Compare commits

...

28 Commits

Author SHA1 Message Date
Wing
d113cffc7d Merge pull request #13 from genxium/downsync-order-preservation
Fixes for downsync order preservation.
2022-12-06 11:54:49 +08:00
genxium
6af9a14be5 Fixes for downsync order preservation. 2022-12-06 11:49:00 +08:00
genxium
e3fe773634 Fixed (refRenderFrameId, snapshotStFrameId) pairing in "markConfirmationIfApplicable". 2022-12-05 21:17:18 +08:00
genxium
17cac19c62 Fix on backend "createInputsBufferSnapshot". 2022-12-05 17:27:44 +08:00
Wing
26bdd41285 Merge pull request #11 from genxium/backend_locking_improvement
Improved backend implementation.
2022-12-05 15:27:30 +08:00
genxium
6bf70463fa Improved backend implementation. 2022-12-05 15:23:56 +08:00
genxium
e3d844abad Improving backend use of room.InputsBufferLock. 2022-12-04 23:37:01 +08:00
genxium
0373665382 Minor updates on ringbuffer and formatting. 2022-12-02 10:20:58 +08:00
genxium
3b0db64792 Updated README. 2022-12-01 15:46:36 +08:00
Wing
dd8b731ade Merge pull request #10 from genxium/force_confirmation_isolation
Improvement on smooth synchronization.
2022-12-01 15:25:57 +08:00
genxium
c4489e0912 Fixed backend downsyncToAll battleState filtering. 2022-12-01 15:23:43 +08:00
genxium
348c889e14 Fixes on resync. 2022-12-01 11:53:37 +08:00
yflu
c6473db561 In progress for fixing recovery upon reconnection. 2022-12-01 00:30:35 +08:00
genxium
e165d49cb1 Further simplified signaling. 2022-11-30 21:51:06 +08:00
genxium
26370dce61 Added necessary locking for backend InputsBuffer. 2022-11-30 16:53:48 +08:00
yflu
f3a12b2aa9 A temp broken commit. 2022-11-30 00:04:52 +08:00
genxium
1f5802ee14 Fixed multiple error handling spots. 2022-11-29 21:32:18 +08:00
yflu
080a384ade Working on reduction of resync received in frontend. 2022-11-29 12:49:49 +08:00
genxium
9469b27348 Updated use of GOPROXY param in Makefile. 2022-11-28 23:49:52 +08:00
Wing
ca5ba83b07 Merge pull request #9 from genxium/frame_anim_compatible
Frame anim compatible
2022-11-27 21:38:24 +08:00
genxium
b1f0cf2c57 Added frame anim compatibility for AttackingCharacter. 2022-11-27 21:33:34 +08:00
genxium
1b43e6d760 Reduced dragonbones exported resource size. 2022-11-27 19:38:26 +08:00
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
104 changed files with 25762 additions and 2148 deletions

View File

@@ -2,10 +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).
_(the following gif is sped up to 2x for file size reduction)_
![gif_demo](./charts/melee_attack_2.gif)
_(the following gif is sped up to ~1.33x for file size reduction, kindly note that around ~8s countdown, the attack animation is resumed from a partial progress)_
Please also checkout [this demo video](https://pan.baidu.com/s/1fy0CuFKnVP_Gn2cDfrj6yg?pwd=q5uc) to see how this demo carries out a full 60fps synchronization with the help of _batched input upsync/downsync_ for satisfying network I/O performance.
![gif_demo](./charts/smooth_melee_attack_spedup.gif)
Please also checkout [this demo video](https://pan.baidu.com/s/172AmIKxbFgGXZzWVqxNUPA?pwd=e2tp) 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

@@ -1,5 +1,6 @@
PROJECTNAME=server.exe
ROOT_DIR=.
GOPROXY=https://mirrors.aliyun.com/goproxy
all: help
gen-constants:
@@ -13,13 +14,13 @@ run-test-and-hotreload:
ServerEnv=TEST CompileDaemon -log-prefix=false -build="go build" -command="./$(PROJECTNAME)"
build:
go build -o $(ROOT_DIR)/$(PROJECTNAME)
GOPROXY=$(GOPROXY) go build -o $(ROOT_DIR)/$(PROJECTNAME)
run-prod: build-prod
./$(PROJECTNAME)
build-prod:
go build -ldflags "-s -w -X main.VERSION=$(shell git rev-parse --short HEAD)-$(shell date "+%Y%m%d-%H:%M:%S")" -o $(ROOT_DIR)/$(PROJECTNAME)
GOPROXY=$(GOPROXY) go build -ldflags "-s -w -X main.VERSION=$(shell git rev-parse --short HEAD)-$(shell date "+%Y%m%d-%H:%M:%S")" -o $(ROOT_DIR)/$(PROJECTNAME)
.PHONY: help

View File

@@ -13,6 +13,7 @@ import (
type PlayerBattleState struct {
ADDED_PENDING_BATTLE_COLLIDER_ACK int32
READDED_PENDING_BATTLE_COLLIDER_ACK int32
READDED_BATTLE_COLLIDER_ACKED int32
ACTIVE int32
DISCONNECTED int32
LOST int32
@@ -26,11 +27,12 @@ func InitPlayerBattleStateIns() {
PlayerBattleStateIns = PlayerBattleState{
ADDED_PENDING_BATTLE_COLLIDER_ACK: 0,
READDED_PENDING_BATTLE_COLLIDER_ACK: 1,
ACTIVE: 2,
DISCONNECTED: 3,
LOST: 4,
EXPELLED_DURING_GAME: 5,
EXPELLED_IN_DISMISSAL: 6,
READDED_BATTLE_COLLIDER_ACKED: 2,
ACTIVE: 3,
DISCONNECTED: 4,
LOST: 5,
EXPELLED_DURING_GAME: 6,
EXPELLED_IN_DISMISSAL: 7,
}
}
@@ -96,7 +98,7 @@ func getPlayer(cond sq.Eq) (*Player, error) {
p.CreatedAt = int64(val.(int64))
}
}
Logger.Info("Queried player from db", zap.Any("cond", cond), zap.Any("p", p), zap.Any("pd", pd), zap.Any("cols", cols), zap.Any("rowValues", vals))
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

View File

@@ -21,6 +21,10 @@ func NewRingBuffer(n int32) *RingBuffer {
}
func (rb *RingBuffer) Put(pItem interface{}) {
for 0 < rb.Cnt && rb.Cnt >= rb.N {
// Make room for the new element
rb.Pop()
}
rb.Eles[rb.Ed] = pItem
rb.EdFrameId++
rb.Cnt++
@@ -69,5 +73,8 @@ func (rb *RingBuffer) GetByOffset(offsetFromSt int32) interface{} {
}
func (rb *RingBuffer) GetByFrameId(frameId int32) interface{} {
if frameId >= rb.EdFrameId || frameId < rb.StFrameId {
return nil
}
return rb.GetByOffset(frameId - rb.StFrameId)
}

