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https://github.com/genxium/DelayNoMore
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2 Commits
Author | SHA1 | Date | |
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dc66be1599 | ||
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858eba5243 |
@@ -1204,7 +1204,6 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) *InputsBu
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if 0 < unconfirmedMask {
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// This condition should be rarely met!
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nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
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/*
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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"
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@@ -1212,7 +1211,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) *InputsBu
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Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed.
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*/
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refRenderFrameIdIfNeeded := nextDynamicsRenderFrameId - 1
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refRenderFrameIdIfNeeded := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
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if 0 > refRenderFrameIdIfNeeded {
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// Without a "refRenderFrame", there's no point to force confirmation, i.e. nothing to downsync to the "ACTIVE but slowly ticking frontend(s)"
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return nil
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@@ -1566,7 +1565,7 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
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if 0 <= pR.LastAllConfirmedInputFrameId {
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dynamicsStartedAt := utils.UnixtimeNano()
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// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
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nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
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nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames) + 1
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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))
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pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
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*pDynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
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@@ -1580,7 +1579,7 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
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func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *InputsBufferSnapshot) {
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/*
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[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).
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[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).
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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 :)
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*/
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@@ -1588,6 +1587,11 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *InputsBufferSnapshot)
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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)
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*/
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for playerId, playerDownsyncChan := range pR.PlayerDownsyncChanDict {
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/*
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[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.
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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.
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*/
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playerDownsyncChan <- (*inputsBufferSnapshot)
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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))
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}
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@@ -1595,8 +1599,9 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *InputsBufferSnapshot)
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func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRenderFrameId int32, unconfirmedMask uint64, toSendInputFrameDownsyncsSnapshot []*InputFrameDownsync) {
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/*
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[WARNING] This function MUST BE called while "pR.InputsBufferLock" is unlocked -- otherwise the blocking "sendSafely" might cause significant lag!
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We hereby assume that Golang runtime allocates & frees small amount of RAM quickly enough compared to either network I/O worst cases or the high frequency "per inputFrameDownsync*player" locking (though "OnBattleCmdReceived" locks at the same frequency but it's inevitable).
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[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"!
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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).
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*/
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playerJoinIndex := player.JoinIndex - 1
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@@ -440,7 +440,7 @@
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"array": [
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0,
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0,
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210.14647688706773,
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210.54381524704266,
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0,
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0,
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0,
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