.InputDelayFrames))
if nil != tmp {
delayedInputFrameForPrevRenderFrame = tmp.(*InputFrameDownsync)
}
inputList := delayedInputFrame.InputList
effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
// Process player inputs
for playerId, player := range pR.Players {
joinIndex := player.JoinIndex
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
currPlayerDownsync := currRenderFrame.Players[playerId]
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
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
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
@@ -1285,16 +1425,26 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
// Update "virtual grid position"
newVx, newVy := PolygonColliderAnchorToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.WorldToVirtualGridRatio)
nextRenderFramePlayers[playerId].VirtualGridX = newVx
nextRenderFramePlayers[playerId].VirtualGridY = newVy
thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
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
}
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 {
return 0 == (inputFrameId % 10)
}
@@ -1302,12 +1452,13 @@ func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool {
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"
minStep := (int(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 2) // the approx minimum distance a player can move per frame in world coordinate
space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
minStep := (int(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 1) // the approx minimum distance a player can move per frame in world coordinate
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 {
wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio)
playerCollider := GenerateRectCollider(wx, wy, player.ColliderRadius*2, player.ColliderRadius*2, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player")
space.Add(playerCollider)
playerCollider.Data = player
pR.Space.Add(playerCollider)
// Keep track of the collider in "pR.CollisionSysMap"
joinIndex := player.JoinIndex
pR.PlayersArr[joinIndex-1] = player
@@ -1318,7 +1469,7 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
for _, barrier := range pR.Barriers {
boundaryUnaligned := barrier.Boundary
barrierCollider := GenerateConvexPolygonCollider(boundaryUnaligned, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Barrier")
space.Add(barrierCollider)
pR.Space.Add(barrierCollider)
}
}

View File

@@ -5,6 +5,7 @@ import (
. "dnmshared"
"fmt"
"go.uber.org/zap"
"strings"
"sync"
)
@@ -21,11 +22,13 @@ var (
func (pPq *RoomHeap) PrintInOrder() {
pq := *pPq
fmt.Printf("The RoomHeap instance now contains:\n")
s := make([]string, 0)
s = append(s, fmt.Sprintf("The RoomHeap instance now contains:"))
for i := 0; i < len(pq); i++ {
fmt.Printf("{index: %d, roomID: %d, score: %.2f} ", i, pq[i].Id, pq[i].Score)
s = append(s, fmt.Sprintf("{index: %d, roomID: %d, score: %.2f} ", i, pq[i].Id, pq[i].Score))
}
fmt.Printf("\n")
Logger.Debug(strings.Join(s, "\n"))
}
func (pq RoomHeap) Len() int { return len(pq) }

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@@ -16,7 +16,6 @@ import (
"time"
. "dnmshared"
"runtime/debug"
)
const (
@@ -47,9 +46,8 @@ func Serve(c *gin.Context) {
c.AbortWithStatus(http.StatusBadRequest)
return
}
Logger.Info("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token))
boundRoomId := 0
expectRoomId := 0
expectedRoomId := 0
var err error
if boundRoomIdStr, hasBoundRoomId := c.GetQuery("boundRoomId"); hasBoundRoomId {
boundRoomId, err = strconv.Atoi(boundRoomIdStr)
@@ -58,27 +56,28 @@ func Serve(c *gin.Context) {
c.AbortWithStatus(http.StatusBadRequest)
return
}
Logger.Info("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token), zap.Any("boundRoomId", boundRoomId))
}
if expectRoomIdStr, hasExpectRoomId := c.GetQuery("expectedRoomId"); hasExpectRoomId {
expectRoomId, err = strconv.Atoi(expectRoomIdStr)
Logger.Debug("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token), zap.Any("boundRoomId", boundRoomId))
} else if expectedRoomIdStr, hasExpectRoomId := c.GetQuery("expectedRoomId"); hasExpectRoomId {
expectedRoomId, err = strconv.Atoi(expectedRoomIdStr)
if err != nil {
c.AbortWithStatus(http.StatusBadRequest)
return
}
Logger.Info("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token), zap.Any("expectedRoomId", expectRoomId))
Logger.Debug("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token), zap.Any("expectedRoomId", expectedRoomId))
} else {
Logger.Debug("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token))
}
// TODO: Wrap the following 2 stmts by sql transaction!
playerId, err := models.GetPlayerIdByToken(token)
if err != nil || playerId == 0 {
// TODO: Abort with specific message.
Logger.Info("PlayerLogin record not found for ws authentication:", zap.Any("intAuthToken", token))
Logger.Warn("PlayerLogin record not found for ws authentication:", zap.Any("intAuthToken", token))
c.AbortWithStatus(http.StatusBadRequest)
return
}
Logger.Info("PlayerLogin record has been found for ws authentication:", zap.Any("playerId", playerId))
Logger.Info("PlayerLogin record has been found for ws authentication:", zap.Any("playerId", playerId), zap.Any("intAuthToken", token), zap.Any("boundRoomId", boundRoomId), zap.Any("expectedRoomId", expectedRoomId))
conn, err := upgrader.Upgrade(c.Writer, c.Request, nil)
if err != nil {
@@ -160,14 +159,14 @@ func Serve(c *gin.Context) {
signalToCloseConnOfThisPlayer(Constants.RetCode.PlayerNotFound, "")
}
Logger.Info("Player has logged in and its profile is found from persistent storage:", zap.Any("playerId", playerId), zap.Any("play", pPlayer))
Logger.Debug("Player has logged in and its profile is found from persistent storage:", zap.Any("playerId", playerId), zap.Any("player", pPlayer))
// Find a room to join.