File diff suppressed because it is too large Load Diff

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) }

View File

@@ -630,6 +630,69 @@ func (x *WsResp) GetBciFrame() *BattleColliderInfo {
return nil
}
type InputsBufferSnapshot struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields
RefRenderFrameId int32 `protobuf:"varint,1,opt,name=refRenderFrameId,proto3" json:"refRenderFrameId,omitempty"`
UnconfirmedMask uint64 `protobuf:"varint,2,opt,name=unconfirmedMask,proto3" json:"unconfirmedMask,omitempty"`
ToSendInputFrameDownsyncs []*InputFrameDownsync `protobuf:"bytes,3,rep,name=toSendInputFrameDownsyncs,proto3" json:"toSendInputFrameDownsyncs,omitempty"`
}
func (x *InputsBufferSnapshot) Reset() {
*x = InputsBufferSnapshot{}
if protoimpl.UnsafeEnabled {
mi := &file_room_downsync_frame_proto_msgTypes[7]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
}
func (x *InputsBufferSnapshot) String() string {
return protoimpl.X.MessageStringOf(x)
}
func (*InputsBufferSnapshot) ProtoMessage() {}
func (x *InputsBufferSnapshot) ProtoReflect() protoreflect.Message {
mi := &file_room_downsync_frame_proto_msgTypes[7]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
ms.StoreMessageInfo(mi)
}
return ms
}
return mi.MessageOf(x)
}
// Deprecated: Use InputsBufferSnapshot.ProtoReflect.Descriptor instead.
func (*InputsBufferSnapshot) Descriptor() ([]byte, []int) {
return file_room_downsync_frame_proto_rawDescGZIP(), []int{7}
}
func (x *InputsBufferSnapshot) GetRefRenderFrameId() int32 {
if x != nil {
return x.RefRenderFrameId
}
return 0
}
func (x *InputsBufferSnapshot) GetUnconfirmedMask() uint64 {
if x != nil {
return x.UnconfirmedMask
}
return 0
}
func (x *InputsBufferSnapshot) GetToSendInputFrameDownsyncs() []*InputFrameDownsync {
if x != nil {
return x.ToSendInputFrameDownsyncs
}
return nil
}
type MeleeBullet struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
@@ -659,7 +722,7 @@ type MeleeBullet struct {
func (x *MeleeBullet) Reset() {
*x = MeleeBullet{}
if protoimpl.UnsafeEnabled {
mi := &file_room_downsync_frame_proto_msgTypes[7]
mi := &file_room_downsync_frame_proto_msgTypes[8]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
@@ -672,7 +735,7 @@ func (x *MeleeBullet) String() string {
func (*MeleeBullet) ProtoMessage() {}
func (x *MeleeBullet) ProtoReflect() protoreflect.Message {
mi := &file_room_downsync_frame_proto_msgTypes[7]
mi := &file_room_downsync_frame_proto_msgTypes[8]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
@@ -685,7 +748,7 @@ func (x *MeleeBullet) ProtoReflect() protoreflect.Message {
// Deprecated: Use MeleeBullet.ProtoReflect.Descriptor instead.
func (*MeleeBullet) Descriptor() ([]byte, []int) {
return file_room_downsync_frame_proto_rawDescGZIP(), []int{7}
return file_room_downsync_frame_proto_rawDescGZIP(), []int{8}
}
func (x *MeleeBullet) GetBattleLocalId() int32 {
@@ -843,7 +906,7 @@ type BattleColliderInfo struct {
func (x *BattleColliderInfo) Reset() {
*x = BattleColliderInfo{}
if protoimpl.UnsafeEnabled {
mi := &file_room_downsync_frame_proto_msgTypes[8]
mi := &file_room_downsync_frame_proto_msgTypes[9]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
@@ -856,7 +919,7 @@ func (x *BattleColliderInfo) String() string {
func (*BattleColliderInfo) ProtoMessage() {}
func (x *BattleColliderInfo) ProtoReflect() protoreflect.Message {
mi := &file_room_downsync_frame_proto_msgTypes[8]
mi := &file_room_downsync_frame_proto_msgTypes[9]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
@@ -869,7 +932,7 @@ func (x *BattleColliderInfo) ProtoReflect() protoreflect.Message {
// Deprecated: Use BattleColliderInfo.ProtoReflect.Descriptor instead.
func (*BattleColliderInfo) Descriptor() ([]byte, []int) {
return file_room_downsync_frame_proto_rawDescGZIP(), []int{8}
return file_room_downsync_frame_proto_rawDescGZIP(), []int{9}
}
func (x *BattleColliderInfo) GetStageName() string {
@@ -1059,16 +1122,17 @@ type RoomDownsyncFrame struct {
sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields
Id int32 `protobuf:"varint,1,opt,name=id,proto3" json:"id,omitempty"`
Players map[int32]*PlayerDownsync `protobuf:"bytes,2,rep,name=players,proto3" json:"players,omitempty" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"bytes,2,opt,name=value,proto3"`
CountdownNanos int64 `protobuf:"varint,3,opt,name=countdownNanos,proto3" json:"countdownNanos,omitempty"`
MeleeBullets []*MeleeBullet `protobuf:"bytes,4,rep,name=meleeBullets,proto3" json:"meleeBullets,omitempty"` // 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
Id int32 `protobuf:"varint,1,opt,name=id,proto3" json:"id,omitempty"`
Players map[int32]*PlayerDownsync `protobuf:"bytes,2,rep,name=players,proto3" json:"players,omitempty" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"bytes,2,opt,name=value,proto3"`
CountdownNanos int64 `protobuf:"varint,3,opt,name=countdownNanos,proto3" json:"countdownNanos,omitempty"`
MeleeBullets []*MeleeBullet `protobuf:"bytes,4,rep,name=meleeBullets,proto3" json:"meleeBullets,omitempty"` // 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
BackendUnconfirmedMask uint64 `protobuf:"varint,5,opt,name=backendUnconfirmedMask,proto3" json:"backendUnconfirmedMask,omitempty"` // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync
}
func (x *RoomDownsyncFrame) Reset() {
*x = RoomDownsyncFrame{}
if protoimpl.UnsafeEnabled {
mi := &file_room_downsync_frame_proto_msgTypes[9]
mi := &file_room_downsync_frame_proto_msgTypes[10]
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
ms.StoreMessageInfo(mi)
}
@@ -1081,7 +1145,7 @@ func (x *RoomDownsyncFrame) String() string {
func (*RoomDownsyncFrame) ProtoMessage() {}
func (x *RoomDownsyncFrame) ProtoReflect() protoreflect.Message {
mi := &file_room_downsync_frame_proto_msgTypes[9]
mi := &file_room_downsync_frame_proto_msgTypes[10]
if protoimpl.UnsafeEnabled && x != nil {
ms := protoimpl.X.MessageStateOf(protoimpl.Pointer(x))
if ms.LoadMessageInfo() == nil {
@@ -1094,7 +1158,7 @@ func (x *RoomDownsyncFrame) ProtoReflect() protoreflect.Message {
// Deprecated: Use RoomDownsyncFrame.ProtoReflect.Descriptor instead.
func (*RoomDownsyncFrame) Descriptor() ([]byte, []int) {
return file_room_downsync_frame_proto_rawDescGZIP(), []int{9}
return file_room_downsync_frame_proto_rawDescGZIP(), []int{10}
}
func (x *RoomDownsyncFrame) GetId() int32 {
@@ -1125,6 +1189,13 @@ func (x *RoomDownsyncFrame) GetMeleeBullets() []*MeleeBullet {
return nil
}
func (x *RoomDownsyncFrame) GetBackendUnconfirmedMask() uint64 {
if x != nil {
return x.BackendUnconfirmedMask
}
return 0
}
var File_room_downsync_frame_proto protoreflect.FileDescriptor
var file_room_downsync_frame_proto_rawDesc = []byte{
