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6 Commits

Author SHA1 Message Date
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
96 changed files with 24428 additions and 1494 deletions

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@@ -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). 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)_ _(the following gif is sped up to ~1.5x for file size reduction, kindly note that around ~11s countdown, the attack animation is resumed from a partial progress)_
![gif_demo](./charts/melee_attack_2.gif)
Please also checkout [this demo video](https://pan.baidu.com/s/1fy0CuFKnVP_Gn2cDfrj6yg?pwd=q5uc) to see how this demo carries out a full 60fps synchronization with the help of _batched input upsync/downsync_ for satisfying network I/O performance. ![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 video mainly shows the following features.
- The backend receives inputs from frontend peers and broadcasts back for synchronization. - The backend receives inputs from frontend peers and broadcasts back for synchronization.

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@@ -96,7 +96,7 @@ func getPlayer(cond sq.Eq) (*Player, error) {
p.CreatedAt = int64(val.(int64)) 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 p.PlayerDownsync = pd
return &p, nil return &p, nil

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@@ -70,7 +70,7 @@ const (
) )
const ( const (
DEFAULT_PLAYER_RADIUS = float64(16) DEFAULT_PLAYER_RADIUS = float64(12)
) )
// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged. // These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged.
@@ -476,7 +476,7 @@ func (pR *Room) StartBattle() {
for playerId, player := range pR.Players { for playerId, player := range pR.Players {
if swapped := atomic.CompareAndSwapInt32(&player.BattleState, PlayerBattleStateIns.ACTIVE, PlayerBattleStateIns.ACTIVE); !swapped { 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 continue
} }
if 0 == pR.RenderFrameId { if 0 == pR.RenderFrameId {
@@ -772,7 +772,7 @@ func (pR *Room) OnDismissed() {
pR.WorldToVirtualGridRatio = float64(1000) pR.WorldToVirtualGridRatio = float64(1000)
pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
pR.SpAtkLookupFrames = 5 pR.SpAtkLookupFrames = 5
pR.PlayerDefaultSpeed = int32(float64(2) * pR.WorldToVirtualGridRatio) // in virtual grids per frame pR.PlayerDefaultSpeed = int32(float64(1) * pR.WorldToVirtualGridRatio) // in virtual grids per frame
pR.Players = make(map[int32]*Player) pR.Players = make(map[int32]*Player)
pR.PlayersArr = make([]*Player, pR.Capacity) pR.PlayersArr = make([]*Player, pR.Capacity)
pR.CollisionSysMap = make(map[int32]*resolv.Object) pR.CollisionSysMap = make(map[int32]*resolv.Object)
@@ -809,25 +809,25 @@ func (pR *Room) OnDismissed() {
pR.MeleeSkillConfig = make(map[int32]*MeleeBullet, 0) pR.MeleeSkillConfig = make(map[int32]*MeleeBullet, 0)
pR.MeleeSkillConfig[punchSkillId] = &MeleeBullet{ pR.MeleeSkillConfig[punchSkillId] = &MeleeBullet{
// for offender // for offender
StartupFrames: int32(23), StartupFrames: int32(10),
ActiveFrames: int32(3), 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 RecoveryFrames: int32(34),
RecoveryFramesOnBlock: int32(61), RecoveryFramesOnBlock: int32(34),
RecoveryFramesOnHit: int32(61), RecoveryFramesOnHit: int32(34),
Moveforward: &Vec2D{ Moveforward: &Vec2D{
X: 0, X: 0,
Y: 0, Y: 0,
}, },
HitboxOffset: float64(24.0), // should be about the radius of the PlayerCollider HitboxOffset: float64(12.0), // should be about the radius of the PlayerCollider
HitboxSize: &Vec2D{ HitboxSize: &Vec2D{
X: float64(45.0), X: float64(23.0),
Y: float64(32.0), Y: float64(32.0),
}, },
// for defender // for defender
HitStunFrames: int32(18), HitStunFrames: int32(18),
BlockStunFrames: int32(9), BlockStunFrames: int32(9),
Pushback: float64(11.0), Pushback: float64(8.0),
ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
Damage: int32(5), Damage: int32(5),
} }
@@ -995,6 +995,12 @@ 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. 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 { switch targetPlayer.BattleState {
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK: case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
playerAckedFrame := &RoomDownsyncFrame{ playerAckedFrame := &RoomDownsyncFrame{
@@ -1338,7 +1344,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
thatPlayerInNextFrame := nextRenderFramePlayers[playerId] thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
if 0 < thatPlayerInNextFrame.FramesToRecover { if 0 < thatPlayerInNextFrame.FramesToRecover {
// No need to process inputs for this player, but there might be bullet pushbacks on this player // 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 // Also note that in this case we keep "CharacterState" of this player from last render frame
playerCollider.X += bulletPushbacks[joinIndex-1].X playerCollider.X += bulletPushbacks[joinIndex-1].X
playerCollider.Y += bulletPushbacks[joinIndex-1].Y playerCollider.Y += bulletPushbacks[joinIndex-1].Y
// Update in the collision system // Update in the collision system
@@ -1374,7 +1380,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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)) 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 { } else {
// No bullet trigger, process movement inputs // 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 // 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 { if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
thatPlayerInNextFrame.DirX = decodedInput.Dx thatPlayerInNextFrame.DirX = decodedInput.Dx
thatPlayerInNextFrame.DirY = decodedInput.Dy thatPlayerInNextFrame.DirY = decodedInput.Dy
@@ -1450,7 +1456,8 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
pR.Space = resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled pR.Space = resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
for _, player := range pR.Players { for _, player := range pR.Players {
wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio) wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio)
playerCollider := GenerateRectCollider(wx, wy, player.ColliderRadius*2, player.ColliderRadius*2, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player") colliderWidth, colliderHeight := player.ColliderRadius*2, player.ColliderRadius*3
playerCollider := GenerateRectCollider(wx, wy, colliderWidth, colliderHeight, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player")
playerCollider.Data = player playerCollider.Data = player
pR.Space.Add(playerCollider) pR.Space.Add(playerCollider)
// Keep track of the collider in "pR.CollisionSysMap" // Keep track of the collider in "pR.CollisionSysMap"