Logger.Info("About to acquire RoomHeapMux for player:", zap.Any("playerId", playerId))
Logger.Debug("About to acquire RoomHeapMux for player:", zap.Any("playerId", playerId))
(*(models.RoomHeapMux)).Lock()
defer func() {
(*(models.RoomHeapMux)).Unlock()
Logger.Info("Released RoomHeapMux for player:", zap.Any("playerId", playerId))
Logger.Debug("Released RoomHeapMux for player:", zap.Any("playerId", playerId))
}()
defer func() {
if r := recover(); r != nil {
@@ -175,13 +174,12 @@ func Serve(c *gin.Context) {
signalToCloseConnOfThisPlayer(Constants.RetCode.UnknownError, "")
}
}()
Logger.Info("Acquired RoomHeapMux for player:", zap.Any("playerId", playerId))
Logger.Debug("Acquired RoomHeapMux for player:", zap.Any("playerId", playerId))
// Logger.Info("The RoomHeapManagerIns has:", zap.Any("addr", fmt.Sprintf("%p", models.RoomHeapManagerIns)), zap.Any("size", len(*(models.RoomHeapManagerIns))))
playerSuccessfullyAddedToRoom := false
if 0 < boundRoomId {
if tmpPRoom, existent := (*models.RoomMapManagerIns)[int32(boundRoomId)]; existent {
pRoom = tmpPRoom
Logger.Info("Successfully got:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forBoundRoomId", boundRoomId))
res := pRoom.ReAddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer)
if !res {
Logger.Warn("Failed to get:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forBoundRoomId", boundRoomId))
@@ -189,19 +187,16 @@ func Serve(c *gin.Context) {
playerSuccessfullyAddedToRoom = true
}
}
}
if 0 < expectRoomId {
if tmpRoom, existent := (*models.RoomMapManagerIns)[int32(expectRoomId)]; existent {
} else if 0 < expectedRoomId {
if tmpRoom, existent := (*models.RoomMapManagerIns)[int32(expectedRoomId)]; existent {
pRoom = tmpRoom
Logger.Info("Successfully got:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forExpectedRoomId", expectRoomId))
if pRoom.ReAddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer) {
playerSuccessfullyAddedToRoom = true
} else if pRoom.AddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer) {
playerSuccessfullyAddedToRoom = true
} else {
Logger.Warn("Failed to get:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forExpectedRoomId", expectRoomId))
Logger.Warn("Failed to get:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forExpectedRoomId", expectedRoomId))
playerSuccessfullyAddedToRoom = false
}
@@ -221,7 +216,7 @@ func Serve(c *gin.Context) {
signalToCloseConnOfThisPlayer(Constants.RetCode.LocallyNoAvailableRoom, fmt.Sprintf("Cannot pop a (*Room) for playerId == %v!", playerId))
} else {
pRoom = tmpRoom
Logger.Info("Successfully popped:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId))
Logger.Info("Successfully popped:\n", zap.Any("roomId", pRoom.Id), zap.Any("forPlayerId", playerId))
res := pRoom.AddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer)
if !res {
signalToCloseConnOfThisPlayer(Constants.RetCode.PlayerNotAddableToRoom, fmt.Sprintf("AddPlayerIfPossible returns false for roomId == %v, playerId == %v!", pRoom.Id, playerId))
@@ -247,8 +242,8 @@ func Serve(c *gin.Context) {
bciFrame := &pb.BattleColliderInfo{
BoundRoomId: pRoom.Id,
StageName: pRoom.StageName,
StrToVec2DListMap: pRoom.RawBattleStrToVec2DListMap,
StrToPolygon2DListMap: pRoom.RawBattleStrToPolygon2DListMap,
StrToVec2DListMap: pRoom.StrToVec2DListMap,
StrToPolygon2DListMap: pRoom.StrToPolygon2DListMap,
StageDiscreteW: pRoom.StageDiscreteW,
StageDiscreteH: pRoom.StageDiscreteH,
StageTileW: pRoom.StageTileW,
@@ -269,6 +264,10 @@ func Serve(c *gin.Context) {
WorldToVirtualGridRatio: pRoom.WorldToVirtualGridRatio,
VirtualGridToWorldRatio: pRoom.VirtualGridToWorldRatio,
SpAtkLookupFrames: pRoom.SpAtkLookupFrames,
RenderCacheSize: pRoom.RenderCacheSize,
MeleeSkillConfig: pRoom.MeleeSkillConfig,
}
resp := &pb.WsResp{
@@ -357,7 +356,7 @@ func Serve(c *gin.Context) {
receivingLoopAgainstPlayer := func() error {
defer func() {
if r := recover(); r != nil {
Logger.Error("Goroutine `receivingLoopAgainstPlayer`, recovery spot#1, recovered from: ", zap.Any("panic", r), zap.Any("callstack", debug.Stack()))
Logger.Error("Goroutine `receivingLoopAgainstPlayer`, recovery spot#1, recovered from: ", zap.Any("panic", r))
}
Logger.Info("Goroutine `receivingLoopAgainstPlayer` is stopped for:", zap.Any("playerId", playerId), zap.Any("roomId", pRoom.Id))
}()

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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
```
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 (
dnmshared v0.0.0
battle_srv v0.0.0
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0
github.com/hajimehoshi/ebiten/v2 v2.4.7
github.com/solarlune/resolv v0.5.1
@@ -26,3 +27,4 @@ require (
)
replace dnmshared => ../dnmshared
replace battle_srv => ../battle_srv

View File

@@ -1,6 +1,7 @@
package main
import (
. "battle_srv/protos"
. "dnmshared"
. "dnmshared/sharedprotos"
"fmt"
@@ -36,7 +37,7 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
virtualGridToWorldRatio := 0.1
playerDefaultSpeed := 20
minStep := (int(float64(playerDefaultSpeed)*virtualGridToWorldRatio) << 2)
playerColliderRadius := float64(16)
playerColliderRadius := float64(24)
playerColliders := make([]*resolv.Object, len(playerPosList.Eles))
space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep)
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))
}
}
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
}
@@ -98,6 +168,9 @@ func (world *WorldColliderDisplay) Draw(screen *ebiten.Image) {
if o.HasTags("Player") {
drawColor := color.RGBA{0, 255, 0, 255}
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 {
drawColor := color.RGBA{60, 60, 60, 255}
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 {
