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24 Commits

Author SHA1 Message Date
genxium
850eee20a8 Enhanced forceConfirmation trigger for backend dynamics. 2022-12-18 12:20:44 +08:00
genxium
5eec7fcfe7 Minor fix. 2022-12-17 18:22:52 +08:00
genxium
4e42c0770c Updated anim of the second character. 2022-12-17 18:15:29 +08:00
genxium
8647c1a859 Enhanced force-resync mechanism to guarantee consistency across all players in a same room upon anyone reconnected. 2022-12-16 18:59:58 +08:00
genxium
a41c68fb13 Applied snapping on all-sides to avoid random zero-overlap detection uncertainty. 2022-12-16 15:57:49 +08:00
Wing
c5b26d716e Merge pull request #15 from genxium/jumping_impl
Added jumping sync.
2022-12-15 15:41:57 +08:00
genxium
1e0959c4cf Updated README. 2022-12-15 15:40:08 +08:00
genxium
3e54670a1b Updated ConcerningEdgeCases.md 2022-12-15 15:03:41 +08:00
genxium
b41b86bbd3 Fixes for bullet and anim offset. 2022-12-15 12:43:34 +08:00
genxium
db2bc0e3cd Updated barrier boundaries and player collider paddings to feature almost-all-integer coordinates. 2022-12-15 11:22:17 +08:00
genxium
eedcf5c4dc Temp broken commit. 2022-12-14 23:17:06 +08:00
genxium
c171ebc211 Draft version for jumping with backend sync. 2022-12-13 23:56:56 +08:00
genxium
5a463239bb Temp broken commit, but it's working for OfflineMap. 2022-12-13 16:42:31 +08:00
genxium
5c06cfdbac More preparations on backend to sync jumping. 2022-12-12 19:11:59 +08:00
genxium
7985a242fd Updated OfflineMap position loading. 2022-12-12 16:42:11 +08:00
genxium
bef1df48aa Prepared backend for jumping sync. 2022-12-11 20:09:06 +08:00
genxium
8d989d543a Improved offline map for code abstraction and testing. 2022-12-11 17:26:55 +08:00
genxium
849ce34fe5 Added debug drawing for OfflineMap. 2022-12-11 12:20:42 +08:00
genxium
195a400dc2 Minor fix. 2022-12-10 18:12:20 +08:00
genxium
66dfcaa0f5 Fixes for platform snapping. 2022-12-10 12:47:02 +08:00
genxium
9917a62526 Drafted basic jumping. 2022-12-10 00:07:03 +08:00
genxium
62e50f8b6c Drafted use of gravity. 2022-12-09 17:22:04 +08:00
genxium
dc66be1599 Improved use of backend ConvertToLastUsedRenderFrameId. 2022-12-06 20:56:09 +08:00
genxium
858eba5243 Updated comments. 2022-12-06 13:53:27 +08:00
61 changed files with 5856 additions and 15730 deletions

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@@ -1,3 +1,7 @@
# What to be concerned for internet syncing
1. Server received too late (solution: force confirmation)
2. Client received too late (solution: prediction and frame chasing, big impact on user experience because the graphics will be inconsistent if mismatches occur too often)
# Potential avalanche from local lag # Potential avalanche from local lag
Under the current "input delay" algorithm, the lag of a single player would cause all the other players to receive outdated commands, e.g. when at a certain moment Under the current "input delay" algorithm, the lag of a single player would cause all the other players to receive outdated commands, e.g. when at a certain moment
- player#1: renderFrameId = 100, significantly lagged due to local CPU overheated - player#1: renderFrameId = 100, significantly lagged due to local CPU overheated
@@ -7,9 +11,11 @@ Under the current "input delay" algorithm, the lag of a single player would caus
players #2, #3 #4 would receive "outdated(in their subjective feelings) but all-confirmed commands" from then on, thus forced to rollback and chase many frames - the lag due to "large range of frame-chasing" would then further deteriorate the situation - like an avalanche. players #2, #3 #4 would receive "outdated(in their subjective feelings) but all-confirmed commands" from then on, thus forced to rollback and chase many frames - the lag due to "large range of frame-chasing" would then further deteriorate the situation - like an avalanche.
In a "no-server & p2p" setup, I couldn't think of a proper way to cope with such edge case. Solely on the frontend we could only mitigate the impact to players #2, #3, #4, e.g. a potential lag due to "large range of frame-chasing" is proactively avoided in `<proj-root>/frontend/assets/scripts/Map.js, function update(dt)`. **BE CAUTIOUS, THIS SITUATION HAPPENS QUITE OFTEN FOR REAL DEVICES** where different operating systems and temporary CPU overheat cause different lags for different player in a same battle! If not properly handled, slow tickers would be `inputing in the "history" of other players`, resulting in too frequent prediction mismatch and thus inconsistent graphics for other players!
However in a "server as authority" setup, the server could force confirming an inputFrame without player#1's upsync, and notify player#1 to apply a "roomDownsyncFrame" as well as drop all its outdated local inputFrames. In a "no-server & p2p" setup, I couldn't think of a proper way to cope with such edge case. Solely on the frontend we could only mitigate the impact to players #2, #3, #4, e.g. a potential lag due to "large range of frame-chasing" is proactively avoided in `<proj-root>/frontend/assets/scripts/Map.js, function update(dt)`.
To be fair, **a "p2p" setup can reduce round-trip to single-trip**, but w/o a point of authority in such case player#1 needs a way to recognize the slowness (e.g. check the received peer inputs) and ticks faster for a while to catch up; in contrast in a "server as authority" setup, the server could force confirming an inputFrame without player#1's upsync, and notify player#1 to apply a "roomDownsyncFrame" as well as drop all its outdated local inputFrames.
# Start up frames # Start up frames
renderFrameId | generatedInputFrameId | toApplyInputFrameId renderFrameId | generatedInputFrameId | toApplyInputFrameId

View File

@@ -2,11 +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 ~1.33x for file size reduction, kindly note that around ~8s countdown, the attack animation is resumed from a partial progress)_ _(the following gif is sped up to ~1.5x for file size reduction, kindly note that animations are resumed from a partial progress)_
![gif_demo](./charts/smooth_melee_attack_spedup.gif) ![gif_demo](./charts/jump_sync_spedup.gif)
Please also checkout [this demo video](https://pan.baidu.com/s/172AmIKxbFgGXZzWVqxNUPA?pwd=e2tp) to see how this demo carries out a full 60fps synchronization with the help of _batched input upsync/downsync_ for satisfying network I/O performance. Please also checkout [this demo video](https://pan.baidu.com/s/1Lmot9cb0pYylfUvC8G4fDg?pwd=ia97) 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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@@ -17,12 +17,16 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) map[int32]
VirtualGridY: last.VirtualGridY, VirtualGridY: last.VirtualGridY,
DirX: last.DirX, DirX: last.DirX,
DirY: last.DirY, DirY: last.DirY,
ColliderRadius: last.ColliderRadius, VelX: last.VelX,
VelY: last.VelY,
Speed: last.Speed, Speed: last.Speed,
BattleState: last.BattleState, BattleState: last.BattleState,
CharacterState: last.CharacterState,
InAir: last.InAir,
JoinIndex: last.JoinIndex,
ColliderRadius: last.ColliderRadius,
Score: last.Score, Score: last.Score,
Removed: last.Removed, Removed: last.Removed,
JoinIndex: last.JoinIndex,
} }
if withMetaInfo { if withMetaInfo {
toRet[k].Name = last.Name toRet[k].Name = last.Name

