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8 Commits

Author SHA1 Message Date
genxium
858eba5243 Updated comments. 2022-12-06 13:53:27 +08:00
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
7 changed files with 979 additions and 482 deletions

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,
}
}

View File

@@ -1,10 +1,5 @@
package models
import (
. "battle_srv/protos"
"sync"
)
type RingBuffer struct {
Ed int32 // write index, open index
St int32 // read index, closed index
@@ -83,42 +78,3 @@ func (rb *RingBuffer) GetByFrameId(frameId int32) interface{} {
}
return rb.GetByOffset(frameId - rb.StFrameId)
}
func (rb *RingBuffer) cloneInputFrameDownsyncsByFrameIdRange(stFrameId, edFrameId int32, mux *sync.Mutex) (int32, []*InputFrameDownsync) {
dst := make([]*InputFrameDownsync, 0, rb.Cnt)
if nil != mux {
mux.Lock()
defer func() {
mux.Unlock()
}()
}
prevFrameFound := true
j := stFrameId
for j < edFrameId {
tmp := rb.GetByFrameId(j)
if nil == tmp {
if false == prevFrameFound {
// The "id"s are always consecutive
break
} else {
prevFrameFound = false
continue
}
}
foo := tmp.(*InputFrameDownsync)
bar := &InputFrameDownsync{
InputFrameId: foo.InputFrameId,
InputList: make([]uint64, len(foo.InputList)),
ConfirmedList: foo.ConfirmedList,
}
for i, input := range foo.InputList {
bar.InputList[i] = input
}
dst = append(dst, bar)
j++
}
return j, dst
}

View File

@@ -147,6 +147,7 @@ type Room struct {
* Moreover, during the invocation of `PlayerSignalToCloseDict`, the `Player` instance is supposed to be deallocated (though not synchronously).
*/
PlayerDownsyncSessionDict map[int32]*websocket.Conn
PlayerDownsyncChanDict map[int32](chan InputsBufferSnapshot)
PlayerSignalToCloseDict map[int32]SignalToCloseConnCbType
Score float32
State int32
@@ -157,8 +158,8 @@ type Room struct {
DismissalWaitGroup sync.WaitGroup
Barriers map[int32]*Barrier
InputsBuffer *RingBuffer // Indices are STRICTLY consecutive
InputsBufferLock sync.Mutex
RenderFrameBuffer *RingBuffer
InputsBufferLock sync.Mutex // Guards [InputsBuffer, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange]
RenderFrameBuffer *RingBuffer // Indices are STRICTLY consecutive
LastAllConfirmedInputFrameId int32
LastAllConfirmedInputFrameIdWithChange int32
LastAllConfirmedInputList []uint64
@@ -325,7 +326,9 @@ func (pR *Room) ChooseStage() error {
}
func (pR *Room) ConvertToInputFrameId(renderFrameId int32, inputDelayFrames int32) int32 {
// Specifically when "renderFrameId < inputDelayFrames", the result is 0.
if renderFrameId < inputDelayFrames {
return 0
}
return ((renderFrameId - inputDelayFrames) >> pR.InputScaleFrames)
}
@@ -342,7 +345,7 @@ func (pR *Room) ConvertToLastUsedRenderFrameId(inputFrameId int32, inputDelayFra
}
func (pR *Room) RenderFrameBufferString() string {
return fmt.Sprintf("{renderFrameId: %d, stRenderFrameId: %d, edRenderFrameId: %d, lastAllConfirmedRenderFrameId: %d}", pR.RenderFrameId, pR.RenderFrameBuffer.StFrameId, pR.RenderFrameBuffer.EdFrameId, pR.CurDynamicsRenderFrameId)
return fmt.Sprintf("{renderFrameId: %d, stRenderFrameId: %d, edRenderFrameId: %d, curDynamicsRenderFrameId: %d}", pR.RenderFrameId, pR.RenderFrameBuffer.StFrameId, pR.RenderFrameBuffer.EdFrameId, pR.CurDynamicsRenderFrameId)
}
func (pR *Room) InputsBufferString(allDetails bool) string {
@@ -350,7 +353,7 @@ func (pR *Room) InputsBufferString(allDetails bool) string {
// Appending of the array of strings can be very SLOW due to on-demand heap allocation! Use this printing with caution.
s := make([]string, 0)
s = append(s, fmt.Sprintf("{renderFrameId: %v, stInputFrameId: %v, edInputFrameId: %v, lastAllConfirmedInputFrameIdWithChange: %v, lastAllConfirmedInputFrameId: %v}", pR.RenderFrameId, pR.InputsBuffer.StFrameId, pR.InputsBuffer.EdFrameId, pR.LastAllConfirmedInputFrameIdWithChange, pR.LastAllConfirmedInputFrameId))
for playerId, player := range pR.Players {
for playerId, player := range pR.PlayersArr {
s = append(s, fmt.Sprintf("{playerId: %v, ackingFrameId: %v, ackingInputFrameId: %v, lastSentInputFrameId: %v}", playerId, player.AckingFrameId, player.AckingInputFrameId, player.LastSentInputFrameId))
}
for i := pR.InputsBuffer.StFrameId; i < pR.InputsBuffer.EdFrameId; i++ {
@@ -410,13 +413,13 @@ func (pR *Room) StartBattle() {
}()
pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano()
battleStartedAt := utils.UnixtimeNano()
Logger.Info("The `battleMainLoop` is started for:", zap.Any("roomId", pR.Id))
for {
stCalculation := utils.UnixtimeNano()
elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt
if elapsedNanosSinceLastFrameIdTriggered < pR.RollbackEstimatedDtNanos {
Logger.Debug(fmt.Sprintf("renderFrameId=%v@roomId=%v: Is backend running too fast? elapsedNanosSinceLastFrameIdTriggered=%v", pR.RenderFrameId, pR.Id, elapsedNanosSinceLastFrameIdTriggered))
Logger.Warn(fmt.Sprintf("renderFrameId=%v@roomId=%v: Is backend running too fast? elapsedNanosSinceLastFrameIdTriggered=%v", pR.RenderFrameId, pR.Id, elapsedNanosSinceLastFrameIdTriggered))
}
if pR.RenderFrameId > pR.BattleDurationFrames {
@@ -428,7 +431,8 @@ func (pR *Room) StartBattle() {
}
if 0 == pR.RenderFrameId {
for playerId, player := range pR.Players {
for _, player := range pR.PlayersArr {
playerId := player.Id
thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState)) // Might be changed in "OnPlayerDisconnected/OnPlayerLost" from other threads
// [WARNING] DON'T try to send any message to an inactive player!
switch thatPlayerBattleState {
@@ -439,51 +443,83 @@ func (pR *Room) StartBattle() {
continue
}
kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*RoomDownsyncFrame)
pR.sendSafely(kickoffFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId)
pR.sendSafely(kickoffFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId, true)
}
Logger.Info(fmt.Sprintf("In `battleMainLoop` for roomId=%v sent out kickoffFrame", pR.Id))
}
dynamicsDuration := int64(0)
unconfirmedMask := uint64(0)
/*
[WARNING]
Golang "time.Sleep" is known to be taking longer than specified time to wake up at millisecond granularity, as discussed in https://github.com/golang/go/issues/44343
However, we assume that while "time.Sleep(16.67 ms)" might wake up after ~30ms, it still only covers at most 1 inputFrame generation.