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)
shape := resolv.NewRectangle(0, 0, w, h)
collider.SetShape(shape)

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

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@@ -0,0 +1 @@
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View File

@@ -0,0 +1,4 @@
<?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">
<image source="watabou_pixel_dungeon_orig_files/tiles2.png" width="256" height="64"/>
</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;
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 {
int32 id = 1;
int32 virtualGridX = 2;
int32 virtualGridY = 3;
sharedprotos.Direction dir = 4;
int32 speed = 5; // in terms of virtual grid units
int32 battleState = 6;
int32 lastMoveGmtMillis = 7;
int32 score = 10;
bool removed = 11;
int32 joinIndex = 12;
int32 dirX = 4;
int32 dirY = 5;
int32 speed = 6; // in terms of virtual grid units
int32 battleState = 7;
int32 joinIndex = 8;
double colliderRadius = 9;
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 {
int32 id = 1;
string name = 2;
string displayName = 3;
string avatar = 4;
int32 joinIndex = 5;
double colliderRadius = 6;
message InputFrameDecoded {
int32 dx = 1;
int32 dy = 2;
int32 btnALevel = 3;
}
message InputFrameUpsync {
int32 inputFrameId = 1;
int32 encodedDir = 6;
uint64 encoded = 2;
}
message InputFrameDownsync {
@@ -68,13 +48,6 @@ message HeartbeatUpsync {
int64 clientTimestamp = 1;
}
message RoomDownsyncFrame {
int32 id = 1;
map<int32, PlayerDownsync> players = 2;
int64 countdownNanos = 3;
map<int32, PlayerDownsyncMeta> playerMetas = 4;
}
message WsReq {
int32 msgId = 1;
int32 playerId = 2;
@@ -94,3 +67,71 @@ message WsResp {
repeated InputFrameDownsync inputFrameDownsyncBatch = 5;
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
}

View File

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},
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},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
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},
"_enabled": true,
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": {
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},
"_type": 0,
"_sizeMode": 0,
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"_fillCenter": {
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},
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_state": 0,
"_atlas": {
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},
"_id": ""
},
{
"__type__": "ea9650l7IJHjL2ymsB5gasO",
"_name": "",
"_objFlags": 0,
"node": {
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"_enabled": true,
"localIdInBattle": null,
"linearSpeed": 0,
"_id": ""
},
{
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"root": {
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@@ -1,8 +0,0 @@
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@@ -13,7 +13,7 @@
},
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"__type__": "cc.Node",
"_name": "Player1",
"_name": "Root",
"_objFlags": 0,
"_parent": null,
"_children": [
@@ -25,25 +25,22 @@
},
{
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},
{
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}
],
"_active": true,
"_components": [
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},
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}
],
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"_color": {
@@ -192,7 +189,7 @@
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},
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"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
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"_name": "",
"_objFlags": 0,
"node": {
"__id__": 2
},
"_enabled": true,
"mapNode": {
"__id__": 3
},
"speed": 5000,
"_id": "76ImpM7XtPSbiLHDXdsJa+"
},
{
"__type__": "cc.Widget",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 2
},
"_enabled": true,
"alignMode": 0,
"_target": null,
"_alignFlags": 0,
"_left": 6240,
"_right": -4000,
"_top": -8320,
"_bottom": 10880,
"_verticalCenter": 0,
"_horizontalCenter": 0,
"_isAbsLeft": true,
"_isAbsRight": true,
"_isAbsTop": true,
"_isAbsBottom": true,
"_isAbsHorizontalCenter": true,
"_isAbsVerticalCenter": true,
"_originalWidth": 960,
"_originalHeight": 640,
"_id": "a8lQ6mB8RMRajCXQCzw1kG"
},
{
"__type__": "d34e3c4jd5NqYtg8ltL9QST",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 2
},
"_enabled": true,
"translationListenerNode": {
"__id__": 7
},
"zoomingListenerNode": {
"__id__": 3
},
"stickhead": {
"__id__": 14
},
"base": {
"__id__": 13
},
"joyStickEps": 0.1,
"magicLeanLowerBound": 0.414,
"magicLeanUpperBound": 2.414,
"linearScaleFacBase": 1,
"minScale": 1,
"maxScale": 2,
"maxMovingBufferLength": 1,
"zoomingScaleFacBase": 0.1,
"zoomingSpeedBase": 4,
"linearSpeedBase": 320,
"canvasNode": {
"__id__": 2
},
"mapNode": {
"__id__": 3
},
"linearMovingEps": 0.1,
"scaleByEps": 0.0375,
"_id": "e9oVYTr7ROlpp/IrNjBUmR"
}
]

View File

@@ -0,0 +1,7 @@
{
"ver": "1.2.5",
"uuid": "368b10b6-88fc-423c-9fcd-545d9fc673bd",
"asyncLoadAssets": false,
"autoReleaseAssets": false,
"subMetas": {}
}

View File

@@ -0,0 +1,106 @@
const BaseCharacter = require("./BaseCharacter");
window.ATK_CHARACTER_STATE = {
Idle1: [0, "Idle1"],
Walking: [1, "Walking"],
Atk1: [2, "Atk1"],
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]);
}
/*
Kindly note that the use of dragonBones anim is an informed choice for the feasibility of "gotoAndPlayByFrame", which is a required feature by "Map.rollbackAndChase". You might find that "cc.Animation" -- the traditional frame animation -- can also suffice this requirement, yet if we want to develop 3D frontend in the future, working with skeletal animation will make a smoother transition.