View File

@@ -61,10 +61,13 @@ const (
) )
const ( const (
ATK_CHARACTER_STATE_IDLE1 = 0 ATK_CHARACTER_STATE_IDLE1 = int32(0)
ATK_CHARACTER_STATE_WALKING = 1 ATK_CHARACTER_STATE_WALKING = int32(1)
ATK_CHARACTER_STATE_ATK1 = 2 ATK_CHARACTER_STATE_ATK1 = int32(2)
ATK_CHARACTER_STATE_ATKED1 = 3 ATK_CHARACTER_STATE_ATKED1 = int32(3)
ATK_CHARACTER_STATE_INAIR_IDLE1 = int32(4)
ATK_CHARACTER_STATE_INAIR_ATK1 = int32(5)
ATK_CHARACTER_STATE_INAIR_ATKED1 = int32(6)
) )
const ( const (
@@ -158,8 +161,9 @@ type Room struct {
DismissalWaitGroup sync.WaitGroup DismissalWaitGroup sync.WaitGroup
Barriers map[int32]*Barrier Barriers map[int32]*Barrier
InputsBuffer *RingBuffer // Indices are STRICTLY consecutive InputsBuffer *RingBuffer // Indices are STRICTLY consecutive
InputsBufferLock sync.Mutex // Guards [InputsBuffer, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange] InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange]
RenderFrameBuffer *RingBuffer // Indices are STRICTLY consecutive RenderFrameBuffer *RingBuffer // Indices are STRICTLY consecutive
LatestPlayerUpsyncedInputFrameId int32
LastAllConfirmedInputFrameId int32 LastAllConfirmedInputFrameId int32
LastAllConfirmedInputFrameIdWithChange int32 LastAllConfirmedInputFrameIdWithChange int32
LastAllConfirmedInputList []uint64 LastAllConfirmedInputList []uint64
@@ -198,6 +202,7 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded
pPlayerFromDbInit.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded pPlayerFromDbInit.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
pPlayerFromDbInit.InAir = true // Hardcoded
pR.Players[playerId] = pPlayerFromDbInit pR.Players[playerId] = pPlayerFromDbInit
pR.PlayerDownsyncSessionDict[playerId] = session pR.PlayerDownsyncSessionDict[playerId] = session
@@ -229,6 +234,7 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // Hardcoded pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // Hardcoded
pEffectiveInRoomPlayerInstance.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded pEffectiveInRoomPlayerInstance.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
pEffectiveInRoomPlayerInstance.InAir = true // Hardcoded
pR.PlayerDownsyncSessionDict[playerId] = session pR.PlayerDownsyncSessionDict[playerId] = session
pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
@@ -396,11 +402,11 @@ func (pR *Room) StartBattle() {
pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY = float64(spaceW)*0.5, float64(spaceH)*0.5 pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY = float64(spaceW)*0.5, float64(spaceH)*0.5
pR.refreshColliders(spaceW, spaceH) pR.refreshColliders(spaceW, spaceH)
/** /*
* Will be triggered from a goroutine which executes the critical `Room.AddPlayerIfPossible`, thus the `battleMainLoop` should be detached. Will be triggered from a goroutine which executes the critical `Room.AddPlayerIfPossible`, thus the `battleMainLoop` should be detached.
* All of the consecutive stages, e.g. settlement, dismissal, should share the same goroutine with `battleMainLoop`. All of the consecutive stages, e.g. settlement, dismissal, should share the same goroutine with `battleMainLoop`.
*
* As "defer" is only applicable to function scope, the use of "pR.InputsBufferLock" within "battleMainLoop" is embedded into each subroutine call. As "defer" is only applicable to function scope, the use of "pR.InputsBufferLock" within "battleMainLoop" is embedded into each subroutine call.
*/ */
battleMainLoop := func() { battleMainLoop := func() {
defer func() { defer func() {
@@ -419,7 +425,7 @@ func (pR *Room) StartBattle() {
stCalculation := utils.UnixtimeNano() stCalculation := utils.UnixtimeNano()
elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt
if elapsedNanosSinceLastFrameIdTriggered < pR.RollbackEstimatedDtNanos { if elapsedNanosSinceLastFrameIdTriggered < pR.RollbackEstimatedDtNanos {
Logger.Warn(fmt.Sprintf("renderFrameId=%v@roomId=%v: Is backend running too fast? elapsedNanosSinceLastFrameIdTriggered=%v", pR.RenderFrameId, pR.Id, elapsedNanosSinceLastFrameIdTriggered)) Logger.Debug(fmt.Sprintf("renderFrameId=%v@roomId=%v: Is backend running too fast? elapsedNanosSinceLastFrameIdTriggered=%v", pR.RenderFrameId, pR.Id, elapsedNanosSinceLastFrameIdTriggered))
} }
if pR.RenderFrameId > pR.BattleDurationFrames { if pR.RenderFrameId > pR.BattleDurationFrames {
@@ -430,24 +436,6 @@ func (pR *Room) StartBattle() {
return return
} }
if 0 == pR.RenderFrameId {
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 {
case PlayerBattleStateIns.DISCONNECTED:
case PlayerBattleStateIns.LOST:
case PlayerBattleStateIns.EXPELLED_DURING_GAME:
case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
continue
}
kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*RoomDownsyncFrame)
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))
}
/* /*
[WARNING] [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 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
@@ -457,6 +445,21 @@ func (pR *Room) StartBattle() {
nextRenderFrameId := int32((totalElapsedNanos + pR.dilutedRollbackEstimatedDtNanos - 1) / pR.dilutedRollbackEstimatedDtNanos) // fast ceiling nextRenderFrameId := int32((totalElapsedNanos + pR.dilutedRollbackEstimatedDtNanos - 1) / pR.dilutedRollbackEstimatedDtNanos) // fast ceiling
toSleepNanos := int64(0) toSleepNanos := int64(0)
if nextRenderFrameId > pR.RenderFrameId { if nextRenderFrameId > pR.RenderFrameId {
if 0 == pR.RenderFrameId {
// It's important to send kickoff frame iff "0 == pR.RenderFrameId && nextRenderFrameId > pR.RenderFrameId", otherwise it might send duplicate kickoff frames
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 {
case PlayerBattleStateIns.DISCONNECTED, PlayerBattleStateIns.LOST, PlayerBattleStateIns.EXPELLED_DURING_GAME, PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
continue
}
kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*RoomDownsyncFrame)
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))
}
prevRenderFrameId := pR.RenderFrameId prevRenderFrameId := pR.RenderFrameId
pR.RenderFrameId = nextRenderFrameId pR.RenderFrameId = nextRenderFrameId
@@ -495,16 +498,12 @@ func (pR *Room) StartBattle() {
case inputsBufferSnapshot := <-playerDownsyncChan: case inputsBufferSnapshot := <-playerDownsyncChan:
nowBattleState := atomic.LoadInt32(&pR.State) nowBattleState := atomic.LoadInt32(&pR.State)
switch nowBattleState { switch nowBattleState {
case RoomBattleStateIns.IDLE: case RoomBattleStateIns.IDLE, RoomBattleStateIns.STOPPING_BATTLE_FOR_SETTLEMENT, RoomBattleStateIns.IN_SETTLEMENT, RoomBattleStateIns.IN_DISMISSAL:
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)) Logger.Warn(fmt.Sprintf("Battle is not waiting/preparing/active for playerDownsyncChan for (roomId: %d, playerId:%d)", pR.Id, playerId))
return return
} }
pR.downsyncToSinglePlayer(playerId, player, inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, inputsBufferSnapshot.ToSendInputFrameDownsyncs, inputsBufferSnapshot.ShouldForceResync)
pR.downsyncToSinglePlayer(playerId, player, inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, inputsBufferSnapshot.ToSendInputFrameDownsyncs) //Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d)#2", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, playerId))
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: default:
} }
} }
@@ -563,12 +562,12 @@ func (pR *Room) OnBattleCmdReceived(pReq *WsReq) {
atomic.StoreInt32(&(player.AckingFrameId), ackingFrameId) atomic.StoreInt32(&(player.AckingFrameId), ackingFrameId)
atomic.StoreInt32(&(player.AckingInputFrameId), ackingInputFrameId) atomic.StoreInt32(&(player.AckingInputFrameId), ackingInputFrameId)
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock about to lock: roomId=%v, fromPlayerId=%v", pR.Id, playerId)) //Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock about to lock: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
pR.InputsBufferLock.Lock() pR.InputsBufferLock.Lock()
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock locked: roomId=%v, fromPlayerId=%v", pR.Id, playerId)) //Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock locked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
defer func() { defer func() {
pR.InputsBufferLock.Unlock() pR.InputsBufferLock.Unlock()
Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock unlocked: roomId=%v, fromPlayerId=%v", pR.Id, playerId)) //Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock unlocked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
}() }()
inputsBufferSnapshot := pR.markConfirmationIfApplicable(inputFrameUpsyncBatch, playerId, player) inputsBufferSnapshot := pR.markConfirmationIfApplicable(inputFrameUpsyncBatch, playerId, player)
@@ -735,6 +734,7 @@ func (pR *Room) OnDismissed() {
pR.RenderFrameBuffer = NewRingBuffer(pR.RenderCacheSize) pR.RenderFrameBuffer = NewRingBuffer(pR.RenderCacheSize)
pR.InputsBuffer = NewRingBuffer((pR.RenderCacheSize >> 1) + 1) pR.InputsBuffer = NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
pR.LatestPlayerUpsyncedInputFrameId = -1
pR.LastAllConfirmedInputFrameId = -1 pR.LastAllConfirmedInputFrameId = -1
pR.LastAllConfirmedInputFrameIdWithChange = -1 pR.LastAllConfirmedInputFrameIdWithChange = -1
pR.LastAllConfirmedInputList = make([]uint64, pR.Capacity) pR.LastAllConfirmedInputList = make([]uint64, pR.Capacity)
@@ -747,9 +747,9 @@ func (pR *Room) OnDismissed() {
pR.ServerFps = 60 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.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 pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME
dilutedServerFps := float64(55.0) dilutedServerFps := float64(58.0) // Don't set this value too small, otherwise we might miss force confirmation needs for slow tickers!
pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(pR.ServerFps) / dilutedServerFps) pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(pR.ServerFps) / dilutedServerFps)
pR.BattleDurationFrames = 30 * pR.ServerFps pR.BattleDurationFrames = 90 * pR.ServerFps
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1) pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
pR.InputFrameUpsyncDelayTolerance = 2 pR.InputFrameUpsyncDelayTolerance = 2
pR.MaxChasingRenderFramesPerUpdate = 8 pR.MaxChasingRenderFramesPerUpdate = 8
@@ -760,7 +760,7 @@ func (pR *Room) OnDismissed() {
pR.MeleeSkillConfig[punchSkillId] = &MeleeBullet{ pR.MeleeSkillConfig[punchSkillId] = &MeleeBullet{
// for offender // for offender
StartupFrames: int32(10), StartupFrames: int32(10),
ActiveFrames: int32(3), ActiveFrames: int32(10),
RecoveryFrames: int32(34), RecoveryFrames: int32(34),
RecoveryFramesOnBlock: int32(34), RecoveryFramesOnBlock: int32(34),
RecoveryFramesOnHit: int32(34), RecoveryFramesOnHit: int32(34),
@@ -770,7 +770,7 @@ func (pR *Room) OnDismissed() {
}, },
HitboxOffset: float64(12.0), // 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(23.0), X: float64(24.0),
Y: float64(32.0), Y: float64(32.0),
}, },
@@ -782,6 +782,12 @@ func (pR *Room) OnDismissed() {
Damage: int32(5), Damage: int32(5),
} }
pR.SnapIntoPlatformOverlap = float64(0.1)
pR.SnapIntoPlatformThreshold = float64(0.5)
pR.JumpingInitVelY = int32(float64(7) * pR.WorldToVirtualGridRatio)
pR.GravityX = 0
pR.GravityY = -int32(float64(0.5) * pR.WorldToVirtualGridRatio) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
pR.ChooseStage() pR.ChooseStage()
pR.EffectivePlayerCount = 0 pR.EffectivePlayerCount = 0
@@ -826,10 +832,7 @@ func (pR *Room) OnPlayerDisconnected(playerId int32) {
if player, existent := pR.Players[playerId]; existent { if player, existent := pR.Players[playerId]; existent {
thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState)) thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState))
switch thatPlayerBattleState { switch thatPlayerBattleState {
case PlayerBattleStateIns.DISCONNECTED: case PlayerBattleStateIns.DISCONNECTED, PlayerBattleStateIns.LOST, PlayerBattleStateIns.EXPELLED_DURING_GAME, PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
case PlayerBattleStateIns.LOST:
case PlayerBattleStateIns.EXPELLED_DURING_GAME:
case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
Logger.Info("Room OnPlayerDisconnected[early return #1]:", zap.Any("playerId", playerId), zap.Any("playerBattleState", pR.Players[playerId].BattleState), zap.Any("roomId", pR.Id), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount)) Logger.Info("Room OnPlayerDisconnected[early return #1]:", zap.Any("playerId", playerId), zap.Any("playerBattleState", pR.Players[playerId].BattleState), zap.Any("roomId", pR.Id), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount))
return return
} }
@@ -976,6 +979,7 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK: case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
shouldTryToStartBattle = false shouldTryToStartBattle = false
atomic.StoreInt32(&(targetPlayer.BattleState), PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED) atomic.StoreInt32(&(targetPlayer.BattleState), PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED)
Logger.Warn(fmt.Sprintf("OnPlayerBattleColliderAcked-reAdded: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount))
default: default:
} }
@@ -1100,6 +1104,10 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*InputFrame
} }
targetInputFrameDownsync.InputList[player.JoinIndex-1] = inputFrameUpsync.Encoded targetInputFrameDownsync.InputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
targetInputFrameDownsync.ConfirmedList |= uint64(1 << uint32(player.JoinIndex-1)) targetInputFrameDownsync.ConfirmedList |= uint64(1 << uint32(player.JoinIndex-1))
if inputFrameUpsync.InputFrameId > pR.LatestPlayerUpsyncedInputFrameId {
pR.LatestPlayerUpsyncedInputFrameId = inputFrameUpsync.InputFrameId
}
} }
newAllConfirmedCount := int32(0) newAllConfirmedCount := int32(0)
@@ -1165,31 +1173,40 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) *InputsBu
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked! // [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 // 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 inputFrameId2 := int32(-1)
if 0 > renderFrameId1 { if pR.LatestPlayerUpsyncedInputFrameId > (pR.LastAllConfirmedInputFrameId + (pR.NstDelayFrames >> pR.InputScaleFrames)) {
return nil // Type#1 check whether there's a significantly slow ticker among players
} Logger.Warn(fmt.Sprintf("[type#1 forceConfirmation]For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, LastAllConfirmedInputFrameId:%d, (pR.NstDelayFrames >> pR.InputScaleFrames):%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, pR.LastAllConfirmedInputFrameId, (pR.NstDelayFrames >> pR.InputScaleFrames)))
ok := false inputFrameId2 = pR.LastAllConfirmedInputFrameId + 1
renderFrameId2 := int32(-1) } else {
if ok, renderFrameId2 = pR.shouldPrefabInputFrameDownsync(prevRenderFrameId-pR.NstDelayFrames, renderFrameId1); !ok { // Type#2 check whether there's a significantly slow ticker w.r.t. BackendDynamics, this applies when all players are disconnected temporarily
/* renderFrameId1 := (pR.RenderFrameId - pR.NstDelayFrames) // the "renderFrameId" which should've been rendered on frontend
The backend "shouldPrefabInputFrameDownsync" shares the same rule as frontend "shouldGenerateInputFrameUpsync". if 0 > renderFrameId1 {
// Battle is still in an early stage, no action needed even if there were slow tickers
return nil
}
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. 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 nil inputFrameId2 = pR.ConvertToInputFrameId(renderFrameId2, 0) // The inputFrame to force confirmation (if necessary)
if inputFrameId2 > pR.LastAllConfirmedInputFrameId {
Logger.Debug(fmt.Sprintf("[type#2 forceConfirmation]For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, renderFrameId1:%d, renderFrameId2:%d, NstDelayFrames:%d, inputFrameId2:%d, LastAllConfirmedInputFrameId:%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, renderFrameId1, renderFrameId2, pR.NstDelayFrames, inputFrameId2, pR.LastAllConfirmedInputFrameId))
}
}
} }
inputFrameId2 := pR.ConvertToInputFrameId(renderFrameId2, 0) // The inputFrame to force confirmation (if necessary) if pR.LastAllConfirmedInputFrameId >= inputFrameId2 {
if inputFrameId2 < pR.LastAllConfirmedInputFrameId { // No need to force confirmation for either type
// No need to force confirmation, the inputFrames already arrived Logger.Debug(fmt.Sprintf("inputFrameId2=%v is already all-confirmed for roomId=%v, no need to force confirmation", inputFrameId2, pR.Id))
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 nil return nil
} }
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId2) tmp := pR.InputsBuffer.GetByFrameId(inputFrameId2)
if nil == tmp { 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))) panic(fmt.Sprintf("For roomId=%d, inputFrameId2=%v doesn't exist, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", pR.Id, inputFrameId2, pR.InputsBufferString(false)))
} }
totPlayerCnt := uint32(pR.Capacity) totPlayerCnt := uint32(pR.Capacity)
@@ -1204,7 +1221,6 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) *InputsBu
if 0 < unconfirmedMask { if 0 < unconfirmedMask {
// This condition should be rarely met! // 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" 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"
@@ -1212,7 +1228,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) *InputsBu
Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed. Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed.
*/ */
refRenderFrameIdIfNeeded := nextDynamicsRenderFrameId - 1 refRenderFrameIdIfNeeded := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
if 0 > refRenderFrameIdIfNeeded { 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)" // 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 return nil
@@ -1268,6 +1284,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
// TODO: Write unit-test for this function to compare with its frontend counter part // 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 { func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSysMap map[int32]*resolv.Object) *RoomDownsyncFrame {
topPadding, bottomPadding, leftPadding, rightPadding := pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked! // [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
nextRenderFramePlayers := make(map[int32]*PlayerDownsync, pR.Capacity) nextRenderFramePlayers := make(map[int32]*PlayerDownsync, pR.Capacity)
// Make a copy first // Make a copy first
@@ -1278,7 +1295,10 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
VirtualGridY: currPlayerDownsync.VirtualGridY, VirtualGridY: currPlayerDownsync.VirtualGridY,
DirX: currPlayerDownsync.DirX, DirX: currPlayerDownsync.DirX,
DirY: currPlayerDownsync.DirY, DirY: currPlayerDownsync.DirY,
VelX: currPlayerDownsync.VelX,
VelY: currPlayerDownsync.VelY,
CharacterState: currPlayerDownsync.CharacterState, CharacterState: currPlayerDownsync.CharacterState,
InAir: true,
Speed: currPlayerDownsync.Speed, Speed: currPlayerDownsync.Speed,
BattleState: currPlayerDownsync.BattleState, BattleState: currPlayerDownsync.BattleState,
Score: currPlayerDownsync.Score, Score: currPlayerDownsync.Score,
@@ -1293,30 +1313,111 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
} }
} }
toRet := &RoomDownsyncFrame{ nextRenderFrameMeleeBullets := make([]*MeleeBullet, 0, len(currRenderFrame.MeleeBullets)) // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
Id: currRenderFrame.Id + 1, effPushbacks := make([]Vec2D, pR.Capacity)
Players: nextRenderFramePlayers, hardPushbackNorms := make([][]Vec2D, pR.Capacity)
CountdownNanos: (pR.BattleDurationNanos - int64(currRenderFrame.Id)*pR.RollbackEstimatedDtNanos),
MeleeBullets: make([]*MeleeBullet, 0), // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation? // 1. Process player inputs
if nil != delayedInputFrame {
var delayedInputFrameForPrevRenderFrame *InputFrameDownsync = nil
tmp := pR.InputsBuffer.GetByFrameId(pR.ConvertToInputFrameId(currRenderFrame.Id-1, pR.InputDelayFrames))
if nil != tmp {
delayedInputFrameForPrevRenderFrame = tmp.(*InputFrameDownsync)
}
inputList := delayedInputFrame.InputList
for _, player := range pR.PlayersArr {
playerId := player.Id
joinIndex := player.JoinIndex
currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
if 0 < thatPlayerInNextFrame.FramesToRecover {
continue
}
decodedInput := pR.decodeInput(inputList[joinIndex-1])
prevBtnALevel, prevBtnBLevel := int32(0), int32(0)
if nil != delayedInputFrameForPrevRenderFrame {
prevDecodedInput := pR.decodeInput(delayedInputFrameForPrevRenderFrame.InputList[joinIndex-1])
prevBtnALevel = prevDecodedInput.BtnALevel
prevBtnBLevel = prevDecodedInput.BtnBLevel
}
if decodedInput.BtnBLevel > prevBtnBLevel {
characStateAlreadyInAir := false
if ATK_CHARACTER_STATE_INAIR_IDLE1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_ATK1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_ATKED1 == thatPlayerInNextFrame.CharacterState {
characStateAlreadyInAir = true
}
characStateIsInterruptWaivable := false
if ATK_CHARACTER_STATE_IDLE1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_WALKING == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_IDLE1 == thatPlayerInNextFrame.CharacterState {
characStateIsInterruptWaivable = true
}
if !characStateAlreadyInAir && characStateIsInterruptWaivable {
thatPlayerInNextFrame.VelY = pR.JumpingInitVelY
// if 1 == currPlayerDownsync.JoinIndex {
// Logger.Info(fmt.Sprintf("playerId=%v, joinIndex=%v jumped at {renderFrame.id: %d, virtualX: %d, virtualY: %d, nextVelX: %d, nextVelY: %d, nextCharacterState=%d, inAir=%v}, delayedInputFrame.id=%d", playerId, joinIndex, currRenderFrame.Id, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, thatPlayerInNextFrame.CharacterState, currPlayerDownsync.InAir, delayedInputFrame.InputFrameId))
// }
}
}
if decodedInput.BtnALevel > prevBtnALevel {
punchSkillId := int32(1)
punchConfig := pR.MeleeSkillConfig[punchSkillId]
var newMeleeBullet MeleeBullet = *punchConfig
newMeleeBullet.BattleLocalId = pR.BulletBattleLocalIdCounter
pR.BulletBattleLocalIdCounter += 1
newMeleeBullet.OffenderJoinIndex = joinIndex
newMeleeBullet.OffenderPlayerId = playerId
newMeleeBullet.OriginatedRenderFrameId = currRenderFrame.Id
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, &newMeleeBullet)
thatPlayerInNextFrame.FramesToRecover = newMeleeBullet.RecoveryFrames
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATK1
if false == currPlayerDownsync.InAir {
thatPlayerInNextFrame.VelX = 0
}
Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a rising-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
} else if decodedInput.BtnALevel < prevBtnALevel {
Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a falling-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
} else {
// No bullet trigger, process movement inputs
// Note that by now "0 == thatPlayerInNextFrame.FramesToRecover", we should change "CharacterState" to "WALKING" or "IDLE" depending on player inputs
if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
thatPlayerInNextFrame.DirX = decodedInput.Dx
thatPlayerInNextFrame.DirY = decodedInput.Dy
thatPlayerInNextFrame.VelX = decodedInput.Dx * currPlayerDownsync.Speed
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
} else {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
thatPlayerInNextFrame.VelX = 0
}
}
}
} }
bulletPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order // 2. Process player movement
effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
// Reset playerCollider position from the "virtual grid position"
for _, player := range pR.PlayersArr { for _, player := range pR.PlayersArr {
playerId := player.Id playerId := player.Id
joinIndex := player.JoinIndex 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) effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
currPlayerDownsync := currRenderFrame.Players[playerId]
newVx, newVy := currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex] playerCollider := collisionSysMap[collisionPlayerIndex]
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio) currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
// Reset playerCollider position from the "virtual grid position"
newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
if thatPlayerInNextFrame.VelY == pR.JumpingInitVelY {
newVy += thatPlayerInNextFrame.VelY
}
halfColliderWidth, halfColliderHeight := player.ColliderRadius, player.ColliderRadius+player.ColliderRadius // avoid multiplying
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio)
// Update in the collision system
playerCollider.Update()
if currPlayerDownsync.InAir {
thatPlayerInNextFrame.VelX += pR.GravityX
thatPlayerInNextFrame.VelY += pR.GravityY
}
} }
// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision // 3. Add bullet colliders into collision system
bulletColliders := make(map[int32]*resolv.Object, 0) // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible bulletColliders := make(map[int32]*resolv.Object, 0) // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
removedBulletsAtCurrFrame := make(map[int32]int32, 0) removedBulletsAtCurrFrame := make(map[int32]int32, 0)
for _, meleeBullet := range currRenderFrame.MeleeBullets { for _, meleeBullet := range currRenderFrame.MeleeBullets {
@@ -1332,8 +1433,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
} }
offenderWx, offenderWy := VirtualGridToWorldPos(offender.VirtualGridX, offender.VirtualGridY, pR.VirtualGridToWorldRatio) offenderWx, offenderWy := VirtualGridToWorldPos(offender.VirtualGridX, offender.VirtualGridY, pR.VirtualGridToWorldRatio)
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "MeleeBullet")
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "MeleeBullet")
newBulletCollider.Data = meleeBullet newBulletCollider.Data = meleeBullet
pR.Space.Add(newBulletCollider) pR.Space.Add(newBulletCollider)
collisionSysMap[collisionBulletIndex] = newBulletCollider collisionSysMap[collisionBulletIndex] = newBulletCollider
@@ -1343,6 +1443,97 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
} }
} }
// 4. Invoke collision system stepping (no-op for backend collision lib)
// 5. Calc pushbacks for each player (after its movement) w/o bullets
for _, player := range pR.PlayersArr {
joinIndex := player.JoinIndex
playerId := player.Id
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
hardPushbackNorms[joinIndex-1] = pR.calcHardPushbacksNorms(playerCollider, playerShape, pR.SnapIntoPlatformOverlap, &(effPushbacks[joinIndex-1]))
currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
fallStopping := false
possiblyFallStoppedOnAnotherPlayer := false
if collision := playerCollider.Check(0, 0); nil != collision {
for _, obj := range collision.Objects {
isBarrier, isAnotherPlayer, isBullet := false, false, false
switch obj.Data.(type) {
case *Barrier:
isBarrier = true
case *Player:
isAnotherPlayer = true
case *MeleeBullet:
isBullet = true
}
if isBullet {
// ignore bullets for this step
continue
}
bShape := obj.Shape.(*resolv.ConvexPolygon)
overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, bShape)
if !overlapped {
continue
}
normAlignmentWithGravity := (overlapResult.OverlapX*float64(0) + overlapResult.OverlapY*float64(-1.0))
landedOnGravityPushback := (pR.SnapIntoPlatformThreshold < normAlignmentWithGravity) // prevents false snapping on the lateral sides
if landedOnGravityPushback {
// kindly note that one player might land on top of another player, and snapping is also required in such case
pushbackX, pushbackY = (overlapResult.Overlap-pR.SnapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-pR.SnapIntoPlatformOverlap)*overlapResult.OverlapY
thatPlayerInNextFrame.InAir = false
}
if isAnotherPlayer {
// [WARNING] See comments of this substep in frontend.
pushbackX, pushbackY = (overlapResult.Overlap-pR.SnapIntoPlatformOverlap*2)*overlapResult.OverlapX, (overlapResult.Overlap-pR.SnapIntoPlatformOverlap*2)*overlapResult.OverlapY
}
for _, hardPushbackNorm := range hardPushbackNorms[joinIndex-1] {
projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
if isBarrier || (isAnotherPlayer && 0 > projectedMagnitude) {
pushbackX -= projectedMagnitude * hardPushbackNorm.X
pushbackY -= projectedMagnitude * hardPushbackNorm.Y
}
}
effPushbacks[joinIndex-1].X += pushbackX
effPushbacks[joinIndex-1].Y += pushbackY
if currPlayerDownsync.InAir && landedOnGravityPushback {
fallStopping = true
if isAnotherPlayer {
possiblyFallStoppedOnAnotherPlayer = true
}
}
if 1 == joinIndex {
halfColliderWidth, halfColliderHeight := player.ColliderRadius, player.ColliderRadius+player.ColliderRadius // avoid multiplying
if fallStopping {
Logger.Debug(fmt.Sprintf("playerId=%d, joinIndex=%d fallStopping#1\n{renderFrame.id: %d, possiblyFallStoppedOnAnotherPlayer: %v}\nplayerColliderPos=%v, effPushback={%.3f, %.3f}, overlapMag=%.4f", playerId, joinIndex, currRenderFrame.Id, possiblyFallStoppedOnAnotherPlayer, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap))
} else if currPlayerDownsync.InAir && isBarrier && !landedOnGravityPushback {
//Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d inAir & pushed back by barrier & not landed at {renderFrame.id: %d}\nplayerColliderPos=%v, effPushback={%.3f, %.3f}, overlapMag=%.4f, len(hardPushbackNorms)=%d", playerId, joinIndex, currRenderFrame.Id, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap, len(hardPushbackNorms)))
} else if currPlayerDownsync.InAir && isAnotherPlayer {
//Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d inAir & pushed back by another player\n{renderFrame.id: %d}\nplayerColliderPos=%v, anotherPlayerColliderPos=%v, effPushback={%.3f, %.3f}, landedOnGravityPushback=%v, fallStopping=%v, overlapMag=%.4f, len(hardPushbackNorms)=%d", playerId, joinIndex, currRenderFrame.Id, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), RectCenterStr(obj, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, landedOnGravityPushback, fallStopping, overlapResult.Overlap, len(hardPushbackNorms)))
}
}
}
}
if fallStopping {
thatPlayerInNextFrame.VelX = 0
thatPlayerInNextFrame.VelY = 0
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
thatPlayerInNextFrame.FramesToRecover = 0
}
if currPlayerDownsync.InAir {
oldNextCharacterState := thatPlayerInNextFrame.CharacterState
switch oldNextCharacterState {
case ATK_CHARACTER_STATE_IDLE1, ATK_CHARACTER_STATE_WALKING:
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1
case ATK_CHARACTER_STATE_ATK1:
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATK1
case ATK_CHARACTER_STATE_ATKED1:
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1
}
}
}
// 6. Check bullet-anything collisions
for _, bulletCollider := range bulletColliders { for _, bulletCollider := range bulletColliders {
shouldRemove := false shouldRemove := false
meleeBullet := bulletCollider.Data.(*MeleeBullet) meleeBullet := bulletCollider.Data.(*MeleeBullet)
@@ -1356,15 +1547,32 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
case *Player: case *Player:
if meleeBullet.OffenderPlayerId != t.Id { if meleeBullet.OffenderPlayerId != t.Id {
if overlapped, _, _, _ := CalcPushbacks(0, 0, bulletShape, defenderShape); overlapped { if overlapped, _, _, _ := CalcPushbacks(0, 0, bulletShape, defenderShape); overlapped {
joinIndex := t.JoinIndex
xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis" xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender.DirX { if 0 > offender.DirX {
xfac = float64(-1.0) xfac = float64(-1.0)
} }
bulletPushbacks[t.JoinIndex-1].X += xfac * meleeBullet.Pushback pushbackX, pushbackY := -xfac*meleeBullet.Pushback, float64(0)
nextRenderFramePlayers[t.Id].CharacterState = ATK_CHARACTER_STATE_ATKED1
for _, hardPushbackNorm := range hardPushbackNorms[joinIndex-1] {
projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
if 0 > projectedMagnitude {
Logger.Info(fmt.Sprintf("defenderPlayerId=%d, joinIndex=%d reducing bullet pushback={%.3f, %.3f} by {%.3f, %.3f} where hardPushbackNorm={%.3f, %.3f}, projectedMagnitude=%.3f at renderFrame.id=%d", t.Id, joinIndex, pushbackX, pushbackY, projectedMagnitude*hardPushbackNorm.X, projectedMagnitude*hardPushbackNorm.Y, hardPushbackNorm.X, hardPushbackNorm.Y, projectedMagnitude, currRenderFrame.Id))
pushbackX -= projectedMagnitude * hardPushbackNorm.X
pushbackY -= projectedMagnitude * hardPushbackNorm.Y
}
}
effPushbacks[joinIndex-1].X += pushbackX
effPushbacks[joinIndex-1].Y += pushbackY
atkedPlayerInCurFrame, atkedPlayerInNextFrame := currRenderFrame.Players[t.Id], nextRenderFramePlayers[t.Id]
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
if atkedPlayerInCurFrame.InAir {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1
}
oldFramesToRecover := nextRenderFramePlayers[t.Id].FramesToRecover oldFramesToRecover := nextRenderFramePlayers[t.Id].FramesToRecover
if meleeBullet.HitStunFrames > oldFramesToRecover { if meleeBullet.HitStunFrames > oldFramesToRecover {
nextRenderFramePlayers[t.Id].FramesToRecover = meleeBullet.HitStunFrames atkedPlayerInNextFrame.FramesToRecover = meleeBullet.HitStunFrames
} }
Logger.Debug(fmt.Sprintf("roomId=%v, a meleeBullet collides w/ player at currRenderFrame.id=%v: b=%v, p=%v", pR.Id, currRenderFrame.Id, ConvexPolygonStr(bulletShape), ConvexPolygonStr(defenderShape))) Logger.Debug(fmt.Sprintf("roomId=%v, a meleeBullet collides w/ player at currRenderFrame.id=%v: b=%v, p=%v", pR.Id, currRenderFrame.Id, ConvexPolygonStr(bulletShape), ConvexPolygonStr(defenderShape)))
} }
@@ -1380,6 +1588,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
} }
} }
// [WARNING] Remove bullets from collisionSys ANYWAY for the convenience of rollback
for _, meleeBullet := range currRenderFrame.MeleeBullets { for _, meleeBullet := range currRenderFrame.MeleeBullets {
collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
if bulletCollider, existent := collisionSysMap[collisionBulletIndex]; existent { if bulletCollider, existent := collisionSysMap[collisionBulletIndex]; existent {
@@ -1389,124 +1598,48 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
if _, existent := removedBulletsAtCurrFrame[collisionBulletIndex]; existent { if _, existent := removedBulletsAtCurrFrame[collisionBulletIndex]; existent {
continue continue
} }
toRet.MeleeBullets = append(toRet.MeleeBullets, meleeBullet) nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
} }
if nil != delayedInputFrame { // 7. Get players out of stuck barriers if there's any
var delayedInputFrameForPrevRenderFrame *InputFrameDownsync = nil for _, player := range pR.PlayersArr {
tmp := pR.InputsBuffer.GetByFrameId(pR.ConvertToInputFrameId(currRenderFrame.Id-1, pR.InputDelayFrames)) joinIndex := player.JoinIndex
if nil != tmp { playerId := player.Id
delayedInputFrameForPrevRenderFrame = tmp.(*InputFrameDownsync) collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
} playerCollider := collisionSysMap[collisionPlayerIndex]
inputList := delayedInputFrame.InputList // Update "virtual grid position"
// Process player inputs currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
for _, player := range pR.PlayersArr { halfColliderWidth, halfColliderHeight := player.ColliderRadius, player.ColliderRadius+player.ColliderRadius // avoid multiplying
playerId := player.Id thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = PolygonColliderBLToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.WorldToVirtualGridRatio)
joinIndex := player.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
if 0 < thatPlayerInNextFrame.FramesToRecover {
// No need to process inputs for this player, but there might be bullet pushbacks on this player
// Also note that in this case we keep "CharacterState" of this player from last render frame
playerCollider.X += bulletPushbacks[joinIndex-1].X
playerCollider.Y += bulletPushbacks[joinIndex-1].Y
// Update in the collision system
playerCollider.Update()
if 0 != bulletPushbacks[joinIndex-1].X || 0 != bulletPushbacks[joinIndex-1].Y {
Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v is pushed back by (%.2f, %.2f) by bullet impacts, now its framesToRecover is %d at currRenderFrame.id=%v", pR.Id, playerId, bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y, thatPlayerInNextFrame.FramesToRecover, currRenderFrame.Id))
}
continue
}
currPlayerDownsync := currRenderFrame.Players[playerId]
decodedInput := pR.decodeInput(inputList[joinIndex-1])
prevBtnALevel := int32(0)
if nil != delayedInputFrameForPrevRenderFrame {
prevDecodedInput := pR.decodeInput(delayedInputFrameForPrevRenderFrame.InputList[joinIndex-1])
prevBtnALevel = prevDecodedInput.BtnALevel
}
if decodedInput.BtnALevel > prevBtnALevel { if 1 == thatPlayerInNextFrame.JoinIndex {
punchSkillId := int32(1) if currPlayerDownsync.InAir && !thatPlayerInNextFrame.InAir {
punchConfig := pR.MeleeSkillConfig[punchSkillId] //Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d fallStopping#2:\n{nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}\n\tcalculated from <- playerColliderPos=%v, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y))
var newMeleeBullet MeleeBullet = *punchConfig } else if !currPlayerDownsync.InAir && thatPlayerInNextFrame.InAir {
newMeleeBullet.BattleLocalId = pR.BulletBattleLocalIdCounter //Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d took off:\n{nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}\n\tcalculated from <- playerColliderPos=%v, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y))
pR.BulletBattleLocalIdCounter += 1 } else if thatPlayerInNextFrame.InAir && (0 != thatPlayerInNextFrame.VelY) {
newMeleeBullet.OffenderJoinIndex = joinIndex //Logger.Info(fmt.Sprintf("playerId=%d, joinIndex=%d inAir trajectory:\n{nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}\n\tcalculated from <- playerColliderPos=%v, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y))
newMeleeBullet.OffenderPlayerId = playerId
newMeleeBullet.OriginatedRenderFrameId = currRenderFrame.Id
toRet.MeleeBullets = append(toRet.MeleeBullets, &newMeleeBullet)
thatPlayerInNextFrame.FramesToRecover = newMeleeBullet.RecoveryFrames
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATK1
Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a rising-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
} else if decodedInput.BtnALevel < prevBtnALevel {
Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a falling-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
} else {
// No bullet trigger, process movement inputs
// Note that by now "0 == thatPlayerInNextFrame.FramesToRecover", we should change "CharacterState" to "WALKING" or "IDLE" depending on player inputs
if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
thatPlayerInNextFrame.DirX = decodedInput.Dx
thatPlayerInNextFrame.DirY = decodedInput.Dy
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
} else {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
}
}
movementX, movementY := VirtualGridToWorldPos(decodedInput.Dx+decodedInput.Dx*currPlayerDownsync.Speed, decodedInput.Dy+decodedInput.Dy*currPlayerDownsync.Speed, pR.VirtualGridToWorldRatio)
playerCollider.X += movementX
playerCollider.Y += movementY
// Update in the collision system
playerCollider.Update()
}
// handle pushbacks upon collision after all movements treated as simultaneous
for _, player := range pR.PlayersArr {
joinIndex := player.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
if collision := playerCollider.Check(0, 0); collision != nil {
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
for _, obj := range collision.Objects {
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape); overlapped {
Logger.Debug(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
effPushbacks[joinIndex-1].X += pushbackX
effPushbacks[joinIndex-1].Y += pushbackY
} else {
Logger.Debug(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), overlapResult))
}
}
} }
} }
for _, player := range pR.PlayersArr {
playerId := player.Id
joinIndex := player.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
// Update "virtual grid position"
newVx, newVy := PolygonColliderAnchorToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.WorldToVirtualGridRatio)
thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = newVx, newVy
}
Logger.Debug(fmt.Sprintf("After applyInputFrameDownsyncDynamicsOnSingleRenderFrame: currRenderFrame.Id=%v, inputList=%v, currRenderFrame.Players=%v, nextRenderFramePlayers=%v", currRenderFrame.Id, inputList, currRenderFrame.Players, nextRenderFramePlayers))
} }
return toRet return &RoomDownsyncFrame{
Id: currRenderFrame.Id + 1,
Players: nextRenderFramePlayers,
MeleeBullets: nextRenderFrameMeleeBullets,
CountdownNanos: (pR.BattleDurationNanos - int64(currRenderFrame.Id)*pR.RollbackEstimatedDtNanos),
}
} }
func (pR *Room) decodeInput(encodedInput uint64) *InputFrameDecoded { func (pR *Room) decodeInput(encodedInput uint64) *InputFrameDecoded {
encodedDirection := (encodedInput & uint64(15)) encodedDirection := (encodedInput & uint64(15))
btnALevel := int32((encodedInput >> 4) & 1) btnALevel := int32((encodedInput >> 4) & 1)
btnBLevel := int32((encodedInput >> 5) & 1)
return &InputFrameDecoded{ return &InputFrameDecoded{
Dx: DIRECTION_DECODER[encodedDirection][0], Dx: DIRECTION_DECODER[encodedDirection][0],
Dy: DIRECTION_DECODER[encodedDirection][1], Dy: DIRECTION_DECODER[encodedDirection][1],
BtnALevel: btnALevel, BtnALevel: btnALevel,
BtnBLevel: btnBLevel,
} }
} }
@@ -1517,12 +1650,14 @@ func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool {
func (pR *Room) refreshColliders(spaceW, spaceH int32) { func (pR *Room) refreshColliders(spaceW, spaceH int32) {
// Kindly note that by now, we've already got all the shapes in the tmx file into "pR.(Players | Barriers)" from "ParseTmxLayersAndGroups" // Kindly note that by now, we've already got all the shapes in the tmx file into "pR.(Players | Barriers)" from "ParseTmxLayersAndGroups"
minStep := (int(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 1) // the approx minimum distance a player can move per frame in world coordinate topPadding, bottomPadding, leftPadding, rightPadding := pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap
minStep := (int(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 2) // the approx minimum distance a player can move per frame in world coordinate
pR.Space = resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled 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)
colliderWidth, colliderHeight := player.ColliderRadius*2, player.ColliderRadius*3 colliderWidth, colliderHeight := player.ColliderRadius*2, player.ColliderRadius*4
playerCollider := GenerateRectCollider(wx, wy, colliderWidth, colliderHeight, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player") playerCollider := GenerateRectCollider(wx, wy, colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player") // the coords of all barrier boundaries are multiples of tileWidth(i.e. 16), by adding snapping y-padding when "landedOnGravityPushback" all "playerCollider.Y" would be a multiple of 1.0
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"
@@ -1535,6 +1670,7 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
for _, barrier := range pR.Barriers { for _, barrier := range pR.Barriers {
boundaryUnaligned := barrier.Boundary boundaryUnaligned := barrier.Boundary
barrierCollider := GenerateConvexPolygonCollider(boundaryUnaligned, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Barrier") barrierCollider := GenerateConvexPolygonCollider(boundaryUnaligned, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Barrier")
barrierCollider.Data = barrier
pR.Space.Add(barrierCollider) pR.Space.Add(barrierCollider)
} }
} }
@@ -1566,7 +1702,7 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
if 0 <= pR.LastAllConfirmedInputFrameId { if 0 <= pR.LastAllConfirmedInputFrameId {
dynamicsStartedAt := utils.UnixtimeNano() dynamicsStartedAt := utils.UnixtimeNano()
// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId" // Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames) nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames) + 1
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)) 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) pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
*pDynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt *pDynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
@@ -1580,53 +1716,91 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *InputsBufferSnapshot) { func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *InputsBufferSnapshot) {
/* /*
[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). [WARNING] This function MUST BE called while "pR.InputsBufferLock" is LOCKED to **preserve the order of generation of "inputsBufferSnapshot" for sending** -- see comments in "OnBattleCmdReceived" and [this issue](https://github.com/genxium/DelayNoMore/issues/12).
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 :) 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 :)
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)
Lastly noting just for fun, if in "OnBattleCmdReceived" we need downsync to a single specific player (keeping **the order of generation of "inputsBufferSnapshot" preserved for sending** of course), in theory it's better to do it by the following order.
1. lock "InputsBuffer";
2. generate downsync msg;
3. lock "pR.PlayerDownsyncChanDict[playerId]";
4. put downsync msg to "pR.PlayerDownsyncChanDict[playerId]";
5. unlock "InputsBuffer";
6. now other threads are allowed to lock "inputsBuffer", and we can do "other things" on "pR.PlayerDownsyncChanDict[playerId]";
7. unlock "pR.PlayerDownsyncChanDict[playerId]".
The difference from our current approach is that the "pR.PlayerDownsyncChanDict[playerId]" in use is a Golang channel, i.e. when executing #4 it automatically executes #3 (before) & #7 (after) as well, thus we couldn't do #5 & #6 in between.
*/ */
/* if true == pR.BackendDynamicsEnabled {
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 _, player := range pR.PlayersArr {
*/ /*
for playerId, playerDownsyncChan := range pR.PlayerDownsyncChanDict { [WARNING] Since v0.9.1, the inconsistence between frontend & backend collision handling results became too difficult to track, therefore before we can let frontend use a Golang compiled library for "applyInputFrameDownsyncDynamicsOnSingleRenderFrame", it's a compromise here to force resync for all players in a same room if any player recovered from a reconnection (when it's most likely for anyone to notice an inconsistence).
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)) That said, we ensured that if "false == BackendDynamicsEnabled" and noone ever disconnects & reconnects, the frontend collision handling results are always consistent.
*/
playerBattleState := atomic.LoadInt32(&(player.BattleState))
thatPlayerJoinMask := uint64(1 << uint32(player.JoinIndex-1))
if PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED == playerBattleState {
inputsBufferSnapshot.ShouldForceResync = true
break
} else if PlayerBattleStateIns.ACTIVE == playerBattleState && 0 < (inputsBufferSnapshot.UnconfirmedMask&thatPlayerJoinMask) {
/*
[WARNING] Whenever there's an ACTIVE SLOW TICKER, all players should also be resynced to avoid inconsistent display. See `<proj-root>/ConcerningEdgeCases.md` for more information.
*/
inputsBufferSnapshot.ShouldForceResync = true
break
}
}
}
for _, player := range pR.PlayersArr {
/*
[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.
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.
*/
playerBattleState := atomic.LoadInt32(&(player.BattleState))
switch playerBattleState {
case PlayerBattleStateIns.DISCONNECTED, PlayerBattleStateIns.LOST, PlayerBattleStateIns.EXPELLED_DURING_GAME, PlayerBattleStateIns.EXPELLED_IN_DISMISSAL, PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK, PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
continue
}
if playerDownsyncChan, existent := pR.PlayerDownsyncChanDict[player.Id]; existent {
playerDownsyncChan <- (*inputsBufferSnapshot)
//Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d, playerDownsyncChan:%p)#1", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, player.Id, playerDownsyncChan))
} else {
Logger.Warn(fmt.Sprintf("playerDownsyncChan for (roomId: %d, playerId:%d) is gone", pR.Id, player.Id))
}
} }
} }
func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRenderFrameId int32, unconfirmedMask uint64, toSendInputFrameDownsyncsSnapshot []*InputFrameDownsync) { func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRenderFrameId int32, unconfirmedMask uint64, toSendInputFrameDownsyncsSnapshot []*InputFrameDownsync, shouldForceResync bool) {
/* /*
[WARNING] This function MUST BE called while "pR.InputsBufferLock" is unlocked -- otherwise the blocking "sendSafely" might cause significant lag! [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 worst cases or the high frequency "per inputFrameDownsync*player" locking (though "OnBattleCmdReceived" locks at the same frequency but it's inevitable).
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 playerJoinIndex := player.JoinIndex - 1
playerBattleState := atomic.LoadInt32(&(player.BattleState)) playerBattleState := atomic.LoadInt32(&(player.BattleState))
switch playerBattleState { switch playerBattleState {
case PlayerBattleStateIns.DISCONNECTED: case PlayerBattleStateIns.DISCONNECTED, PlayerBattleStateIns.LOST, PlayerBattleStateIns.EXPELLED_DURING_GAME, PlayerBattleStateIns.EXPELLED_IN_DISMISSAL, PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK, PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
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 return
} }
shouldResync1 := (PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED == playerBattleState) // i.e. implies that "MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId" 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 & 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 // 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) shouldResync3 := shouldForceResync
shouldResyncOverall := (shouldResync1 || shouldResync2 || shouldResync3)
if shouldResyncOverall {
// A rejoined player, should guarantee that when it resyncs to "refRenderFrameId" a matching inputFrame to apply exists
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))
}
/* /*
Resync helps Resync helps
1. when player with a slower frontend clock lags significantly behind and thus wouldn't get its inputUpsync recognized due to faster "forceConfirmation" 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 2. reconnection
*/ */
toSendInputFrameIdSt, toSendInputFrameIdEd := toSendInputFrameDownsyncsSnapshot[0].InputFrameId, toSendInputFrameDownsyncsSnapshot[len(toSendInputFrameDownsyncsSnapshot)-1].InputFrameId+1 toSendInputFrameIdSt, toSendInputFrameIdEd := toSendInputFrameDownsyncsSnapshot[0].InputFrameId, toSendInputFrameDownsyncsSnapshot[len(toSendInputFrameDownsyncsSnapshot)-1].InputFrameId+1
if pR.BackendDynamicsEnabled && shouldResyncOverall { if pR.BackendDynamicsEnabled && shouldResyncOverall {
tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId) tmp := pR.RenderFrameBuffer.GetByFrameId(refRenderFrameId)
@@ -1638,9 +1812,15 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
for _, player := range pR.PlayersArr { for _, player := range pR.PlayersArr {
refRenderFrame.Players[player.Id].ColliderRadius = player.ColliderRadius // hardcoded for now refRenderFrame.Players[player.Id].ColliderRadius = player.ColliderRadius // hardcoded for now
} }
if shouldResync3 {
refRenderFrame.ShouldForceResync = true
}
refRenderFrame.BackendUnconfirmedMask = unconfirmedMask refRenderFrame.BackendUnconfirmedMask = unconfirmedMask
pR.sendSafely(refRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false) 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))) //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)))
if shouldResync1 {
Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: shouldResync1=%v, shouldResync2=%v, shouldResync3=%v, playerBattleState=%d", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, shouldResync1, shouldResync2, shouldResync3, playerBattleState))
}
} else { } else {
pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false) pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false)
} }
@@ -1682,3 +1862,29 @@ func (pR *Room) cloneInputsBuffer(stFrameId, edFrameId int32) []*InputFrameDowns
return cloned return cloned
} }
func (pR *Room) calcHardPushbacksNorms(playerCollider *resolv.Object, playerShape *resolv.ConvexPolygon, snapIntoPlatformOverlap float64, pEffPushback *Vec2D) []Vec2D {
ret := make([]Vec2D, 0, 10) // no one would simultaneously have more than 5 hardPushbacks
collision := playerCollider.Check(0, 0)
if nil == collision {
return ret
}
for _, obj := range collision.Objects {
switch obj.Data.(type) {
case *Barrier:
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape)
if !overlapped {
continue
}
// ALWAY snap into hardPushbacks!
// [OverlapX, OverlapY] is the unit vector that points into the platform
pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapY
ret = append(ret, Vec2D{X: overlapResult.OverlapX, Y: overlapResult.OverlapY})
pEffPushback.X += pushbackX
pEffPushback.Y += pushbackY
default:
}
}
return ret
}