*/
totalElapsedNanos := utils.UnixtimeNano() - battleStartedAt
nextRenderFrameId := int32((totalElapsedNanos + pR.dilutedRollbackEstimatedDtNanos - 1) / pR.dilutedRollbackEstimatedDtNanos) // fast ceiling
toSleepNanos := int64(0)
if nextRenderFrameId > pR.RenderFrameId {
prevRenderFrameId := pR.RenderFrameId
pR.RenderFrameId = nextRenderFrameId
// Prefab and buffer backend inputFrameDownsync
if pR.BackendDynamicsEnabled {
if pR.shouldPrefabInputFrameDownsync(pR.RenderFrameId) {
noDelayInputFrameId := pR.ConvertToInputFrameId(pR.RenderFrameId, 0)
if existingInputFrame := pR.InputsBuffer.GetByFrameId(noDelayInputFrameId); nil == existingInputFrame {
pR.prefabInputFrameDownsync(noDelayInputFrameId, true)
}
dynamicsDuration := int64(0)
// Prefab and buffer backend inputFrameDownsync
if pR.BackendDynamicsEnabled {
pR.doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRenderFrameId, &dynamicsDuration)
}
// Force setting all-confirmed of buffered inputFrames periodically, kindly note that if "pR.BackendDynamicsEnabled", what we want to achieve is "recovery upon reconnection", which certainly requires "forceConfirmationIfApplicable" to move "pR.LastAllConfirmedInputFrameId" forward as much as possible
unconfirmedMask = pR.forceConfirmationIfApplicable()
pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano()
if 0 <= pR.LastAllConfirmedInputFrameId {
dynamicsStartedAt := utils.UnixtimeNano()
// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
}
if 0 < unconfirmedMask {
Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, unconfirmedMask))
// Otherwise no need to downsync immediately
pR.downsyncToAllPlayers(pR.LastAllConfirmedInputFrameId, unconfirmedMask, false)
elapsedInCalculation := (utils.UnixtimeNano() - stCalculation)
toSleepNanos = pR.dilutedRollbackEstimatedDtNanos - elapsedInCalculation // don't sleep if "nextRenderFrame == pR.RenderFrameId"
if elapsedInCalculation > pR.RollbackEstimatedDtNanos {
Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v ns, dynamicsDuration=%v ns, RollbackEstimatedDtNanos=%v, dilutedRollbackEstimatedDtNanos=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, pR.RollbackEstimatedDtNanos, pR.dilutedRollbackEstimatedDtNanos))
}
}
pR.RenderFrameId++
pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano()
elapsedInCalculation := (pR.LastRenderFrameIdTriggeredAt - stCalculation)
if elapsedInCalculation > pR.RollbackEstimatedDtNanos {
Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v ns, dynamicsDuration=%v ns, RollbackEstimatedDtNanos=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, pR.RollbackEstimatedDtNanos))
}
time.Sleep(time.Duration(pR.dilutedRollbackEstimatedDtNanos - elapsedInCalculation))
time.Sleep(time.Duration(toSleepNanos))
}
}
downsyncLoop := func(playerId int32, player *Player, playerDownsyncChan chan InputsBufferSnapshot) {
defer func() {
if r := recover(); r != nil {
Logger.Error("downsyncLoop, recovery spot#1, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("panic", r))
}
Logger.Info(fmt.Sprintf("The `downsyncLoop` for (roomId=%v, playerId=%v) is stopped@renderFrameId=%v", pR.Id, playerId, pR.RenderFrameId))
}()
Logger.Debug(fmt.Sprintf("Started downsyncLoop for (roomId: %d, playerId:%d, playerDownsyncChan:%p)", pR.Id, playerId, playerDownsyncChan))
for {
select {
case inputsBufferSnapshot := <-playerDownsyncChan:
nowBattleState := atomic.LoadInt32(&pR.State)
switch nowBattleState {
case RoomBattleStateIns.IDLE:
case RoomBattleStateIns.STOPPING_BATTLE_FOR_SETTLEMENT:
case RoomBattleStateIns.IN_SETTLEMENT:
case RoomBattleStateIns.IN_DISMISSAL:
Logger.Warn(fmt.Sprintf("Battle is not waiting/preparing/active for playerDownsyncChan for (roomId: %d, playerId:%d)", pR.Id, playerId))
return
}
pR.downsyncToSinglePlayer(playerId, player, inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, inputsBufferSnapshot.ToSendInputFrameDownsyncs)
Logger.Debug(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d)#2", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, playerId))
default:
}
}
}
for playerId, player := range pR.Players {
/*
Always instantiates a new channel and let the old one die out due to not being retained by any root reference.
Each "playerDownsyncChan" stays alive through out the lifecycle of room instead of each "playerDownsyncSession", i.e. not closed or dereferenced upon disconnection.
*/
pR.PlayerDownsyncChanDict[playerId] = make(chan InputsBufferSnapshot, pR.InputsBuffer.N)
go downsyncLoop(playerId, player, pR.PlayerDownsyncChanDict[playerId])
}
pR.onBattlePrepare(func() {
pR.onBattleStarted() // NOTE: Deliberately not using `defer`.
go battleMainLoop()
@@ -495,7 +531,19 @@ func (pR *Room) toDiscreteInputsBufferIndex(inputFrameId int32, joinIndex int32)
}
func (pR *Room) OnBattleCmdReceived(pReq *WsReq) {
// [WARNING] This function "OnBattleCmdReceived" could be called by different ws sessions and thus from different threads!
/*
[WARNING] This function "OnBattleCmdReceived" could be called by different ws sessions and thus from different threads!
That said, "markConfirmationIfApplicable" will still work as expected. Here's an example of weird call orders.
---------------------------------------------------
now lastAllConfirmedInputFrameId: 42; each "()" below indicates a "Lock/Unlock cycle of InputsBufferLock", and "x" indicates no new all-confirmed snapshot is created
A: ([44,50],x) ([49,54],snapshot=[51,53])
B: ([54,58],x)
C: ([42,53],snapshot=[43,50])
D: ([51,55],x)
---------------------------------------------------
*/
// TODO: Put a rate limiter on this function!
if swapped := atomic.CompareAndSwapInt32(&pR.State, RoomBattleStateIns.IN_BATTLE, RoomBattleStateIns.IN_BATTLE); !swapped {
return
}
@@ -515,44 +563,22 @@ func (pR *Room) OnBattleCmdReceived(pReq *WsReq) {
atomic.StoreInt32(&(player.AckingFrameId), ackingFrameId)
atomic.StoreInt32(&(player.AckingInputFrameId), ackingInputFrameId)
Logger.Debug(fmt.Sprintf("InputsBufferLock about to lock: roomId=%v", pR.Id))
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock about to lock: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
pR.InputsBufferLock.Lock()
Logger.Debug(fmt.Sprintf("InputsBufferLock locked: roomId=%v", pR.Id))
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock locked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
defer func() {
pR.InputsBufferLock.Unlock()
Logger.Debug(fmt.Sprintf("InputsBufferLock unlocked: roomId=%v", pR.Id))
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock unlocked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
}()
for _, inputFrameUpsync := range inputFrameUpsyncBatch {
clientInputFrameId := inputFrameUpsync.InputFrameId
if clientInputFrameId < pR.InputsBuffer.StFrameId {
// The updates to "pR.InputsBuffer.StFrameId" is monotonically increasing, thus if "clientInputFrameId < pR.InputsBuffer.StFrameId" at any moment of time, it is obsolete in the future.
Logger.Warn(fmt.Sprintf("Omitting obsolete inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
continue
}
if clientInputFrameId > pR.InputsBuffer.EdFrameId {
Logger.Warn(fmt.Sprintf("Dropping too advanced inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v; is this player cheating?", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
continue
}
var targetInputFrameDownsync *InputFrameDownsync = nil
if clientInputFrameId == pR.InputsBuffer.EdFrameId {
targetInputFrameDownsync = pR.prefabInputFrameDownsync(clientInputFrameId, false)
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-Prefabbed new inputFrameDownsync from inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
} else {
targetInputFrameDownsync = pR.InputsBuffer.GetByFrameId(clientInputFrameId).(*InputFrameDownsync)
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-stuffing inputFrameDownsync from inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
}
targetInputFrameDownsync.InputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
targetInputFrameDownsync.ConfirmedList |= uint64(1 << uint32(player.JoinIndex-1))
}
newAllConfirmedCount := pR.markConfirmationIfApplicable()
if 0 < newAllConfirmedCount {
// Downsync new all-confirmed inputFrames asap
unconfirmedMask := uint64(0)
pR.downsyncToAllPlayers(pR.LastAllConfirmedInputFrameId, unconfirmedMask, true)
inputsBufferSnapshot := pR.markConfirmationIfApplicable(inputFrameUpsyncBatch, playerId, player)
if nil != inputsBufferSnapshot {
pR.downsyncToAllPlayers(inputsBufferSnapshot)
}
}
func (pR *Room) onInputFrameDownsyncAllConfirmed(inputFrameDownsync *InputFrameDownsync, playerId int32) {
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
inputFrameId := inputFrameDownsync.InputFrameId
if -1 == pR.LastAllConfirmedInputFrameIdWithChange || false == pR.equalInputLists(inputFrameDownsync.InputList, pR.LastAllConfirmedInputList) {
if -1 == playerId {
@@ -560,9 +586,9 @@ func (pR *Room) onInputFrameDownsyncAllConfirmed(inputFrameDownsync *InputFrameD
} else {
Logger.Debug(fmt.Sprintf("Key inputFrame change: roomId=%v, playerId=%v, newInputFrameId=%v, lastInputFrameId=%v, newInputList=%v, lastInputList=%v, InputsBuffer=%v", pR.Id, playerId, inputFrameId, pR.LastAllConfirmedInputFrameId, inputFrameDownsync.InputList, pR.LastAllConfirmedInputList, pR.InputsBufferString(false)))
}
atomic.StoreInt32(&(pR.LastAllConfirmedInputFrameIdWithChange), inputFrameId)
pR.LastAllConfirmedInputFrameIdWithChange = inputFrameId
}
atomic.StoreInt32(&(pR.LastAllConfirmedInputFrameId), inputFrameId) // [WARNING] It's IMPORTANT that "pR.LastAllConfirmedInputFrameId" is NOT NECESSARILY CONSECUTIVE, i.e. if one of the players disconnects and reconnects within a considerable amount of frame delays!
pR.LastAllConfirmedInputFrameId = inputFrameId
for i, v := range inputFrameDownsync.InputList {
// To avoid potential misuse of pointers
pR.LastAllConfirmedInputList[i] = v
@@ -599,7 +625,7 @@ func (pR *Room) StopBattleForSettlement() {
Players: toPbPlayers(pR.Players, false),
CountdownNanos: -1, // TODO: Replace this magic constant!