I've also spent sometime in extending "ccc wrapped dragoneBones.ArmatureDisplay" for enabling "gotoAndPlayByFrame" in CACHE mode (in REALTIME mode it's just the same as what's done here), but the debugging is an unexpected brainteaser -- not worth the time.
*/
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",
"uuid": "ea965d25-ec82-478c-bdb2-9ac07981ab0e",
"uuid": "0b29c37b-2ac0-47be-ae68-b7b9a4b2dffb",
"isPlugin": false,
"loadPluginInWeb": 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({
extends: BasePlayer,
// LIFE-CYCLE CALLBACKS:
extends: AttackingCharacter,
properties: {
arrowTipNode: {
type: cc.Node,
@@ -13,22 +12,9 @@ cc.Class({
default: null
}
},
start() {
BasePlayer.prototype.start.call(this);
},
onLoad() {
BasePlayer.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'
};
AttackingCharacter.prototype.onLoad.call(this);
this.arrowTipNode.active = false;
if (!this.mapIns.showCriticalCoordinateLabels) {
@@ -51,7 +37,7 @@ cc.Class({
},
update(dt) {
BasePlayer.prototype.update.call(this, dt);
AttackingCharacter.prototype.update.call(this, dt);
if (this.mapIns.showCriticalCoordinateLabels) {
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,
default: null,
},
tiledAnimPrefab: {
controlledCharacterPrefab: {
type: cc.Prefab,
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: {
type: cc.Node,
default: null
@@ -103,10 +87,6 @@ cc.Class({
forceBigEndianFloatingNumDecoding: {
default: false,
},
backgroundMapTiledIns: {
type: cc.TiledMap,
default: null
},
renderFrameIdLagTolerance: {
type: cc.Integer,
default: 4 // implies (renderFrameIdLagTolerance >> inputScaleFrames) count of inputFrameIds
@@ -115,6 +95,9 @@ cc.Class({
type: cc.Float,
default: 1e-3
},
bulletTriggerEnabled: {
default: false
},
},
_inputFrameIdDebuggable(inputFrameId) {
@@ -123,7 +106,7 @@ cc.Class({
dumpToRenderCache: function(rdf) {
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) {
self.recentRenderCache.pop();
}
@@ -133,7 +116,7 @@ cc.Class({
dumpToInputCache: function(inputFrameDownsync) {
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) {
minToKeepInputFrameId = self.lastAllConfirmedInputFrameId;
}
@@ -183,8 +166,8 @@ cc.Class({
return [previousSelfInput, existingInputFrame.inputList[joinIndex - 1]];
}
const prefabbedInputList = (null == previousInputFrameDownsyncWithPrediction ? new Array(self.playerRichInfoDict.size).fill(0) : previousInputFrameDownsyncWithPrediction.inputList.slice());
const discreteDir = self.ctrl.getDiscretizedDirection();
prefabbedInputList[(joinIndex - 1)] = discreteDir.encodedIdx;
const currSelfInput = self.ctrl.getEncodedInput();
prefabbedInputList[(joinIndex - 1)] = currSelfInput;
const prefabbedInputFrameDownsync = {
inputFrameId: inputFrameId,
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"
return [previousSelfInput, discreteDir.encodedIdx];
return [previousSelfInput, currSelfInput];
},
shouldSendInputFrameUpsyncBatch(prevSelfInput, currSelfInput, lastUpsyncInputFrameId, currInputFrameId) {
@@ -224,11 +207,13 @@ cc.Class({
} else {
const inputFrameUpsync = {
inputFrameId: i,
encodedDir: inputFrameDownsync.inputList[self.selfPlayerInfo.joinIndex - 1],
encoded: inputFrameDownsync.inputList[self.selfPlayerInfo.joinIndex - 1],
};
inputFrameUpsyncBatch.push(inputFrameUpsync);
}
}
// console.info(`inputFrameUpsyncBatch: ${JSON.stringify(inputFrameUpsyncBatch)}`);
const reqData = window.pb.protos.WsReq.encode({
msgId: Date.now(),
playerId: self.selfPlayerInfo.id,
@@ -304,8 +289,6 @@ cc.Class({
const self = this;
const mapNode = self.node;
const canvasNode = mapNode.parent;
self.countdownLabel.string = "";
self.countdownNanos = null;
// Clearing previous info of all players. [BEGINS]