View File

@@ -30,21 +30,24 @@ type PlayerDownsync struct {
VirtualGridX int32 `protobuf:"varint,2,opt,name=virtualGridX,proto3" json:"virtualGridX,omitempty"` VirtualGridX int32 `protobuf:"varint,2,opt,name=virtualGridX,proto3" json:"virtualGridX,omitempty"`
VirtualGridY int32 `protobuf:"varint,3,opt,name=virtualGridY,proto3" json:"virtualGridY,omitempty"` VirtualGridY int32 `protobuf:"varint,3,opt,name=virtualGridY,proto3" json:"virtualGridY,omitempty"`
DirX int32 `protobuf:"varint,4,opt,name=dirX,proto3" json:"dirX,omitempty"` DirX int32 `protobuf:"varint,4,opt,name=dirX,proto3" json:"dirX,omitempty"`
DirY int32 `protobuf:"varint,5,opt,name=dirY,proto3" json:"dirY,omitempty"` DirY int32 `protobuf:"varint,5,opt,name=dirY,proto3" json:"dirY,omitempty"` // "dirX" and "dirY" determines character facing
Speed int32 `protobuf:"varint,6,opt,name=speed,proto3" json:"speed,omitempty"` // in terms of virtual grid units VelX int32 `protobuf:"varint,6,opt,name=velX,proto3" json:"velX,omitempty"`
BattleState int32 `protobuf:"varint,7,opt,name=battleState,proto3" json:"battleState,omitempty"` VelY int32 `protobuf:"varint,7,opt,name=velY,proto3" json:"velY,omitempty"` // "velX" and "velY" is used to record the accumulated effect by accelerations (including gravity)
JoinIndex int32 `protobuf:"varint,8,opt,name=joinIndex,proto3" json:"joinIndex,omitempty"` Speed int32 `protobuf:"varint,8,opt,name=speed,proto3" json:"speed,omitempty"` // this is the instantaneous scalar attribute of a character, different from but will be accounted in "velX" and "velY"
ColliderRadius float64 `protobuf:"fixed64,9,opt,name=colliderRadius,proto3" json:"colliderRadius,omitempty"` BattleState int32 `protobuf:"varint,9,opt,name=battleState,proto3" json:"battleState,omitempty"`
Removed bool `protobuf:"varint,10,opt,name=removed,proto3" json:"removed,omitempty"` JoinIndex int32 `protobuf:"varint,10,opt,name=joinIndex,proto3" json:"joinIndex,omitempty"`
Score int32 `protobuf:"varint,11,opt,name=score,proto3" json:"score,omitempty"` ColliderRadius float64 `protobuf:"fixed64,11,opt,name=colliderRadius,proto3" json:"colliderRadius,omitempty"`
LastMoveGmtMillis int32 `protobuf:"varint,12,opt,name=lastMoveGmtMillis,proto3" json:"lastMoveGmtMillis,omitempty"` Removed bool `protobuf:"varint,12,opt,name=removed,proto3" json:"removed,omitempty"`
FramesToRecover int32 `protobuf:"varint,13,opt,name=framesToRecover,proto3" json:"framesToRecover,omitempty"` Score int32 `protobuf:"varint,13,opt,name=score,proto3" json:"score,omitempty"`
Hp int32 `protobuf:"varint,14,opt,name=hp,proto3" json:"hp,omitempty"` LastMoveGmtMillis int32 `protobuf:"varint,14,opt,name=lastMoveGmtMillis,proto3" json:"lastMoveGmtMillis,omitempty"`
MaxHp int32 `protobuf:"varint,15,opt,name=maxHp,proto3" json:"maxHp,omitempty"` FramesToRecover int32 `protobuf:"varint,15,opt,name=framesToRecover,proto3" json:"framesToRecover,omitempty"`
CharacterState int32 `protobuf:"varint,16,opt,name=characterState,proto3" json:"characterState,omitempty"` Hp int32 `protobuf:"varint,16,opt,name=hp,proto3" json:"hp,omitempty"`
Name string `protobuf:"bytes,17,opt,name=name,proto3" json:"name,omitempty"` MaxHp int32 `protobuf:"varint,17,opt,name=maxHp,proto3" json:"maxHp,omitempty"`
DisplayName string `protobuf:"bytes,18,opt,name=displayName,proto3" json:"displayName,omitempty"` CharacterState int32 `protobuf:"varint,18,opt,name=characterState,proto3" json:"characterState,omitempty"`
Avatar string `protobuf:"bytes,19,opt,name=avatar,proto3" json:"avatar,omitempty"` InAir bool `protobuf:"varint,19,opt,name=inAir,proto3" json:"inAir,omitempty"` // by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "inAir (prev -> curr)"
Name string `protobuf:"bytes,20,opt,name=name,proto3" json:"name,omitempty"`
DisplayName string `protobuf:"bytes,21,opt,name=displayName,proto3" json:"displayName,omitempty"`
Avatar string `protobuf:"bytes,22,opt,name=avatar,proto3" json:"avatar,omitempty"`
} }
func (x *PlayerDownsync) Reset() { func (x *PlayerDownsync) Reset() {
@@ -114,6 +117,20 @@ func (x *PlayerDownsync) GetDirY() int32 {
return 0 return 0
} }
func (x *PlayerDownsync) GetVelX() int32 {
if x != nil {
return x.VelX
}
return 0
}
func (x *PlayerDownsync) GetVelY() int32 {
if x != nil {
return x.VelY
}
return 0
}
func (x *PlayerDownsync) GetSpeed() int32 { func (x *PlayerDownsync) GetSpeed() int32 {
if x != nil { if x != nil {
return x.Speed return x.Speed
@@ -191,6 +208,13 @@ func (x *PlayerDownsync) GetCharacterState() int32 {
return 0 return 0
} }
func (x *PlayerDownsync) GetInAir() bool {
if x != nil {
return x.InAir
}
return false
}
func (x *PlayerDownsync) GetName() string { func (x *PlayerDownsync) GetName() string {
if x != nil { if x != nil {
return x.Name return x.Name
@@ -220,6 +244,7 @@ type InputFrameDecoded struct {
Dx int32 `protobuf:"varint,1,opt,name=dx,proto3" json:"dx,omitempty"` Dx int32 `protobuf:"varint,1,opt,name=dx,proto3" json:"dx,omitempty"`
Dy int32 `protobuf:"varint,2,opt,name=dy,proto3" json:"dy,omitempty"` Dy int32 `protobuf:"varint,2,opt,name=dy,proto3" json:"dy,omitempty"`
BtnALevel int32 `protobuf:"varint,3,opt,name=btnALevel,proto3" json:"btnALevel,omitempty"` BtnALevel int32 `protobuf:"varint,3,opt,name=btnALevel,proto3" json:"btnALevel,omitempty"`
BtnBLevel int32 `protobuf:"varint,4,opt,name=btnBLevel,proto3" json:"btnBLevel,omitempty"`
} }
func (x *InputFrameDecoded) Reset() { func (x *InputFrameDecoded) Reset() {
@@ -275,6 +300,13 @@ func (x *InputFrameDecoded) GetBtnALevel() int32 {
return 0 return 0
} }
func (x *InputFrameDecoded) GetBtnBLevel() int32 {
if x != nil {
return x.BtnBLevel
}
return 0
}
type InputFrameUpsync struct { type InputFrameUpsync struct {
state protoimpl.MessageState state protoimpl.MessageState
sizeCache protoimpl.SizeCache sizeCache protoimpl.SizeCache
@@ -638,6 +670,7 @@ type InputsBufferSnapshot struct {
RefRenderFrameId int32 `protobuf:"varint,1,opt,name=refRenderFrameId,proto3" json:"refRenderFrameId,omitempty"` RefRenderFrameId int32 `protobuf:"varint,1,opt,name=refRenderFrameId,proto3" json:"refRenderFrameId,omitempty"`
UnconfirmedMask uint64 `protobuf:"varint,2,opt,name=unconfirmedMask,proto3" json:"unconfirmedMask,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"` ToSendInputFrameDownsyncs []*InputFrameDownsync `protobuf:"bytes,3,rep,name=toSendInputFrameDownsyncs,proto3" json:"toSendInputFrameDownsyncs,omitempty"`
ShouldForceResync bool `protobuf:"varint,4,opt,name=shouldForceResync,proto3" json:"shouldForceResync,omitempty"`
} }
func (x *InputsBufferSnapshot) Reset() { func (x *InputsBufferSnapshot) Reset() {
@@ -693,6 +726,13 @@ func (x *InputsBufferSnapshot) GetToSendInputFrameDownsyncs() []*InputFrameDowns
return nil return nil
} }
func (x *InputsBufferSnapshot) GetShouldForceResync() bool {
if x != nil {
return x.ShouldForceResync
}
return false
}
type MeleeBullet struct { type MeleeBullet struct {
state protoimpl.MessageState state protoimpl.MessageState
sizeCache protoimpl.SizeCache sizeCache protoimpl.SizeCache
@@ -901,6 +941,11 @@ type BattleColliderInfo struct {
SpAtkLookupFrames int32 `protobuf:"varint,25,opt,name=spAtkLookupFrames,proto3" json:"spAtkLookupFrames,omitempty"` SpAtkLookupFrames int32 `protobuf:"varint,25,opt,name=spAtkLookupFrames,proto3" json:"spAtkLookupFrames,omitempty"`
RenderCacheSize int32 `protobuf:"varint,26,opt,name=renderCacheSize,proto3" json:"renderCacheSize,omitempty"` RenderCacheSize int32 `protobuf:"varint,26,opt,name=renderCacheSize,proto3" json:"renderCacheSize,omitempty"`
MeleeSkillConfig map[int32]*MeleeBullet `protobuf:"bytes,27,rep,name=meleeSkillConfig,proto3" json:"meleeSkillConfig,omitempty" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"bytes,2,opt,name=value,proto3"` // skillId -> skill MeleeSkillConfig map[int32]*MeleeBullet `protobuf:"bytes,27,rep,name=meleeSkillConfig,proto3" json:"meleeSkillConfig,omitempty" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"bytes,2,opt,name=value,proto3"` // skillId -> skill
SnapIntoPlatformOverlap float64 `protobuf:"fixed64,28,opt,name=snapIntoPlatformOverlap,proto3" json:"snapIntoPlatformOverlap,omitempty"`
SnapIntoPlatformThreshold float64 `protobuf:"fixed64,29,opt,name=snapIntoPlatformThreshold,proto3" json:"snapIntoPlatformThreshold,omitempty"`
JumpingInitVelY int32 `protobuf:"varint,30,opt,name=jumpingInitVelY,proto3" json:"jumpingInitVelY,omitempty"`
GravityX int32 `protobuf:"varint,31,opt,name=gravityX,proto3" json:"gravityX,omitempty"`
GravityY int32 `protobuf:"varint,32,opt,name=gravityY,proto3" json:"gravityY,omitempty"`
} }
func (x *BattleColliderInfo) Reset() { func (x *BattleColliderInfo) Reset() {
@@ -1117,6 +1162,41 @@ func (x *BattleColliderInfo) GetMeleeSkillConfig() map[int32]*MeleeBullet {
return nil return nil
} }
func (x *BattleColliderInfo) GetSnapIntoPlatformOverlap() float64 {
if x != nil {
return x.SnapIntoPlatformOverlap
}
return 0
}
func (x *BattleColliderInfo) GetSnapIntoPlatformThreshold() float64 {
if x != nil {
return x.SnapIntoPlatformThreshold
}
return 0
}
func (x *BattleColliderInfo) GetJumpingInitVelY() int32 {
if x != nil {
return x.JumpingInitVelY
}
return 0
}
func (x *BattleColliderInfo) GetGravityX() int32 {
if x != nil {
return x.GravityX
}
return 0
}
func (x *BattleColliderInfo) GetGravityY() int32 {
if x != nil {
return x.GravityY
}
return 0
}
type RoomDownsyncFrame struct { type RoomDownsyncFrame struct {
state protoimpl.MessageState state protoimpl.MessageState
sizeCache protoimpl.SizeCache sizeCache protoimpl.SizeCache
@@ -1127,6 +1207,7 @@ type RoomDownsyncFrame struct {
CountdownNanos int64 `protobuf:"varint,3,opt,name=countdownNanos,proto3" json:"countdownNanos,omitempty"` CountdownNanos int64 `protobuf:"varint,3,opt,name=countdownNanos,proto3" json:"countdownNanos,omitempty"`
MeleeBullets []*MeleeBullet `protobuf:"bytes,4,rep,name=meleeBullets,proto3" json:"meleeBullets,omitempty"` // I don't know how to mimic inheritance/composition in protobuf by far, thus using an array for each type of bullet as a compromise MeleeBullets []*MeleeBullet `protobuf:"bytes,4,rep,name=meleeBullets,proto3" json:"meleeBullets,omitempty"` // I don't know how to mimic inheritance/composition in protobuf by far, thus using an array for each type of bullet as a compromise
BackendUnconfirmedMask uint64 `protobuf:"varint,5,opt,name=backendUnconfirmedMask,proto3" json:"backendUnconfirmedMask,omitempty"` // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync BackendUnconfirmedMask uint64 `protobuf:"varint,5,opt,name=backendUnconfirmedMask,proto3" json:"backendUnconfirmedMask,omitempty"` // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync
ShouldForceResync bool `protobuf:"varint,6,opt,name=shouldForceResync,proto3" json:"shouldForceResync,omitempty"`
} }
func (x *RoomDownsyncFrame) Reset() { func (x *RoomDownsyncFrame) Reset() {
@@ -1196,13 +1277,20 @@ func (x *RoomDownsyncFrame) GetBackendUnconfirmedMask() uint64 {
return 0 return 0
} }
func (x *RoomDownsyncFrame) GetShouldForceResync() bool {
if x != nil {
return x.ShouldForceResync
}
return false
}
var File_room_downsync_frame_proto protoreflect.FileDescriptor var File_room_downsync_frame_proto protoreflect.FileDescriptor
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@@ -1211,279 +1299,304 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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} }
var ( var (