}
pR.sendSafely(&assembledFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_STOPPED, playerId)
pR.sendSafely(&assembledFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_STOPPED, playerId, true)
}
// Note that `pR.onBattleStoppedForSettlement` will be called by `battleMainLoop`.
}
@@ -628,7 +654,7 @@ func (pR *Room) onBattlePrepare(cb BattleStartCbType) {
Logger.Info("Sending out frame for RoomBattleState.PREPARE:", zap.Any("battleReadyToStartFrame", battleReadyToStartFrame))
for _, player := range pR.Players {
pR.sendSafely(battleReadyToStartFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START, player.Id)
pR.sendSafely(battleReadyToStartFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START, player.Id, true)
}
battlePreparationNanos := int64(6000000000)
@@ -698,6 +724,10 @@ func (pR *Room) OnDismissed() {
pR.PlayersArr = make([]*Player, pR.Capacity)
pR.CollisionSysMap = make(map[int32]*resolv.Object)
pR.PlayerDownsyncSessionDict = make(map[int32]*websocket.Conn)
for _, oldChan := range pR.PlayerDownsyncChanDict {
close(oldChan)
}
pR.PlayerDownsyncChanDict = make(map[int32](chan InputsBufferSnapshot))
pR.PlayerSignalToCloseDict = make(map[int32]SignalToCloseConnCbType)
pR.JoinIndexBooleanArr = make([]bool, pR.Capacity)
pR.Barriers = make(map[int32]*Barrier)
@@ -712,13 +742,13 @@ func (pR *Room) OnDismissed() {
pR.RenderFrameId = 0
pR.CurDynamicsRenderFrameId = 0
pR.InputDelayFrames = 8
pR.NstDelayFrames = 4
pR.NstDelayFrames = 8
pR.InputScaleFrames = uint32(2)
pR.ServerFps = 60
pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript
pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME
dilutedServerFps := int64(58)
pR.dilutedRollbackEstimatedDtNanos = pR.RollbackEstimatedDtNanos * (int64(pR.ServerFps) / dilutedServerFps)
dilutedServerFps := float64(55.0)
pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(pR.ServerFps) / dilutedServerFps)
pR.BattleDurationFrames = 30 * pR.ServerFps
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
pR.InputFrameUpsyncDelayTolerance = 2
@@ -759,7 +789,7 @@ func (pR *Room) OnDismissed() {
pR.State = RoomBattleStateIns.IDLE
pR.updateScore()
Logger.Info("The room is completely dismissed:", zap.Any("roomId", pR.Id))
Logger.Info("The room is completely dismissed(all playerDownsyncChan closed):", zap.Any("roomId", pR.Id))
}
func (pR *Room) expelPlayerDuringGame(playerId int32) {
@@ -850,6 +880,7 @@ func (pR *Room) onPlayerLost(playerId int32) {
func (pR *Room) clearPlayerNetworkSession(playerId int32) {
if _, y := pR.PlayerDownsyncSessionDict[playerId]; y {
Logger.Debug("clearPlayerNetworkSession:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId))
// [WARNING] No need to close "pR.PlayerDownsyncChanDict[playerId]" immediately!
delete(pR.PlayerDownsyncSessionDict, playerId)
delete(pR.PlayerSignalToCloseDict, playerId)
}
@@ -913,8 +944,10 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
return false
}
shouldTryToStartBattle := true
Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-before: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount))
switch targetPlayer.BattleState {
targetPlayerBattleState := atomic.LoadInt32(&(targetPlayer.BattleState))
switch targetPlayerBattleState {
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
playerAckedFrame := &RoomDownsyncFrame{
Id: pR.RenderFrameId,
@@ -922,7 +955,7 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
}
// Broadcast normally added player info to all players in the same room
for thatPlayerId, thatPlayer := range pR.Players {
for _, thatPlayer := range pR.Players {
/*
[WARNING]
This `playerAckedFrame` is the first ever "RoomDownsyncFrame" for every "PersistentSessionClient on the frontend", and it goes right after each "BattleColliderInfo".
@@ -931,42 +964,44 @@ 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.
*/
thatPlayerId := thatPlayer.Id
thatPlayerBattleState := atomic.LoadInt32(&(thatPlayer.BattleState))
Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-middle: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, thatPlayerId=%v, thatPlayerBattleState=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, thatPlayer.Id, thatPlayerBattleState))
if thatPlayerId == targetPlayer.Id || (PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK == thatPlayerBattleState || PlayerBattleStateIns.ACTIVE == thatPlayerBattleState) {
Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-sending DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount))
pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, thatPlayer.Id)
pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, thatPlayer.Id, true)
}
}
atomic.StoreInt32(&(targetPlayer.BattleState), PlayerBattleStateIns.ACTIVE)
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
// only send resync info to the targetPlayer
// i.e. implies that "targetPlayer.LastSentInputFrameId == MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED"
pR.downsyncToSinglePlayer(playerId, targetPlayer, pR.LastAllConfirmedInputFrameId, uint64(0), false)
shouldTryToStartBattle = false
atomic.StoreInt32(&(targetPlayer.BattleState), PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED)
default:
}
targetPlayer.BattleState = PlayerBattleStateIns.ACTIVE
Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-post-downsync: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount))
if pR.Capacity == int(pR.EffectivePlayerCount) {
allAcked := true
for _, p := range pR.Players {
if PlayerBattleStateIns.ACTIVE != p.BattleState {
Logger.Warn("unexpectedly got an inactive player", zap.Any("roomId", pR.Id), zap.Any("playerId", p.Id), zap.Any("battleState", p.BattleState))
allAcked = false
break
if shouldTryToStartBattle {
if pR.Capacity == int(pR.EffectivePlayerCount) {
allAcked := true
for _, p := range pR.Players {
if PlayerBattleStateIns.ACTIVE != p.BattleState {
Logger.Warn("Unexpectedly got an inactive player", zap.Any("roomId", pR.Id), zap.Any("playerId", p.Id), zap.Any("battleState", p.BattleState))
allAcked = false
break
}
}
if true == allAcked {
pR.StartBattle() // WON'T run if the battle state is not in WAITING.
}
}
if true == allAcked {
pR.StartBattle() // WON'T run if the battle state is not in WAITING.
}
}
pR.updateScore()
pR.updateScore()
}
return true
}
func (pR *Room) sendSafely(roomDownsyncFrame *RoomDownsyncFrame, toSendInputFrameDownsyncs []*InputFrameDownsync, act int32, playerId int32) {
func (pR *Room) sendSafely(roomDownsyncFrame *RoomDownsyncFrame, toSendInputFrameDownsyncs []*InputFrameDownsync, act int32, playerId int32, needLockExplicitly bool) {
defer func() {
if r := recover(); r != nil {
Logger.Error("sendSafely, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("panic", r))
@@ -992,59 +1027,82 @@ func (pR *Room) sendSafely(roomDownsyncFrame *RoomDownsyncFrame, toSendInputFram
}
}
func (pR *Room) shouldPrefabInputFrameDownsync(renderFrameId int32) bool {
return ((renderFrameId & ((1 << pR.InputScaleFrames) - 1)) == 0)
func (pR *Room) shouldPrefabInputFrameDownsync(prevRenderFrameId int32, renderFrameId int32) (bool, int32) {
for i := prevRenderFrameId + 1; i <= renderFrameId; i++ {
if (0 <= i) && (0 == (i & ((1 << pR.InputScaleFrames) - 1))) {
return true, i
}
}
return false, -1
}
func (pR *Room) prefabInputFrameDownsync(inputFrameId int32, lockInputsBuffer bool) *InputFrameDownsync {
func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync {
/*
[WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked.