self.collisionPlayerIndexPrefix = (1 << 17); // For tracking the movements of players
@@ -320,31 +303,41 @@ cc.Class({
// Clearing previous info of all players. [ENDS]
self.renderFrameId = 0; // After battle started
self.bulletBattleLocalIdCounter = 0;
self.lastAllConfirmedRenderFrameId = -1;
self.lastAllConfirmedInputFrameId = -1;
self.lastUpsyncInputFrameId = -1;
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.recentInputCache = new RingBuffer(1024);
self.recentInputCache = new RingBuffer((self.renderCacheSize >> 2) + 1);
self.collisionSys = new collisions.Collisions();
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.transitToState(ALL_MAP_STATES.VISUAL);
self.battleState = ALL_BATTLE_STATES.WAITING;
self.countdownNanos = null;
if (self.countdownLabel) {
self.countdownLabel.string = "";
}
if (self.findingPlayerNode) {
const findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
findingPlayerScriptIns.init();
}
safelyAddChild(self.widgetsAboveAllNode, self.playersInfoNode);
safelyAddChild(self.widgetsAboveAllNode, self.findingPlayerNode);
if (self.playersInfoNode) {
safelyAddChild(self.widgetsAboveAllNode, self.playersInfoNode);
}
if (self.findingPlayerNode) {
safelyAddChild(self.widgetsAboveAllNode, self.findingPlayerNode);
}
},
onLoad() {
@@ -352,7 +345,7 @@ cc.Class({
window.mapIns = self;
window.forceBigEndianFloatingNumDecoding = self.forceBigEndianFloatingNumDecoding;
self.showCriticalCoordinateLabels = true;
self.showCriticalCoordinateLabels = false;
console.warn("+++++++ Map onLoad()");
window.handleClientSessionError = function() {
@@ -420,18 +413,7 @@ cc.Class({
/** Init required prefab ended. */
window.handleBattleColliderInfo = function(parsedBattleColliderInfo) {
self.inputDelayFrames = parsedBattleColliderInfo.inputDelayFrames;
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;
Object.assign(self, parsedBattleColliderInfo);
const tiledMapIns = self.node.getComponent(cc.TiledMap);
@@ -475,8 +457,10 @@ cc.Class({
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]; }));
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) {
@@ -500,7 +484,7 @@ cc.Class({
barrierVertLabelNode.setPosition(cc.v2(wx, wy));
const barrierVertLabel = barrierVertLabelNode.addComponent(cc.Label);
barrierVertLabel.fontSize = 12;
barrierVertLabel.lineHeight = barrierVertLabel.fontSize+1;
barrierVertLabel.lineHeight = barrierVertLabel.fontSize + 1;
barrierVertLabel.string = `(${wx.toFixed(1)}, ${wy.toFixed(1)})`;
safelyAddChild(self.node, barrierVertLabelNode);
setLocalZOrder(barrierVertLabelNode, 5);
@@ -616,38 +600,42 @@ cc.Class({
}
const players = rdf.players;
const playerMetas = rdf.playerMetas;
self._initPlayerRichInfoDict(players, playerMetas);
self._initPlayerRichInfoDict(players);
// Show the top status indicators for IN_BATTLE
const playersInfoScriptIns = self.playersInfoNode.getComponent("PlayersInfo");
for (let i in playerMetas) {
const playerMeta = playerMetas[i];
playersInfoScriptIns.updateData(playerMeta);
if (self.playersInfoNode) {
const playersInfoScriptIns = self.playersInfoNode.getComponent("PlayersInfo");
for (let i in players) {
playersInfoScriptIns.updateData(players[i]);
}
}
self.renderFrameId = rdf.id;
self.lastRenderFrameIdTriggeredAt = performance.now();
// In this case it must be true that "rdf.id > chaserRenderFrameId >= lastAllConfirmedRenderFrameId".
self.lastAllConfirmedRenderFrameId = rdf.id;
self.chaserRenderFrameId = rdf.id;
if (null == self.renderFrameId || self.renderFrameId <= rdf.id) {
// 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
self.renderFrameId = rdf.id;
self.lastRenderFrameIdTriggeredAt = performance.now();
// In this case it must be true that "rdf.id > chaserRenderFrameId >= lastAllConfirmedRenderFrameId".