View File

@@ -265,9 +265,14 @@ func Serve(c *gin.Context) {
WorldToVirtualGridRatio: pRoom.WorldToVirtualGridRatio, WorldToVirtualGridRatio: pRoom.WorldToVirtualGridRatio,
VirtualGridToWorldRatio: pRoom.VirtualGridToWorldRatio, VirtualGridToWorldRatio: pRoom.VirtualGridToWorldRatio,
SpAtkLookupFrames: pRoom.SpAtkLookupFrames, SpAtkLookupFrames: pRoom.SpAtkLookupFrames,
RenderCacheSize: pRoom.RenderCacheSize, RenderCacheSize: pRoom.RenderCacheSize,
MeleeSkillConfig: pRoom.MeleeSkillConfig, MeleeSkillConfig: pRoom.MeleeSkillConfig,
SnapIntoPlatformOverlap: pRoom.SnapIntoPlatformOverlap,
SnapIntoPlatformThreshold: pRoom.SnapIntoPlatformThreshold,
JumpingInitVelY: pRoom.JumpingInitVelY,
GravityX: pRoom.GravityX,
GravityY: pRoom.GravityY,
} }
resp := &pb.WsResp{ resp := &pb.WsResp{

View File

@@ -7,3 +7,10 @@ ffmpeg -i input.mp4 -filter:v "setpts=0.5*PTS" output.mp4
``` ```
ffmpeg -ss 12 -t 13 -i input.mp4 -vf "fps=10,scale=480:-1" -loop 0 output.gif ffmpeg -ss 12 -t 13 -i input.mp4 -vf "fps=10,scale=480:-1" -loop 0 output.gif
``` ```
# Extract GIF (with alpha channel, e.g. exported from Fighter Factory Studio) to PNG sequence
```
ffmpeg -vsync vfr -i input.gif output%d.png
```
The `-vsync vfr` tells ffmpeg to disrespect the original delays set within the GIF file, otherwise many duplicate frame will be extracted by the default 60FPS.

BIN
charts/jump_sync_spedup.gif Normal file

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@@ -34,15 +34,19 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
spaceOffsetX := float64(spaceW) * 0.5 spaceOffsetX := float64(spaceW) * 0.5
spaceOffsetY := float64(spaceH) * 0.5 spaceOffsetY := float64(spaceH) * 0.5
virtualGridToWorldRatio := 0.1 worldToVirtualGridRatio := float64(1000)
playerDefaultSpeed := 20 virtualGridToWorldRatio := float64(1) / worldToVirtualGridRatio
minStep := (int(float64(playerDefaultSpeed)*virtualGridToWorldRatio) << 2) playerDefaultSpeed := 1 * worldToVirtualGridRatio
playerColliderRadius := float64(24) minStep := (int(float64(playerDefaultSpeed)*virtualGridToWorldRatio) << 3)
playerColliderRadius := float64(12)
playerColliders := make([]*resolv.Object, len(playerPosList.Eles)) playerColliders := make([]*resolv.Object, len(playerPosList.Eles))
snapIntoPlatformOverlap := float64(0.1)
space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep)
topPadding, bottomPadding, leftPadding, rightPadding := snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap
for i, playerPos := range playerPosList.Eles { for i, playerPos := range playerPosList.Eles {
playerCollider := GenerateRectCollider(playerPos.X, playerPos.Y, playerColliderRadius*2, playerColliderRadius*2, spaceOffsetX, spaceOffsetY, "Player") // [WARNING] Deliberately not using a circle because "resolv v0.5.1" doesn't yet align circle center with space cell center, regardless of the "specified within-object offset" colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4
Logger.Info(fmt.Sprintf("Player Collider#%d: player world pos =(%.2f, %.2f), shape=%v", i, playerPos.X, playerPos.Y, ConvexPolygonStr(playerCollider.Shape.(*resolv.ConvexPolygon)))) playerCollider := GenerateRectCollider(playerPos.X, playerPos.Y, colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, "Player") // [WARNING] Deliberately not using a circle because "resolv v0.5.1" doesn't yet align circle center with space cell center, regardless of the "specified within-object offset"
Logger.Info(fmt.Sprintf("Player Collider#%d: player world pos=(%.2f, %.2f), shape=%v", i, playerPos.X, playerPos.Y, ConvexPolygonStr(playerCollider.Shape.(*resolv.ConvexPolygon))))
playerColliders[i] = playerCollider playerColliders[i] = playerCollider
space.Add(playerCollider) space.Add(playerCollider)
} }
@@ -50,33 +54,35 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
barrierLocalId := 0 barrierLocalId := 0
for _, barrierUnaligned := range barrierList.Eles { for _, barrierUnaligned := range barrierList.Eles {
barrierCollider := GenerateConvexPolygonCollider(barrierUnaligned, spaceOffsetX, spaceOffsetY, "Barrier") barrierCollider := GenerateConvexPolygonCollider(barrierUnaligned, spaceOffsetX, spaceOffsetY, "Barrier")
Logger.Info(fmt.Sprintf("Added barrier: shape=%v", ConvexPolygonStr(barrierCollider.Shape.(*resolv.ConvexPolygon)))) Logger.Debug(fmt.Sprintf("Added barrier: shape=%v", ConvexPolygonStr(barrierCollider.Shape.(*resolv.ConvexPolygon))))
space.Add(barrierCollider) space.Add(barrierCollider)
barrierLocalId++ barrierLocalId++
} }
world.Space = space world.Space = space
moveToCollide := false moveToCollide := true
if moveToCollide { if moveToCollide {
newVx, newVy := int32(-2959), int32(-2261)
effPushback := Vec2D{X: float64(0), Y: float64(0)} effPushback := Vec2D{X: float64(0), Y: float64(0)}
toTestPlayerCollider := playerColliders[0] toTestPlayerCollider := playerColliders[0]
toTestPlayerCollider.X, toTestPlayerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, playerColliderRadius, playerColliderRadius, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio) //colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4
//newVx, newVy := int32(27999), int32(-420270)
//toTestPlayerCollider.X, toTestPlayerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
Logger.Info(fmt.Sprintf("Checking collision for virtual (%d, %d), now playerShape=%v", newVx, newVy, ConvexPolygonStr(toTestPlayerCollider.Shape.(*resolv.ConvexPolygon)))) Logger.Info(fmt.Sprintf("Checking collision for playerShape=%v", ConvexPolygonStr(toTestPlayerCollider.Shape.(*resolv.ConvexPolygon))))
toTestPlayerCollider.Update() toTestPlayerCollider.Update()
if collision := toTestPlayerCollider.Check(0, 0); collision != nil { if collision := toTestPlayerCollider.Check(0, 0); collision != nil {
playerShape := toTestPlayerCollider.Shape.(*resolv.ConvexPolygon) playerShape := toTestPlayerCollider.Shape.(*resolv.ConvexPolygon)
for _, obj := range collision.Objects { for _, obj := range collision.Objects {
barrierShape := obj.Shape.(*resolv.ConvexPolygon) bShape := obj.Shape.(*resolv.ConvexPolygon)
if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape); overlapped { Logger.Warn(fmt.Sprintf("Checking potential: a=%v, b=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(bShape)))
Logger.Warn(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY)) if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, bShape); overlapped {
Logger.Warn(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(bShape), pushbackX, pushbackY))
effPushback.X += pushbackX effPushback.X += pushbackX
effPushback.Y += pushbackY effPushback.Y += pushbackY
} else { } else {
Logger.Warn(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), overlapResult)) Logger.Warn(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(bShape), overlapResult))
} }
} }
toTestPlayerCollider.X -= effPushback.X toTestPlayerCollider.X -= effPushback.X
@@ -109,13 +115,12 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
Damage: int32(5), Damage: int32(5),
} }
bulletLeftToRight := true bulletLeftToRight := false
if bulletLeftToRight { if bulletLeftToRight {
xfac := float64(1.0) xfac := float64(1.0)
offenderWx, offenderWy := playerPosList.Eles[0].X, playerPosList.Eles[0].Y offenderWx, offenderWy := playerPosList.Eles[0].X, playerPosList.Eles[0].Y
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, "MeleeBullet")
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, spaceOffsetX, spaceOffsetY, "MeleeBullet")
space.Add(newBulletCollider) space.Add(newBulletCollider)
bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon) bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon)
Logger.Warn(fmt.Sprintf("bullet ->: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape))) Logger.Warn(fmt.Sprintf("bullet ->: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape)))
@@ -132,13 +137,13 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
} }
} }
bulletRightToLeft := true bulletRightToLeft := false
if bulletRightToLeft { if bulletRightToLeft {
xfac := float64(-1.0) xfac := float64(-1.0)
offenderWx, offenderWy := playerPosList.Eles[1].X, playerPosList.Eles[1].Y offenderWx, offenderWy := playerPosList.Eles[1].X, playerPosList.Eles[1].Y
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, spaceOffsetX, spaceOffsetY, "MeleeBullet") newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, "MeleeBullet")
space.Add(newBulletCollider) space.Add(newBulletCollider)
bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon) bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon)
Logger.Warn(fmt.Sprintf("bullet <-: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape))) Logger.Warn(fmt.Sprintf("bullet <-: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape)))
@@ -177,7 +182,7 @@ func (world *WorldColliderDisplay) Draw(screen *ebiten.Image) {
} }
} }
world.Game.DebugDraw(screen, world.Space) //world.Game.DebugDraw(screen, world.Space)
if world.Game.ShowHelpText { if world.Game.ShowHelpText {

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@@ -10,33 +10,33 @@ func NormVec2D(dx, dy float64) Vec2D {
} }
func AlignPolygon2DToBoundingBox(input *Polygon2D) *Polygon2D { func AlignPolygon2DToBoundingBox(input *Polygon2D) *Polygon2D {
// Transform again to put "anchor" at the top-left point of the bounding box for "resolv" // Transform again to put "anchor" at the "bottom-left point (w.r.t. world space)" of the bounding box for "resolv"
boundingBoxTL := &Vec2D{ boundingBoxBL := &Vec2D{
X: math.MaxFloat64, X: math.MaxFloat64,
Y: math.MaxFloat64, Y: math.MaxFloat64,
} }
for _, p := range input.Points { for _, p := range input.Points {
if p.X < boundingBoxTL.X { if p.X < boundingBoxBL.X {
boundingBoxTL.X = p.X boundingBoxBL.X = p.X
} }
if p.Y < boundingBoxTL.Y { if p.Y < boundingBoxBL.Y {
boundingBoxTL.Y = p.Y boundingBoxBL.Y = p.Y
} }
} }
// Now "input.Anchor" should move to "input.Anchor+boundingBoxTL", thus "boundingBoxTL" is also the value of the negative diff for all "input.Points" // Now "input.Anchor" should move to "input.Anchor+boundingBoxBL", thus "boundingBoxBL" is also the value of the negative diff for all "input.Points"
output := &Polygon2D{ output := &Polygon2D{
Anchor: &Vec2D{ Anchor: &Vec2D{
X: input.Anchor.X + boundingBoxTL.X, X: input.Anchor.X + boundingBoxBL.X,
Y: input.Anchor.Y + boundingBoxTL.Y, Y: input.Anchor.Y + boundingBoxBL.Y,
}, },
Points: make([]*Vec2D, len(input.Points)), Points: make([]*Vec2D, len(input.Points)),
} }
for i, p := range input.Points { for i, p := range input.Points {
output.Points[i] = &Vec2D{ output.Points[i] = &Vec2D{
X: p.X - boundingBoxTL.X, X: p.X - boundingBoxBL.X,
Y: p.Y - boundingBoxTL.Y, Y: p.Y - boundingBoxBL.Y,
} }
} }

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@@ -18,13 +18,17 @@ func ConvexPolygonStr(body *resolv.ConvexPolygon) string {
return fmt.Sprintf("{\n%s\n}", strings.Join(s, ",\n")) return fmt.Sprintf("{\n%s\n}", strings.Join(s, ",\n"))
} }
func GenerateRectCollider(origX, origY, w, h, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object { func RectCenterStr(body *resolv.Object, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64) string {
cx, cy := WorldToPolygonColliderAnchorPos(origX, origY, w*0.5, h*0.5, spaceOffsetX, spaceOffsetY) return fmt.Sprintf("{%.2f, %.2f}", body.X+leftPadding+halfBoundingW-spaceOffsetX, body.Y+bottomPadding+halfBoundingH-spaceOffsetY)
return GenerateRectColliderInCollisionSpace(cx, cy, w, h, tag)
} }
func GenerateRectColliderInCollisionSpace(cx, cy, w, h float64, tag string) *resolv.Object { func GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object {
collider := resolv.NewObject(cx, cy, w, h, tag) blX, blY := WorldToPolygonColliderBLPos(wx, wy, w*0.5, h*0.5, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY)
return generateRectColliderInCollisionSpace(blX, blY, leftPadding+w+rightPadding, bottomPadding+h+topPadding, tag)
}
func generateRectColliderInCollisionSpace(blX, blY, w, h float64, tag string) *resolv.Object {
collider := resolv.NewObject(blX, blY, w, h, tag) // Unlike its frontend counter part, the position of a "resolv.Object" must be specified by "bottom-left point" because "w" and "h" must be positive, see "resolv.Object.BoundsToSpace" for details
shape := resolv.NewRectangle(0, 0, w, h) shape := resolv.NewRectangle(0, 0, w, h)
collider.SetShape(shape) collider.SetShape(shape)
return collider return collider
@@ -66,6 +70,7 @@ func CalcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.Conve
playerShape.SetPosition(origX, origY) playerShape.SetPosition(origX, origY)
}() }()
playerShape.SetPosition(origX+oldDx, origY+oldDy) playerShape.SetPosition(origX+oldDx, origY+oldDy)
overlapResult := &SatResult{ overlapResult := &SatResult{
Overlap: 0, Overlap: 0,
OverlapX: 0, OverlapX: 0,
@@ -74,7 +79,7 @@ func CalcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.Conve
BContainedInA: true, BContainedInA: true,
Axis: vector.Vector{0, 0}, Axis: vector.Vector{0, 0},
} }
if overlapped := IsPolygonPairOverlapped(playerShape, barrierShape, overlapResult); overlapped { if overlapped := isPolygonPairOverlapped(playerShape, barrierShape, overlapResult); overlapped {
pushbackX, pushbackY := overlapResult.Overlap*overlapResult.OverlapX, overlapResult.Overlap*overlapResult.OverlapY pushbackX, pushbackY := overlapResult.Overlap*overlapResult.OverlapX, overlapResult.Overlap*overlapResult.OverlapY
return true, pushbackX, pushbackY, overlapResult return true, pushbackX, pushbackY, overlapResult
} else { } else {
@@ -91,16 +96,17 @@ type SatResult struct {
Axis vector.Vector Axis vector.Vector
} }
func IsPolygonPairOverlapped(a, b *resolv.ConvexPolygon, result *SatResult) bool { func isPolygonPairOverlapped(a, b *resolv.ConvexPolygon, result *SatResult) bool {
aCnt, bCnt := len(a.Points), len(b.Points) aCnt, bCnt := len(a.Points), len(b.Points)
// Single point case // Single point case
if 1 == aCnt && 1 == bCnt { if 1 == aCnt && 1 == bCnt {
if nil != result { if nil != result {
result.Overlap = 0 result.Overlap = 0
} }
return a.Points[0].X() == b.Points[0].X() && a.Points[0].Y() == b.Points[0].Y() return a.Points[0][0] == b.Points[0][0] && a.Points[0][1] == b.Points[0][1]
} }
//Logger.Info(fmt.Sprintf("Checking collision between a=%v, b=%v", ConvexPolygonStr(a), ConvexPolygonStr(b)))
if 1 < aCnt { if 1 < aCnt {
for _, axis := range a.SATAxes() { for _, axis := range a.SATAxes() {
if isPolygonPairSeparatedByDir(a, b, axis.Unit(), result) { if isPolygonPairSeparatedByDir(a, b, axis.Unit(), result) {
@@ -116,6 +122,7 @@ func IsPolygonPairOverlapped(a, b *resolv.ConvexPolygon, result *SatResult) bool
} }
} }
} }
//Logger.Info(fmt.Sprintf("a=%v and b=%v are overlapped", ConvexPolygonStr(a), ConvexPolygonStr(b)))
return true return true
} }
@@ -137,9 +144,10 @@ func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e vector.Vector, re
e = (-2.98, 1.49).Unit() e = (-2.98, 1.49).Unit()
*/ */
//Logger.Info(fmt.Sprintf("Checking separation between a=%v, b=%v along axis e={%.3f, %.3f}#1", ConvexPolygonStr(a), ConvexPolygonStr(b), e[0], e[1]))
var aStart, aEnd, bStart, bEnd float64 = math.MaxFloat64, -math.MaxFloat64, math.MaxFloat64, -math.MaxFloat64 var aStart, aEnd, bStart, bEnd float64 = math.MaxFloat64, -math.MaxFloat64, math.MaxFloat64, -math.MaxFloat64
for _, p := range a.Points { for _, p := range a.Points {
dot := (p.X()+a.X)*e.X() + (p.Y()+a.Y)*e.Y() dot := (p[0]+a.X)*e[0] + (p[1]+a.Y)*e[1]
if aStart > dot { if aStart > dot {
aStart = dot aStart = dot
@@ -151,7 +159,7 @@ func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e vector.Vector, re
} }
for _, p := range b.Points { for _, p := range b.Points {
dot := (p.X()+b.X)*e.X() + (p.Y()+b.Y)*e.Y() dot := (p[0]+b.X)*e[0] + (p[1]+b.Y)*e[1]
if bStart > dot { if bStart > dot {
bStart = dot bStart = dot
@@ -168,7 +176,6 @@ func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e vector.Vector, re
} }
if nil != result { if nil != result {
result.Axis = e
overlap := float64(0) overlap := float64(0)
if aStart < bStart { if aStart < bStart {
@@ -209,16 +216,19 @@ func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e vector.Vector, re
absoluteOverlap = -overlap absoluteOverlap = -overlap
} }
if 0 == currentOverlap || currentOverlap > absoluteOverlap { if (0 == result.Axis[0] && 0 == result.Axis[1]) || currentOverlap > absoluteOverlap {
var sign float64 = 1 var sign float64 = 1
if overlap < 0 { if overlap < 0 {
sign = -1 sign = -1
} }
result.Overlap = absoluteOverlap result.Overlap = absoluteOverlap
result.OverlapX = e.X() * sign result.OverlapX = e[0] * sign
result.OverlapY = e.Y() * sign result.OverlapY = e[1] * sign
} }
result.Axis = e
//Logger.Info(fmt.Sprintf("Checking separation between a=%v, b=%v along axis e={%.3f, %.3f}#2: aStart=%.3f, aEnd=%.3f, bStart=%.3f, bEnd=%.3f, overlap=%.3f, currentOverlap=%.3f, absoluteOverlap=%.3f, result=%v", ConvexPolygonStr(a), ConvexPolygonStr(b), e[0], e[1], aStart, aEnd, bStart, bEnd, overlap, currentOverlap, absoluteOverlap, result))
} }
// the specified unit vector "e" doesn't separate "a" and "b", overlap result is generated // the specified unit vector "e" doesn't separate "a" and "b", overlap result is generated
@@ -240,20 +250,20 @@ func VirtualGridToWorldPos(vx, vy int32, virtualGridToWorldRatio float64) (float
return wx, wy return wx, wy
} }
func WorldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) { func WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
return wx - halfBoundingW + collisionSpaceOffsetX, wy - halfBoundingH + collisionSpaceOffsetY return wx - halfBoundingW - leftPadding + collisionSpaceOffsetX, wy - halfBoundingH - bottomPadding + collisionSpaceOffsetY
} }
func PolygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) { func PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
return cx + halfBoundingW - collisionSpaceOffsetX, cy + halfBoundingH - collisionSpaceOffsetY return cx + halfBoundingW + leftPadding - collisionSpaceOffsetX, cy + halfBoundingH + bottomPadding - collisionSpaceOffsetY
} }
func PolygonColliderAnchorToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64, worldToVirtualGridRatio float64) (int32, int32) { func PolygonColliderBLToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64, worldToVirtualGridRatio float64) (int32, int32) {
wx, wy := PolygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY) wx, wy := PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
return WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio) return WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio)
} }
func VirtualGridToPolygonColliderAnchorPos(vx, vy int32, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64, virtualGridToWorldRatio float64) (float64, float64) { func VirtualGridToPolygonColliderBLPos(vx, vy int32, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64, virtualGridToWorldRatio float64) (float64, float64) {
wx, wy := VirtualGridToWorldPos(vx, vy, virtualGridToWorldRatio) wx, wy := VirtualGridToWorldPos(vx, vy, virtualGridToWorldRatio)
return WorldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY) return WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
} }