Kindly note that on backend the prefab is much simpler than its frontend counterpart, because frontend will upsync its latest command immediately if there's any change w.r.t. its own prev cmd, thus if no upsync received from a frontend,
- EITHER it's due to local lag and bad network,
- OR there's no change w.r.t. to its prev cmd.
*/
if lockInputsBuffer {
Logger.Debug(fmt.Sprintf("prefabInputFrameDownsync-InputsBufferLock to about lock: roomId=%v", pR.Id))
pR.InputsBufferLock.Lock()
Logger.Debug(fmt.Sprintf("prefabInputFrameDownsync-InputsBufferLock locked: roomId=%v", pR.Id))
defer func() {
pR.InputsBufferLock.Unlock()
Logger.Debug(fmt.Sprintf("prefabInputFrameDownsync-InputsBufferLock unlocked: roomId=%v", pR.Id))
}()
}
var currInputFrameDownsync *InputFrameDownsync = nil
tmp1 := pR.InputsBuffer.GetByFrameId(inputFrameId) // Would be nil if "pR.InputsBuffer.EdFrameId <= inputFrameId", else if "pR.InputsBuffer.EdFrameId > inputFrameId" is already met, then by now we can just return "tmp1.(*InputFrameDownsync)"
if nil == tmp1 {
for pR.InputsBuffer.EdFrameId <= inputFrameId {
j := pR.InputsBuffer.EdFrameId
currInputFrameDownsync = &InputFrameDownsync{
InputFrameId: j,
InputList: make([]uint64, pR.Capacity),
ConfirmedList: uint64(0),
}
if 0 == inputFrameId && 0 == pR.InputsBuffer.Cnt {
currInputFrameDownsync = &InputFrameDownsync{
InputFrameId: 0,
InputList: make([]uint64, pR.Capacity),
ConfirmedList: uint64(0),
tmp2 := pR.InputsBuffer.GetByFrameId(j - 1) // There's no need for the backend to find the "lastAllConfirmed inputs" for prefabbing, either "BackendDynamicsEnabled" is true or false
if nil != tmp2 {
prevInputFrameDownsync := tmp2.(*InputFrameDownsync)
for i, _ := range currInputFrameDownsync.InputList {
currInputFrameDownsync.InputList[i] = (prevInputFrameDownsync.InputList[i] & uint64(15)) // Don't predict attack input!
}
}
pR.InputsBuffer.Put(currInputFrameDownsync)
}
} else {
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId - 1) // There's no need for the backend to find the "lastAllConfirmed inputs" for prefabbing, either "BackendDynamicsEnabled" is true or false
if nil == tmp {
panic(fmt.Sprintf("Error prefabbing inputFrameDownsync: roomId=%v, InputsBuffer=%v", pR.Id, pR.InputsBufferString(false)))
}
prevInputFrameDownsync := tmp.(*InputFrameDownsync)
currInputList := make([]uint64, pR.Capacity) // Would be a clone of the values
for i, _ := range currInputList {
currInputList[i] = (prevInputFrameDownsync.InputList[i] & uint64(15)) // Don't predict attack input!
}
currInputFrameDownsync = &InputFrameDownsync{
InputFrameId: inputFrameId,
InputList: currInputList,
ConfirmedList: uint64(0),
}
currInputFrameDownsync = tmp1.(*InputFrameDownsync)
}
pR.InputsBuffer.Put(currInputFrameDownsync)
return currInputFrameDownsync
}
func (pR *Room) markConfirmationIfApplicable() int {
newAllConfirmedCount := 0
func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*InputFrameUpsync, playerId int32, player *Player) *InputsBufferSnapshot {
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
for _, inputFrameUpsync := range inputFrameUpsyncBatch {
clientInputFrameId := inputFrameUpsync.InputFrameId
if clientInputFrameId < pR.InputsBuffer.StFrameId {
// The updates to "pR.InputsBuffer.StFrameId" is monotonically increasing, thus if "clientInputFrameId < pR.InputsBuffer.StFrameId" at any moment of time, it is obsolete in the future.
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#1: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
continue
}
if clientInputFrameId < pR.LastAllConfirmedInputFrameId {
Logger.Info(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
continue
}
if clientInputFrameId > pR.InputsBuffer.EdFrameId {
Logger.Warn(fmt.Sprintf("Dropping too advanced inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v; is this player cheating?", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
continue
}
var targetInputFrameDownsync *InputFrameDownsync = nil
if clientInputFrameId == pR.InputsBuffer.EdFrameId {
targetInputFrameDownsync = pR.prefabInputFrameDownsync(clientInputFrameId)
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-Prefabbed new inputFrameDownsync from inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
} else {
targetInputFrameDownsync = pR.InputsBuffer.GetByFrameId(clientInputFrameId).(*InputFrameDownsync)
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-stuffing inputFrameDownsync from inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
}
targetInputFrameDownsync.InputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
targetInputFrameDownsync.ConfirmedList |= uint64(1 << uint32(player.JoinIndex-1))
}
newAllConfirmedCount := int32(0)
inputFrameId1 := pR.LastAllConfirmedInputFrameId + 1
totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
@@ -1058,7 +1116,7 @@ func (pR *Room) markConfirmationIfApplicable() int {
inputFrameDownsync := tmp.(*InputFrameDownsync)
if allConfirmedMask != inputFrameDownsync.ConfirmedList {
for _, player := range pR.Players {
for _, player := range pR.PlayersArr {
thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState))
thatPlayerJoinMask := uint64(1 << uint32(player.JoinIndex-1))
if 0 == (inputFrameDownsync.ConfirmedList & thatPlayerJoinMask) {
@@ -1080,37 +1138,55 @@ func (pR *Room) markConfirmationIfApplicable() int {
}
}
Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable checking inputFrameId=[%v, %v) for roomId=%v, newAllConfirmedCount=%d: InputsBuffer=%v", inputFrameId1, pR.InputsBuffer.EdFrameId, pR.Id, newAllConfirmedCount, pR.InputsBufferString(false)))
return newAllConfirmedCount
if 0 < newAllConfirmedCount {
refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
/*
[WARNING]
If "pR.InputsBufferLock" was previously held by "doBattleMainLoopPerTickBackendDynamicsWithProperLocking", then this value would be just (pR.LastAllConfirmedInputFrameId - newAllConfirmedCount).
However if "pR.InputsBufferLock" was previously held by another "OnBattleCmdReceived", this value might be smaller than (pR.LastAllConfirmedInputFrameId - newAllConfirmedCount)!
*/
snapshotStFrameId := pR.ConvertToInputFrameId(refRenderFrameIdIfNeeded, pR.InputDelayFrames)
// Duplicate downsynced inputFrameIds will be filtered out by frontend.
toSendInputFrameDownsyncs := pR.cloneInputsBuffer(snapshotStFrameId, pR.LastAllConfirmedInputFrameId+1)
Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable for roomId=%v returning newAllConfirmedCount=%d: InputsBuffer=%v", pR.Id, newAllConfirmedCount, pR.InputsBufferString(false)))
return &InputsBufferSnapshot{
RefRenderFrameId: refRenderFrameIdIfNeeded,
UnconfirmedMask: uint64(0),
ToSendInputFrameDownsyncs: toSendInputFrameDownsyncs,
}
} else {
return nil
}
}
func (pR *Room) forceConfirmationIfApplicable() uint64 {
func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) *InputsBufferSnapshot {
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
// Force confirmation of non-all-confirmed inputFrame EXACTLY ONE AT A TIME, returns the non-confirmed mask of players, e.g. in a 4-player-battle returning 1001 means that players with JoinIndex=1 and JoinIndex=4 are non-confirmed for inputFrameId2
renderFrameId1 := (pR.RenderFrameId - pR.NstDelayFrames) // the renderFrameId which should've been rendered on frontend
if 0 > renderFrameId1 || !pR.shouldPrefabInputFrameDownsync(renderFrameId1) {
if 0 > renderFrameId1 {
return nil
}
ok := false
renderFrameId2 := int32(-1)
if ok, renderFrameId2 = pR.shouldPrefabInputFrameDownsync(prevRenderFrameId-pR.NstDelayFrames, renderFrameId1); !ok {
/*
The backend "shouldPrefabInputFrameDownsync" shares the same rule as frontend "shouldGenerateInputFrameUpsync".