@@ -1225,178 +1296,194 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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}
var (
@@ -1411,7 +1498,7 @@ func file_room_downsync_frame_proto_rawDescGZIP() []byte {
return file_room_downsync_frame_proto_rawDescData
}
var file_room_downsync_frame_proto_msgTypes = make([]protoimpl.MessageInfo, 14)
var file_room_downsync_frame_proto_msgTypes = make([]protoimpl.MessageInfo, 15)
var file_room_downsync_frame_proto_goTypes = []interface{}{
(*PlayerDownsync)(nil), // 0: protos.PlayerDownsync
(*InputFrameDecoded)(nil), // 1: protos.InputFrameDecoded
@@ -1420,39 +1507,41 @@ var file_room_downsync_frame_proto_goTypes = []interface{}{
(*HeartbeatUpsync)(nil), // 4: protos.HeartbeatUpsync
(*WsReq)(nil), // 5: protos.WsReq
(*WsResp)(nil), // 6: protos.WsResp
(*MeleeBullet)(nil), // 7: protos.MeleeBullet
(*BattleColliderInfo)(nil), // 8: protos.BattleColliderInfo
(*RoomDownsyncFrame)(nil), // 9: protos.RoomDownsyncFrame
nil, // 10: protos.BattleColliderInfo.StrToVec2DListMapEntry
nil, // 11: protos.BattleColliderInfo.StrToPolygon2DListMapEntry
nil, // 12: protos.BattleColliderInfo.MeleeSkillConfigEntry
nil, // 13: protos.RoomDownsyncFrame.PlayersEntry
(*sharedprotos.Vec2D)(nil), // 14: sharedprotos.Vec2D
(*sharedprotos.Vec2DList)(nil), // 15: sharedprotos.Vec2DList
(*sharedprotos.Polygon2DList)(nil), // 16: sharedprotos.Polygon2DList
(*InputsBufferSnapshot)(nil), // 7: protos.InputsBufferSnapshot
(*MeleeBullet)(nil), // 8: protos.MeleeBullet
(*BattleColliderInfo)(nil), // 9: protos.BattleColliderInfo
(*RoomDownsyncFrame)(nil), // 10: protos.RoomDownsyncFrame
nil, // 11: protos.BattleColliderInfo.StrToVec2DListMapEntry
nil, // 12: protos.BattleColliderInfo.StrToPolygon2DListMapEntry
nil, // 13: protos.BattleColliderInfo.MeleeSkillConfigEntry
nil, // 14: protos.RoomDownsyncFrame.PlayersEntry
(*sharedprotos.Vec2D)(nil), // 15: sharedprotos.Vec2D
(*sharedprotos.Vec2DList)(nil), // 16: sharedprotos.Vec2DList
(*sharedprotos.Polygon2DList)(nil), // 17: sharedprotos.Polygon2DList
}
var file_room_downsync_frame_proto_depIdxs = []int32{
2, // 0: protos.WsReq.inputFrameUpsyncBatch:type_name -> protos.InputFrameUpsync
4, // 1: protos.WsReq.hb:type_name -> protos.HeartbeatUpsync
9, // 2: protos.WsResp.rdf:type_name -> protos.RoomDownsyncFrame
10, // 2: protos.WsResp.rdf:type_name -> protos.RoomDownsyncFrame
3, // 3: protos.WsResp.inputFrameDownsyncBatch:type_name -> protos.InputFrameDownsync
8, // 4: protos.WsResp.bciFrame:type_name -> protos.BattleColliderInfo
14, // 5: protos.MeleeBullet.moveforward:type_name -> sharedprotos.Vec2D
14, // 6: protos.MeleeBullet.hitboxSize:type_name -> sharedprotos.Vec2D
10, // 7: protos.BattleColliderInfo.strToVec2DListMap:type_name -> protos.BattleColliderInfo.StrToVec2DListMapEntry
11, // 8: protos.BattleColliderInfo.strToPolygon2DListMap:type_name -> protos.BattleColliderInfo.StrToPolygon2DListMapEntry
12, // 9: protos.BattleColliderInfo.meleeSkillConfig:type_name -> protos.BattleColliderInfo.MeleeSkillConfigEntry
13, // 10: protos.RoomDownsyncFrame.players:type_name -> protos.RoomDownsyncFrame.PlayersEntry
7, // 11: protos.RoomDownsyncFrame.meleeBullets:type_name -> protos.MeleeBullet
15, // 12: protos.BattleColliderInfo.StrToVec2DListMapEntry.value:type_name -> sharedprotos.Vec2DList
16, // 13: protos.BattleColliderInfo.StrToPolygon2DListMapEntry.value:type_name -> sharedprotos.Polygon2DList
7, // 14: protos.BattleColliderInfo.MeleeSkillConfigEntry.value:type_name -> protos.MeleeBullet
0, // 15: protos.RoomDownsyncFrame.PlayersEntry.value:type_name -> protos.PlayerDownsync
16, // [16:16] is the sub-list for method output_type
16, // [16:16] is the sub-list for method input_type
16, // [16:16] is the sub-list for extension type_name
16, // [16:16] is the sub-list for extension extendee
0, // [0:16] is the sub-list for field type_name
9, // 4: protos.WsResp.bciFrame:type_name -> protos.BattleColliderInfo
3, // 5: protos.InputsBufferSnapshot.toSendInputFrameDownsyncs:type_name -> protos.InputFrameDownsync
15, // 6: protos.MeleeBullet.moveforward:type_name -> sharedprotos.Vec2D
15, // 7: protos.MeleeBullet.hitboxSize:type_name -> sharedprotos.Vec2D
11, // 8: protos.BattleColliderInfo.strToVec2DListMap:type_name -> protos.BattleColliderInfo.StrToVec2DListMapEntry
12, // 9: protos.BattleColliderInfo.strToPolygon2DListMap:type_name -> protos.BattleColliderInfo.StrToPolygon2DListMapEntry
13, // 10: protos.BattleColliderInfo.meleeSkillConfig:type_name -> protos.BattleColliderInfo.MeleeSkillConfigEntry
14, // 11: protos.RoomDownsyncFrame.players:type_name -> protos.RoomDownsyncFrame.PlayersEntry
8, // 12: protos.RoomDownsyncFrame.meleeBullets:type_name -> protos.MeleeBullet
16, // 13: protos.BattleColliderInfo.StrToVec2DListMapEntry.value:type_name -> sharedprotos.Vec2DList
17, // 14: protos.BattleColliderInfo.StrToPolygon2DListMapEntry.value:type_name -> sharedprotos.Polygon2DList
8, // 15: protos.BattleColliderInfo.MeleeSkillConfigEntry.value:type_name -> protos.MeleeBullet
0, // 16: protos.RoomDownsyncFrame.PlayersEntry.value:type_name -> protos.PlayerDownsync
17, // [17:17] is the sub-list for method output_type
17, // [17:17] is the sub-list for method input_type
17, // [17:17] is the sub-list for extension type_name
17, // [17:17] is the sub-list for extension extendee
0, // [0:17] is the sub-list for field type_name
}
func init() { file_room_downsync_frame_proto_init() }
@@ -1546,7 +1635,7 @@ func file_room_downsync_frame_proto_init() {
}
}
file_room_downsync_frame_proto_msgTypes[7].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*MeleeBullet); i {
switch v := v.(*InputsBufferSnapshot); i {
case 0:
return &v.state
case 1:
@@ -1558,7 +1647,7 @@ func file_room_downsync_frame_proto_init() {
}
}
file_room_downsync_frame_proto_msgTypes[8].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*BattleColliderInfo); i {
switch v := v.(*MeleeBullet); i {
case 0:
return &v.state
case 1:
@@ -1570,6 +1659,18 @@ func file_room_downsync_frame_proto_init() {
}
}
file_room_downsync_frame_proto_msgTypes[9].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*BattleColliderInfo); i {
case 0:
return &v.state
case 1:
return &v.sizeCache
case 2:
return &v.unknownFields
default:
return nil
}
}
file_room_downsync_frame_proto_msgTypes[10].Exporter = func(v interface{}, i int) interface{} {
switch v := v.(*RoomDownsyncFrame); i {
case 0:
return &v.state
@@ -1588,7 +1689,7 @@ func file_room_downsync_frame_proto_init() {
GoPackagePath: reflect.TypeOf(x{}).PkgPath(),
RawDescriptor: file_room_downsync_frame_proto_rawDesc,
NumEnums: 0,
NumMessages: 14,
NumMessages: 15,
NumExtensions: 0,
NumServices: 0,
},