View File

@@ -7,6 +7,7 @@ import (
"encoding/base64" "encoding/base64"
"encoding/xml" "encoding/xml"
"errors" "errors"
"fmt"
"go.uber.org/zap" "go.uber.org/zap"
"io/ioutil" "io/ioutil"
"math" "math"
@@ -43,13 +44,13 @@ type TmxOrTsxPolyline struct {
type TmxOrTsxObject struct { type TmxOrTsxObject struct {
Id int `xml:"id,attr"` Id int `xml:"id,attr"`
Gid *int `xml:"gid,attr"` Gid int `xml:"gid,attr"`
X float64 `xml:"x,attr"` X float64 `xml:"x,attr"`
Y float64 `xml:"y,attr"` Y float64 `xml:"y,attr"`
Properties *TmxOrTsxProperties `xml:"properties"` Properties *TmxOrTsxProperties `xml:"properties"`
Polyline *TmxOrTsxPolyline `xml:"polyline"` Polyline *TmxOrTsxPolyline `xml:"polyline"`
Width *float64 `xml:"width,attr"` Width float64 `xml:"width,attr"`
Height *float64 `xml:"height,attr"` Height float64 `xml:"height,attr"`
} }
type TmxOrTsxObjectGroup struct { type TmxOrTsxObjectGroup struct {
@@ -376,13 +377,37 @@ func ParseTmxLayersAndGroups(pTmxMapIns *TmxMap, gidBoundariesMap map[int]StrToP
} }
for _, singleObjInTmxFile := range objGroup.Objects { for _, singleObjInTmxFile := range objGroup.Objects {
if nil == singleObjInTmxFile.Polyline {
continue
}
if nil == singleObjInTmxFile.Properties.Property || "boundary_type" != singleObjInTmxFile.Properties.Property[0].Name || "barrier" != singleObjInTmxFile.Properties.Property[0].Value { if nil == singleObjInTmxFile.Properties.Property || "boundary_type" != singleObjInTmxFile.Properties.Property[0].Name || "barrier" != singleObjInTmxFile.Properties.Property[0].Value {
continue continue
} }
if nil == singleObjInTmxFile.Polyline {
pts := make([]*Vec2D, 4)
s := make([]string, 0)
pts[0] = &Vec2D{
X: float64(0),
Y: float64(0),
}
pts[1] = &Vec2D{
X: float64(0),
Y: singleObjInTmxFile.Height,
}
pts[2] = &Vec2D{
X: singleObjInTmxFile.Width,
Y: singleObjInTmxFile.Height,
}
pts[3] = &Vec2D{
X: singleObjInTmxFile.Width,
Y: float64(0),
}
for _, pt := range pts {
s = append(s, fmt.Sprintf("%v,%v", pt.X, pt.Y))
}
singleObjInTmxFile.Polyline = &TmxOrTsxPolyline{
Points: strings.Join(s, " "),
}
}
thePolygon2DInWorld, err := tmxPolylineToPolygon2D(pTmxMapIns, singleObjInTmxFile, singleObjInTmxFile.Polyline) thePolygon2DInWorld, err := tmxPolylineToPolygon2D(pTmxMapIns, singleObjInTmxFile, singleObjInTmxFile.Polyline)
if nil != err { if nil != err {
panic(err) panic(err)

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View File

@@ -9,28 +9,32 @@ message PlayerDownsync {
int32 virtualGridX = 2; int32 virtualGridX = 2;
int32 virtualGridY = 3; int32 virtualGridY = 3;
int32 dirX = 4; int32 dirX = 4;
int32 dirY = 5; int32 dirY = 5; // "dirX" and "dirY" determines character facing
int32 speed = 6; // in terms of virtual grid units int32 velX = 6;
int32 battleState = 7; int32 velY = 7; // "velX" and "velY" is used to record the accumulated effect by accelerations (including gravity)
int32 joinIndex = 8; int32 speed = 8; // this is the instantaneous scalar attribute of a character, different from but will be accounted in "velX" and "velY"
double colliderRadius = 9; int32 battleState = 9;
bool removed = 10; int32 joinIndex = 10;
int32 score = 11; double colliderRadius = 11;
int32 lastMoveGmtMillis = 12; bool removed = 12;
int32 framesToRecover = 13; int32 score = 13;
int32 hp = 14; int32 lastMoveGmtMillis = 14;
int32 maxHp = 15; int32 framesToRecover = 15;
int32 characterState = 16; int32 hp = 16;
int32 maxHp = 17;
int32 characterState = 18;
bool inAir = 19; // by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "inAir (prev -> curr)"
string name = 17; string name = 20;
string displayName = 18; string displayName = 21;
string avatar = 19; string avatar = 22;
} }
message InputFrameDecoded { message InputFrameDecoded {
int32 dx = 1; int32 dx = 1;
int32 dy = 2; int32 dy = 2;
int32 btnALevel = 3; int32 btnALevel = 3;
int32 btnBLevel = 4;
} }
message InputFrameUpsync { message InputFrameUpsync {
@@ -72,6 +76,7 @@ message InputsBufferSnapshot {
int32 refRenderFrameId = 1; int32 refRenderFrameId = 1;
uint64 unconfirmedMask = 2; uint64 unconfirmedMask = 2;
repeated InputFrameDownsync toSendInputFrameDownsyncs = 3; repeated InputFrameDownsync toSendInputFrameDownsyncs = 3;
bool shouldForceResync = 4;
} }
message MeleeBullet { message MeleeBullet {
@@ -133,6 +138,12 @@ message BattleColliderInfo {
int32 renderCacheSize = 26; int32 renderCacheSize = 26;
map<int32, MeleeBullet> meleeSkillConfig = 27; // skillId -> skill map<int32, MeleeBullet> meleeSkillConfig = 27; // skillId -> skill
double snapIntoPlatformOverlap = 28;
double snapIntoPlatformThreshold = 29;
int32 jumpingInitVelY = 30;
int32 gravityX = 31;
int32 gravityY = 32;
} }
message RoomDownsyncFrame { message RoomDownsyncFrame {
@@ -141,4 +152,5 @@ message RoomDownsyncFrame {
int64 countdownNanos = 3; int64 countdownNanos = 3;
repeated MeleeBullet meleeBullets = 4; // I don't know how to mimic inheritance/composition in protobuf by far, thus using an array for each type of bullet as a compromise repeated MeleeBullet meleeBullets = 4; // I don't know how to mimic inheritance/composition in protobuf by far, thus using an array for each type of bullet as a compromise
uint64 backendUnconfirmedMask = 5; // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync uint64 backendUnconfirmedMask = 5; // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync
bool shouldForceResync = 6;
} }

View File

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} }
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}, },
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"_active": true, "_active": false,
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}, },
"_contentSize": { "_contentSize": {
"__type__": "cc.Size", "__type__": "cc.Size",
"width": 46.68, "width": 28.01,
"height": 27.72 "height": 15.12
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"__type__": "TypedArray", "__type__": "TypedArray",
"ctor": "Float64Array", "ctor": "Float64Array",
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"_useOriginalSize": false, "_useOriginalSize": false,
"_string": "(0, 0)", "_string": "(0, 0)",
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"_fontSize": 20, "_fontSize": 12,
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@@ -395,8 +395,8 @@
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},
{
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"_armatureName": "SoldierFireGhost",
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"_armatureKey": "36230012-8df3-4e85-afad-76ec47d0e4d7#4a9187d5-a9ad-4464-a03c-d2f3cc277051",
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},
{
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@@ -708,8 +826,8 @@
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@@ -745,6 +863,15 @@
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}, },
{
"__uuid__": "c69bcceb-d7d1-4e33-9623-e2a374a0a6b6"
},
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},
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@@ -757,7 +884,7 @@
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"_isTrimmedMode": true, "_isTrimmedMode": true,
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}, },
"_id": "" "_id": ""
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@@ -792,7 +919,7 @@
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}, },
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{ {

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]

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@@ -1,8 +0,0 @@
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@@ -78,19 +78,19 @@
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}, },
"base": { "base": {
"__id__": 13 "__id__": 21
}, },
"joyStickEps": 0.1, "joyStickEps": 0.1,
"magicLeanLowerBound": 0.414, "magicLeanLowerBound": 0.414,
@@ -967,6 +1349,12 @@
}, },
"linearMovingEps": 0.1, "linearMovingEps": 0.1,
"scaleByEps": 0.0375, "scaleByEps": 0.0375,
"btnA": {
"__id__": 13
},
"btnB": {
"__id__": 17
},
"_id": "e9oVYTr7ROlpp/IrNjBUmR" "_id": "e9oVYTr7ROlpp/IrNjBUmR"
} }
] ]

View File

@@ -5,8 +5,33 @@ window.ATK_CHARACTER_STATE = {
Walking: [1, "Walking"], Walking: [1, "Walking"],
Atk1: [2, "Atk1"], Atk1: [2, "Atk1"],
Atked1: [3, "Atked1"], Atked1: [3, "Atked1"],
InAirIdle1: [4, "InAirIdle1"],
InAirAtk1: [5, "Atk1"],
InAirAtked1: [6, "Atked1"],
}; };
window.toInAirConjugate = function(foo) {
switch (foo) {
case window.ATK_CHARACTER_STATE.Idle1[0]:
case window.ATK_CHARACTER_STATE.Walking[0]:
return window.ATK_CHARACTER_STATE.InAirIdle1[0];
case window.ATK_CHARACTER_STATE.Atk1[0]:
return window.ATK_CHARACTER_STATE.InAirAtk1[0];
case window.ATK_CHARACTER_STATE.Atked1[0]:
return window.ATK_CHARACTER_STATE.InAirAtked1[0];
case window.ATK_CHARACTER_STATE.InAirIdle1[0]:
return window.ATK_CHARACTER_STATE.Idle1[0];
case window.ATK_CHARACTER_STATE.InAirAtk1[0]:
return window.ATK_CHARACTER_STATE.Atk1[0];
case window.ATK_CHARACTER_STATE.InAirAtked1[0]:
return window.ATK_CHARACTER_STATE.Atked1[0];
default:
console.warn(`Invalid characterState ${foo} received, no in air conjugate is available!`);
return null;
}
}
window.ATK_CHARACTER_STATE_ARR = []; window.ATK_CHARACTER_STATE_ARR = [];
for (let k in window.ATK_CHARACTER_STATE) { 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]);
@@ -15,6 +40,12 @@ for (let k in window.ATK_CHARACTER_STATE) {
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET = new Set(); 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.Idle1[0]);
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.Walking[0]); window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.Walking[0]);
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1[0]);
window.ATK_CHARACTER_STATE_IN_AIR_SET = new Set();
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1[0]);
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirAtk1[0]);
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirAtked1[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. 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.
@@ -37,6 +68,7 @@ cc.Class({
this.hp = 100; this.hp = 100;
this.maxHp = 100; this.maxHp = 100;
this.framesToRecover = 0; this.framesToRecover = 0;
this.inAir = true;
}, },
setSpecies(speciesName) { setSpecies(speciesName) {
@@ -49,8 +81,7 @@ cc.Class({
this.animComp = this.effAnimNode.getComponent(dragonBones.ArmatureDisplay); this.animComp = this.effAnimNode.getComponent(dragonBones.ArmatureDisplay);
if (!this.animComp) { if (!this.animComp) {
this.animComp = this.effAnimNode.getComponent(cc.Animation); 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; this.effAnimNode.active = true;
}, },
@@ -67,7 +98,7 @@ cc.Class({
} }
let newCharacterState = rdfPlayer.characterState; let newCharacterState = rdfPlayer.characterState;
const newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1]; let newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
let playingAnimName = null; let playingAnimName = null;
let underlyingAnimationCtrl = null; let underlyingAnimationCtrl = null;
@@ -96,7 +127,7 @@ cc.Class({
_interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName) { _interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName) {
if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) { if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
// No "framesToRecover" // No "framesToRecover"
//console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`); // console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`);
underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, 0, -1); underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, 0, -1);
} else { } else {
const animationData = underlyingAnimationCtrl._animations[newAnimName]; const animationData = underlyingAnimationCtrl._animations[newAnimName];
@@ -112,7 +143,7 @@ cc.Class({
_interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName) { _interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName) {
if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) { if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
// No "framesToRecover" // No "framesToRecover"
//console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`); //console.warn(`#FrameAnim JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`);
this.animComp.play(newAnimName, 0); this.animComp.play(newAnimName, 0);
return; return;
} }