It's also important that "forceConfirmationIfApplicable" is NOT EXECUTED for every renderFrame, such that when a player is forced to resync, it has some time, i.e. (1 << InputScaleFrames) renderFrames, to upsync again.
*/
return 0
return nil
}
inputFrameId2 := pR.ConvertToInputFrameId(renderFrameId1, 0) // The inputFrame to force confirmation (if necessary)
inputFrameId2 := pR.ConvertToInputFrameId(renderFrameId2, 0) // The inputFrame to force confirmation (if necessary)
if inputFrameId2 < pR.LastAllConfirmedInputFrameId {
// No need to force confirmation, the inputFrames already arrived
Logger.Debug(fmt.Sprintf("inputFrameId2=%v is already all-confirmed for roomId=%v[type#1], no need to force confirmation of it", inputFrameId2, pR.Id))
return 0
return nil
}
Logger.Debug(fmt.Sprintf("forceConfirmation-InputsBufferLock about to lock: roomId=%v", pR.Id))
pR.InputsBufferLock.Lock()
Logger.Debug(fmt.Sprintf("forceConfirmation-InputsBufferLock locked: roomId=%v", pR.Id))
defer func() {
pR.InputsBufferLock.Unlock()
Logger.Debug(fmt.Sprintf("forceConfirmation-InputsBufferLock unlocked: roomId=%v", pR.Id))
}()
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId2)
if nil == tmp {
panic(fmt.Sprintf("inputFrameId2=%v doesn't exist for roomId=%v, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", inputFrameId2, pR.Id, pR.InputsBufferString(false)))
@@ -1126,10 +1202,35 @@ func (pR *Room) forceConfirmationIfApplicable() uint64 {
inputFrame2.ConfirmedList = allConfirmedMask
pR.onInputFrameDownsyncAllConfirmed(inputFrame2, -1)
return unconfirmedMask
if 0 < unconfirmedMask {
// This condition should be rarely met!
nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
/*
Upon resynced on frontend, "refRenderFrameId" is now set to as advanced as possible, and it's the frontend's responsibility now to pave way for the "gap inputFrames"
If "NstDelayFrames" becomes larger, "pR.RenderFrameId - refRenderFrameId" possibly becomes larger because the force confirmation is delayed more.
Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed.
*/
refRenderFrameIdIfNeeded := nextDynamicsRenderFrameId - 1
if 0 > refRenderFrameIdIfNeeded {
// Without a "refRenderFrame", there's no point to force confirmation, i.e. nothing to downsync to the "ACTIVE but slowly ticking frontend(s)"
return nil
}
snapshotStFrameId := pR.ConvertToInputFrameId(refRenderFrameIdIfNeeded, pR.InputDelayFrames)
toSendInputFrameDownsyncs := pR.cloneInputsBuffer(snapshotStFrameId, pR.LastAllConfirmedInputFrameId+1)
return &InputsBufferSnapshot{
RefRenderFrameId: refRenderFrameIdIfNeeded,
UnconfirmedMask: unconfirmedMask,
ToSendInputFrameDownsyncs: toSendInputFrameDownsyncs,
}
} else {
return nil
}
}
func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRenderFrameId int32, spaceOffsetX, spaceOffsetY float64) {
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
if fromRenderFrameId >= toRenderFrameId {
return
}
@@ -1138,14 +1239,6 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
Logger.Debug(fmt.Sprintf("applyInputFrameDownsyncDynamics-InputsBufferLock about to lock: roomId=%v", pR.Id))
pR.InputsBufferLock.Lock()
Logger.Debug(fmt.Sprintf("applyInputFrameDownsyncDynamics-InputsBufferLock locked: roomId=%v", pR.Id))
defer func() {
pR.InputsBufferLock.Unlock()
Logger.Debug(fmt.Sprintf("applyInputFrameDownsyncDynamics-InputsBufferLock unlocked: roomId=%v", pR.Id))
}()
for collisionSysRenderFrameId := fromRenderFrameId; collisionSysRenderFrameId < toRenderFrameId; collisionSysRenderFrameId++ {
currRenderFrameTmp := pR.RenderFrameBuffer.GetByFrameId(collisionSysRenderFrameId)
if nil == currRenderFrameTmp {
@@ -1164,7 +1257,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
}
delayedInputFrame = tmp.(*InputFrameDownsync)
// [WARNING] It's possible that by now "allConfirmedMask != delayedInputFrame.ConfirmedList && delayedInputFrameId <= pR.LastAllConfirmedInputFrameId", we trust "pR.LastAllConfirmedInputFrameId" as the TOP AUTHORITY.
atomic.StoreUint64(&(delayedInputFrame.ConfirmedList), allConfirmedMask)
delayedInputFrame.ConfirmedList = allConfirmedMask
}
nextRenderFrame := pR.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, pR.CollisionSysMap)
@@ -1175,7 +1268,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
// TODO: Write unit-test for this function to compare with its frontend counter part
func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSysMap map[int32]*resolv.Object) *RoomDownsyncFrame {
// TODO: Derive "nextRenderFramePlayers[*].CharacterState" as the frontend counter-part!
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
nextRenderFramePlayers := make(map[int32]*PlayerDownsync, pR.Capacity)
// Make a copy first
for playerId, currPlayerDownsync := range currRenderFrame.Players {
@@ -1211,7 +1304,8 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
// Reset playerCollider position from the "virtual grid position"
for playerId, player := range pR.Players {
for _, player := range pR.PlayersArr {
playerId := player.Id
joinIndex := player.JoinIndex
bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y = float64(0), float64(0)
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
@@ -1306,7 +1400,8 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
}
inputList := delayedInputFrame.InputList
// Process player inputs
for playerId, player := range pR.Players {
for _, player := range pR.PlayersArr {
playerId := player.Id
joinIndex := player.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
@@ -1368,7 +1463,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
}
// handle pushbacks upon collision after all movements treated as simultaneous
for _, player := range pR.Players {
for _, player := range pR.PlayersArr {
joinIndex := player.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
@@ -1387,7 +1482,8 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
}
}
for playerId, player := range pR.Players {
for _, player := range pR.PlayersArr {
playerId := player.Id
joinIndex := player.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
@@ -1447,64 +1543,88 @@ func (pR *Room) printBarrier(barrierCollider *resolv.Object) {
Logger.Info(fmt.Sprintf("Barrier in roomId=%v: w=%v, h=%v, shape=%v", pR.Id, barrierCollider.W, barrierCollider.H, barrierCollider.Shape))
}
func (pR *Room) downsyncToAllPlayers(upperToSendInputFrameId int32, unconfirmedMask uint64, prohibitsInputsBufferLock bool) {
for playerId, player := range pR.Players {
thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState))
switch thatPlayerBattleState {
case PlayerBattleStateIns.DISCONNECTED:
case PlayerBattleStateIns.LOST:
case PlayerBattleStateIns.EXPELLED_DURING_GAME:
case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK: // This is the reason why battleState filter is put at "downsyncToAllPlayers" instead of "downsyncToSinglePlayer"
continue
func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRenderFrameId int32, pDynamicsDuration *int64) {
Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock to about lock: roomId=%v", pR.Id))
pR.InputsBufferLock.Lock()
Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock locked: roomId=%v", pR.Id))
defer func() {
pR.InputsBufferLock.Unlock()
Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock unlocked: roomId=%v", pR.Id))
}()
if ok, thatRenderFrameId := pR.shouldPrefabInputFrameDownsync(prevRenderFrameId, pR.RenderFrameId); ok {
noDelayInputFrameId := pR.ConvertToInputFrameId(thatRenderFrameId, 0)
if existingInputFrame := pR.InputsBuffer.GetByFrameId(noDelayInputFrameId); nil == existingInputFrame {
pR.prefabInputFrameDownsync(noDelayInputFrameId)
}
pR.downsyncToSinglePlayer(playerId, player, pR.LastAllConfirmedInputFrameId, unconfirmedMask, prohibitsInputsBufferLock)
}
// Force setting all-confirmed of buffered inputFrames periodically, kindly note that if "pR.BackendDynamicsEnabled", what we want to achieve is "recovery upon reconnection", which certainly requires "forceConfirmationIfApplicable" to move "pR.LastAllConfirmedInputFrameId" forward as much as possible
inputsBufferSnapshot := pR.forceConfirmationIfApplicable(prevRenderFrameId)
if 0 <= pR.LastAllConfirmedInputFrameId {
dynamicsStartedAt := utils.UnixtimeNano()
// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
*pDynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
}
if nil != inputsBufferSnapshot {
Logger.Warn(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, inputsBufferSnapshot.UnconfirmedMask))
pR.downsyncToAllPlayers(inputsBufferSnapshot)
}
}
func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, upperToSendInputFrameId int32, unconfirmedMask uint64, prohibitsInputsBufferLock bool) {
// TODO: DON'T try to send any message to an inactive player! However, note that player.BattleState could be modified from different threads and needs to be synced!