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@@ -5,6 +5,7 @@ import (
. "dnmshared" . "dnmshared"
"fmt" "fmt"
"go.uber.org/zap" "go.uber.org/zap"
"strings"
"sync" "sync"
) )
@@ -21,11 +22,13 @@ var (
func (pPq *RoomHeap) PrintInOrder() { func (pPq *RoomHeap) PrintInOrder() {
pq := *pPq 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++ { 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) } func (pq RoomHeap) Len() int { return len(pq) }

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@@ -16,7 +16,6 @@ import (
"time" "time"
. "dnmshared" . "dnmshared"
"runtime/debug"
) )
const ( const (
@@ -47,9 +46,8 @@ func Serve(c *gin.Context) {
c.AbortWithStatus(http.StatusBadRequest) c.AbortWithStatus(http.StatusBadRequest)
return return
} }
Logger.Info("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token))
boundRoomId := 0 boundRoomId := 0
expectRoomId := 0 expectedRoomId := 0
var err error var err error
if boundRoomIdStr, hasBoundRoomId := c.GetQuery("boundRoomId"); hasBoundRoomId { if boundRoomIdStr, hasBoundRoomId := c.GetQuery("boundRoomId"); hasBoundRoomId {
boundRoomId, err = strconv.Atoi(boundRoomIdStr) boundRoomId, err = strconv.Atoi(boundRoomIdStr)
@@ -58,27 +56,28 @@ func Serve(c *gin.Context) {
c.AbortWithStatus(http.StatusBadRequest) c.AbortWithStatus(http.StatusBadRequest)
return return
} }
Logger.Info("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token), zap.Any("boundRoomId", boundRoomId)) Logger.Debug("Finding PlayerLogin record for ws authentication:", zap.Any("intAuthToken", token), zap.Any("boundRoomId", boundRoomId))
} } else if expectedRoomIdStr, hasExpectRoomId := c.GetQuery("expectedRoomId"); hasExpectRoomId {
if expectRoomIdStr, hasExpectRoomId := c.GetQuery("expectedRoomId"); hasExpectRoomId { expectedRoomId, err = strconv.Atoi(expectedRoomIdStr)
expectRoomId, err = strconv.Atoi(expectRoomIdStr)
if err != nil { if err != nil {
c.AbortWithStatus(http.StatusBadRequest) c.AbortWithStatus(http.StatusBadRequest)
return 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! // TODO: Wrap the following 2 stmts by sql transaction!
playerId, err := models.GetPlayerIdByToken(token) playerId, err := models.GetPlayerIdByToken(token)
if err != nil || playerId == 0 { if err != nil || playerId == 0 {
// TODO: Abort with specific message. // 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) c.AbortWithStatus(http.StatusBadRequest)
return 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) conn, err := upgrader.Upgrade(c.Writer, c.Request, nil)
if err != nil { if err != nil {
@@ -160,14 +159,14 @@ func Serve(c *gin.Context) {
signalToCloseConnOfThisPlayer(Constants.RetCode.PlayerNotFound, "") 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. // 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() (*(models.RoomHeapMux)).Lock()
defer func() { defer func() {
(*(models.RoomHeapMux)).Unlock() (*(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() { defer func() {
if r := recover(); r != nil { if r := recover(); r != nil {
@@ -175,13 +174,12 @@ func Serve(c *gin.Context) {
signalToCloseConnOfThisPlayer(Constants.RetCode.UnknownError, "") 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)))) // Logger.Info("The RoomHeapManagerIns has:", zap.Any("addr", fmt.Sprintf("%p", models.RoomHeapManagerIns)), zap.Any("size", len(*(models.RoomHeapManagerIns))))
playerSuccessfullyAddedToRoom := false playerSuccessfullyAddedToRoom := false
if 0 < boundRoomId { if 0 < boundRoomId {
if tmpPRoom, existent := (*models.RoomMapManagerIns)[int32(boundRoomId)]; existent { if tmpPRoom, existent := (*models.RoomMapManagerIns)[int32(boundRoomId)]; existent {
pRoom = tmpPRoom 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) res := pRoom.ReAddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer)
if !res { if !res {
Logger.Warn("Failed to get:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forBoundRoomId", boundRoomId)) 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 playerSuccessfullyAddedToRoom = true
} }
} }
} } else if 0 < expectedRoomId {
if tmpRoom, existent := (*models.RoomMapManagerIns)[int32(expectedRoomId)]; existent {
if 0 < expectRoomId {
if tmpRoom, existent := (*models.RoomMapManagerIns)[int32(expectRoomId)]; existent {
pRoom = tmpRoom 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) { if pRoom.ReAddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer) {
playerSuccessfullyAddedToRoom = true playerSuccessfullyAddedToRoom = true
} else if pRoom.AddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer) { } else if pRoom.AddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer) {
playerSuccessfullyAddedToRoom = true playerSuccessfullyAddedToRoom = true
} else { } 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 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)) signalToCloseConnOfThisPlayer(Constants.RetCode.LocallyNoAvailableRoom, fmt.Sprintf("Cannot pop a (*Room) for playerId == %v!", playerId))
} else { } else {
pRoom = tmpRoom 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) res := pRoom.AddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer)
if !res { if !res {
signalToCloseConnOfThisPlayer(Constants.RetCode.PlayerNotAddableToRoom, fmt.Sprintf("AddPlayerIfPossible returns false for roomId == %v, playerId == %v!", pRoom.Id, playerId)) 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 { receivingLoopAgainstPlayer := func() error {
defer func() { defer func() {
if r := recover(); r != nil { 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)) Logger.Info("Goroutine `receivingLoopAgainstPlayer` is stopped for:", zap.Any("playerId", playerId), zap.Any("roomId", pRoom.Id))
}() }()