View File

@@ -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))
@@ -361,7 +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))
}()
@@ -370,7 +365,7 @@ func Serve(c *gin.Context) {
return nil
}
// Tries to receive from client-side in a non-blocking manner.
// TODO: Is there any potential edge-trigger improvement like the epoll approach mentioned above for the following statement? See discussion in https://github.com/gorilla/websocket/issues/122
_, bytes, err := conn.ReadMessage()
if nil != err {
Logger.Error("About to `signalToCloseConnOfThisPlayer`", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Error(err))

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@@ -5,7 +5,7 @@ all: help
GOPROXY=https://mirrors.aliyun.com/goproxy
build:
go build -o $(ROOT_DIR)/$(PROJECTNAME)
GOPROXY=$(GOPROXY) go build -o $(ROOT_DIR)/$(PROJECTNAME)
run: build
./$(PROJECTNAME)

View File

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

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@@ -1,31 +0,0 @@
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"__type__": "cc.AnimationClip",
"_name": "Bottom",
"_objFlags": 0,
"_native": "",
"_duration": 0.25,
"sample": 12,
"speed": 1,
"wrapMode": "2",
"curveData": {
"comps": {
"cc.Sprite": {
"spriteFrame": [
{
"frame": 0,
"value": {
"__uuid__": "783f1240-d608-40be-8108-3013ab53cfe6"
}
},
{
"frame": 0.16666666666666666,
"value": {
"__uuid__": "393e649b-addb-4f91-b687-438433026c8d"
}
}
]
}
}
},
"events": []
}

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@@ -1,5 +0,0 @@
{
"ver": "2.1.0",
"uuid": "115ea7bb-d47f-4d3c-a52a-f46584346c3f",
"subMetas": {}
}

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@@ -1,31 +0,0 @@
{
"__type__": "cc.AnimationClip",
"_name": "BottomLeft",
"_objFlags": 0,
"_native": "",
"_duration": 0.25,
"sample": 12,
"speed": 1,
"wrapMode": "2",
"curveData": {
"comps": {
"cc.Sprite": {
"spriteFrame": [
{
"frame": 0,
"value": {
"__uuid__": "748c55f0-e761-40f6-b13b-e416b3d8a55c"
}
},
{
"frame": 0.16666666666666666,
"value": {
"__uuid__": "6164bac7-9882-43ce-b3d0-9d062d6d0b49"
}
}
]
}
}
},
"events": []
}

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@@ -1,5 +0,0 @@
{
"ver": "2.1.0",
"uuid": "a1bf7c7c-b9f7-4b65-86e3-f86a9e798fb6",
"subMetas": {}
}

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@@ -1,31 +0,0 @@
{
"__type__": "cc.AnimationClip",
"_name": "BottomRight",
"_objFlags": 0,
"_native": "",
"_duration": 0.25,
"sample": 12,
"speed": 1,
"wrapMode": "2",
"curveData": {
"comps": {
"cc.Sprite": {
"spriteFrame": [
{
"frame": 0,
"value": {
"__uuid__": "34cf9fbb-8def-4faf-a56e-123b4c45706c"
}
},
{
"frame": 0.16666666666666666,
"value": {
"__uuid__": "b6709dd6-6ba7-4222-af38-de79ac80ce8b"
}
}
]
}
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{
"ver": "2.1.0",
"uuid": "d5af527a-9f0c-4398-b2dd-84426be7bd32",
"subMetas": {}
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{
"__type__": "cc.AnimationClip",
"_name": "Left",
"_objFlags": 0,
"_native": "",
"_duration": 0.25,
"sample": 12,
"speed": 1,
"wrapMode": "2",
"curveData": {
"comps": {
"cc.Sprite": {
"spriteFrame": [
{
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"value": {
"__uuid__": "02cd24e3-1c4a-46d7-85af-9034c9445ba7"
}
},
{
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"value": {
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}
}
]
}
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{
"ver": "2.1.0",
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{
"__type__": "cc.AnimationClip",
"_name": "Right",
"_objFlags": 0,
"_native": "",
"_duration": 0.25,
"sample": 12,
"speed": 1,
"wrapMode": "2",
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}
},
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"__uuid__": "b5d11244-f30a-4b0d-b67b-23648d253d44"
}
}
]
}
}
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{
"ver": "2.1.0",
"uuid": "0b3fb38e-9110-4191-9b72-6b64a224d049",
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{
"__type__": "cc.AnimationClip",
"_name": "Top",
"_objFlags": 0,
"_native": "",
"_duration": 0.25,
"sample": 12,
"speed": 1,
"wrapMode": "2",
"curveData": {
"comps": {
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{
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"__uuid__": "8967d249-e9cf-4e44-85e8-6b9377129d9e"
}
},
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}
}
]
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{
"ver": "2.1.0",
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{
"__type__": "cc.AnimationClip",
"_name": "TopLeft",
"_objFlags": 0,
"_native": "",
"_duration": 0.25,
"sample": 12,
"speed": 1,
"wrapMode": "2",
"curveData": {
"comps": {
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}
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{
"__type__": "cc.AnimationClip",
"_name": "TopRight",
"_objFlags": 0,
"_native": "",
"_duration": 0.25,
"sample": 12,
"speed": 1,
"wrapMode": "2",
"curveData": {
"comps": {
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"__type__": "cc.AnimationClip",
"_name": "attackedLeft",
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"speed": 1,
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},
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},
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}
},
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"__type__": "cc.AnimationClip",
"_name": "attackedRight",
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"_duration": 0.3333333333333333,
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"speed": 1,
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},
{
"frame": 0.25,
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}
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@@ -68,6 +68,12 @@ message WsResp {
BattleColliderInfo bciFrame = 6;
}
message InputsBufferSnapshot {
int32 refRenderFrameId = 1;
uint64 unconfirmedMask = 2;
repeated InputFrameDownsync toSendInputFrameDownsyncs = 3;
}
message MeleeBullet {
// Jargon reference https://www.thegamer.com/fighting-games-frame-data-explained/
// ALL lengths are in world coordinate
@@ -134,4 +140,5 @@ message RoomDownsyncFrame {
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
uint64 backendUnconfirmedMask = 5; // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync
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@@ -689,8 +689,8 @@
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@@ -739,146 +765,23 @@
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"_enabled": true,
"_cullingMask": 4294967295,
@@ -587,20 +511,20 @@
"_name": "DebugInfo",
"_objFlags": 0,
"_parent": {
"__id__": 9
"__id__": 7
},
"_children": [
{
"__id__": 13
"__id__": 11
}
],
"_active": true,
"_components": [
{
"__id__": 20
"__id__": 18
},
{
"__id__": 21
"__id__": 19
}
],
"_prefab": null,
@@ -656,23 +580,23 @@
"_name": "RoomIdIndicator",
"_objFlags": 0,
"_parent": {
"__id__": 12
"__id__": 10
},
"_children": [
{
"__id__": 14
"__id__": 12
},
{
"__id__": 16
"__id__": 14
}
],
"_active": false,
"_components": [
{
"__id__": 18
"__id__": 16
},
{
"__id__": 19
"__id__": 17
}
],
"_prefab": null,
@@ -728,13 +652,13 @@
"_name": "label",
"_objFlags": 0,
"_parent": {
"__id__": 13
"__id__": 11
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 15
"__id__": 13
}
],
"_prefab": null,
@@ -790,7 +714,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 14
"__id__": 12
},
"_enabled": true,
"_materials": [],
@@ -818,13 +742,13 @@
"_name": "BoundRoomIdLabel",
"_objFlags": 0,
"_parent": {
"__id__": 13
"__id__": 11
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 17
"__id__": 15
}
],
"_prefab": null,
@@ -880,7 +804,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 16
"__id__": 14
},
"_enabled": true,
"_materials": [],
@@ -908,7 +832,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 13
"__id__": 11
},
"_enabled": true,
"_layoutSize": {
@@ -941,7 +865,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 13
"__id__": 11
},
"_enabled": true,
"_materials": [],
@@ -971,7 +895,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 12
"__id__": 10
},
"_enabled": true,
"_materials": [],
@@ -997,7 +921,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 12
"__id__": 10
},
"_enabled": true,
"_layoutSize": {
@@ -1030,13 +954,13 @@
"_name": "CountdownSeconds",
"_objFlags": 0,
"_parent": {
"__id__": 9
"__id__": 7
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 23
"__id__": 21
}
],
"_prefab": null,
@@ -1092,7 +1016,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 22
"__id__": 20
},
"_enabled": true,
"_materials": [
@@ -1122,20 +1046,20 @@
"_name": "JoystickBG",
"_objFlags": 0,
"_parent": {
"__id__": 8
"__id__": 6
},
"_children": [
{
"__id__": 25
"__id__": 23
}
],
"_active": true,
"_components": [
{
"__id__": 27
"__id__": 25
},
{
"__id__": 28
"__id__": 26
}
],
"_prefab": null,
@@ -1191,13 +1115,13 @@
"_name": "Joystick",
"_objFlags": 0,
"_parent": {
"__id__": 24
"__id__": 22
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 26
"__id__": 24
}
],
"_prefab": null,
@@ -1253,7 +1177,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 25
"__id__": 23
},
"_enabled": true,
"_materials": [
@@ -1287,7 +1211,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 24
"__id__": 22
},
"_enabled": true,
"_materials": [
@@ -1321,7 +1245,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 24
"__id__": 22
},
"_enabled": true,
"alignMode": 0,
@@ -1348,7 +1272,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 8
"__id__": 6
},
"_enabled": true,
"alignMode": 0,
@@ -1375,7 +1299,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 5
"__id__": 3
},
"_enabled": true,
"BGMEffect": {
@@ -1394,7 +1318,7 @@
"__uuid__": "261d1d7d-a5cc-4cb7-a737-194427055fd4"
},
"mapNode": {
"__id__": 5
"__id__": 3
},
"_id": "3crA1nz5xPSLAnCSLQIPOq"
},
@@ -1424,7 +1348,7 @@
},
"_enabled": true,
"map": {
"__id__": 5
"__id__": 3
},
"_id": "84o2sgpN1NRqlN9x7mSzBj"
},
@@ -1437,7 +1361,7 @@
},
"_enabled": true,
"mapNode": {
"__id__": 5
"__id__": 3
},
"speed": 5000,
"_id": "76ImpM7XtPSbiLHDXdsJa+"
@@ -1478,16 +1402,16 @@
},
"_enabled": true,
"translationListenerNode": {
"__id__": 8
"__id__": 6
},
"zoomingListenerNode": {
"__id__": 5
"__id__": 3
},
"stickhead": {
"__id__": 25
"__id__": 23
},
"base": {
"__id__": 24
"__id__": 22
},
"joyStickEps": 0.1,
"magicLeanLowerBound": 0.414,
@@ -1503,7 +1427,7 @@
"__id__": 2
},
"mapNode": {
"__id__": 5
"__id__": 3
},
"linearMovingEps": 0.1,
"scaleByEps": 0.0375,