self.lastAllConfirmedRenderFrameId = rdf.id;
self.chaserRenderFrameId = rdf.id;
if (null != rdf.countdownNanos) {
self.countdownNanos = rdf.countdownNanos;
}
if (null != self.musicEffectManagerScriptIns) {
self.musicEffectManagerScriptIns.playBGM();
}
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);
const canvasNode = self.canvasNode;
self.ctrl = canvasNode.getComponent("TouchEventsManager");
self.enableInputControls();
self.transitToState(ALL_MAP_STATES.VISUAL);
self.battleState = ALL_BATTLE_STATES.IN_BATTLE;
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;
},
@@ -722,7 +710,7 @@ cc.Class({
self.showPopupInCanvas(self.findingPlayerNode);
}
let findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
findingPlayerScriptIns.updatePlayersInfo(rdf.playerMetas);
findingPlayerScriptIns.updatePlayersInfo(rdf.players);
},
logBattleStats() {
@@ -760,32 +748,33 @@ cc.Class({
self.playersInfoNode.getComponent("PlayersInfo").clearInfo();
},
spawnPlayerNode(joinIndex, vx, vy, playerRichInfo) {
spawnPlayerNode(joinIndex, vx, vy, playerDownsyncInfo) {
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 wpos = self.virtualGridToWorldPos(vx, vy);
const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
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]));
newPlayerNode.getComponent("SelfPlayer").mapNode = self.node;
const cpos = self.virtualGridToPlayerColliderPos(vx, vy, playerRichInfo);
const d = playerRichInfo.colliderRadius * 2,
x0 = cpos[0],
y0 = cpos[1];
let pts = [[0, 0], [d, 0], [d, d], [0, d]];
const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
newPlayerNode.setPosition(wx, wy);
playerScriptIns.mapNode = self.node;
const d = playerDownsyncInfo.colliderRadius * 2,
[x0, y0] = self.virtualGridToPolygonColliderAnchorPos(vx, vy, playerDownsyncInfo.colliderRadius, playerDownsyncInfo.colliderRadius),
pts = [[0, 0], [d, 0], [d, d], [0, d]];
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
newPlayerCollider.data = playerDownsyncInfo;
self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
safelyAddChild(self.node, newPlayerNode);
setLocalZOrder(newPlayerNode, 5);
newPlayerNode.active = true;
const playerScriptIns = newPlayerNode.getComponent("SelfPlayer");
playerScriptIns.scheduleNewDirection({
dx: playerRichInfo.dir.dx,
dy: playerRichInfo.dir.dy
}, true);
playerScriptIns.updateCharacterAnim(playerDownsyncInfo, null, true);
return [newPlayerNode, playerScriptIns];
},
@@ -804,9 +793,7 @@ cc.Class({
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];
[prevSelfInput, currSelfInput] = self._generateInputFrameUpsync(noDelayInputFrameId);
}
let t0 = performance.now();
@@ -826,30 +813,31 @@ cc.Class({
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.
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);
if (nonTrivialChaseEnded) {
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();
} catch (err) {
console.error("Error during Map.update", err);
} finally {
// Update countdown
if (null != self.countdownNanos) {
self.countdownNanos = self.battleDurationNanos - self.renderFrameId * self.rollbackEstimatedDtNanos;
if (self.countdownNanos <= 0) {
self.onBattleStopped(self.playerRichInfoDict);
return;
}
self.countdownNanos = self.battleDurationNanos - self.renderFrameId * self.rollbackEstimatedDtNanos;
if (self.countdownNanos <= 0) {
self.onBattleStopped(self.playerRichInfoDict);
return;
}
const countdownSeconds = parseInt(self.countdownNanos / 1000000000);
if (isNaN(countdownSeconds)) {
console.warn(`countdownSeconds is NaN for countdownNanos == ${self.countdownNanos}.`);
}
const countdownSeconds = parseInt(self.countdownNanos / 1000000000);
if (isNaN(countdownSeconds)) {
console.warn(`countdownSeconds is NaN for countdownNanos == ${self.countdownNanos}.`);
}
if (null != self.countdownLabel) {
self.countdownLabel.string = countdownSeconds;
}
++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;
self.findingPlayerNode.parent.removeChild(self.findingPlayerNode);
if (null != rdf) {
self._initPlayerRichInfoDict(rdf.players, rdf.playerMetas);
self._initPlayerRichInfoDict(rdf.players);
}
},
onBattleReadyToStart(rdf) {
const self = this;
const players = rdf.players;
const playerMetas = rdf.playerMetas;
self._initPlayerRichInfoDict(players, playerMetas);
self._initPlayerRichInfoDict(players);
// Show the top status indicators for IN_BATTLE
const playersInfoScriptIns = self.playersInfoNode.getComponent("PlayersInfo");
for (let i in playerMetas) {
const playerMeta = playerMetas[i];
playersInfoScriptIns.updateData(playerMeta);
if (self.playersInfoNode) {
const playersInfoScriptIns = self.playersInfoNode.getComponent("PlayersInfo");
for (let i in players) {
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
window.setTimeout(() => {
self.hideFindingPlayersGUI();
const countDownScriptIns = self.countdownToBeginGameNode.getComponent("CountdownToBeginGame");
countDownScriptIns.setData();
self.showPopupInCanvas(self.countdownToBeginGameNode);
}, 1500);
if (self.countdownToBeginGameNode) {
window.setTimeout(() => {
self.hideFindingPlayersGUI();
const countDownScriptIns = self.countdownToBeginGameNode.getComponent("CountdownToBeginGame");
countDownScriptIns.setData();
self.showPopupInCanvas(self.countdownToBeginGameNode);
}, 1500);
}
},
applyRoomDownsyncFrameDynamics(rdf) {
applyRoomDownsyncFrameDynamics(rdf, prevRdf) {
const self = this;
self.playerRichInfoDict.forEach((playerRichInfo, playerId) => {
for (let [playerId, playerRichInfo] of self.playerRichInfoDict.entries()) {
const immediatePlayerInfo = rdf.players[playerId];
const wpos = self.virtualGridToWorldPos(immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY);
const dx = (wpos[0] - playerRichInfo.node.x);