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

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@@ -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 @@
{
"__type__": "cc.AnimationClip",
"_name": "Bottom",
"_objFlags": 0,
"_native": "",
"_duration": 0.25,
"sample": 12,
"speed": 1,
"wrapMode": "2",
"curveData": {
"comps": {
"cc.Sprite": {
"spriteFrame": [
{
"frame": 0,
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@@ -690,12 +483,9 @@
"_fillStart": 0, "_fillStart": 0,
"_fillRange": 0, "_fillRange": 0,
"_isTrimmedMode": true, "_isTrimmedMode": true,
"_state": 0,
"_atlas": { "_atlas": {
"__uuid__": "030d9286-e8a2-40cf-98f8-baf713f0b8c4" "__uuid__": "030d9286-e8a2-40cf-98f8-baf713f0b8c4"
}, },
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_id": "" "_id": ""
}, },
{ {
@@ -718,7 +508,7 @@
}, },
"_enabled": true, "_enabled": true,
"modeButton": { "modeButton": {
"__id__": 15 "__id__": 8
}, },
"mapNode": null, "mapNode": null,
"_id": "" "_id": ""
@@ -731,6 +521,13 @@
"__id__": 1 "__id__": 1
}, },
"_enabled": true, "_enabled": true,
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": { "_spriteFrame": {
"__uuid__": "7838f276-ab48-445a-b858-937dd27d9520" "__uuid__": "7838f276-ab48-445a-b858-937dd27d9520"
}, },
@@ -745,10 +542,7 @@
"_fillStart": 0, "_fillStart": 0,
"_fillRange": 0, "_fillRange": 0,
"_isTrimmedMode": true, "_isTrimmedMode": true,
"_state": 0,
"_atlas": null, "_atlas": null,
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_id": "" "_id": ""
}, },
{ {