View File

@@ -440,7 +440,7 @@
"array": [
0,
0,
210.7364624020594,
210.14647688706773,
0,
0,
0,

View File

@@ -191,8 +191,8 @@
0,
0,
1,
1,
1,
2,
2,
1
]
},
@@ -454,7 +454,7 @@
"array": [
0,
0,
210.7364624020594,
216.50635094610968,
0,
0,
0,

View File

@@ -12,6 +12,17 @@ for (let k in window.ATK_CHARACTER_STATE) {
window.ATK_CHARACTER_STATE_ARR.push(window.ATK_CHARACTER_STATE[k]);
}
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET = new Set();
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.Idle1[0]);
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.Walking[0]);
/*
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 anim -- can also suffice this requirement, yet if we want to develop 3D frontend in the future, working with skeletal anim will make a smoother transition.
Moreover, frame anim doesn't support "compositie playing" and consumes more memory (yet less CPU) than a same skeletal anim, thus should only be used properly.
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: {
@@ -30,17 +41,22 @@ cc.Class({
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]);
this.effAnimNode.active = true;
},
onLoad() {
BaseCharacter.prototype.onLoad.call(this);
this.effAnimNode = this.animNode.getChildByName(this.speciesName);
this.animComp = this.effAnimNode.getComponent(dragonBones.ArmatureDisplay);
if (!this.animComp) {
this.animComp = this.effAnimNode.getComponent(cc.Animation);
this.effAnimNode.anchorY = 0.0; // Otherwise the frame anim will show with an incorrect y-offset even if the collider boundaries are all correct!
}
this.effAnimNode.active = true;
},
updateCharacterAnim(rdfPlayer, prevRdfPlayer, forceAnimSwitch) {
// As this function might be called after many frames of a rollback, it's possible that the playing animation was predicted, different from "prevRdfPlayer.characterState" but same as "newCharacterState". More granular checks are needed to determine whether we should interrupt the playing animation.
// Update directions
if (this.animComp && this.animComp.node) {
if (0 > rdfPlayer.dirX) {
@@ -50,16 +66,64 @@ cc.Class({
}
}
// Update per character state
let newCharacterState = rdfPlayer.characterState;
let prevCharacterState = (null == prevRdfPlayer ? window.ATK_CHARACTER_STATE.Idle1[0] : prevRdfPlayer.characterState);
if (newCharacterState != prevCharacterState) {
// Anim is edge-triggered
const newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
if (newAnimName != this.animComp.animationName) {
this.animComp.playAnimation(newAnimName);
console.log(`JoinIndex=${rdfPlayer.joinIndex}, Resetting anim to ${newAnimName}, state changed: (${prevCharacterState}, prevRdfPlayer is null? ${null == prevRdfPlayer}) -> (${newCharacterState})`);
}
const newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
let playingAnimName = null;
let underlyingAnimationCtrl = null;
if (this.animComp instanceof dragonBones.ArmatureDisplay) {
underlyingAnimationCtrl = this.animComp._armature.animation; // ALWAYS use the dragonBones api instead of ccc's wrapper!
playingAnimName = underlyingAnimationCtrl.lastAnimationName;
} else {
underlyingAnimationCtrl = this.animComp.currentClip;
playingAnimName = (!underlyingAnimationCtrl ? null : underlyingAnimationCtrl.name);
}
// It turns out that "prevRdfPlayer.characterState" is not useful in this function :)
if (newAnimName == playingAnimName && window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(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: ${JSON.stringify(rdfPlayer)}`);
return;
}
if (this.animComp instanceof dragonBones.ArmatureDisplay) {
this._interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName);
} else {
this._interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName);
}
},
_interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName) {
if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
// No "framesToRecover"
//console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`);
underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, 0, -1);
} else {
const animationData = underlyingAnimationCtrl._animations[newAnimName];
let fromAnimFrame = (animationData.frameCount - rdfPlayer.framesToRecover);
if (fromAnimFrame < 0) {
// For Atk1 or Atk2, it's possible that the "meleeBullet.recoveryFrames" is configured to be slightly larger than corresponding animation duration frames
fromAnimFrame = 0;
}
underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, fromAnimFrame, 1);
}
},
_interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName) {
if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
// No "framesToRecover"
//console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`);
this.animComp.play(newAnimName, 0);
return;
}
// The "playTimes" counterpart is managed by each "cc.AnimationClip.wrapMode", already preset in the editor.
const targetClip = this.animComp.getClips()[newCharacterState]; // The clips follow the exact order in ATK_CHARACTER_STATE
let fromTime = (targetClip.duration - rdfPlayer.framesToRecover / targetClip.sample); // TODO: Anyway to avoid using division here?
if (fromTime < 0) {
// For Atk1 or Atk2, it's possible that the "meleeBullet.recoveryFrames" is configured to be slightly larger than corresponding animation duration frames
fromTime = 0;
}
this.animComp.play(newAnimName, fromTime);
},
});