// [WARNING] Websocket is TCP-based, thus no need to re-send a previously sent inputFrame to a same player!
lowerToSentInputFrameId := player.LastSentInputFrameId + 1
func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *InputsBufferSnapshot) {
/*
[WARNING]
Upon resynced on frontend, "refRenderFrameId" is now set to as advanced as possible, and it's the frontend's responsibility now to pave way for the "gap inputFrames"
[WARNING] This function MUST BE called while "pR.InputsBufferLock" is LOCKED for preserving the order of generation of "inputsBufferSnapshot" -- see comments in "OnBattleCmdReceived" and [this issue](https://github.com/genxium/DelayNoMore/issues/12).
If "NstDelayFrames" becomes larger, "pR.RenderFrameId - refRenderFrameId" possibly becomes larger because the force confirmation is delayed more.
Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed.
Actually if each player session were both intrinsically thread-safe & non-blocking for writing (like Java NIO), I could've just called "playerSession.WriteMessage" while holding "pR.InputsBufferLock" -- but the ws session provided by Gorilla library is neither thread-safe nor non-blocking for writing, which is fine because it creates a chance for the users to solve an interesting problem :)
*/
refRenderFrameId := pR.CurDynamicsRenderFrameId - 1
/*
Moreover, we're downsyncing a same "inputsBufferSnapshot" for all players in the same battle and this is by design, i.e. not respecting "player.LastSentInputFrameId" because "new all-confirmed inputFrameDownsyncs" are the same for all players and ws is TCP-based (no loss of consecutive packets except for reconnection -- which is already handled by READDED_BATTLE_COLLIDER_ACKED)
*/
for playerId, playerDownsyncChan := range pR.PlayerDownsyncChanDict {
/*
[WARNING] While the order of generation of "inputsBufferSnapshot" is preserved for sending, the underlying network I/O blocking action is dispatched to "downsyncLoop of each player" such that "markConfirmationIfApplicable & forceConfirmationIfApplicable" can re-hold "pR.InputsBufferLock" asap and proceed with more inputFrameUpsyncs.
shouldResync1 := (MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId)
shouldResync2 := (0 < (unconfirmedMask & uint64(1<<uint32(player.JoinIndex-1)))) // This condition is critical, if we don't send resync upon this condition, the "reconnected or slowly-clocking player" might never get its input synced
The use of "downsyncLoop of each player" also waives the need of guarding each "pR.PlayerDownsyncSessionDict[playerId]" from multithread-access (e.g. by a "pR.PlayerDownsyncSessionMutexDict[playerId]"), i.e. Gorilla v1.2.0 "conn.WriteMessage" isn't thread-safe https://github.com/gorilla/websocket/blob/v1.2.0/conn.go#L585.
*/
playerDownsyncChan <- (*inputsBufferSnapshot)
Logger.Debug(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d, playerDownsyncChan:%p)#1", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, playerId, playerDownsyncChan))
}
}
func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRenderFrameId int32, unconfirmedMask uint64, toSendInputFrameDownsyncsSnapshot []*InputFrameDownsync) {
/*
[WARNING] This function MUST BE called while "pR.InputsBufferLock" is unlocked -- otherwise the network I/O blocking of "sendSafely" might cause significant lag for "markConfirmationIfApplicable & forceConfirmationIfApplicable"!
We hereby assume that Golang runtime allocates & frees small amount of RAM quickly enough compared to either network I/O blocking in worst cases or the high frequency "per inputFrameDownsync*player" locking (though "OnBattleCmdReceived" locks at the same frequency but it's inevitable).
*/
playerJoinIndex := player.JoinIndex - 1
playerBattleState := atomic.LoadInt32(&(player.BattleState))
switch playerBattleState {
case PlayerBattleStateIns.DISCONNECTED:
case PlayerBattleStateIns.LOST:
case PlayerBattleStateIns.EXPELLED_DURING_GAME:
case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
return
}
shouldResync1 := (PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED == playerBattleState) // i.e. implies that "MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId"
shouldResync2 := (0 < (unconfirmedMask & uint64(1<<uint32(playerJoinIndex)))) // This condition is critical, if we don't send resync upon this condition, the "reconnected or slowly-clocking player" might never get its input synced
// shouldResync2 := (0 < unconfirmedMask) // An easier version of the above, might keep sending "refRenderFrame"s to still connected players when any player is disconnected
shouldResyncOverall := (shouldResync1 || shouldResync2)
if shouldResyncOverall {
// A rejoined player, should guarantee that when it resyncs to "refRenderFrameId" a matching inputFrame to apply exists
lowerToSentInputFrameId = pR.ConvertToInputFrameId(refRenderFrameId, pR.InputDelayFrames)
Logger.Info(fmt.Sprintf("Resyncing player: roomId=%v, playerId=%v, playerJoinIndex=%v, renderFrameId=%v, curDynamicsRenderFrameId=%v, playerLastSentInputFrameId=%v, refRenderFrameId=%v, lowerToSentInputFrameId=%v, upperToSendInputFrameId=%v", pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, refRenderFrameId, lowerToSentInputFrameId, upperToSendInputFrameId))
// TODO: What if "lowerToSentInputFrameId > pR.InputsBuffer.StFrameId" now?
}
if lowerToSentInputFrameId > upperToSendInputFrameId {
Logger.Debug(fmt.Sprintf("Not sending due to potentially empty toSendInputFrameDownsyncs: roomId=%v, playerId=%v, playerLastSentInputFrameId=%v, refRenderFrameId=%v, lowerToSentInputFrameId=%v, upperToSendInputFrameId=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v", pR.Id, playerId, player.LastSentInputFrameId, refRenderFrameId, lowerToSentInputFrameId, upperToSendInputFrameId, player.LastSentInputFrameId, player.AckingInputFrameId))
return
}
// [WARNING] EDGE CASE HERE: Upon initialization, all of "lastAllConfirmedInputFrameId", "lastAllConfirmedInputFrameIdWithChange" and "anchorInputFrameId" are "-1", thus "j" starts with "0", however "inputFrameId: 0" might not have been all confirmed!