View File

@@ -0,0 +1,151 @@
[
{
"__type__": "cc.Prefab",
"_name": "",
"_objFlags": 0,
"_native": "",
"data": {
"__id__": 1
},
"optimizationPolicy": 0,
"asyncLoadAssets": false,
"readonly": false
},
{
"__type__": "cc.Node",
"_name": "SoldierFireGhost",
"_objFlags": 0,
"_parent": null,
"_children": [],
"_active": true,
"_components": [
{
"__id__": 2
},
{
"__id__": 3
}
],
"_prefab": {
"__id__": 4
},
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 1425,
"height": 1024
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
0,
0,
0,
0,
0,
0,
1,
1,
1,
1
]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": ""
},
{
"__type__": "cc.Animation",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 1
},
"_enabled": true,
"_defaultClip": null,
"_clips": [
{
"__uuid__": "252b321f-81f4-485c-85bd-ea44d298cb76"
},
null,
null,
null,
{
"__uuid__": "c738236a-0702-45f8-aa38-99457b051997"
},
{
"__uuid__": "f51bb583-0010-48f3-a6a1-451a78ac2d65"
},
{
"__uuid__": "c69bcceb-d7d1-4e33-9623-e2a374a0a6b6"
}
],
"playOnLoad": false,
"_id": ""
},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 1
},
"_enabled": true,
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": null,
"_type": 0,
"_sizeMode": 1,
"_fillType": 0,
"_fillCenter": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": {
"__uuid__": "145769c8-a259-42bc-8cce-6e035f493c70"
},
"_id": ""
},
{
"__type__": "cc.PrefabInfo",
"root": {
"__id__": 1
},
"asset": {
"__id__": 0
},
"fileId": "44k8wsxglPsJSrMCX58Yve",
"sync": false
}
]

View File

@@ -0,0 +1,8 @@
{
"ver": "1.2.5",
"uuid": "e3fc2487-17d1-4ff9-ae1f-38e974509077",
"optimizationPolicy": "AUTO",
"asyncLoadAssets": false,
"readonly": false,
"subMetas": {}
}