View File

@@ -402,6 +402,7 @@ cc.Class({
console.log(`Received parsedBattleColliderInfo via ws`); console.log(`Received parsedBattleColliderInfo via ws`);
// TODO: Upon reconnection, the backend might have already been sending down data that'd trigger "onRoomDownsyncFrame & onInputFrameDownsyncBatch", but frontend could reject those data due to "battleState != PlayerBattleState.ACTIVE". // TODO: Upon reconnection, the backend might have already been sending down data that'd trigger "onRoomDownsyncFrame & onInputFrameDownsyncBatch", but frontend could reject those data due to "battleState != PlayerBattleState.ACTIVE".
Object.assign(self, parsedBattleColliderInfo); Object.assign(self, parsedBattleColliderInfo);
self.gravityX = parsedBattleColliderInfo.gravityX; // to avoid integer default value 0 accidentally becoming null in "Object.assign(...)"
self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis; self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis;
const tiledMapIns = self.node.getComponent(cc.TiledMap); const tiledMapIns = self.node.getComponent(cc.TiledMap);
@@ -426,6 +427,16 @@ cc.Class({
mapNode.removeAllChildren(); mapNode.removeAllChildren();
self._resetCurrentMatch(); self._resetCurrentMatch();
if (self.showCriticalCoordinateLabels) {
const drawer = new cc.Node();
drawer.setPosition(cc.v2(0, 0))
safelyAddChild(self.node, drawer);
setLocalZOrder(drawer, 999);
const g = drawer.addComponent(cc.Graphics);
g.lineWidth = 2;
self.g = g;
}
tiledMapIns.tmxAsset = tmxAsset; tiledMapIns.tmxAsset = tmxAsset;
const newMapSize = tiledMapIns.getMapSize(); const newMapSize = tiledMapIns.getMapSize();
const newTileSize = tiledMapIns.getTileSize(); const newTileSize = tiledMapIns.getTileSize();
@@ -442,14 +453,19 @@ cc.Class({
} }
let barrierIdCounter = 0; let barrierIdCounter = 0;
const boundaryObjs = tileCollisionManager.extractBoundaryObjects(self.node); const refBoundaryObjs = tileCollisionManager.extractBoundaryObjects(self.node).barriers;
for (let boundaryObj of boundaryObjs.barriers) { const boundaryObjs = parsedBattleColliderInfo.strToPolygon2DListMap;
const x0 = boundaryObj.anchor.x, for (let k = 0; k < boundaryObjs["Barrier"].eles.length; k++) {
y0 = boundaryObj.anchor.y; let boundaryObj = boundaryObjs["Barrier"].eles[k];
const refBoundaryObj = refBoundaryObjs[k];
const newBarrierCollider = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => { // boundaryObj = refBoundaryObj;
const [x0, y0] = [boundaryObj.anchor.x, boundaryObj.anchor.y];
const newBarrierCollider = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj.points, p => {
return [p.x, p.y]; return [p.x, p.y];
})); }));
newBarrierCollider.data = {
hardPushback: true
};
if (self.showCriticalCoordinateLabels) { if (self.showCriticalCoordinateLabels) {
for (let i = 0; i < boundaryObj.length; ++i) { for (let i = 0; i < boundaryObj.length; ++i) {
@@ -572,12 +588,13 @@ cc.Class({
} }
const shouldForceDumping1 = (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id); const shouldForceDumping1 = (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id);
const shouldForceDumping2 = (rdf.id > self.renderFrameId + self.renderFrameIdLagTolerance); const shouldForceDumping2 = (rdf.id > self.renderFrameId + self.renderFrameIdLagTolerance);
const shouldForceResync = rdf.shouldForceResync;
const [dumpRenderCacheRet, oldStRenderFrameId, oldEdRenderFrameId] = (shouldForceDumping1 || shouldForceDumping2) ? self.recentRenderCache.setByFrameId(rdf, rdf.id) : [window.RING_BUFF_CONSECUTIVE_SET, null, null]; const [dumpRenderCacheRet, oldStRenderFrameId, oldEdRenderFrameId] = (shouldForceDumping1 || shouldForceDumping2 || shouldForceResync) ? self.recentRenderCache.setByFrameId(rdf, rdf.id) : [window.RING_BUFF_CONSECUTIVE_SET, null, null];
if (window.RING_BUFF_FAILED_TO_SET == dumpRenderCacheRet) { if (window.RING_BUFF_FAILED_TO_SET == dumpRenderCacheRet) {
throw `Failed to dump render cache#1 (maybe recentRenderCache too small)! rdf.id=${rdf.id}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`; throw `Failed to dump render cache#1 (maybe recentRenderCache too small)! rdf.id=${rdf.id}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`;
} }
if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START < rdf.id && window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet) { if (!shouldForceResync && (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START < rdf.id && window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet)) {
/* /*
Don't change Don't change
- lastAllConfirmedRenderFrameId, it's updated only in "rollbackAndChase" (except for when RING_BUFF_NON_CONSECUTIVE_SET) - lastAllConfirmedRenderFrameId, it's updated only in "rollbackAndChase" (except for when RING_BUFF_NON_CONSECUTIVE_SET)
@@ -762,18 +779,25 @@ cc.Class({
if (1 == joinIndex) { if (1 == joinIndex) {
playerScriptIns.setSpecies("SoldierWaterGhost"); playerScriptIns.setSpecies("SoldierWaterGhost");
} else if (2 == joinIndex) { } else if (2 == joinIndex) {
playerScriptIns.setSpecies("SoldierFireGhost"); playerScriptIns.setSpecies("UltramanTiga");
} }
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 colliderWidth = playerDownsyncInfo.colliderRadius * 2, const halfColliderWidth = playerDownsyncInfo.colliderRadius,
colliderHeight = playerDownsyncInfo.colliderRadius * 3; halfColliderHeight = playerDownsyncInfo.colliderRadius + playerDownsyncInfo.colliderRadius; // avoid multiplying
const [x0, y0] = self.virtualGridToPolygonColliderAnchorPos(vx, vy, colliderWidth, colliderHeight), const colliderWidth = halfColliderWidth + halfColliderWidth,
pts = [[0, 0], [colliderWidth, 0], [colliderWidth, colliderHeight], [0, colliderHeight]]; colliderHeight = halfColliderHeight + halfColliderHeight; // avoid multiplying
const leftPadding = self.snapIntoPlatformOverlap,
rightPadding = self.snapIntoPlatformOverlap,
topPadding = self.snapIntoPlatformOverlap,
bottomPadding = self.snapIntoPlatformOverlap;
const cpos = self.virtualGridToPolygonColliderBLPos(vx, vy, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding); // the collider center is kept having integer coords
const pts = [[0, 0], [leftPadding + colliderWidth + rightPadding, 0], [leftPadding + colliderWidth + rightPadding, bottomPadding + colliderHeight + topPadding], [0, bottomPadding + colliderHeight + topPadding]];
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts); // [WARNING] The animNode "anchor & offset" are tuned to fit in this collider by "ControlledCharacter prefab & AttackingCharacter.js"!
const newPlayerCollider = self.collisionSys.createPolygon(cpos[0], cpos[1], pts);
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex; const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
newPlayerCollider.data = playerDownsyncInfo; newPlayerCollider.data = playerDownsyncInfo;
self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider); self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
@@ -833,6 +857,7 @@ cc.Class({
*/ */
// [WARNING] Don't try to get "prevRdf(i.e. renderFrameId == latest-1)" by "self.recentRenderCache.getByFrameId(...)" here, as the cache might have been updated by asynchronous "onRoomDownsyncFrame(...)" calls! // [WARNING] Don't try to get "prevRdf(i.e. renderFrameId == latest-1)" by "self.recentRenderCache.getByFrameId(...)" here, as the cache might have been updated by asynchronous "onRoomDownsyncFrame(...)" calls!
self.applyRoomDownsyncFrameDynamics(rdf, prevRdf); self.applyRoomDownsyncFrameDynamics(rdf, prevRdf);
self.showDebugBoundaries(rdf);
++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!! ++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
self.lastRenderFrameIdTriggeredAt = performance.now(); self.lastRenderFrameIdTriggeredAt = performance.now();
let t3 = performance.now(); let t3 = performance.now();
@@ -961,13 +986,13 @@ cc.Class({
applyRoomDownsyncFrameDynamics(rdf, prevRdf) { applyRoomDownsyncFrameDynamics(rdf, prevRdf) {
const self = this; const self = this;
for (let [playerId, playerRichInfo] of self.playerRichInfoDict.entries()) { for (let [playerId, playerRichInfo] of self.playerRichInfoDict.entries()) {
const immediatePlayerInfo = rdf.players[playerId]; const currPlayerDownsync = rdf.players[playerId];
const prevRdfPlayer = (null == prevRdf ? null : prevRdf.players[playerId]); const prevRdfPlayer = (null == prevRdf ? null : prevRdf.players[playerId]);
const [wx, wy] = self.virtualGridToWorldPos(immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY); const [wx, wy] = self.virtualGridToWorldPos(currPlayerDownsync.virtualGridX, currPlayerDownsync.virtualGridY);
//const justJiggling = (self.jigglingEps1D >= Math.abs(wx - playerRichInfo.node.x) && self.jigglingEps1D >= Math.abs(wy - playerRichInfo.node.y)); //const justJiggling = (self.jigglingEps1D >= Math.abs(wx - playerRichInfo.node.x) && self.jigglingEps1D >= Math.abs(wy - playerRichInfo.node.y));
playerRichInfo.node.setPosition(wx, wy); playerRichInfo.node.setPosition(wx, wy);
playerRichInfo.scriptIns.updateSpeed(immediatePlayerInfo.speed); playerRichInfo.scriptIns.updateSpeed(currPlayerDownsync.speed);
playerRichInfo.scriptIns.updateCharacterAnim(immediatePlayerInfo, prevRdfPlayer, false); playerRichInfo.scriptIns.updateCharacterAnim(currPlayerDownsync, prevRdfPlayer, false);
} }
// Update countdown // Update countdown
@@ -977,6 +1002,79 @@ cc.Class({
} }
}, },
showDebugBoundaries(rdf) {
const self = this;
const leftPadding = self.snapIntoPlatformOverlap,
rightPadding = self.snapIntoPlatformOverlap,
topPadding = self.snapIntoPlatformOverlap,
bottomPadding = self.snapIntoPlatformOverlap;
if (self.showCriticalCoordinateLabels) {
let g = self.g;
g.clear();
for (let k in self.collisionSys._bvh._bodies) {
const body = self.collisionSys._bvh._bodies[k];
if (!body._polygon) continue;
if (null != body.data && null != body.data.joinIndex) {
// character
if (1 == body.data.joinIndex) {
g.strokeColor = cc.Color.BLUE;
} else {
g.strokeColor = cc.Color.RED;
}
} else {
// barrier
g.strokeColor = cc.Color.WHITE;
}
g.moveTo(body.x, body.y);
const cnt = body._coords.length;
for (let j = 0; j < cnt; j += 2) {
const x = body._coords[j],
y = body._coords[j + 1];
g.lineTo(x, y);
}
g.lineTo(body.x, body.y);
g.stroke();
}
// For convenience of recovery upon reconnection, active bullets are always created & immediately removed from "collisionSys" within "applyInputFrameDownsyncDynamicsOnSingleRenderFrame"
for (let k in rdf.meleeBullets) {
const meleeBullet = rdf.meleeBullets[k];
if (
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames <= rdf.id
&&
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames > rdf.id
) {
const offender = rdf.players[meleeBullet.offenderPlayerId];
if (1 == offender.joinIndex) {
g.strokeColor = cc.Color.BLUE;
} else {
g.strokeColor = cc.Color.RED;
}
let xfac = 1; // By now, straight Punch offset doesn't respect "y-axis"
if (0 > offender.dirX) {
xfac = -1;
}
const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
const bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
const bulletWy = offenderWy;
const halfColliderWidth = meleeBullet.hitboxSize.x * 0.5,
halfColliderHeight = meleeBullet.hitboxSize.y * 0.5; // avoid multiplying
const bulletCpos = self.worldToPolygonColliderBLPos(bulletWx, bulletWy, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding);
const pts = [[0, 0], [leftPadding + meleeBullet.hitboxSize.x + rightPadding, 0], [leftPadding + meleeBullet.hitboxSize.x + rightPadding, bottomPadding + meleeBullet.hitboxSize.y + topPadding], [0, bottomPadding + meleeBullet.hitboxSize.y + topPadding]];
g.moveTo(bulletCpos[0], bulletCpos[1]);
for (let j = 0; j < pts.length; j += 1) {
g.lineTo(pts[j][0] + bulletCpos[0], pts[j][1] + bulletCpos[1]);
}
g.lineTo(bulletCpos[0], bulletCpos[1]);
g.stroke();
}
}
}
},
getCachedInputFrameDownsyncWithPrediction(inputFrameId) { getCachedInputFrameDownsyncWithPrediction(inputFrameId) {
const self = this; const self = this;
const inputFrameDownsync = self.recentInputCache.getByFrameId(inputFrameId); const inputFrameDownsync = self.recentInputCache.getByFrameId(inputFrameId);
@@ -994,6 +1092,10 @@ cc.Class({
// TODO: Write unit-test for this function to compare with its backend counter part // TODO: Write unit-test for this function to compare with its backend counter part
applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap) { applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap) {
const self = this; const self = this;
const leftPadding = self.snapIntoPlatformOverlap,
rightPadding = self.snapIntoPlatformOverlap,
topPadding = self.snapIntoPlatformOverlap,
bottomPadding = self.snapIntoPlatformOverlap;
const nextRenderFramePlayers = {}; const nextRenderFramePlayers = {};
for (let playerId in currRenderFrame.players) { for (let playerId in currRenderFrame.players) {
const currPlayerDownsync = currRenderFrame.players[playerId]; const currPlayerDownsync = currRenderFrame.players[playerId];
@@ -1003,7 +1105,10 @@ cc.Class({
virtualGridY: currPlayerDownsync.virtualGridY, virtualGridY: currPlayerDownsync.virtualGridY,
dirX: currPlayerDownsync.dirX, dirX: currPlayerDownsync.dirX,
dirY: currPlayerDownsync.dirY, dirY: currPlayerDownsync.dirY,
velX: currPlayerDownsync.velX,
velY: currPlayerDownsync.velY,
characterState: currPlayerDownsync.characterState, characterState: currPlayerDownsync.characterState,
inAir: true,
speed: currPlayerDownsync.speed, speed: currPlayerDownsync.speed,
battleState: currPlayerDownsync.battleState, battleState: currPlayerDownsync.battleState,
score: currPlayerDownsync.score, score: currPlayerDownsync.score,
@@ -1016,27 +1121,108 @@ cc.Class({
} }
const nextRenderFrameMeleeBullets = []; const nextRenderFrameMeleeBullets = [];
const effPushbacks = new Array(self.playerRichInfoArr.length);
const hardPushbackNorms = new Array(self.playerRichInfoArr.length);
const bulletPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order // 1. Process player inputs
const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order /*
[WARNING] Player input alone WOULD NOT take "characterState" into any "ATK_CHARACTER_STATE_IN_AIR_SET", only after the calculation of "effPushbacks" do we know exactly whether or not a player is "inAir", the finalize the transition of "thatPlayerInNextFrame.characterState".
*/
if (null != delayedInputFrame) {
const delayedInputFrameForPrevRenderFrame = self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(currRenderFrame.id - 1, self.inputDelayFrames));
const inputList = delayedInputFrame.inputList;
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
const playerRichInfo = self.playerRichInfoArr[j];
const playerId = playerRichInfo.id;
const currPlayerDownsync = currRenderFrame.players[playerId];
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
if (0 < thatPlayerInNextFrame.framesToRecover) {
// No need to process inputs for this player, but there might be bullet pushbacks on this player
continue;
}
// Reset playerCollider position from the "virtual grid position" const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
const prevBtnBLevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnBLevel);
if (1 == decodedInput.btnBLevel && 0 == prevBtnBLevel) {
const characStateAlreadyInAir = window.ATK_CHARACTER_STATE_IN_AIR_SET.has(thatPlayerInNextFrame.characterState);
const characStateIsInterruptWaivable = window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(thatPlayerInNextFrame.characterState);
if (
!characStateAlreadyInAir
&&
characStateIsInterruptWaivable
) {
thatPlayerInNextFrame.velY = self.jumpingInitVelY;
if (1 == joinIndex) {
console.log(`playerId=${playerId}, joinIndex=${joinIndex} jumped at {renderFrame.id: ${currRenderFrame.id}, virtualX: ${currPlayerDownsync.virtualGridX}, virtualY: ${currPlayerDownsync.virtualGridY}, nextVelX: ${thatPlayerInNextFrame.velX}, nextVelY: ${thatPlayerInNextFrame.velY}}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
}
}
}
if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
const punchSkillId = 1;
const punch = window.pb.protos.MeleeBullet.create(self.meleeSkillConfig[punchSkillId]);
thatPlayerInNextFrame.framesToRecover = punch.recoveryFrames;
punch.battleLocalId = self.bulletBattleLocalIdCounter++;
punch.offenderJoinIndex = joinIndex;
punch.offenderPlayerId = playerId;
punch.originatedRenderFrameId = currRenderFrame.id;
nextRenderFrameMeleeBullets.push(punch);
// console.log(`playerId=${playerId}, joinIndex=${joinIndex} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
if (false == currPlayerDownsync.inAir) {
thatPlayerInNextFrame.velX = 0; // prohibits simultaneous movement with Atk1 on the ground
}
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
} else {
// No bullet trigger, process joystick movement inputs.
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
// Update directions and thus would eventually update moving animation accordingly
thatPlayerInNextFrame.dirX = decodedInput.dx;
thatPlayerInNextFrame.dirY = decodedInput.dy;
thatPlayerInNextFrame.velX = decodedInput.dx * currPlayerDownsync.speed;
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
} else {
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
thatPlayerInNextFrame.velX = 0;
}
}
}
}
// 2. Process player movement
for (let j in self.playerRichInfoArr) { for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1; const joinIndex = parseInt(j) + 1;
bulletPushbacks[joinIndex - 1] = [0.0, 0.0];
effPushbacks[joinIndex - 1] = [0.0, 0.0]; effPushbacks[joinIndex - 1] = [0.0, 0.0];
const playerRichInfo = self.playerRichInfoArr[j]; const playerRichInfo = self.playerRichInfoArr[j];
const playerId = playerRichInfo.id; const playerId = playerRichInfo.id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex; const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex); const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const currPlayerDownsync = currRenderFrame.players[playerId]; const currPlayerDownsync = currRenderFrame.players[playerId];
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
// Reset playerCollider position from the "virtual grid position"
const newVpos = [currPlayerDownsync.virtualGridX + currPlayerDownsync.velX, currPlayerDownsync.virtualGridY + currPlayerDownsync.velY];
if (thatPlayerInNextFrame.velY == self.jumpingInitVelY) {
// This step can be waived, but putting the jumping inclination here makes it easier to read logs.
newVpos[1] += self.jumpingInitVelY;
}
const halfColliderWidth = self.playerRichInfoArr[j].colliderRadius,
halfColliderHeight = self.playerRichInfoArr[j].colliderRadius + self.playerRichInfoArr[j].colliderRadius; // avoid multiplying
const newCpos = self.virtualGridToPolygonColliderBLPos(newVpos[0], newVpos[1], halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding);
playerCollider.x = newCpos[0];
playerCollider.y = newCpos[1];
const newVx = currPlayerDownsync.virtualGridX; if (currPlayerDownsync.inAir) {
const newVy = currPlayerDownsync.virtualGridY; thatPlayerInNextFrame.velX += self.gravityX;
[playerCollider.x, playerCollider.y] = self.virtualGridToPolygonColliderAnchorPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1].colliderRadius, self.playerRichInfoArr[joinIndex - 1].colliderRadius); thatPlayerInNextFrame.velY += self.gravityY;
}
} }
// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision // 3. Add bullet colliders into collision system
const bulletColliders = new Map(); // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible const bulletColliders = new Map(); // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
const removedBulletsAtCurrFrame = new Set(); const removedBulletsAtCurrFrame = new Set();
for (let k in currRenderFrame.meleeBullets) { for (let k in currRenderFrame.meleeBullets) {
@@ -1058,38 +1244,148 @@ cc.Class({
const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY); const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
const bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset; const bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
const bulletWy = offenderWy; const bulletWy = offenderWy;
const [bulletCx, bulletCy] = self.worldToPolygonColliderAnchorPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5), const halfColliderWidth = meleeBullet.hitboxSize.x * 0.5,
pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]]; halfColliderHeight = meleeBullet.hitboxSize.y * 0.5;
const newBulletCollider = collisionSys.createPolygon(bulletCx, bulletCy, pts); const bulletCpos = self.worldToPolygonColliderBLPos(bulletWx, bulletWy, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding);
const pts = [[0, 0], [leftPadding + meleeBullet.hitboxSize.x + rightPadding, 0], [leftPadding + meleeBullet.hitboxSize.x + rightPadding, bottomPadding + meleeBullet.hitboxSize.y + topPadding], [0, bottomPadding + meleeBullet.hitboxSize.y + topPadding]];
const newBulletCollider = collisionSys.createPolygon(bulletCpos[0], bulletCpos[1], pts);
newBulletCollider.data = meleeBullet; newBulletCollider.data = meleeBullet;
collisionSysMap.set(collisionBulletIndex, newBulletCollider); collisionSysMap.set(collisionBulletIndex, newBulletCollider);
bulletColliders.set(collisionBulletIndex, newBulletCollider); bulletColliders.set(collisionBulletIndex, newBulletCollider);
// console.log(`A meleeBullet is added to collisionSys at currRenderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended: ${JSON.stringify(meleeBullet)}`);
} }
} }
// 4. Invoke collision system stepping
collisionSys.update(); collisionSys.update();
const result1 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle? const result = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
// 5. Calc pushbacks for each player (after its movement) w/o bullets
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
const playerRichInfo = self.playerRichInfoArr[j];
const playerId = playerRichInfo.id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const potentials = playerCollider.potentials();
hardPushbackNorms[joinIndex - 1] = self.calcHardPushbacksNorms(playerCollider, potentials, result, self.snapIntoPlatformOverlap, effPushbacks[joinIndex - 1]);
const currPlayerDownsync = currRenderFrame.players[playerId];
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
const halfColliderWidth = self.playerRichInfoArr[j].colliderRadius,
halfColliderHeight = self.playerRichInfoArr[j].colliderRadius + self.playerRichInfoArr[j].colliderRadius; // avoid multiplying
let fallStopping = false;
let possiblyFallStoppedOnAnotherPlayer = false;
for (const potential of potentials) {
let [isBarrier, isAnotherPlayer, isBullet] = [true == potential.data.hardPushback, null != potential.data.joinIndex, null != potential.data.offenderJoinIndex];
// ignore bullets for this step
if (isBullet) continue;
// Test if the player collides with the wall/another player
if (!playerCollider.collides(potential, result)) continue;
const normAlignmentWithGravity = (result.overlap_x * 0 + result.overlap_y * (-1.0));
const landedOnGravityPushback = (self.snapIntoPlatformThreshold < normAlignmentWithGravity); // prevents false snapping on the lateral sides
let pushback = [result.overlap * result.overlap_x, result.overlap * result.overlap_y];
if (landedOnGravityPushback) {
// kindly note that one player might land on top of another player
pushback = [(result.overlap - self.snapIntoPlatformOverlap) * result.overlap_x, (result.overlap - self.snapIntoPlatformOverlap) * result.overlap_y];
thatPlayerInNextFrame.inAir = false;
}
if (isAnotherPlayer) {
/*
[WARNING] The "zero overlap collision" might be randomly detected/missed on either frontend or backend, to have deterministic result we added paddings to all sides of a playerCollider. As each velocity component of (velX, velY) being a multiple of 0.5 at any renderFrame, each position component of (x, y) can only be a multiple of 0.5 too, thus whenever a 1-dimensional collision happens between players from [player#1: i*0.5, player#2: j*0.5, not collided yet] to [player#1: (i+k)*0.5, player#2: j*0.5, collided], the overlap becomes (i+k-j)*0.5+2*s, and after snapping subtraction the effPushback magnitude for each player is (i+k-j)*0.5, resulting in 0.5-multiples-position for the next renderFrame.
*/
pushback = [(result.overlap - self.snapIntoPlatformOverlap * 2) * result.overlap_x, (result.overlap - self.snapIntoPlatformOverlap * 2) * result.overlap_y]; // will overwrite the previous pushback value if "landedOnGravityPushback" is also true
}
for (let hardPushbackNorm of hardPushbackNorms[joinIndex - 1]) {
// remove pushback component on the directions of "hardPushbackNorms[joinIndex-1]" (by now those hardPushbacks are already accounted in "effPushbacks[joinIndex-1]")
const projectedMagnitude = pushback[0] * hardPushbackNorm[0] + pushback[1] * hardPushbackNorm[1];
if (isBarrier
||
(isAnotherPlayer && 0 > projectedMagnitude)
) {
// [WARNING] Pushing by another player is different from pushing by barrier!
// Otherwise the player couldn't be pushed by another player to opposite dir of a side wall
pushback[0] -= projectedMagnitude * hardPushbackNorm[0];
pushback[1] -= projectedMagnitude * hardPushbackNorm[1];
}
}
effPushbacks[joinIndex - 1][0] += pushback[0];
effPushbacks[joinIndex - 1][1] += pushback[1];
// It's not meaningful to log the virtual positions and velocities inside this step.
if (currPlayerDownsync.inAir && landedOnGravityPushback) {
fallStopping = true;
if (isAnotherPlayer) {
possiblyFallStoppedOnAnotherPlayer = true;
}
}
if (1 == joinIndex) {
if (fallStopping) {
console.info(`playerId=${playerId}, joinIndex=${thatPlayerInNextFrame.joinIndex} fallStopping#1:
{renderFrame.id: ${currRenderFrame.id}, possiblyFallStoppedOnAnotherPlayer: ${possiblyFallStoppedOnAnotherPlayer}}
playerColliderPos=${self.stringifyColliderCenterInWorld(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding)}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}, overlayMag=${result.overlap.toFixed(4)}`);
} else if (currPlayerDownsync.inAir && isBarrier && !landedOnGravityPushback) {
console.warn(`playerId=${playerId}, joinIndex=${currPlayerDownsync.joinIndex} inAir & pushed back by barrier & not landed:
{renderFrame.id: ${currRenderFrame.id}}
playerColliderPos=${self.stringifyColliderCenterInWorld(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding)}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}, overlayMag=${result.overlap.toFixed(4)}, len(hardPushbackNorms)=${hardPushbackNorms.length}`);
} else if (currPlayerDownsync.inAir && isAnotherPlayer) {
console.warn(`playerId=${playerId}, joinIndex=${currPlayerDownsync.joinIndex} inAir and pushed back by another player
{renderFrame.id: ${currRenderFrame.id}}
playerColliderPos=${self.stringifyColliderCenterInWorld(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding)}, anotherPlayerColliderPos=${self.stringifyColliderCenterInWorld(potential, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding)}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}, landedOnGravityPushback=${landedOnGravityPushback}, fallStopping=${fallStopping}, overlayMag=${result.overlap.toFixed(4)}, len(hardPushbackNorms)=${hardPushbackNorms.length}`);
}
}
}
if (fallStopping) {
thatPlayerInNextFrame.velX = 0;
thatPlayerInNextFrame.velY = 0;
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
thatPlayerInNextFrame.framesToRecover = 0;
}
if (currPlayerDownsync.inAir) {
thatPlayerInNextFrame.characterState = window.toInAirConjugate(thatPlayerInNextFrame.characterState);
}
}
// 6. Check bullet-anything collisions
bulletColliders.forEach((bulletCollider, collisionBulletIndex) => { bulletColliders.forEach((bulletCollider, collisionBulletIndex) => {
const potentials = bulletCollider.potentials(); const potentials = bulletCollider.potentials();
const offender = currRenderFrame.players[bulletCollider.data.offenderPlayerId]; const offender = currRenderFrame.players[bulletCollider.data.offenderPlayerId];
let shouldRemove = false; let shouldRemove = false;
for (const potential of potentials) { for (const potential of potentials) {
if (null != potential.data && potential.data.joinIndex == bulletCollider.data.offenderJoinIndex) continue; if (null != potential.data && potential.data.joinIndex == bulletCollider.data.offenderJoinIndex) continue;
if (!bulletCollider.collides(potential, result1)) continue; if (!bulletCollider.collides(potential, result)) continue;
if (null != potential.data && null !== potential.data.joinIndex) { if (null != potential.data && null != potential.data.joinIndex) {
const playerId = potential.data.id;
const joinIndex = potential.data.joinIndex; const joinIndex = potential.data.joinIndex;
let xfac = 1; let xfac = 1;
if (0 > offender.dirX) { if (0 > offender.dirX) {
xfac = -1; xfac = -1;
} }
bulletPushbacks[joinIndex - 1][0] += xfac * bulletCollider.data.pushback; // Only for straight punch, there's no y-pushback // Only for straight punch, there's no y-pushback
bulletPushbacks[joinIndex - 1][1] += 0; let bulletPushback = [-xfac * bulletCollider.data.pushback, 0];
const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.data.id]; // console.log(`playerId=${playerId}, joinIndex=${joinIndex} is supposed to be pushed back by meleeBullet for bulletPushback=${JSON.stringify(bulletPushback)} at renderFrame.id=${currRenderFrame.id}`);
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0]; for (let hardPushbackNorm of hardPushbackNorms[joinIndex - 1]) {
const oldFramesToRecover = thatAckedPlayerInNextFrame.framesToRecover; const projectedMagnitude = bulletPushback[0] * hardPushbackNorm[0] + bulletPushback[1] * hardPushbackNorm[1];
thatAckedPlayerInNextFrame.framesToRecover = (oldFramesToRecover > bulletCollider.data.hitStunFrames ? oldFramesToRecover : bulletCollider.data.hitStunFrames); // In case the hit player is already stun, we extend it if (0 > projectedMagnitude) {
// Otherwise when smashing into a wall the atked player would be pushed into the wall first and only got back in the next renderFrame, not what I want here
bulletPushback[0] -= (projectedMagnitude * hardPushbackNorm[0]);
bulletPushback[1] -= (projectedMagnitude * hardPushbackNorm[1]);
// console.log(`playerId=${playerId}, joinIndex=${joinIndex} reducing bulletPushback=${JSON.stringify(bulletPushback)} by ${JSON.stringify([projectedMagnitude * hardPushbackNorm[0], projectedMagnitude * hardPushbackNorm[1]])} where hardPushbackNorm=${JSON.stringify(hardPushbackNorm)}, projectedMagnitude=${projectedMagnitude} at renderFrame.id=${currRenderFrame.id}`);
}
}
// console.log(`playerId=${playerId}, joinIndex=${joinIndex} is actually pushed back by meleeBullet for bulletPushback=${JSON.stringify(bulletPushback)} at renderFrame.id=${currRenderFrame.id}`);
effPushbacks[joinIndex - 1][0] += bulletPushback[0];
effPushbacks[joinIndex - 1][1] += bulletPushback[1];
const [atkedPlayerInCurFrame, atkedPlayerInNextFrame] = [currRenderFrame.players[potential.data.id], nextRenderFramePlayers[potential.data.id]];
atkedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
if (atkedPlayerInCurFrame.inAir) {
atkedPlayerInNextFrame.characterState = window.toInAirConjugate(atkedPlayerInNextFrame.characterState);
}
const oldFramesToRecover = atkedPlayerInNextFrame.framesToRecover;
atkedPlayerInNextFrame.framesToRecover = (oldFramesToRecover > bulletCollider.data.hitStunFrames ? oldFramesToRecover : bulletCollider.data.hitStunFrames); // In case the hit player is already stun, we extend it
} }
shouldRemove = true; shouldRemove = true;
} }
@@ -1111,95 +1407,38 @@ cc.Class({
nextRenderFrameMeleeBullets.push(meleeBullet); nextRenderFrameMeleeBullets.push(meleeBullet);
} }
// Process player inputs // 7. Get players out of stuck barriers if there's any
if (null != delayedInputFrame) { for (let j in self.playerRichInfoArr) {
const delayedInputFrameForPrevRenderFrame = self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(currRenderFrame.id - 1, self.inputDelayFrames)); const joinIndex = parseInt(j) + 1;
const inputList = delayedInputFrame.inputList; const playerId = self.playerRichInfoArr[j].id;
for (let j in self.playerRichInfoArr) { const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const joinIndex = parseInt(j) + 1; const playerCollider = collisionSysMap.get(collisionPlayerIndex);
effPushbacks[joinIndex - 1] = [0.0, 0.0]; // Update "virtual grid position"
const playerRichInfo = self.playerRichInfoArr[j]; const currPlayerDownsync = currRenderFrame.players[playerId];
const playerId = playerRichInfo.id; const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex; const halfColliderWidth = self.playerRichInfoArr[j].colliderRadius,
const playerCollider = collisionSysMap.get(collisionPlayerIndex); halfColliderHeight = self.playerRichInfoArr[j].colliderRadius + self.playerRichInfoArr[j].colliderRadius; // avoid multiplying
const currPlayerDownsync = currRenderFrame.players[playerId]; const newVpos = self.polygonColliderBLToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding);
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId]; thatPlayerInNextFrame.virtualGridX = newVpos[0];
if (0 < thatPlayerInNextFrame.framesToRecover) { thatPlayerInNextFrame.virtualGridY = newVpos[1];
// No need to process inputs for this player, but there might be bullet pushbacks on this player
playerCollider.x += bulletPushbacks[joinIndex - 1][0];
playerCollider.y += bulletPushbacks[joinIndex - 1][1];
if (0 != bulletPushbacks[joinIndex - 1][0] || 0 != bulletPushbacks[joinIndex - 1][1]) {
console.log(`playerId=${playerId}, joinIndex=${joinIndex} is pushbacked back by ${bulletPushbacks[joinIndex - 1]} by bullet impacts, now its framesToRecover is ${thatPlayerInNextFrame.framesToRecover}`);
}
continue;
}
const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]); if (1 == thatPlayerInNextFrame.joinIndex) {
if (currPlayerDownsync.inAir && !thatPlayerInNextFrame.inAir) {
const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1])); console.warn(`playerId=${playerId}, joinIndex=${thatPlayerInNextFrame.joinIndex} fallStopping#2:
const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel); {nextRenderFrame.id: ${currRenderFrame.id + 1}, nextVirtualX: ${thatPlayerInNextFrame.virtualGridX}, nextVirtualY: ${thatPlayerInNextFrame.virtualGridY}, nextVelX: ${thatPlayerInNextFrame.velX}, nextVelY: ${thatPlayerInNextFrame.velY}}
calculated from <- playerColliderPos=${self.stringifyColliderCenterInWorld(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding)}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`);
if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) { } else if (!currPlayerDownsync.inAir && thatPlayerInNextFrame.inAir) {
// console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`); console.warn(`playerId=${playerId}, joinIndex=${thatPlayerInNextFrame.joinIndex} took off:
if (self.bulletTriggerEnabled) { {nextRenderFrame.id: ${currRenderFrame.id + 1}, nextVirtualX: ${thatPlayerInNextFrame.virtualGridX}, nextVirtualY: ${thatPlayerInNextFrame.virtualGridY}, nextVelX: ${thatPlayerInNextFrame.velX}, nextVelY: ${thatPlayerInNextFrame.velY}}
const punchSkillId = 1; calculated from <- playerColliderPos=${self.stringifyColliderCenterInWorld(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding)}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`);
const punch = window.pb.protos.MeleeBullet.create(self.meleeSkillConfig[punchSkillId]); } else if (thatPlayerInNextFrame.inAir && 0 != thatPlayerInNextFrame.velY) {
thatPlayerInNextFrame.framesToRecover = punch.recoveryFrames; /*
punch.battleLocalId = self.bulletBattleLocalIdCounter++; console.log(`playerId=${playerId}, joinIndex=${thatPlayerInNextFrame.joinIndex} inAir trajectory:
punch.offenderJoinIndex = joinIndex; {nextRenderFrame.id: ${currRenderFrame.id + 1}, nextVirtualX: ${thatPlayerInNextFrame.virtualGridX}, nextVirtualY: ${thatPlayerInNextFrame.virtualGridY}, nextVelX: ${thatPlayerInNextFrame.velX}, nextVelY: ${thatPlayerInNextFrame.velY}};
punch.offenderPlayerId = playerId; calculated from <- playerColliderPos=${self.stringifyColliderCenterInWorld(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding)}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`);
punch.originatedRenderFrameId = currRenderFrame.id; */
nextRenderFrameMeleeBullets.push(punch);
// console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}: ${self._stringifyRecentInputCache(true)}`);
// console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
}
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
} else {
// No bullet trigger, process movement inputs
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
// Update directions and thus would eventually update moving animation accordingly
thatPlayerInNextFrame.dirX = decodedInput.dx;
thatPlayerInNextFrame.dirY = decodedInput.dy;
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
} else {
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
}
const [movementX, movementY] = self.virtualGridToWorldPos(decodedInput.dx + currPlayerDownsync.speed * decodedInput.dx, decodedInput.dy + currPlayerDownsync.speed * decodedInput.dy);
playerCollider.x += movementX;
playerCollider.y += movementY;
} }
} }
collisionSys.update(); // by now all "bulletCollider"s are removed
const result2 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
const playerId = self.playerRichInfoArr[j].id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const potentials = playerCollider.potentials();
for (const potential of potentials) {
// Test if the player collides with the wall
if (!playerCollider.collides(potential, result2)) continue;
// Push the player out of the wall
effPushbacks[joinIndex - 1][0] += result2.overlap * result2.overlap_x;
effPushbacks[joinIndex - 1][1] += result2.overlap * result2.overlap_y;
}
}
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
const playerId = self.playerRichInfoArr[j].id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
[thatPlayerInNextFrame.virtualGridX, thatPlayerInNextFrame.virtualGridY] = self.polygonColliderAnchorToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], self.playerRichInfoArr[j].colliderRadius, self.playerRichInfoArr[j].colliderRadius);
}
} }
return window.pb.protos.RoomDownsyncFrame.create({ return window.pb.protos.RoomDownsyncFrame.create({
@@ -1214,11 +1453,10 @@ cc.Class({
This function eventually calculates a "RoomDownsyncFrame" where "RoomDownsyncFrame.id == renderFrameIdEd" if not interruptted. This function eventually calculates a "RoomDownsyncFrame" where "RoomDownsyncFrame.id == renderFrameIdEd" if not interruptted.
*/ */
const self = this; const self = this;
let i = renderFrameIdSt, let prevLatestRdf = null,
prevLatestRdf = null,
latestRdf = null; latestRdf = null;
do { for (let i = renderFrameIdSt; i < renderFrameIdEd; i++) {
latestRdf = self.recentRenderCache.getByFrameId(i); // typed "RoomDownsyncFrame"; [WARNING] When "true == isChasing", this function can be interruptted by "onRoomDownsyncFrame(rdf)" asynchronously anytime, making this line return "null"! latestRdf = self.recentRenderCache.getByFrameId(i); // typed "RoomDownsyncFrame"; [WARNING] When "true == isChasing", this function can be interruptted by "onRoomDownsyncFrame(rdf)" asynchronously anytime, making this line return "null"!
if (null == latestRdf) { if (null == latestRdf) {
console.warn(`Couldn't find renderFrame for i=${i} to rollback, self.renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, might've been interruptted by onRoomDownsyncFrame`); console.warn(`Couldn't find renderFrame for i=${i} to rollback, self.renderFrameId=${self.renderFrameId}, lastAllConfirmedRenderFrameId=${self.lastAllConfirmedRenderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, might've been interruptted by onRoomDownsyncFrame`);
@@ -1250,8 +1488,7 @@ cc.Class({
self.chaserRenderFrameId = latestRdf.id; self.chaserRenderFrameId = latestRdf.id;
} }
self.recentRenderCache.setByFrameId(latestRdf, latestRdf.id); self.recentRenderCache.setByFrameId(latestRdf, latestRdf.id);
++i; }
} while (i < renderFrameIdEd);
return [prevLatestRdf, latestRdf]; return [prevLatestRdf, latestRdf];
}, },
@@ -1264,16 +1501,16 @@ cc.Class({
const immediatePlayerInfo = players[playerId]; const immediatePlayerInfo = players[playerId];
self.playerRichInfoDict.set(playerId, immediatePlayerInfo); self.playerRichInfoDict.set(playerId, immediatePlayerInfo);
const [theNode, theScriptIns] = self.spawnPlayerNode(immediatePlayerInfo.joinIndex, immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY, immediatePlayerInfo); const nodeAndScriptIns = self.spawnPlayerNode(immediatePlayerInfo.joinIndex, immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY, immediatePlayerInfo);
Object.assign(self.playerRichInfoDict.get(playerId), { Object.assign(self.playerRichInfoDict.get(playerId), {
node: theNode, node: nodeAndScriptIns[0],
scriptIns: theScriptIns, scriptIns: nodeAndScriptIns[1],
}); });
if (self.selfPlayerInfo.id == playerId) { if (self.selfPlayerInfo.id == playerId) {
self.selfPlayerInfo = Object.assign(self.selfPlayerInfo, immediatePlayerInfo); self.selfPlayerInfo = Object.assign(self.selfPlayerInfo, immediatePlayerInfo);
theScriptIns.showArrowTipNode(); nodeAndScriptIns[1].showArrowTipNode();
} }
} }
self.playerRichInfoArr = new Array(self.playerRichInfoDict.size); self.playerRichInfoArr = new Array(self.playerRichInfoDict.size);
@@ -1320,28 +1557,47 @@ cc.Class({
virtualGridToWorldPos(vx, vy) { virtualGridToWorldPos(vx, vy) {
// No loss of precision // No loss of precision
const self = this; const self = this;
let wx = parseFloat(vx) * self.virtualGridToWorldRatio; return [vx * self.virtualGridToWorldRatio, vy * self.virtualGridToWorldRatio];
let wy = parseFloat(vy) * self.virtualGridToWorldRatio;
return [wx, wy];
}, },
worldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH) { worldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding) {
return [wx - halfBoundingW, wy - halfBoundingH]; return [wx - halfBoundingW - leftPadding, wy - halfBoundingH - bottomPadding];
}, },
polygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH) { polygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding) {
return [cx + halfBoundingW, cy + halfBoundingH]; return [cx + halfBoundingW + leftPadding, cy + halfBoundingH + bottomPadding];
}, },
polygonColliderAnchorToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH) { polygonColliderBLToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding) {
const self = this; const self = this;
const [wx, wy] = self.polygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH); const [wx, wy] = self.polygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding);
return self.worldToVirtualGridPos(wx, wy) return self.worldToVirtualGridPos(wx, wy)
}, },
virtualGridToPolygonColliderAnchorPos(vx, vy, halfBoundingW, halfBoundingH) { virtualGridToPolygonColliderBLPos(vx, vy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding) {
const self = this; const self = this;
const [wx, wy] = self.virtualGridToWorldPos(vx, vy); const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
return self.worldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH) return self.worldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding)
},
stringifyColliderCenterInWorld(playerCollider, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding) {
return `{${(playerCollider.x + leftPadding + halfBoundingW).toFixed(2)}, ${(playerCollider.y + bottomPadding + halfBoundingH).toFixed(2)}}`;
},
calcHardPushbacksNorms(collider, potentials, result, snapIntoPlatformOverlap, effPushback) {
const self = this;
let ret = [];
for (const potential of potentials) {
if (null == potential.data || !(true == potential.data.hardPushback)) continue;
if (!collider.collides(potential, result)) continue;
// ALWAY snap into hardPushbacks!
// [overlay_x, overlap_y] is the unit vector that points into the platform
const pushback = [(result.overlap - snapIntoPlatformOverlap) * result.overlap_x, (result.overlap - snapIntoPlatformOverlap) * result.overlap_y];
ret.push([result.overlap_x, result.overlap_y]);
effPushback[0] += pushback[0];
effPushback[1] += pushback[1];
}
return ret;
}, },
}); });