var theInputsBufferLockToUse *sync.Mutex = &pR.InputsBufferLock
if prohibitsInputsBufferLock {
// Already locked in caller function
theInputsBufferLockToUse = nil
}
// [WARNING] Clone to deliberately avoid holding "pR.InputsBufferLock" while using network I/O
j, toSendInputFrameDownsyncs := pR.InputsBuffer.cloneInputFrameDownsyncsByFrameIdRange(lowerToSentInputFrameId, upperToSendInputFrameId+1, theInputsBufferLockToUse)
if 0 >= len(toSendInputFrameDownsyncs) {
Logger.Debug(fmt.Sprintf("Not sending due to actually empty toSendInputFrameDownsyncs: roomId=%v, playerId=%v, playerLastSentInputFrameId=%v, refRenderFrameId=%v, lowerToSentInputFrameId=%v, upperToSendInputFrameId=%v, j=%v, lastSentInputFrameId=%v, playerAckingInputFrameId=%v", pR.Id, playerId, player.LastSentInputFrameId, refRenderFrameId, lowerToSentInputFrameId, upperToSendInputFrameId, j, player.LastSentInputFrameId, player.AckingInputFrameId))
return
Logger.Debug(fmt.Sprintf("Resyncing player: roomId=%v, playerId=%v, playerJoinIndex=%v, renderFrameId=%v, curDynamicsRenderFrameId=%v, playerLastSentInputFrameId=%v, refRenderFrameId=%v", pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, refRenderFrameId))
}
/*
@@ -1512,21 +1632,59 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, upperToSe
1. when player with a slower frontend clock lags significantly behind and thus wouldn't get its inputUpsync recognized due to faster "forceConfirmation"
2. reconnection
*/
toSendInputFrameIdSt, toSendInputFrameIdEd := toSendInputFrameDownsyncsSnapshot[0].InputFrameId, toSendInputFrameDownsyncsSnapshot[len(toSendInputFrameDownsyncsSnapshot)-1].InputFrameId+1
if pR.BackendDynamicsEnabled && shouldResyncOverall {
tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId)
if nil == tmp {
panic(fmt.Sprintf("Required refRenderFrameId=%v for roomId=%v, renderFrameId=%v, playerId=%v, playerLastSentInputFrameId=%v, j=%v doesn't exist! InputsBuffer=%v, RenderFrameBuffer=%v", refRenderFrameId, pR.Id, pR.RenderFrameId, playerId, player.LastSentInputFrameId, j, pR.InputsBufferString(false), pR.RenderFrameBufferString()))
panic(fmt.Sprintf("Required refRenderFrameId=%v for (roomId=%v, renderFrameId=%v, playerId=%v, playerLastSentInputFrameId=%v) doesn't exist! InputsBuffer=%v, RenderFrameBuffer=%v", refRenderFrameId, pR.Id, pR.RenderFrameId, playerId, player.LastSentInputFrameId, pR.InputsBufferString(false), pR.RenderFrameBufferString()))
}
refRenderFrame := tmp.(*RoomDownsyncFrame)
for playerId, player := range pR.Players {
refRenderFrame.Players[playerId].ColliderRadius = player.ColliderRadius // hardcoded for now
for _, player := range pR.PlayersArr {
refRenderFrame.Players[player.Id].ColliderRadius = player.ColliderRadius // hardcoded for now
}
refRenderFrame.BackendUnconfirmedMask = unconfirmedMask
Logger.Warn(fmt.Sprintf("Sending refRenderFrameId=%v for roomId=%v, , playerId=%v, playerJoinIndex=%v, renderFrameId=%v, curDynamicsRenderFrameId=%v, playerLastSentInputFrameId=%v, lowerToSentInputFrameId=%v, upperToSendInputFrameId=%v, j=%v: InputsBuffer=%v", refRenderFrameId, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, lowerToSentInputFrameId, upperToSendInputFrameId, j, pR.InputsBufferString(false)))
pR.sendSafely(refRenderFrame, toSendInputFrameDownsyncs, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId)
pR.sendSafely(refRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false)
Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: InputsBuffer=%v", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, pR.InputsBufferString(false)))
} else {
pR.sendSafely(nil, toSendInputFrameDownsyncs, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId)
pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false)
}
player.LastSentInputFrameId = toSendInputFrameIdEd - 1
if shouldResync1 {
atomic.StoreInt32(&(player.BattleState), PlayerBattleStateIns.ACTIVE)
}
player.LastSentInputFrameId = j - 1
}
func (pR *Room) cloneInputsBuffer(stFrameId, edFrameId int32) []*InputFrameDownsync {
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
cloned := make([]*InputFrameDownsync, 0, edFrameId-stFrameId)
prevFrameFound := false
j := stFrameId
for j < edFrameId {
tmp := pR.InputsBuffer.GetByFrameId(j)
if nil == tmp {
if false == prevFrameFound {
j++
continue // allowed to keep not finding the requested inputFrames at the beginning
} else {
break // The "id"s are always consecutive
}
}
prevFrameFound = true
foo := tmp.(*InputFrameDownsync)
bar := &InputFrameDownsync{
InputFrameId: foo.InputFrameId,
InputList: make([]uint64, len(foo.InputList)),
ConfirmedList: foo.ConfirmedList,
}
for i, input := range foo.InputList {
bar.InputList[i] = input
}
cloned = append(cloned, bar)
j++
}
return cloned
}

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 {
@@ -1069,7 +1132,7 @@ type RoomDownsyncFrame struct {
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)
}
@@ -1082,7 +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 {
@@ -1095,7 +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 {
@@ -1233,182 +1296,194 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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}
var (
@@ -1423,7 +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
@@ -1432,39 +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() }
@@ -1558,7 +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:
@@ -1570,7 +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:
@@ -1582,6 +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
@@ -1600,7 +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

@@ -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

View File

@@ -440,7 +440,7 @@
"array": [
0,
0,
210.4441731196186,
210.54381524704266,
0,
0,
0,

View File

@@ -3553,6 +3553,292 @@ $root.protos = (function() {
return WsResp;
})();
protos.InputsBufferSnapshot = (function() {
/**
* Properties of an InputsBufferSnapshot.
* @memberof protos
* @interface IInputsBufferSnapshot
* @property {number|null} [refRenderFrameId] InputsBufferSnapshot refRenderFrameId
* @property {number|Long|null} [unconfirmedMask] InputsBufferSnapshot unconfirmedMask
* @property {Array.<protos.InputFrameDownsync>|null} [toSendInputFrameDownsyncs] InputsBufferSnapshot toSendInputFrameDownsyncs
*/
/**
* Constructs a new InputsBufferSnapshot.
* @memberof protos
* @classdesc Represents an InputsBufferSnapshot.
* @implements IInputsBufferSnapshot
* @constructor
* @param {protos.IInputsBufferSnapshot=} [properties] Properties to set
*/
function InputsBufferSnapshot(properties) {
this.toSendInputFrameDownsyncs = [];
if (properties)
for (var keys = Object.keys(properties), i = 0; i < keys.length; ++i)
if (properties[keys[i]] != null)
this[keys[i]] = properties[keys[i]];
}
/**
* InputsBufferSnapshot refRenderFrameId.
* @member {number} refRenderFrameId
* @memberof protos.InputsBufferSnapshot
* @instance
*/
InputsBufferSnapshot.prototype.refRenderFrameId = 0;
/**
* InputsBufferSnapshot unconfirmedMask.
* @member {number|Long} unconfirmedMask
* @memberof protos.InputsBufferSnapshot
* @instance
*/
InputsBufferSnapshot.prototype.unconfirmedMask = $util.Long ? $util.Long.fromBits(0,0,true) : 0;
/**
* InputsBufferSnapshot toSendInputFrameDownsyncs.
* @member {Array.<protos.InputFrameDownsync>} toSendInputFrameDownsyncs
* @memberof protos.InputsBufferSnapshot
* @instance
*/
InputsBufferSnapshot.prototype.toSendInputFrameDownsyncs = $util.emptyArray;
/**
* Creates a new InputsBufferSnapshot instance using the specified properties.
* @function create
* @memberof protos.InputsBufferSnapshot
* @static
* @param {protos.IInputsBufferSnapshot=} [properties] Properties to set
* @returns {protos.InputsBufferSnapshot} InputsBufferSnapshot instance
*/
InputsBufferSnapshot.create = function create(properties) {
return new InputsBufferSnapshot(properties);
};
/**
* Encodes the specified InputsBufferSnapshot message. Does not implicitly {@link protos.InputsBufferSnapshot.verify|verify} messages.
* @function encode
* @memberof protos.InputsBufferSnapshot
* @static
* @param {protos.InputsBufferSnapshot} message InputsBufferSnapshot message or plain object to encode
* @param {$protobuf.Writer} [writer] Writer to encode to
* @returns {$protobuf.Writer} Writer
*/
InputsBufferSnapshot.encode = function encode(message, writer) {
if (!writer)
writer = $Writer.create();
if (message.refRenderFrameId != null && Object.hasOwnProperty.call(message, "refRenderFrameId"))
writer.uint32(/* id 1, wireType 0 =*/8).int32(message.refRenderFrameId);
if (message.unconfirmedMask != null && Object.hasOwnProperty.call(message, "unconfirmedMask"))
writer.uint32(/* id 2, wireType 0 =*/16).uint64(message.unconfirmedMask);
if (message.toSendInputFrameDownsyncs != null && message.toSendInputFrameDownsyncs.length)
for (var i = 0; i < message.toSendInputFrameDownsyncs.length; ++i)
$root.protos.InputFrameDownsync.encode(message.toSendInputFrameDownsyncs[i], writer.uint32(/* id 3, wireType 2 =*/26).fork()).ldelim();
return writer;
};
/**
* Encodes the specified InputsBufferSnapshot message, length delimited. Does not implicitly {@link protos.InputsBufferSnapshot.verify|verify} messages.
* @function encodeDelimited
* @memberof protos.InputsBufferSnapshot
* @static
* @param {protos.InputsBufferSnapshot} message InputsBufferSnapshot message or plain object to encode
* @param {$protobuf.Writer} [writer] Writer to encode to
* @returns {$protobuf.Writer} Writer
*/
InputsBufferSnapshot.encodeDelimited = function encodeDelimited(message, writer) {
return this.encode(message, writer).ldelim();
};
/**
* Decodes an InputsBufferSnapshot message from the specified reader or buffer.