View File

@@ -72,14 +72,17 @@
"__id__": 3 "__id__": 3
}, },
{ {
"__id__": 5 "__id__": 8
},
{
"__id__": 10
} }
], ],
"_active": true, "_active": true,
"_components": [ "_components": [
{
"__id__": 29
},
{
"__id__": 30
},
{ {
"__id__": 31 "__id__": 31
}, },
@@ -88,12 +91,6 @@
}, },
{ {
"__id__": 33 "__id__": 33
},
{
"__id__": 34
},
{
"__id__": 35
} }
], ],
"_prefab": null, "_prefab": null,
@@ -144,79 +141,6 @@
"groupIndex": 0, "groupIndex": 0,
"_id": "daDUxCjRFEHak7fx7LvgSJ" "_id": "daDUxCjRFEHak7fx7LvgSJ"
}, },
{
"__type__": "cc.Node",
"_name": "BackgroundMap",
"_objFlags": 0,
"_parent": {
"__id__": 2
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 4
}
],
"_prefab": null,
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 0,
"height": 0
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
0,
0,
0,
0,
0,
0,
1,
1,
1,
1
]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": "e5aYJXDGZJFIN3+Qa0Msap"
},
{
"__type__": "cc.TiledMap",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 3
},
"_enabled": true,
"_tmxFile": null,
"_id": "19rX2IPNVFHLVxuIoHEHCh"
},
{ {
"__type__": "cc.Node", "__type__": "cc.Node",
"_name": "Map", "_name": "Map",
@@ -228,13 +152,13 @@
"_active": true, "_active": true,
"_components": [ "_components": [
{ {
"__id__": 6 "__id__": 4
}, },
{ {
"__id__": 7 "__id__": 5
}, },
{ {
"__id__": 30 "__id__": 28
} }
], ],
"_prefab": null, "_prefab": null,
@@ -248,8 +172,8 @@
}, },
"_contentSize": { "_contentSize": {
"__type__": "cc.Size", "__type__": "cc.Size",
"width": 3200, "width": 2048,
"height": 3200 "height": 2048
}, },
"_anchorPoint": { "_anchorPoint": {
"__type__": "cc.Vec2", "__type__": "cc.Vec2",
@@ -267,8 +191,8 @@
0, 0,
0, 0,
1, 1,
1, 1.5,
1, 1.5,
1 1
] ]
}, },
@@ -290,7 +214,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 5 "__id__": 3
}, },
"_enabled": true, "_enabled": true,
"_tmxFile": null, "_tmxFile": null,
@@ -301,7 +225,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 5 "__id__": 3
}, },
"_enabled": true, "_enabled": true,
"canvasNode": { "canvasNode": {
@@ -311,7 +235,7 @@
"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a" "__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
}, },
"joystickInputControllerNode": { "joystickInputControllerNode": {
"__id__": 8 "__id__": 6
}, },
"confirmLogoutPrefab": { "confirmLogoutPrefab": {
"__uuid__": "8e8c1a65-623d-42ba-97a7-820ce518ea11" "__uuid__": "8e8c1a65-623d-42ba-97a7-820ce518ea11"
@@ -320,10 +244,10 @@
"__uuid__": "670b477e-61a1-4778-879b-35913f7c79d2" "__uuid__": "670b477e-61a1-4778-879b-35913f7c79d2"
}, },
"boundRoomIdLabel": { "boundRoomIdLabel": {
"__id__": 17 "__id__": 15
}, },
"countdownLabel": { "countdownLabel": {
"__id__": 23 "__id__": 21
}, },
"resultPanelPrefab": { "resultPanelPrefab": {
"__uuid__": "c4cfe3bd-c59e-4d5b-95cb-c933b120e184" "__uuid__": "c4cfe3bd-c59e-4d5b-95cb-c933b120e184"
@@ -351,17 +275,17 @@
"_name": "JoystickContainer", "_name": "JoystickContainer",
"_objFlags": 0, "_objFlags": 0,
"_parent": { "_parent": {
"__id__": 9 "__id__": 7
}, },
"_children": [ "_children": [
{ {
"__id__": 24 "__id__": 22
} }
], ],
"_active": true, "_active": true,
"_components": [ "_components": [
{ {
"__id__": 29 "__id__": 27
} }
], ],
"_prefab": null, "_prefab": null,
@@ -417,17 +341,17 @@
"_name": "WidgetsAboveAll", "_name": "WidgetsAboveAll",
"_objFlags": 0, "_objFlags": 0,
"_parent": { "_parent": {
"__id__": 10 "__id__": 8
}, },
"_children": [ "_children": [
{ {
"__id__": 12 "__id__": 10
}, },
{ {
"__id__": 8 "__id__": 6
}, },
{ {
"__id__": 22 "__id__": 20
} }
], ],
"_active": true, "_active": true,
@@ -489,13 +413,13 @@
}, },
"_children": [ "_children": [
{ {
"__id__": 9 "__id__": 7
} }
], ],
"_active": true, "_active": true,
"_components": [ "_components": [
{ {
"__id__": 11 "__id__": 9
} }
], ],
"_prefab": null, "_prefab": null,
@@ -523,7 +447,7 @@
"array": [ "array": [
0, 0,
0, 0,
210.23252687912068, 216.50635094610968,
0, 0,
0, 0,
0, 0,
@@ -551,7 +475,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 10 "__id__": 8
}, },
"_enabled": true, "_enabled": true,
"_cullingMask": 4294967295, "_cullingMask": 4294967295,
@@ -587,20 +511,20 @@
"_name": "DebugInfo", "_name": "DebugInfo",
"_objFlags": 0, "_objFlags": 0,
"_parent": { "_parent": {
"__id__": 9 "__id__": 7
}, },
"_children": [ "_children": [
{ {
"__id__": 13 "__id__": 11
} }
], ],
"_active": true, "_active": true,
"_components": [ "_components": [
{ {
"__id__": 20 "__id__": 18
}, },
{ {
"__id__": 21 "__id__": 19
} }
], ],
"_prefab": null, "_prefab": null,
@@ -656,23 +580,23 @@
"_name": "RoomIdIndicator", "_name": "RoomIdIndicator",
"_objFlags": 0, "_objFlags": 0,
"_parent": { "_parent": {
"__id__": 12 "__id__": 10
}, },
"_children": [ "_children": [
{ {
"__id__": 14 "__id__": 12
}, },
{ {
"__id__": 16 "__id__": 14
} }
], ],
"_active": false, "_active": false,
"_components": [ "_components": [
{ {
"__id__": 18 "__id__": 16
}, },
{ {
"__id__": 19 "__id__": 17
} }
], ],
"_prefab": null, "_prefab": null,
@@ -728,13 +652,13 @@