View File

@@ -13,6 +13,7 @@ cc.Class({
onLoad() { onLoad() {
const self = this; const self = this;
window.mapIns = self; window.mapIns = self;
self.showCriticalCoordinateLabels = true;
cc.director.getCollisionManager().enabled = false; cc.director.getCollisionManager().enabled = false;
@@ -34,9 +35,11 @@ cc.Class({
self.inputFrameUpsyncDelayTolerance = 2; self.inputFrameUpsyncDelayTolerance = 2;
self.renderCacheSize = 1024; self.renderCacheSize = 1024;
self.serverFps = 60;
self.rollbackEstimatedDt = 0.016667; self.rollbackEstimatedDt = 0.016667;
self.rollbackEstimatedDtMillis = 16.667; self.rollbackEstimatedDtMillis = 16.667;
self.rollbackEstimatedDtNanos = 16666666; self.rollbackEstimatedDtNanos = 16666666;
self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis;
self.worldToVirtualGridRatio = 1000; self.worldToVirtualGridRatio = 1000;
self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio; self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio;
@@ -44,7 +47,7 @@ cc.Class({
1: { 1: {
// for offender // for offender
startupFrames: 10, startupFrames: 10,
activeFrames: 3, activeFrames: 20,
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 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: 34, recoveryFramesOnBlock: 34,
recoveryFramesOnHit: 34, recoveryFramesOnHit: 34,
@@ -67,6 +70,16 @@ cc.Class({
} }
}; };
/*
[WARNING] As when a character is standing on a barrier, if not carefully curated there MIGHT BE a bouncing sequence of "[(inAir -> dropIntoBarrier ->), (notInAir -> pushedOutOfBarrier ->)], [(inAir -> ..."
Moreover, "snapIntoPlatformOverlap" should be small enough such that the walking "velX" or jumping initial "velY" can escape from it by 1 renderFrame (when jumping is triggered, the character is waived from snappig for 1 renderFrame).
*/
self.snapIntoPlatformOverlap = 0.1;
self.snapIntoPlatformThreshold = 0.5; // a platform must be "horizontal enough" for a character to "stand on"
self.jumpingInitVelY = 7 * self.worldToVirtualGridRatio; // unit: (virtual grid length/renderFrame)
[self.gravityX, self.gravityY] = [0, -0.5*self.worldToVirtualGridRatio]; // unit: (virtual grid length/renderFrame^2)
const tiledMapIns = self.node.getComponent(cc.TiledMap); const tiledMapIns = self.node.getComponent(cc.TiledMap);
const fullPathOfTmxFile = cc.js.formatStr("map/%s/map", "dungeon"); const fullPathOfTmxFile = cc.js.formatStr("map/%s/map", "dungeon");
@@ -80,6 +93,17 @@ cc.Class({
mapNode.removeAllChildren(); mapNode.removeAllChildren();
self._resetCurrentMatch(); self._resetCurrentMatch();
if (self.showCriticalCoordinateLabels) {
const drawer = new cc.Node();
drawer.setPosition(cc.v2(0, 0))
safelyAddChild(self.node, drawer);
setLocalZOrder(drawer, 999);
const g = drawer.addComponent(cc.Graphics);
g.lineWidth = 2;
self.g = g;
}
tiledMapIns.tmxAsset = tmxAsset; tiledMapIns.tmxAsset = tmxAsset;
const newMapSize = tiledMapIns.getMapSize(); const newMapSize = tiledMapIns.getMapSize();
const newTileSize = tiledMapIns.getTileSize(); const newTileSize = tiledMapIns.getTileSize();
@@ -95,8 +119,11 @@ cc.Class({
const newBarrier = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => { const newBarrier = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => {
return [p.x, p.y]; return [p.x, p.y];
})); }));
newBarrier.data = {
hardPushback: true
};
if (self.showCriticalCoordinateLabels) { if (false && self.showCriticalCoordinateLabels) {
for (let i = 0; i < boundaryObj.length; ++i) { for (let i = 0; i < boundaryObj.length; ++i) {
const barrierVertLabelNode = new cc.Node(); const barrierVertLabelNode = new cc.Node();
switch (i % 4) { switch (i % 4) {
@@ -136,30 +163,36 @@ cc.Class({
const startRdf = window.pb.protos.RoomDownsyncFrame.create({ const startRdf = window.pb.protos.RoomDownsyncFrame.create({
id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START, id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START,
players: { players: {
10: { 10: window.pb.protos.PlayerDownsync.create({
id: 10, id: 10,
joinIndex: 1, joinIndex: 1,
virtualGridX: 0, virtualGridX: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y)[0],
virtualGridY: 0, virtualGridY: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y)[1],
speed: 1 * self.worldToVirtualGridRatio, speed: 1 * self.worldToVirtualGridRatio,
colliderRadius: 12, colliderRadius: 12,
characterState: window.ATK_CHARACTER_STATE.Idle1[0], characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
framesToRecover: 0, framesToRecover: 0,
dirX: 0, dirX: 0,
dirY: 0, dirY: 0,
}, velX: 0,
11: { velY: 0,
inAir: true,
}),
11: window.pb.protos.PlayerDownsync.create({
id: 11, id: 11,
joinIndex: 2, joinIndex: 2,
virtualGridX: 80 * self.worldToVirtualGridRatio, virtualGridX: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y)[0],
virtualGridY: 0 * self.worldToVirtualGridRatio, virtualGridY: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y)[1],
speed: 1 * self.worldToVirtualGridRatio, speed: 1 * self.worldToVirtualGridRatio,
colliderRadius: 12, colliderRadius: 12,
characterState: window.ATK_CHARACTER_STATE.Idle1[0], characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
framesToRecover: 0, framesToRecover: 0,
dirX: 0, dirX: 0,
dirY: 0, dirY: 0,
}, velX: 0,
velY: 0,
inAir: true,
}),
} }
}); });
self.selfPlayerInfo = { self.selfPlayerInfo = {
@@ -177,7 +210,8 @@ cc.Class({
const self = this; const self = this;
if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) { if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) {
const elapsedMillisSinceLastFrameIdTriggered = performance.now() - self.lastRenderFrameIdTriggeredAt; const elapsedMillisSinceLastFrameIdTriggered = performance.now() - self.lastRenderFrameIdTriggeredAt;
if (elapsedMillisSinceLastFrameIdTriggered < (self.rollbackEstimatedDtMillis)) { if (elapsedMillisSinceLastFrameIdTriggered < self.tooFastDtIntervalMillis) {
// [WARNING] We should avoid a frontend ticking too fast to prevent cheating, as well as ticking too slow to cause a "resync avalanche" that impacts user experience!
// console.debug("Avoiding too fast frame@renderFrameId=", self.renderFrameId, ": elapsedMillisSinceLastFrameIdTriggered=", elapsedMillisSinceLastFrameIdTriggered); // console.debug("Avoiding too fast frame@renderFrameId=", self.renderFrameId, ": elapsedMillisSinceLastFrameIdTriggered=", elapsedMillisSinceLastFrameIdTriggered);
return; return;
} }
@@ -194,11 +228,12 @@ cc.Class({
const [prevRdf, rdf] = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.collisionSys, self.collisionSysMap, false); const [prevRdf, rdf] = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.collisionSys, self.collisionSysMap, false);
self.applyRoomDownsyncFrameDynamics(rdf, prevRdf); self.applyRoomDownsyncFrameDynamics(rdf, prevRdf);
self.showDebugBoundaries(rdf);
++self.renderFrameId;
self.lastRenderFrameIdTriggeredAt = performance.now();
let t3 = performance.now(); let t3 = performance.now();
} catch (err) { } catch (err) {
console.error("Error during Map.update", err); console.error("Error during Map.update", err);
} finally {
++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
} }
} }
}, },