View File

@@ -104,32 +104,6 @@ cc.Class({
return (0 == inputFrameId % 10);
},
dumpToRenderCache: function(rdf) {
const self = this;
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();
}
const ret = self.recentRenderCache.setByFrameId(rdf, rdf.id);
return ret;
},
dumpToInputCache: function(inputFrameDownsync) {
const self = this;
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;
}
while (0 < self.recentInputCache.cnt && self.recentInputCache.stFrameId < minToKeepInputFrameId) {
self.recentInputCache.pop();
}
const ret = self.recentInputCache.setByFrameId(inputFrameDownsync, inputFrameDownsync.inputFrameId);
if (-1 < self.lastAllConfirmedInputFrameId && self.recentInputCache.stFrameId > self.lastAllConfirmedInputFrameId) {
console.error("Invalid input cache dumped! lastAllConfirmedRenderFrameId=", self.lastAllConfirmedRenderFrameId, ", lastAllConfirmedInputFrameId=", self.lastAllConfirmedInputFrameId, ", recentRenderCache=", self._stringifyRecentRenderCache(false), ", recentInputCache=", self._stringifyRecentInputCache(false));
}
return ret;
},
_convertToInputFrameId(renderFrameId, inputDelayFrames) {
if (renderFrameId < inputDelayFrames) return 0;
return ((renderFrameId - inputDelayFrames) >> this.inputScaleFrames);
@@ -153,28 +127,35 @@ cc.Class({
null == self.ctrl ||
null == self.selfPlayerInfo
) {
return [null, null];
throw `noDelayInputFrameId=${inputFrameId} couldn't be generated: recentInputCache=${self._stringifyRecentInputCache(false)}`;
}
let previousSelfInput = null,
currSelfInput = null;
const joinIndex = self.selfPlayerInfo.joinIndex;
const previousInputFrameDownsyncWithPrediction = self.getCachedInputFrameDownsyncWithPrediction(inputFrameId);
const previousSelfInput = (null == previousInputFrameDownsyncWithPrediction ? null : previousInputFrameDownsyncWithPrediction.inputList[joinIndex - 1]);
// [WARNING] The while-loop here handles a situation where the "resync rdf & accompaniedInputFrameDownsyncBatch" mismatched and we have to predict some "gap-inputFrames"!
while (self.recentInputCache.edFrameId <= inputFrameId) {
// TODO: find some kind of synchronization mechanism against "onInputFrameDownsyncBatch"!
const previousInputFrameDownsyncWithPrediction = self.getCachedInputFrameDownsyncWithPrediction(inputFrameId - 1);
previousSelfInput = (null == previousInputFrameDownsyncWithPrediction ? null : previousInputFrameDownsyncWithPrediction.inputList[joinIndex - 1]);
// If "forceConfirmation" is active on backend, we shouldn't override the already downsynced "inputFrameDownsync"s.
const existingInputFrame = self.recentInputCache.getByFrameId(inputFrameId);
if (null != existingInputFrame && self._allConfirmed(existingInputFrame.confirmedList)) {
return [previousSelfInput, existingInputFrame.inputList[joinIndex - 1]];
// If "forceConfirmation" is active on backend, there's a chance that the already downsynced "inputFrameDownsync"s are ahead of a locally generating inputFrameId, in this case we respect the downsynced one.
const existingInputFrame = self.recentInputCache.getByFrameId(inputFrameId);
if (null != existingInputFrame && self._allConfirmed(existingInputFrame.confirmedList)) {
console.log(`noDelayInputFrameId=${inputFrameId} already exists in recentInputCache and is all-confirmed: recentInputCache=${self._stringifyRecentInputCache(false)}`);
return [previousSelfInput, existingInputFrame.inputList[joinIndex - 1]];
}
const prefabbedInputList = (null == previousInputFrameDownsyncWithPrediction ? new Array(self.playerRichInfoDict.size).fill(0) : previousInputFrameDownsyncWithPrediction.inputList.slice());
currSelfInput = self.ctrl.getEncodedInput();
prefabbedInputList[(joinIndex - 1)] = currSelfInput;
const prefabbedInputFrameDownsync = window.pb.protos.InputFrameDownsync.create({
inputFrameId: self.recentInputCache.edFrameId,
inputList: prefabbedInputList,
confirmedList: (1 << (self.selfPlayerInfo.joinIndex - 1))
});
self.recentInputCache.put(prefabbedInputFrameDownsync); // A prefabbed inputFrame, would certainly be adding a new inputFrame to the cache, because server only downsyncs "all-confirmed inputFrames"
}
const prefabbedInputList = (null == previousInputFrameDownsyncWithPrediction ? new Array(self.playerRichInfoDict.size).fill(0) : previousInputFrameDownsyncWithPrediction.inputList.slice());
const currSelfInput = self.ctrl.getEncodedInput();
prefabbedInputList[(joinIndex - 1)] = currSelfInput;
const prefabbedInputFrameDownsync = {
inputFrameId: inputFrameId,
inputList: prefabbedInputList,
confirmedList: (1 << (self.selfPlayerInfo.joinIndex - 1))
};
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, currSelfInput];
},
@@ -203,7 +184,7 @@ cc.Class({
for (let i = batchInputFrameIdSt; i <= latestLocalInputFrameId; ++i) {
const inputFrameDownsync = self.recentInputCache.getByFrameId(i);
if (null == inputFrameDownsync) {
console.error("sendInputFrameUpsyncBatch: recentInputCache is NOT having inputFrameId=", i, ": latestLocalInputFrameId=", latestLocalInputFrameId, ", recentInputCache=", self._stringifyRecentInputCache(false));
console.error(`sendInputFrameUpsyncBatch: recentInputCache is NOT having inputFrameId=i: latestLocalInputFrameId=${latestLocalInputFrameId}, recentInputCache=${self._stringifyRecentInputCache(false)}`);
} else {
const inputFrameUpsync = {
inputFrameId: i,
@@ -225,6 +206,9 @@ cc.Class({
}).finish();
window.sendSafely(reqData);
self.lastUpsyncInputFrameId = latestLocalInputFrameId;
if (self.lastUpsyncInputFrameId >= self.recentInputCache.edFrameId) {
throw `noDelayInputFrameId=${self.lastUpsyncInputFrameId} == latestLocalInputFrameId=${latestLocalInputFrameId} seems not properly dumped #2: recentInputCache=${self._stringifyRecentInputCache(false)}`;
}
},
onEnable() {
@@ -312,7 +296,7 @@ cc.Class({
self.recentRenderCache = new RingBuffer(self.renderCacheSize);
self.selfPlayerInfo = null; // This field is kept for distinguishing "self" and "others".
self.recentInputCache = new RingBuffer((self.renderCacheSize >> 2) + 1);
self.recentInputCache = new RingBuffer((self.renderCacheSize >> 1) + 1);
self.collisionSys = new collisions.Collisions();
@@ -320,6 +304,8 @@ cc.Class({
self.collisionBulletIndexPrefix = (1 << 15); // For tracking the movements of bullets
self.collisionSysMap = new Map();
console.log(`collisionSys & collisionSysMap reset`);
self.transitToState(ALL_MAP_STATES.VISUAL);
self.battleState = ALL_BATTLE_STATES.WAITING;
@@ -413,7 +399,10 @@ cc.Class({
/** Init required prefab ended. */
window.handleBattleColliderInfo = function(parsedBattleColliderInfo) {
console.log(`Received parsedBattleColliderInfo via ws`);
// TODO: Upon reconnection, the backend might have already been sending down data that'd trigger "onRoomDownsyncFrame & onInputFrameDownsyncBatch", but frontend could reject those data due to "battleState != PlayerBattleState.ACTIVE".
Object.assign(self, parsedBattleColliderInfo);