"_name": "label", "_name": "label",
"_objFlags": 0, "_objFlags": 0,
"_parent": { "_parent": {
"__id__": 13 "__id__": 11
}, },
"_children": [], "_children": [],
"_active": true, "_active": true,
"_components": [ "_components": [
{ {
"__id__": 15 "__id__": 13
} }
], ],
"_prefab": null, "_prefab": null,
@@ -790,7 +714,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 14 "__id__": 12
}, },
"_enabled": true, "_enabled": true,
"_materials": [], "_materials": [],
@@ -818,13 +742,13 @@
"_name": "BoundRoomIdLabel", "_name": "BoundRoomIdLabel",
"_objFlags": 0, "_objFlags": 0,
"_parent": { "_parent": {
"__id__": 13 "__id__": 11
}, },
"_children": [], "_children": [],
"_active": true, "_active": true,
"_components": [ "_components": [
{ {
"__id__": 17 "__id__": 15
} }
], ],
"_prefab": null, "_prefab": null,
@@ -880,7 +804,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 16 "__id__": 14
}, },
"_enabled": true, "_enabled": true,
"_materials": [], "_materials": [],
@@ -908,7 +832,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 13 "__id__": 11
}, },
"_enabled": true, "_enabled": true,
"_layoutSize": { "_layoutSize": {
@@ -941,7 +865,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 13 "__id__": 11
}, },
"_enabled": true, "_enabled": true,
"_materials": [], "_materials": [],
@@ -971,7 +895,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 12 "__id__": 10
}, },
"_enabled": true, "_enabled": true,
"_materials": [], "_materials": [],
@@ -997,7 +921,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 12 "__id__": 10
}, },
"_enabled": true, "_enabled": true,
"_layoutSize": { "_layoutSize": {
@@ -1030,13 +954,13 @@
"_name": "CountdownSeconds", "_name": "CountdownSeconds",
"_objFlags": 0, "_objFlags": 0,
"_parent": { "_parent": {
"__id__": 9 "__id__": 7
}, },
"_children": [], "_children": [],
"_active": true, "_active": true,
"_components": [ "_components": [
{ {
"__id__": 23 "__id__": 21
} }
], ],
"_prefab": null, "_prefab": null,
@@ -1092,7 +1016,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 22 "__id__": 20
}, },
"_enabled": true, "_enabled": true,
"_materials": [ "_materials": [
@@ -1122,20 +1046,20 @@
"_name": "JoystickBG", "_name": "JoystickBG",
"_objFlags": 0, "_objFlags": 0,
"_parent": { "_parent": {
"__id__": 8 "__id__": 6
}, },
"_children": [ "_children": [
{ {
"__id__": 25 "__id__": 23
} }
], ],
"_active": true, "_active": true,
"_components": [ "_components": [
{ {
"__id__": 27 "__id__": 25
}, },
{ {
"__id__": 28 "__id__": 26
} }
], ],
"_prefab": null, "_prefab": null,
@@ -1191,13 +1115,13 @@
"_name": "Joystick", "_name": "Joystick",
"_objFlags": 0, "_objFlags": 0,
"_parent": { "_parent": {
"__id__": 24 "__id__": 22
}, },
"_children": [], "_children": [],
"_active": true, "_active": true,
"_components": [ "_components": [
{ {
"__id__": 26 "__id__": 24
} }
], ],
"_prefab": null, "_prefab": null,
@@ -1253,7 +1177,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 25 "__id__": 23
}, },
"_enabled": true, "_enabled": true,
"_materials": [ "_materials": [
@@ -1287,7 +1211,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 24 "__id__": 22
}, },
"_enabled": true, "_enabled": true,
"_materials": [ "_materials": [
@@ -1321,7 +1245,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 24 "__id__": 22
}, },
"_enabled": true, "_enabled": true,
"alignMode": 0, "alignMode": 0,
@@ -1348,7 +1272,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 8 "__id__": 6
}, },
"_enabled": true, "_enabled": true,
"alignMode": 0, "alignMode": 0,
@@ -1375,7 +1299,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 5 "__id__": 3
}, },
"_enabled": true, "_enabled": true,
"BGMEffect": { "BGMEffect": {
@@ -1394,7 +1318,7 @@
"__uuid__": "261d1d7d-a5cc-4cb7-a737-194427055fd4" "__uuid__": "261d1d7d-a5cc-4cb7-a737-194427055fd4"
}, },
"mapNode": { "mapNode": {
"__id__": 5 "__id__": 3
}, },
"_id": "3crA1nz5xPSLAnCSLQIPOq" "_id": "3crA1nz5xPSLAnCSLQIPOq"
}, },
@@ -1424,7 +1348,7 @@
}, },
"_enabled": true, "_enabled": true,
"map": { "map": {
"__id__": 5 "__id__": 3
}, },
"_id": "84o2sgpN1NRqlN9x7mSzBj" "_id": "84o2sgpN1NRqlN9x7mSzBj"
}, },
@@ -1437,7 +1361,7 @@
}, },
"_enabled": true, "_enabled": true,
"mapNode": { "mapNode": {
"__id__": 5 "__id__": 3
}, },
"speed": 5000, "speed": 5000,
"_id": "76ImpM7XtPSbiLHDXdsJa+" "_id": "76ImpM7XtPSbiLHDXdsJa+"
@@ -1478,16 +1402,16 @@
}, },
"_enabled": true, "_enabled": true,
"translationListenerNode": { "translationListenerNode": {
"__id__": 8 "__id__": 6
}, },
"zoomingListenerNode": { "zoomingListenerNode": {
"__id__": 5 "__id__": 3
}, },
"stickhead": { "stickhead": {
"__id__": 25 "__id__": 23
}, },
"base": { "base": {
"__id__": 24 "__id__": 22
}, },
"joyStickEps": 0.1, "joyStickEps": 0.1,
"magicLeanLowerBound": 0.414, "magicLeanLowerBound": 0.414,
@@ -1503,7 +1427,7 @@
"__id__": 2 "__id__": 2
}, },
"mapNode": { "mapNode": {
"__id__": 5 "__id__": 3
}, },
"linearMovingEps": 0.1, "linearMovingEps": 0.1,
"scaleByEps": 0.0375, "scaleByEps": 0.0375,