* @function decode
* @memberof protos.InputsBufferSnapshot
* @static
* @param {$protobuf.Reader|Uint8Array} reader Reader or buffer to decode from
* @param {number} [length] Message length if known beforehand
* @returns {protos.InputsBufferSnapshot} InputsBufferSnapshot
* @throws {Error} If the payload is not a reader or valid buffer
* @throws {$protobuf.util.ProtocolError} If required fields are missing
*/
InputsBufferSnapshot.decode = function decode(reader, length) {
if (!(reader instanceof $Reader))
reader = $Reader.create(reader);
var end = length === undefined ? reader.len : reader.pos + length, message = new $root.protos.InputsBufferSnapshot();
while (reader.pos < end) {
var tag = reader.uint32();
switch (tag >>> 3) {
case 1: {
message.refRenderFrameId = reader.int32();
break;
}
case 2: {
message.unconfirmedMask = reader.uint64();
break;
}
case 3: {
if (!(message.toSendInputFrameDownsyncs && message.toSendInputFrameDownsyncs.length))
message.toSendInputFrameDownsyncs = [];
message.toSendInputFrameDownsyncs.push($root.protos.InputFrameDownsync.decode(reader, reader.uint32()));
break;
}
default:
reader.skipType(tag & 7);
break;
}
}
return message;
};
/**
* Decodes an InputsBufferSnapshot message from the specified reader or buffer, length delimited.
* @function decodeDelimited
* @memberof protos.InputsBufferSnapshot
* @static
* @param {$protobuf.Reader|Uint8Array} reader Reader or buffer to decode from
* @returns {protos.InputsBufferSnapshot} InputsBufferSnapshot
* @throws {Error} If the payload is not a reader or valid buffer
* @throws {$protobuf.util.ProtocolError} If required fields are missing
*/
InputsBufferSnapshot.decodeDelimited = function decodeDelimited(reader) {
if (!(reader instanceof $Reader))
reader = new $Reader(reader);
return this.decode(reader, reader.uint32());
};
/**
* Verifies an InputsBufferSnapshot message.
* @function verify
* @memberof protos.InputsBufferSnapshot
* @static
* @param {Object.<string,*>} message Plain object to verify
* @returns {string|null} `null` if valid, otherwise the reason why it is not
*/
InputsBufferSnapshot.verify = function verify(message) {
if (typeof message !== "object" || message === null)
return "object expected";
if (message.refRenderFrameId != null && message.hasOwnProperty("refRenderFrameId"))
if (!$util.isInteger(message.refRenderFrameId))
return "refRenderFrameId: integer expected";
if (message.unconfirmedMask != null && message.hasOwnProperty("unconfirmedMask"))
if (!$util.isInteger(message.unconfirmedMask) && !(message.unconfirmedMask && $util.isInteger(message.unconfirmedMask.low) && $util.isInteger(message.unconfirmedMask.high)))
return "unconfirmedMask: integer|Long expected";
if (message.toSendInputFrameDownsyncs != null && message.hasOwnProperty("toSendInputFrameDownsyncs")) {
if (!Array.isArray(message.toSendInputFrameDownsyncs))
return "toSendInputFrameDownsyncs: array expected";
for (var i = 0; i < message.toSendInputFrameDownsyncs.length; ++i) {
var error = $root.protos.InputFrameDownsync.verify(message.toSendInputFrameDownsyncs[i]);
if (error)
return "toSendInputFrameDownsyncs." + error;
}
}
return null;
};
/**
* Creates an InputsBufferSnapshot message from a plain object. Also converts values to their respective internal types.
* @function fromObject
* @memberof protos.InputsBufferSnapshot
* @static
* @param {Object.<string,*>} object Plain object
* @returns {protos.InputsBufferSnapshot} InputsBufferSnapshot
*/
InputsBufferSnapshot.fromObject = function fromObject(object) {
if (object instanceof $root.protos.InputsBufferSnapshot)
return object;
var message = new $root.protos.InputsBufferSnapshot();
if (object.refRenderFrameId != null)
message.refRenderFrameId = object.refRenderFrameId | 0;
if (object.unconfirmedMask != null)
if ($util.Long)
(message.unconfirmedMask = $util.Long.fromValue(object.unconfirmedMask)).unsigned = true;
else if (typeof object.unconfirmedMask === "string")
message.unconfirmedMask = parseInt(object.unconfirmedMask, 10);
else if (typeof object.unconfirmedMask === "number")
message.unconfirmedMask = object.unconfirmedMask;
else if (typeof object.unconfirmedMask === "object")
message.unconfirmedMask = new $util.LongBits(object.unconfirmedMask.low >>> 0, object.unconfirmedMask.high >>> 0).toNumber(true);
if (object.toSendInputFrameDownsyncs) {
if (!Array.isArray(object.toSendInputFrameDownsyncs))
throw TypeError(".protos.InputsBufferSnapshot.toSendInputFrameDownsyncs: array expected");
message.toSendInputFrameDownsyncs = [];
for (var i = 0; i < object.toSendInputFrameDownsyncs.length; ++i) {
if (typeof object.toSendInputFrameDownsyncs[i] !== "object")
throw TypeError(".protos.InputsBufferSnapshot.toSendInputFrameDownsyncs: object expected");
message.toSendInputFrameDownsyncs[i] = $root.protos.InputFrameDownsync.fromObject(object.toSendInputFrameDownsyncs[i]);
}
}
return message;
};
/**
* Creates a plain object from an InputsBufferSnapshot message. Also converts values to other types if specified.
* @function toObject
* @memberof protos.InputsBufferSnapshot
* @static
* @param {protos.InputsBufferSnapshot} message InputsBufferSnapshot
* @param {$protobuf.IConversionOptions} [options] Conversion options
* @returns {Object.<string,*>} Plain object
*/
InputsBufferSnapshot.toObject = function toObject(message, options) {
if (!options)
options = {};
var object = {};
if (options.arrays || options.defaults)
object.toSendInputFrameDownsyncs = [];
if (options.defaults) {
object.refRenderFrameId = 0;
if ($util.Long) {
var long = new $util.Long(0, 0, true);
object.unconfirmedMask = options.longs === String ? long.toString() : options.longs === Number ? long.toNumber() : long;
} else
object.unconfirmedMask = options.longs === String ? "0" : 0;
}
if (message.refRenderFrameId != null && message.hasOwnProperty("refRenderFrameId"))
object.refRenderFrameId = message.refRenderFrameId;
if (message.unconfirmedMask != null && message.hasOwnProperty("unconfirmedMask"))
if (typeof message.unconfirmedMask === "number")
object.unconfirmedMask = options.longs === String ? String(message.unconfirmedMask) : message.unconfirmedMask;
else
object.unconfirmedMask = options.longs === String ? $util.Long.prototype.toString.call(message.unconfirmedMask) : options.longs === Number ? new $util.LongBits(message.unconfirmedMask.low >>> 0, message.unconfirmedMask.high >>> 0).toNumber(true) : message.unconfirmedMask;
if (message.toSendInputFrameDownsyncs && message.toSendInputFrameDownsyncs.length) {
object.toSendInputFrameDownsyncs = [];
for (var j = 0; j < message.toSendInputFrameDownsyncs.length; ++j)
object.toSendInputFrameDownsyncs[j] = $root.protos.InputFrameDownsync.toObject(message.toSendInputFrameDownsyncs[j], options);
}
return object;
};
/**
* Converts this InputsBufferSnapshot to JSON.
* @function toJSON
* @memberof protos.InputsBufferSnapshot
* @instance
* @returns {Object.<string,*>} JSON object
*/
InputsBufferSnapshot.prototype.toJSON = function toJSON() {
return this.constructor.toObject(this, $protobuf.util.toJSONOptions);
};
/**
* Gets the default type url for InputsBufferSnapshot
* @function getTypeUrl
* @memberof protos.InputsBufferSnapshot
* @static
* @param {string} [typeUrlPrefix] your custom typeUrlPrefix(default "type.googleapis.com")
* @returns {string} The default type url
*/
InputsBufferSnapshot.getTypeUrl = function getTypeUrl(typeUrlPrefix) {
if (typeUrlPrefix === undefined) {
typeUrlPrefix = "type.googleapis.com";
}
return typeUrlPrefix + "/protos.InputsBufferSnapshot";
};
return InputsBufferSnapshot;
})();
protos.MeleeBullet = (function() {
/**