const dy = (wpos[1] - playerRichInfo.node.y);
const justJiggling = (self.jigglingEps1D >= Math.abs(dx) && self.jigglingEps1D >= Math.abs(dy));
if (!justJiggling) {
playerRichInfo.node.setPosition(wpos[0], wpos[1]);
playerRichInfo.virtualGridX = immediatePlayerInfo.virtualGridX;
playerRichInfo.virtualGridY = immediatePlayerInfo.virtualGridY;
playerRichInfo.scriptIns.scheduleNewDirection(immediatePlayerInfo.dir, false);
playerRichInfo.scriptIns.updateSpeed(immediatePlayerInfo.speed);
}
});
const prevRdfPlayer = (null == prevRdf ? null : prevRdf.players[playerId]);
const [wx, wy] = self.virtualGridToWorldPos(immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY);
//const justJiggling = (self.jigglingEps1D >= Math.abs(wx - playerRichInfo.node.x) && self.jigglingEps1D >= Math.abs(wy - playerRichInfo.node.y));
playerRichInfo.node.setPosition(wx, wy);
playerRichInfo.scriptIns.updateSpeed(immediatePlayerInfo.speed);
playerRichInfo.scriptIns.updateCharacterAnim(immediatePlayerInfo, prevRdfPlayer, false);
}
},
getCachedInputFrameDownsyncWithPrediction(inputFrameId) {
@@ -990,7 +976,7 @@ cc.Class({
const lastAllConfirmedInputFrame = self.recentInputCache.getByFrameId(self.lastAllConfirmedInputFrameId);
for (let i = 0; i < inputFrameDownsync.inputList.length; ++i) {
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
applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap) {
const self = this;
const nextRenderFramePlayers = {}
const nextRenderFramePlayers = {};
for (let playerId in currRenderFrame.players) {
const currPlayerDownsync = currRenderFrame.players[playerId];
nextRenderFramePlayers[playerId] = {
id: playerId,
virtualGridX: currPlayerDownsync.virtualGridX,
virtualGridY: currPlayerDownsync.virtualGridY,
dir: {
dx: currPlayerDownsync.dir.dx,
dy: currPlayerDownsync.dir.dy,
},
dirX: currPlayerDownsync.dirX,
dirY: currPlayerDownsync.dirY,
characterState: currPlayerDownsync.characterState,
speed: currPlayerDownsync.speed,
battleState: currPlayerDownsync.battleState,
score: currPlayerDownsync.score,
removed: currPlayerDownsync.removed,
joinIndex: currPlayerDownsync.joinIndex,
framesToRecover: (0 < currPlayerDownsync.framesToRecover ? currPlayerDownsync.framesToRecover - 1 : 0),
hp: currPlayerDownsync.hp,
maxHp: currPlayerDownsync.maxHp,
};
}
const toRet = {
id: currRenderFrame.id + 1,
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) {
const delayedInputFrameForPrevRenderFrame = self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(currRenderFrame.id - 1, self.inputDelayFrames));
const inputList = delayedInputFrame.inputList;
const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
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 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 ${thatPlayerInNextFrame.framesToRecover}`);
}
continue;
}
const encodedInput = inputList[joinIndex - 1];
const decodedInput = self.ctrl.decodeDirection(encodedInput);
const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
// console.log(`Got non-zero inputs for playerId=${playerId}, decodedInput=${JSON.stringify(decodedInput)} @currRenderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.id}`);
/*
Reset "position" of players in "collisionSys" according to "virtual grid position". The easy part is that we don't have path-dependent-integrals to worry about like that of thermal dynamics.
*/
const newVx = player.virtualGridX + (decodedInput.dx + player.speed * decodedInput.dx);
const newVy = player.virtualGridY + (decodedInput.dy + player.speed * decodedInput.dy);
const newCpos = self.virtualGridToPlayerColliderPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1]);
playerCollider.x = newCpos[0];
playerCollider.y = newCpos[1];
// Update directions and thus would eventually update moving animation accordingly
nextRenderFramePlayers[playerId].dir.dx = decodedInput.dx;
nextRenderFramePlayers[playerId].dir.dy = decodedInput.dy;
const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
// console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
if (self.bulletTriggerEnabled) {
const punchSkillId = 1;
const punch = window.pb.protos.MeleeBullet.create(self.meleeSkillConfig[punchSkillId]);
thatPlayerInNextFrame.framesToRecover = punch.recoveryFrames;
punch.battleLocalId = self.bulletBattleLocalIdCounter++;
punch.offenderJoinIndex = joinIndex;
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();
const result = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
collisionSys.update(); // by now all "bulletCollider"s are removed
const result2 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
@@ -1063,10 +1180,10 @@ cc.Class({
const potentials = playerCollider.potentials();
for (const potential of potentials) {
// 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
effPushbacks[joinIndex - 1][0] += result.overlap * result.overlap_x;
effPushbacks[joinIndex - 1][1] += result.overlap * result.overlap_y;
effPushbacks[joinIndex - 1][0] += result2.overlap * result2.overlap_x;
effPushbacks[joinIndex - 1][1] += result2.overlap * result2.overlap_y;
}
}
@@ -1075,10 +1192,10 @@ cc.Class({
const playerId = self.playerRichInfoArr[j].id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const newVpos = self.playerColliderAnchorToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], self.playerRichInfoArr[j]);
nextRenderFramePlayers[playerId].virtualGridX = newVpos[0];
nextRenderFramePlayers[playerId].virtualGridY = newVpos[1];
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
[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);
}
}
return toRet;
@@ -1089,29 +1206,30 @@ cc.Class({
This function eventually calculates a "RoomDownsyncFrame" where "RoomDownsyncFrame.id == renderFrameIdEd" if not interruptted.