View File

@@ -440,7 +440,7 @@
"array": [ "array": [
0, 0,
0, 0,
210.4441731196186, 210.5241291124452,
0, 0,
0, 0,
0, 0,

View File

@@ -191,8 +191,8 @@
0, 0,
0, 0,
1, 1,
1, 2,
1, 2,
1 1
] ]
}, },
@@ -454,7 +454,7 @@
"array": [ "array": [
0, 0,
0, 0,
210.4441731196186, 210.5241291124452,
0, 0,
0, 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_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({ cc.Class({
extends: BaseCharacter, extends: BaseCharacter,
properties: { properties: {
@@ -30,17 +41,22 @@ cc.Class({
setSpecies(speciesName) { setSpecies(speciesName) {
this.speciesName = 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() { onLoad() {
BaseCharacter.prototype.onLoad.call(this); 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) { 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 // Update directions
if (this.animComp && this.animComp.node) { if (this.animComp && this.animComp.node) {
if (0 > rdfPlayer.dirX) { if (0 > rdfPlayer.dirX) {
@@ -50,50 +66,64 @@ cc.Class({
} }
} }
// Update per character state
let newCharacterState = rdfPlayer.characterState; 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 newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
let playingAnimName = null;
let underlyingAnimationCtrl = null;
// 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 (this.animComp instanceof dragonBones.ArmatureDisplay) {
if (newCharacterState != prevCharacterState) { underlyingAnimationCtrl = this.animComp._armature.animation; // ALWAYS use the dragonBones api instead of ccc's wrapper!
if (newAnimName == this.animComp.animationName) { playingAnimName = underlyingAnimationCtrl.lastAnimationName;
if (ATK_CHARACTER_STATE.Idle1[0] == newCharacterState || ATK_CHARACTER_STATE.Walking[0] == newCharacterState) {
if (false == this.animComp._playing) {
this.animComp.playAnimation(newAnimName);
}
// No need to interrupt
// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, not interrupting ${newAnimName} while the playing anim is also ${this.animComp.animationName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, , to: ${JSON.stringify(rdfPlayer)}`);
return;
}
}
this._interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName);
} else { } else {
// newCharacterState == prevCharacterState underlyingAnimationCtrl = this.animComp.currentClip;
if (newAnimName != this.animComp.animationName) { playingAnimName = (!underlyingAnimationCtrl ? null : underlyingAnimationCtrl.name);
// the playing animation was falsely predicted }
this._interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName);
} // It turns out that "prevRdfPlayer.characterState" is not useful in this function :)
// TODO: What if (newAnimName == this.animComp.animationName) but (false == this.animComp._playing) by now? Do we just force it to play from beginning or use "this._interruptPlayingAnimAndPlayNewAnim"? if (newAnimName == playingAnimName && window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
// No need to interrupt
// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, not interrupting ${newAnimName} while the playing anim is also ${playingAnimName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, , to: ${JSON.stringify(rdfPlayer)}`);
return;
}
if (this.animComp instanceof dragonBones.ArmatureDisplay) {
this._interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl);
} else {
this._interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName);
} }
}, },
_interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName) { _interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl) {
if (ATK_CHARACTER_STATE.Idle1[0] == newCharacterState || ATK_CHARACTER_STATE.Walking[0] == newCharacterState) { if (ATK_CHARACTER_STATE.Idle1[0] == newCharacterState || ATK_CHARACTER_STATE.Walking[0] == newCharacterState) {
// No "framesToRecover" // No "framesToRecover"
// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, playing new ${newAnimName} from the beginning: while the playing anim is ${this.animComp.animationName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, , to: ${JSON.stringify(rdfPlayer)}`); // console.warn(`JoinIndex=${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: ${JSON.stringify(rdfPlayer)}`);
this.animComp.playAnimation(newAnimName); underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, 0, -1);
} else { } else {
const animationData = this.animComp._armature.animation._animations[newAnimName]; const animationData = underlyingAnimationCtrl._animations[newAnimName];
let fromAnimFrame = (animationData.frameCount - rdfPlayer.framesToRecover); let fromAnimFrame = (animationData.frameCount - rdfPlayer.framesToRecover);
if (fromAnimFrame > 0) { if (fromAnimFrame < 0) {
// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, playing ${newAnimName} from the middle: rdfPlayer.framesToRecover=${rdfPlayer.framesToRecover} while the playing anim is ${this.animComp.animationName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}`);
} else if (fromAnimFrame < 0) {
// For Atk1 or Atk2, it's possible that the "meleeBullet.recoveryFrames" is configured to be slightly larger than corresponding animation duration frames // For Atk1 or Atk2, it's possible that the "meleeBullet.recoveryFrames" is configured to be slightly larger than corresponding animation duration frames
fromAnimFrame = 0; fromAnimFrame = 0;
} }
// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, playing ${newAnimName} from the middle: fromAnimFrame=${fromAnimFrame}, animFrameCount=${animationData.frameCount}, rdfPlayer.framesToRecover=${rdfPlayer.framesToRecover} while the playing anim is ${this.animComp.animationName}`); underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, fromAnimFrame, 1);
this.animComp._armature.animation.gotoAndPlayByFrame(newAnimName, fromAnimFrame);
} }
}, },
_interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName) {
if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
// No "framesToRecover"
// console.warn(`JoinIndex=${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)}`);
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