self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis;
const tiledMapIns = self.node.getComponent(cc.TiledMap);
@@ -458,7 +447,7 @@ cc.Class({
const x0 = boundaryObj.anchor.x,
y0 = boundaryObj.anchor.y;
const newBarrier = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => {
const newBarrierCollider = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => {
return [p.x, p.y];
}));
@@ -493,10 +482,10 @@ cc.Class({
}
}
// console.log("Created barrier: ", newBarrier);
++barrierIdCounter;
const collisionBarrierIndex = (self.collisionBarrierIndexPrefix + barrierIdCounter);
self.collisionSysMap.set(collisionBarrierIndex, newBarrier);
self.collisionSysMap.set(collisionBarrierIndex, newBarrierCollider);
// console.log(`Created new barrier collider: ${collisionBarrierIndex}`);
}
self.selfPlayerInfo = JSON.parse(cc.sys.localStorage.getItem('selfPlayer'));
@@ -509,6 +498,7 @@ cc.Class({
act: window.UPSYNC_MSG_ACT_PLAYER_COLLIDER_ACK,
}).finish();
window.sendSafely(reqData);
console.log(`Sent UPSYNC_MSG_ACT_PLAYER_COLLIDER_ACK via ws`);
});
};
@@ -571,17 +561,21 @@ cc.Class({
this._inputControlEnabled = false;
},
onRoomDownsyncFrame(rdf) {
onRoomDownsyncFrame(rdf, accompaniedInputFrameDownsyncBatch) {
// This function is also applicable to "re-joining".
const self = window.mapIns;
if (rdf.id < self.lastAllConfirmedRenderFrameId) {
return window.RING_BUFF_FAILED_TO_SET;
if (!self.recentRenderCache) {
return;
}
if (ALL_BATTLE_STATES.IN_SETTLEMENT == self.battleState) {
return;
}
const shouldForceDumping1 = (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id);
const shouldForceDumping2 = (rdf.id > self.renderFrameId + self.renderFrameIdLagTolerance);
const dumpRenderCacheRet = self.dumpToRenderCache(rdf);
const [dumpRenderCacheRet, oldStRenderFrameId, oldEdRenderFrameId] = (shouldForceDumping1 || shouldForceDumping2) ? self.recentRenderCache.setByFrameId(rdf, rdf.id) : [window.RING_BUFF_CONSECUTIVE_SET, null, null];
if (window.RING_BUFF_FAILED_TO_SET == dumpRenderCacheRet) {
console.error("Something is wrong while setting the RingBuffer by frameId!");
return dumpRenderCacheRet;
throw `Failed to dump render cache#1 (maybe recentRenderCache too small)! rdf.id=${rdf.id}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`;
}
if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START < rdf.id && window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet) {
/*
@@ -592,13 +586,7 @@ cc.Class({
return dumpRenderCacheRet;
}
// The logic below applies to ( || window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet)
if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id) {
console.log('On battle started! renderFrameId=', rdf.id);
} else {
console.log('On battle resynced! renderFrameId=', rdf.id);
}
// The logic below applies to (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id || window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet)
const players = rdf.players;
self._initPlayerRichInfoDict(players);
@@ -612,11 +600,24 @@ cc.Class({
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
if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id) {
console.log('On battle started! renderFrameId=', rdf.id);
} else {
self.hideFindingPlayersGUI(rdf);
self.onInputFrameDownsyncBatch(accompaniedInputFrameDownsyncBatch); // Important to do this step before setting IN_BATTLE
console.warn(`Got resync@localRenderFrameId=${self.renderFrameId} -> rdf.id=${rdf.id} & rdf.backendUnconfirmedMask=${rdf.backendUnconfirmedMask}, @lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, @lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, @chaserRenderFrameId=${self.chaserRenderFrameId}, @localRecentInputCache=${mapIns._stringifyRecentInputCache(false)}`);
}
self.renderFrameId = rdf.id;
self.lastRenderFrameIdTriggeredAt = performance.now();
// In this case it must be true that "rdf.id > chaserRenderFrameId >= lastAllConfirmedRenderFrameId".
self.lastAllConfirmedRenderFrameId = rdf.id;
self.chaserRenderFrameId = rdf.id;
const candidateLastAllConfirmedInputFrame = self._convertToInputFrameId(rdf.id - 1, self.inputDelayFrames);
if (self.lastAllConfirmedInputFrame < candidateLastAllConfirmedInputFrame) {
self.lastAllConfirmedInputFrame = candidateLastAllConfirmedInputFrame;
}
const canvasNode = self.canvasNode;
self.ctrl = canvasNode.getComponent("TouchEventsManager");
@@ -632,7 +633,7 @@ cc.Class({
self.musicEffectManagerScriptIns.playBGM();
}
} else {
console.warn(`Anomaly when onRoomDownsyncFrame is called by rdf=${JSON.stringify(rdf)}`);
console.warn(`Anomaly when onRoomDownsyncFrame is called by rdf=${JSON.stringify(rdf)}, recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`);
}
// [WARNING] Leave all graphical updates in "update(dt)" by "applyRoomDownsyncFrameDynamics"
@@ -650,9 +651,12 @@ cc.Class({
},
onInputFrameDownsyncBatch(batch) {
// TODO: find some kind of synchronization mechanism against "_generateInputFrameUpsync"!
const self = this;
if (ALL_BATTLE_STATES.IN_BATTLE != self.battleState
&& ALL_BATTLE_STATES.IN_SETTLEMENT != self.battleState) {
if (!self.recentInputCache) {
return;
}
if (ALL_BATTLE_STATES.IN_SETTLEMENT == self.battleState) {
return;
}
@@ -663,6 +667,7 @@ cc.Class({
if (inputFrameDownsyncId < self.lastAllConfirmedInputFrameId) {
continue;
}
self.lastAllConfirmedInputFrameId = inputFrameDownsyncId;
const localInputFrame = self.recentInputCache.getByFrameId(inputFrameDownsyncId);
if (null != localInputFrame
&&
@@ -672,10 +677,12 @@ cc.Class({
) {
firstPredictedYetIncorrectInputFrameId = inputFrameDownsyncId;
}
self.lastAllConfirmedInputFrameId = inputFrameDownsyncId;
// [WARNING] Take all "inputFrameDownsync" from backend as all-confirmed, it'll be later checked by "rollbackAndChase".
inputFrameDownsync.confirmedList = (1 << self.playerRichInfoDict.size) - 1;
self.dumpToInputCache(inputFrameDownsync);
const [ret, oldStFrameId, oldEdFrameId] = self.recentInputCache.setByFrameId(inputFrameDownsync, inputFrameDownsync.inputFrameId);
if (window.RING_BUFF_FAILED_TO_SET == ret) {
throw `Failed to dump input cache (maybe recentInputCache too small)! inputFrameDownsync.inputFrameId=${inputFrameDownsync.inputFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`;
}
}
if (null == firstPredictedYetIncorrectInputFrameId) return;
@@ -716,7 +723,7 @@ cc.Class({
logBattleStats() {
const self = this;
let s = [];
s.push(`Battle stats: renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastUpsyncInputFrameId=${self.lastUpsyncInputFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, chaserRenderFrameId=${self.chaserRenderFrameId}`);
s.push(`Battle stats: renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastUpsyncInputFrameId=${self.lastUpsyncInputFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, chaserRenderFrameId=${self.chaserRenderFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`);