*/
const self = this;
let prevLatestRdf = null;
let latestRdf = self.recentRenderCache.getByFrameId(renderFrameIdSt); // typed "RoomDownsyncFrame"
if (null == latestRdf) {
console.error(`Couldn't find renderFrameId=${renderFrameIdSt}, to rollback, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`);
return latestRdf;
return [prevLatestRdf, latestRdf];
}
if (renderFrameIdSt >= renderFrameIdEd) {
return latestRdf;
return [prevLatestRdf, latestRdf];
}
for (let i = renderFrameIdSt; i < renderFrameIdEd; ++i) {
const currRenderFrame = self.recentRenderCache.getByFrameId(i); // typed "RoomDownsyncFrame"; [WARNING] When "true == isChasing", this function can be interruptted by "onRoomDownsyncFrame(rdf)" asynchronously anytime, making this line return "null"!
if (null == currRenderFrame) {
console.warn(`Couldn't find renderFrame for i=${i} to rollback, self.renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, might've been interruptted by onRoomDownsyncFrame`);
return latestRdf;
return [prevLatestRdf, latestRdf];
}
const j = self._convertToInputFrameId(i, self.inputDelayFrames);
const delayedInputFrame = self.getCachedInputFrameDownsyncWithPrediction(j);
if (null == delayedInputFrame) {
console.warn(`Failed to get cached delayedInputFrame for i=${i}, j=${j}, self.renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}`);
return latestRdf;
return [prevLatestRdf, latestRdf];
}
prevLatestRdf = latestRdf;
latestRdf = self.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap);
if (
self._allConfirmed(delayedInputFrame.confirmedList)
@@ -1133,29 +1251,27 @@ cc.Class({
self.dumpToRenderCache(latestRdf);
}
return latestRdf;
return [prevLatestRdf, latestRdf];
},
_initPlayerRichInfoDict(players, playerMetas) {
_initPlayerRichInfoDict(players) {
const self = this;
for (let k in players) {
const playerId = parseInt(k);
if (self.playerRichInfoDict.has(playerId)) continue; // Skip already put keys
const immediatePlayerInfo = players[playerId];
const immediatePlayerMeta = playerMetas[playerId];
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), {
node: nodeAndScriptIns[0],
scriptIns: nodeAndScriptIns[1]
node: theNode,
scriptIns: theScriptIns,
});
if (self.selfPlayerInfo.id == playerId) {
self.selfPlayerInfo = Object.assign(self.selfPlayerInfo, immediatePlayerInfo);
nodeAndScriptIns[1].showArrowTipNode();
theScriptIns.showArrowTipNode();
}
}
self.playerRichInfoArr = new Array(self.playerRichInfoDict.size);
@@ -1207,23 +1323,23 @@ cc.Class({
return [wx, wy];
},
playerWorldToCollisionPos(wx, wy, playerRichInfo) {
return [wx - playerRichInfo.colliderRadius, wy - playerRichInfo.colliderRadius];
worldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH) {
return [wx - halfBoundingW, wy - halfBoundingH];
},
playerColliderAnchorToWorldPos(cx, cy, playerRichInfo) {
return [cx + playerRichInfo.colliderRadius, cy + playerRichInfo.colliderRadius];
polygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH) {
return [cx + halfBoundingW, cy + halfBoundingH];
},
playerColliderAnchorToVirtualGridPos(cx, cy, playerRichInfo) {
polygonColliderAnchorToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH) {
const self = this;
const wpos = self.playerColliderAnchorToWorldPos(cx, cy, playerRichInfo);
return self.worldToVirtualGridPos(wpos[0], wpos[1])
const [wx, wy] = self.polygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH);
return self.worldToVirtualGridPos(wx, wy)
},
virtualGridToPlayerColliderPos(vx, vy, playerRichInfo) {
virtualGridToPolygonColliderAnchorPos(vx, vy, halfBoundingW, halfBoundingH) {
const self = this;
const wpos = self.virtualGridToWorldPos(vx, vy);
return self.playerWorldToCollisionPos(wpos[0], wpos[1], playerRichInfo)
const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
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",
"uuid": "4561a173-bfd2-4f64-b7ba-888cce0e4d9d",
"uuid": "47d7dcb8-4b89-41da-9c6a-2499463a86a2",
"isPlugin": false,
"loadPluginInWeb": 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() {
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.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);
@@ -143,6 +149,51 @@ cc.Class({
self._touchEndEvent(event);
});
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) {
@@ -239,7 +290,6 @@ cc.Class({
// TODO: Handle single-finger-click event.
} while (false);
this.cachedStickHeadPosition = cc.v2(0.0, 0.0);
for (let touch of event._touches) {
if (touch) {
theListenerNode.inTouchPoints.delete(touch._id);
@@ -252,7 +302,42 @@ cc.Class({
update(dt) {
if (this.inMultiTouch) 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);
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) {
@@ -312,18 +397,23 @@ cc.Class({
return ret;
},
decodeDirection(encodedDirection) {
const mapped = window.DIRECTION_DECODER[encodedDirection];
if (null == mapped) {
console.error("Unexpected encodedDirection = ", encodedDirection);
}
return {
dx: mapped[0],
dy: mapped[1],
};
getEncodedInput() {
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
const btnALevel = (this.cachedBtnALevel << 4);
return (btnALevel + discretizedDir);
},
getDiscretizedDirection() {
return this.discretizeDirection(this.cachedStickHeadPosition.x, this.cachedStickHeadPosition.y, this.joyStickEps);
}
decodeInput(encodedInput) {
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,
});
},
});

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@@ -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) {
},
});

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