@@ -761,9 +761,9 @@ cc.Class({
const [wx, wy] = self.virtualGridToWorldPos(vx, vy); const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
newPlayerNode.setPosition(wx, wy); newPlayerNode.setPosition(wx, wy);
playerScriptIns.mapNode = self.node; playerScriptIns.mapNode = self.node;
const d = playerDownsyncInfo.colliderRadius * 2, const colliderWidth = playerDownsyncInfo.colliderRadius * 2, colliderHeight = playerDownsyncInfo.colliderRadius * 3;
[x0, y0] = self.virtualGridToPolygonColliderAnchorPos(vx, vy, playerDownsyncInfo.colliderRadius, playerDownsyncInfo.colliderRadius), const [x0, y0] = self.virtualGridToPolygonColliderAnchorPos(vx, vy, colliderWidth, colliderHeight),
pts = [[0, 0], [d, 0], [d, d], [0, d]]; pts = [[0, 0], [colliderWidth, 0], [colliderWidth, colliderHeight], [0, colliderHeight]];
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts); const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex; const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;

View File

@@ -42,25 +42,25 @@ cc.Class({
self.meleeSkillConfig = { self.meleeSkillConfig = {
1: { 1: {
// for offender // for offender
startupFrames: 23, startupFrames: 10,
activeFrames: 3, 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 recoveryFrames: 34, // 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, recoveryFramesOnBlock: 34,
recoveryFramesOnHit: 61, recoveryFramesOnHit: 34,
moveforward: { moveforward: {
x: 0, x: 0,
y: 0, y: 0,
}, },
hitboxOffset: 12.0, // should be about the radius of the PlayerCollider hitboxOffset: 12.0, // should be about the radius of the PlayerCollider
hitboxSize: { hitboxSize: {
x: 45.0, x: 23.0,
y: 32.0, y: 32.0,
}, },
// for defender // for defender
hitStunFrames: 18, hitStunFrames: 18,
blockStunFrames: 9, blockStunFrames: 9,
pushback: 11.0, pushback: 8.0,
releaseTriggerType: 1, // 1: rising-edge, 2: falling-edge releaseTriggerType: 1, // 1: rising-edge, 2: falling-edge
damage: 5 damage: 5
} }
@@ -151,7 +151,7 @@ cc.Class({
id: 11, id: 11,
joinIndex: 2, joinIndex: 2,
virtualGridX: 80 * self.worldToVirtualGridRatio, virtualGridX: 80 * self.worldToVirtualGridRatio,
virtualGridY: 40 * self.worldToVirtualGridRatio, virtualGridY: 0 * self.worldToVirtualGridRatio,
speed: 1 * self.worldToVirtualGridRatio, speed: 1 * self.worldToVirtualGridRatio,
colliderRadius: 12, colliderRadius: 12,
characterState: window.ATK_CHARACTER_STATE.Idle1[0], characterState: window.ATK_CHARACTER_STATE.Idle1[0],
@@ -162,7 +162,7 @@ cc.Class({
} }
}); });
self.selfPlayerInfo = { self.selfPlayerInfo = {
id: 10 id: 11
}; };
self._initPlayerRichInfoDict(startRdf.players); self._initPlayerRichInfoDict(startRdf.players);
self.onRoomDownsyncFrame(startRdf); self.onRoomDownsyncFrame(startRdf);