for (let i = self.recentInputCache.stFrameId; i < self.recentInputCache.edFrameId; ++i) {
const inputFrameDownsync = self.recentInputCache.getByFrameId(i);
@@ -761,15 +768,18 @@ cc.Class({
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 colliderWidth = playerDownsyncInfo.colliderRadius * 2,
colliderHeight = playerDownsyncInfo.colliderRadius * 3;
const [x0, y0] = self.virtualGridToPolygonColliderAnchorPos(vx, vy, colliderWidth, colliderHeight),
pts = [[0, 0], [colliderWidth, 0], [colliderWidth, colliderHeight], [0, colliderHeight]];
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
newPlayerCollider.data = playerDownsyncInfo;
self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
console.log(`Created new player collider: joinIndex=${joinIndex}, colliderRadius=${playerDownsyncInfo.colliderRadius}`);
safelyAddChild(self.node, newPlayerNode);
setLocalZOrder(newPlayerNode, 5);
@@ -783,7 +793,8 @@ cc.Class({
const self = this;
if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) {
const elapsedMillisSinceLastFrameIdTriggered = performance.now() - self.lastRenderFrameIdTriggeredAt;
if (elapsedMillisSinceLastFrameIdTriggered < (self.rollbackEstimatedDtMillis)) {
if (elapsedMillisSinceLastFrameIdTriggered < self.tooFastDtIntervalMillis) {
// [WARNING] We should avoid a frontend ticking too fast to prevent cheating, as well as ticking too slow to cause a "resync avalanche" that impacts user experience!
// console.debug("Avoiding too fast frame@renderFrameId=", self.renderFrameId, ": elapsedMillisSinceLastFrameIdTriggered=", elapsedMillisSinceLastFrameIdTriggered);
return;
}
@@ -822,26 +833,20 @@ cc.Class({
*/
// [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);
++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
self.lastRenderFrameIdTriggeredAt = performance.now();
let t3 = performance.now();
} catch (err) {
console.error("Error during Map.update", err);
self.onBattleStopped(); // TODO: Popup to ask player to refresh browser
} finally {
// Update countdown
if (null != self.countdownNanos) {
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!!!
self.lastRenderFrameIdTriggeredAt = performance.now();
}
}
},
@@ -921,9 +926,6 @@ cc.Class({
const self = this;
if (null == self.findingPlayerNode.parent) return;
self.findingPlayerNode.parent.removeChild(self.findingPlayerNode);
if (null != rdf) {
self._initPlayerRichInfoDict(rdf.players);
}
},
onBattleReadyToStart(rdf) {
@@ -967,15 +969,21 @@ cc.Class({
playerRichInfo.scriptIns.updateSpeed(immediatePlayerInfo.speed);
playerRichInfo.scriptIns.updateCharacterAnim(immediatePlayerInfo, prevRdfPlayer, false);
}
// Update countdown
self.countdownNanos = self.battleDurationNanos - self.renderFrameId * self.rollbackEstimatedDtNanos;
if (self.countdownNanos <= 0) {
self.onBattleStopped(self.playerRichInfoDict);
}
},
getCachedInputFrameDownsyncWithPrediction(inputFrameId) {
const self = this;
let inputFrameDownsync = self.recentInputCache.getByFrameId(inputFrameId);
if (null != inputFrameDownsync && -1 != self.lastAllConfirmedInputFrameId && inputFrameId > self.lastAllConfirmedInputFrameId) {
const lastAllConfirmedInputFrame = self.recentInputCache.getByFrameId(self.lastAllConfirmedInputFrameId);
const inputFrameDownsync = self.recentInputCache.getByFrameId(inputFrameId);
const lastAllConfirmedInputFrame = self.recentInputCache.getByFrameId(self.lastAllConfirmedInputFrameId);
if (null != inputFrameDownsync && null != lastAllConfirmedInputFrame && inputFrameId > self.lastAllConfirmedInputFrameId) {
for (let i = 0; i < inputFrameDownsync.inputList.length; ++i) {
if (i == self.selfPlayerInfo.joinIndex - 1) continue;
if (i == (self.selfPlayerInfo.joinIndex - 1)) continue;
inputFrameDownsync.inputList[i] = (lastAllConfirmedInputFrame.inputList[i] & 15); // Don't predict attack input!
}
}
@@ -1007,11 +1015,7 @@ cc.Class({
};
}
const toRet = {
id: currRenderFrame.id + 1,
players: nextRenderFramePlayers,
meleeBullets: []
};
const nextRenderFrameMeleeBullets = [];
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
@@ -1104,7 +1108,7 @@ cc.Class({
collisionSysMap.delete(collisionBulletIndex);
}
if (removedBulletsAtCurrFrame.has(collisionBulletIndex)) continue;
toRet.meleeBullets.push(meleeBullet);
nextRenderFrameMeleeBullets.push(meleeBullet);
}
// Process player inputs
@@ -1145,7 +1149,7 @@ cc.Class({
punch.offenderJoinIndex = joinIndex;
punch.offenderPlayerId = playerId;
punch.originatedRenderFrameId = currRenderFrame.id;
toRet.meleeBullets.push(punch);
nextRenderFrameMeleeBullets.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=${delayedInputFrame.inputFrameId}`);
@@ -1198,7 +1202,11 @@ cc.Class({
}
return toRet;
return window.pb.protos.RoomDownsyncFrame.create({
id: currRenderFrame.id + 1,
players: nextRenderFramePlayers,
meleeBullets: nextRenderFrameMeleeBullets,
});
},
rollbackAndChase(renderFrameIdSt, renderFrameIdEd, collisionSys, collisionSysMap, isChasing) {
@@ -1206,31 +1214,24 @@ cc.Class({
This function eventually calculates a "RoomDownsyncFrame" where "RoomDownsyncFrame.id == renderFrameIdEd" if not interruptted.
*/
const self = this;
let prevLatestRdf = null;
let latestRdf = self.recentRenderCache.getByFrameId(renderFrameIdSt); // typed "RoomDownsyncFrame"
if (null == latestRdf) {
console.error(`Couldn't find renderFrameId=${renderFrameIdSt}, to rollback, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`);
return [prevLatestRdf, latestRdf];
}
let i = renderFrameIdSt,
prevLatestRdf = null,
latestRdf = null;
if (renderFrameIdSt >= renderFrameIdEd) {
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) {
do {
latestRdf = 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 == latestRdf) {
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 [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=${self.lastAllConfirmedInputFrameId}`);
return [prevLatestRdf, latestRdf];
// Shouldn't happen!
throw `Failed to get cached delayedInputFrame for i=${i}, j=${j}, renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastUpsyncInputFrameId=${self.lastUpsyncInputFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, chaserRenderFrameId=${self.chaserRenderFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`;
}
prevLatestRdf = latestRdf;
latestRdf = self.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap);
latestRdf = self.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, prevLatestRdf, collisionSys, collisionSysMap);
if (
self._allConfirmed(delayedInputFrame.confirmedList)
&&
@@ -1248,8 +1249,9 @@ cc.Class({
// Move the cursor "self.chaserRenderFrameId", keep in mind that "self.chaserRenderFrameId" is not monotonic!
self.chaserRenderFrameId = latestRdf.id;
}
self.dumpToRenderCache(latestRdf);
}
self.recentRenderCache.setByFrameId(latestRdf, latestRdf.id);
++i;
} while (i < renderFrameIdEd);
return [prevLatestRdf, latestRdf];
},

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