View File

@@ -108,6 +108,7 @@ TileCollisionManager.prototype.continuousMapNodePosToContinuousObjLayerOffset =
window.battleEntityTypeNameToGlobalGid = {}; window.battleEntityTypeNameToGlobalGid = {};
TileCollisionManager.prototype.extractBoundaryObjects = function(withTiledMapNode) { TileCollisionManager.prototype.extractBoundaryObjects = function(withTiledMapNode) {
let toRet = { let toRet = {
playerStartingPositions: [],
barriers: [], barriers: [],
}; };
const tiledMapIns = withTiledMapNode.getComponent(cc.TiledMap); // This is a magic name. const tiledMapIns = withTiledMapNode.getComponent(cc.TiledMap); // This is a magic name.
@@ -115,6 +116,18 @@ TileCollisionManager.prototype.extractBoundaryObjects = function(withTiledMapNod
const allObjectGroups = tiledMapIns.getObjectGroups(); const allObjectGroups = tiledMapIns.getObjectGroups();
for (let i = 0; i < allObjectGroups.length; ++i) { for (let i = 0; i < allObjectGroups.length; ++i) {
var objectGroup = allObjectGroups[i]; var objectGroup = allObjectGroups[i];
if ("PlayerStartingPos" == objectGroup.getGroupName()) {
var allObjects = objectGroup.getObjects();
for (let j = 0; j < allObjects.length; ++j) {
const cccMaskedX = allObjects[j].x,
cccMaskedY = allObjects[j].y;
const origX = cccMaskedX,
origY = withTiledMapNode.getContentSize().height - cccMaskedY; // FIXME: I don't know why CocosCreator did this, it's stupid and MIGHT NOT WORK IN ISOMETRIC orientation!
let wpos = this.continuousObjLayerOffsetToContinuousMapNodePos(withTiledMapNode, cc.v2(origX, origY));
toRet.playerStartingPositions.push(wpos);
}
continue;
}
if ("barrier_and_shelter" != objectGroup.getProperty("type")) continue; if ("barrier_and_shelter" != objectGroup.getProperty("type")) continue;
var allObjects = objectGroup.getObjects(); var allObjects = objectGroup.getObjects();
for (let j = 0; j < allObjects.length; ++j) { for (let j = 0; j < allObjects.length; ++j) {
@@ -123,21 +136,33 @@ TileCollisionManager.prototype.extractBoundaryObjects = function(withTiledMapNod
if (0 < gid) { if (0 < gid) {
continue; continue;
} }
const polylinePoints = object.polylinePoints;
if (null == polylinePoints) {
continue
}
const boundaryType = object.boundary_type; const boundaryType = object.boundary_type;
let toPushBarriers = []; let toPushBarrier = [];
toPushBarriers.boundaryType = boundaryType; toPushBarrier.boundaryType = boundaryType;
switch (boundaryType) { switch (boundaryType) {
case "barrier": case "barrier":
let polylinePoints = object.polylinePoints;
if (null == polylinePoints) {
polylinePoints = [{
x: 0,
y: 0
}, {
x: object.width,
y: 0
}, {
x: object.width,
y: -object.height
}, {
x: 0,
y: -object.height
}];
}
for (let k = 0; k < polylinePoints.length; ++k) { for (let k = 0; k < polylinePoints.length; ++k) {
/* Since CocosCreatorv2.1.3, the Y-coord of object polylines is inverted compared to that of the tmx file. */ /* Since CocosCreatorv2.1.3, the Y-coord of object polylines is inverted compared to that of the tmx file. */
toPushBarriers.push(this.continuousObjLayerVecToContinuousMapNodeVec(withTiledMapNode, cc.v2(polylinePoints[k].x, -polylinePoints[k].y))); toPushBarrier.push(this.continuousObjLayerVecToContinuousMapNodeVec(withTiledMapNode, cc.v2(polylinePoints[k].x, -polylinePoints[k].y)));
} }
toPushBarriers.anchor = this.continuousObjLayerOffsetToContinuousMapNodePos(withTiledMapNode, object.offset); // DON'T use "(object.x, object.y)" which are wrong/meaningless! toPushBarrier.anchor = this.continuousObjLayerOffsetToContinuousMapNodePos(withTiledMapNode, object.offset); // DON'T use "(object.x, object.y)" which are wrong/meaningless!
toRet.barriers.push(toPushBarriers); toRet.barriers.push(toPushBarrier);
break; break;
default: default:
break; break;

View File

@@ -88,6 +88,14 @@ cc.Class({
default: 0.0375, default: 0.0375,
type: cc.Float type: cc.Float
}, },
btnA: {
default: null,
type: cc.Node
},
btnB: {
default: null,
type: cc.Node
},
}, },
start() {}, start() {},
@@ -99,6 +107,7 @@ cc.Class({
this.cachedBtnLeftLevel = 0; this.cachedBtnLeftLevel = 0;
this.cachedBtnRightLevel = 0; this.cachedBtnRightLevel = 0;
this.cachedBtnALevel = 0; this.cachedBtnALevel = 0;
this.cachedBtnBLevel = 0;
this.canvasNode = this.mapNode.parent; this.canvasNode = this.mapNode.parent;
this.mainCameraNode = this.canvasNode.getChildByName("Main Camera"); // Cannot drag and assign the `mainCameraNode` from CocosCreator EDITOR directly, otherwise it'll cause an infinite loading time, till v2.1.0. this.mainCameraNode = this.canvasNode.getChildByName("Main Camera"); // Cannot drag and assign the `mainCameraNode` from CocosCreator EDITOR directly, otherwise it'll cause an infinite loading time, till v2.1.0.
@@ -136,6 +145,7 @@ cc.Class({
}); });
translationListenerNode.inTouchPoints = new Map(); translationListenerNode.inTouchPoints = new Map();
/*
zoomingListenerNode.on(cc.Node.EventType.TOUCH_START, function(event) { zoomingListenerNode.on(cc.Node.EventType.TOUCH_START, function(event) {
self._touchStartEvent(event); self._touchStartEvent(event);
}); });
@@ -149,6 +159,37 @@ cc.Class({
self._touchEndEvent(event); self._touchEndEvent(event);
}); });
zoomingListenerNode.inTouchPoints = new Map(); zoomingListenerNode.inTouchPoints = new Map();
*/
if (self.btnA) {
self.btnA.on(cc.Node.EventType.TOUCH_START, function(evt) {
self.cachedBtnALevel = 1;
evt.target.runAction(cc.scaleTo(0.1, 0.3));
});
self.btnA.on(cc.Node.EventType.TOUCH_END, function(evt) {
self.cachedBtnALevel = 0;
evt.target.runAction(cc.scaleTo(0.1, 1.0));
});
self.btnA.on(cc.Node.EventType.TOUCH_CANCEL, function(evt) {
self.cachedBtnALevel = 0;
evt.target.runAction(cc.scaleTo(0.1, 1.0));
});
}
if (self.btnB) {
self.btnB.on(cc.Node.EventType.TOUCH_START, function(evt) {
self.cachedBtnBLevel = 1;
evt.target.runAction(cc.scaleTo(0.1, 0.3));
});
self.btnB.on(cc.Node.EventType.TOUCH_END, function(evt) {
self.cachedBtnBLevel = 0;
evt.target.runAction(cc.scaleTo(0.1, 1.0));
});
self.btnB.on(cc.Node.EventType.TOUCH_CANCEL, function(evt) {
self.cachedBtnBLevel = 0;
evt.target.runAction(cc.scaleTo(0.1, 1.0));
});
}
// Setup keyboard controls for the ease of attach debugging // Setup keyboard controls for the ease of attach debugging
cc.systemEvent.on(cc.SystemEvent.EventType.KEY_DOWN, function(evt) { cc.systemEvent.on(cc.SystemEvent.EventType.KEY_DOWN, function(evt) {
@@ -168,6 +209,9 @@ cc.Class({
case cc.macro.KEY.h: case cc.macro.KEY.h:
self.cachedBtnALevel = 1; self.cachedBtnALevel = 1;
break; break;
case cc.macro.KEY.j:
self.cachedBtnBLevel = 1;
break;
default: default:
break; break;
} }
@@ -190,6 +234,9 @@ cc.Class({
case cc.macro.KEY.h: case cc.macro.KEY.h:
self.cachedBtnALevel = 0; self.cachedBtnALevel = 0;
break; break;
case cc.macro.KEY.j:
self.cachedBtnBLevel = 0;
break;
default: default:
break; break;
} }
@@ -400,7 +447,8 @@ cc.Class({
getEncodedInput() { getEncodedInput() {
const discretizedDir = this.discretizeDirection(this.stickhead.x, this.stickhead.y, this.joyStickEps).encodedIdx; // There're only 9 dirs, thus using only the lower 4-bits const discretizedDir = this.discretizeDirection(this.stickhead.x, this.stickhead.y, this.joyStickEps).encodedIdx; // There're only 9 dirs, thus using only the lower 4-bits
const btnALevel = (this.cachedBtnALevel << 4); const btnALevel = (this.cachedBtnALevel << 4);
return (btnALevel + discretizedDir); const btnBLevel = (this.cachedBtnBLevel << 5);
return (btnBLevel + btnALevel + discretizedDir);
}, },
decodeInput(encodedInput) { decodeInput(encodedInput) {
@@ -410,10 +458,12 @@ cc.Class({
console.error("Unexpected encodedDirection = ", encodedDirection); console.error("Unexpected encodedDirection = ", encodedDirection);
} }
const btnALevel = ((encodedInput >> 4) & 1); const btnALevel = ((encodedInput >> 4) & 1);
const btnBLevel = ((encodedInput >> 5) & 1);
return window.pb.protos.InputFrameDecoded.create({ return window.pb.protos.InputFrameDecoded.create({
dx: mappedDirection[0], dx: mappedDirection[0],
dy: mappedDirection[1], dy: mappedDirection[1],
btnALevel: btnALevel, btnALevel: btnALevel,
btnBLevel: btnBLevel,
}); });
}, },
}); });

View File

@@ -146,7 +146,7 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
} }
try { try {
const resp = window.pb.protos.WsResp.decode(new Uint8Array(evt.data)); const resp = window.pb.protos.WsResp.decode(new Uint8Array(evt.data));
// console.log(`Got non-empty onmessage decoded: resp.act=${resp.act}`); //console.log(`Got non-empty onmessage decoded: resp.act=${resp.act}`);
switch (resp.act) { switch (resp.act) {
case window.DOWNSYNC_MSG_ACT_HB_REQ: case window.DOWNSYNC_MSG_ACT_HB_REQ:
window.handleHbRequirements(resp); window.handleHbRequirements(resp);

View File

@@ -1196,6 +1196,8 @@ $root.protos = (function() {
* @property {number|null} [virtualGridY] PlayerDownsync virtualGridY * @property {number|null} [virtualGridY] PlayerDownsync virtualGridY
* @property {number|null} [dirX] PlayerDownsync dirX * @property {number|null} [dirX] PlayerDownsync dirX
* @property {number|null} [dirY] PlayerDownsync dirY * @property {number|null} [dirY] PlayerDownsync dirY
* @property {number|null} [velX] PlayerDownsync velX
* @property {number|null} [velY] PlayerDownsync velY
* @property {number|null} [speed] PlayerDownsync speed * @property {number|null} [speed] PlayerDownsync speed
* @property {number|null} [battleState] PlayerDownsync battleState * @property {number|null} [battleState] PlayerDownsync battleState
* @property {number|null} [joinIndex] PlayerDownsync joinIndex * @property {number|null} [joinIndex] PlayerDownsync joinIndex
@@ -1207,6 +1209,7 @@ $root.protos = (function() {
* @property {number|null} [hp] PlayerDownsync hp * @property {number|null} [hp] PlayerDownsync hp
* @property {number|null} [maxHp] PlayerDownsync maxHp * @property {number|null} [maxHp] PlayerDownsync maxHp
* @property {number|null} [characterState] PlayerDownsync characterState * @property {number|null} [characterState] PlayerDownsync characterState
* @property {boolean|null} [inAir] PlayerDownsync inAir
* @property {string|null} [name] PlayerDownsync name * @property {string|null} [name] PlayerDownsync name
* @property {string|null} [displayName] PlayerDownsync displayName * @property {string|null} [displayName] PlayerDownsync displayName
* @property {string|null} [avatar] PlayerDownsync avatar * @property {string|null} [avatar] PlayerDownsync avatar
@@ -1267,6 +1270,22 @@ $root.protos = (function() {
*/ */
PlayerDownsync.prototype.dirY = 0; PlayerDownsync.prototype.dirY = 0;
/**
* PlayerDownsync velX.
* @member {number} velX
* @memberof protos.PlayerDownsync
* @instance
*/
PlayerDownsync.prototype.velX = 0;
/**
* PlayerDownsync velY.
* @member {number} velY
* @memberof protos.PlayerDownsync
* @instance
*/
PlayerDownsync.prototype.velY = 0;
/** /**
* PlayerDownsync speed. * PlayerDownsync speed.
* @member {number} speed * @member {number} speed
@@ -1355,6 +1374,14 @@ $root.protos = (function() {
*/ */
PlayerDownsync.prototype.characterState = 0; PlayerDownsync.prototype.characterState = 0;
/**
* PlayerDownsync inAir.
* @member {boolean} inAir
* @memberof protos.PlayerDownsync
* @instance
*/
PlayerDownsync.prototype.inAir = false;
/** /**
* PlayerDownsync name. * PlayerDownsync name.
* @member {string} name * @member {string} name
@@ -1413,34 +1440,40 @@ $root.protos = (function() {
writer.uint32(/* id 4, wireType 0 =*/32).int32(message.dirX); writer.uint32(/* id 4, wireType 0 =*/32).int32(message.dirX);
if (message.dirY != null && Object.hasOwnProperty.call(message, "dirY")) if (message.dirY != null && Object.hasOwnProperty.call(message, "dirY"))
writer.uint32(/* id 5, wireType 0 =*/40).int32(message.dirY); writer.uint32(/* id 5, wireType 0 =*/40).int32(message.dirY);
if (message.velX != null && Object.hasOwnProperty.call(message, "velX"))
writer.uint32(/* id 6, wireType 0 =*/48).int32(message.velX);
if (message.velY != null && Object.hasOwnProperty.call(message, "velY"))
writer.uint32(/* id 7, wireType 0 =*/56).int32(message.velY);
if (message.speed != null && Object.hasOwnProperty.call(message, "speed")) if (message.speed != null && Object.hasOwnProperty.call(message, "speed"))
writer.uint32(/* id 6, wireType 0 =*/48).int32(message.speed); writer.uint32(/* id 8, wireType 0 =*/64).int32(message.speed);
if (message.battleState != null && Object.hasOwnProperty.call(message, "battleState")) if (message.battleState != null && Object.hasOwnProperty.call(message, "battleState"))
writer.uint32(/* id 7, wireType 0 =*/56).int32(message.battleState); writer.uint32(/* id 9, wireType 0 =*/72).int32(message.battleState);
if (message.joinIndex != null && Object.hasOwnProperty.call(message, "joinIndex")) if (message.joinIndex != null && Object.hasOwnProperty.call(message, "joinIndex"))
writer.uint32(/* id 8, wireType 0 =*/64).int32(message.joinIndex); writer.uint32(/* id 10, wireType 0 =*/80).int32(message.joinIndex);
if (message.colliderRadius != null && Object.hasOwnProperty.call(message, "colliderRadius")) if (message.colliderRadius != null && Object.hasOwnProperty.call(message, "colliderRadius"))
writer.uint32(/* id 9, wireType 1 =*/73).double(message.colliderRadius); writer.uint32(/* id 11, wireType 1 =*/89).double(message.colliderRadius);
if (message.removed != null && Object.hasOwnProperty.call(message, "removed")) if (message.removed != null && Object.hasOwnProperty.call(message, "removed"))
writer.uint32(/* id 10, wireType 0 =*/80).bool(message.removed); writer.uint32(/* id 12, wireType 0 =*/96).bool(message.removed);
if (message.score != null && Object.hasOwnProperty.call(message, "score")) if (message.score != null && Object.hasOwnProperty.call(message, "score"))
writer.uint32(/* id 11, wireType 0 =*/88).int32(message.score); writer.uint32(/* id 13, wireType 0 =*/104).int32(message.score);
if (message.lastMoveGmtMillis != null && Object.hasOwnProperty.call(message, "lastMoveGmtMillis")) if (message.lastMoveGmtMillis != null && Object.hasOwnProperty.call(message, "lastMoveGmtMillis"))
writer.uint32(/* id 12, wireType 0 =*/96).int32(message.lastMoveGmtMillis); writer.uint32(/* id 14, wireType 0 =*/112).int32(message.lastMoveGmtMillis);
if (message.framesToRecover != null && Object.hasOwnProperty.call(message, "framesToRecover")) if (message.framesToRecover != null && Object.hasOwnProperty.call(message, "framesToRecover"))
writer.uint32(/* id 13, wireType 0 =*/104).int32(message.framesToRecover); writer.uint32(/* id 15, wireType 0 =*/120).int32(message.framesToRecover);
if (message.hp != null && Object.hasOwnProperty.call(message, "hp")) if (message.hp != null && Object.hasOwnProperty.call(message, "hp"))
writer.uint32(/* id 14, wireType 0 =*/112).int32(message.hp); writer.uint32(/* id 16, wireType 0 =*/128).int32(message.hp);
if (message.maxHp != null && Object.hasOwnProperty.call(message, "maxHp")) if (message.maxHp != null && Object.hasOwnProperty.call(message, "maxHp"))
writer.uint32(/* id 15, wireType 0 =*/120).int32(message.maxHp); writer.uint32(/* id 17, wireType 0 =*/136).int32(message.maxHp);
if (message.characterState != null && Object.hasOwnProperty.call(message, "characterState")) if (message.characterState != null && Object.hasOwnProperty.call(message, "characterState"))
writer.uint32(/* id 16, wireType 0 =*/128).int32(message.characterState); writer.uint32(/* id 18, wireType 0 =*/144).int32(message.characterState);
if (message.inAir != null && Object.hasOwnProperty.call(message, "inAir"))
writer.uint32(/* id 19, wireType 0 =*/152).bool(message.inAir);
if (message.name != null && Object.hasOwnProperty.call(message, "name")) if (message.name != null && Object.hasOwnProperty.call(message, "name"))
writer.uint32(/* id 17, wireType 2 =*/138).string(message.name); writer.uint32(/* id 20, wireType 2 =*/162).string(message.name);
if (message.displayName != null && Object.hasOwnProperty.call(message, "displayName")) if (message.displayName != null && Object.hasOwnProperty.call(message, "displayName"))
writer.uint32(/* id 18, wireType 2 =*/146).string(message.displayName); writer.uint32(/* id 21, wireType 2 =*/170).string(message.displayName);
if (message.avatar != null && Object.hasOwnProperty.call(message, "avatar")) if (message.avatar != null && Object.hasOwnProperty.call(message, "avatar"))
writer.uint32(/* id 19, wireType 2 =*/154).string(message.avatar); writer.uint32(/* id 22, wireType 2 =*/178).string(message.avatar);
return writer; return writer;
}; };
@@ -1496,58 +1529,70 @@ $root.protos = (function() {
break; break;
} }
case 6: { case 6: {
message.speed = reader.int32(); message.velX = reader.int32();
break; break;
} }
case 7: { case 7: {
message.battleState = reader.int32(); message.velY = reader.int32();
break; break;
} }
case 8: { case 8: {
message.joinIndex = reader.int32(); message.speed = reader.int32();
break; break;
} }
case 9: { case 9: {
message.colliderRadius = reader.double(); message.battleState = reader.int32();
break; break;
} }
case 10: { case 10: {
message.removed = reader.bool(); message.joinIndex = reader.int32();
break; break;
} }
case 11: { case 11: {
message.score = reader.int32(); message.colliderRadius = reader.double();
break; break;
} }
case 12: { case 12: {
message.lastMoveGmtMillis = reader.int32(); message.removed = reader.bool();
break; break;
} }
case 13: { case 13: {
message.framesToRecover = reader.int32(); message.score = reader.int32();
break; break;
} }
case 14: { case 14: {
message.hp = reader.int32(); message.lastMoveGmtMillis = reader.int32();
break; break;
} }
case 15: { case 15: {
message.maxHp = reader.int32(); message.framesToRecover = reader.int32();
break; break;
} }
case 16: { case 16: {
message.characterState = reader.int32(); message.hp = reader.int32();
break; break;
} }
case 17: { case 17: {
message.name = reader.string(); message.maxHp = reader.int32();
break; break;
} }
case 18: { case 18: {
message.displayName = reader.string(); message.characterState = reader.int32();
break; break;
} }
case 19: { case 19: {
message.inAir = reader.bool();
break;
}
case 20: {
message.name = reader.string();
break;
}
case 21: {
message.displayName = reader.string();
break;
}
case 22: {
message.avatar = reader.string(); message.avatar = reader.string();
break; break;
} }
@@ -1601,6 +1646,12 @@ $root.protos = (function() {
if (message.dirY != null && message.hasOwnProperty("dirY")) if (message.dirY != null && message.hasOwnProperty("dirY"))
if (!$util.isInteger(message.dirY)) if (!$util.isInteger(message.dirY))
return "dirY: integer expected"; return "dirY: integer expected";
if (message.velX != null && message.hasOwnProperty("velX"))
if (!$util.isInteger(message.velX))
return "velX: integer expected";
if (message.velY != null && message.hasOwnProperty("velY"))
if (!$util.isInteger(message.velY))
return "velY: integer expected";
if (message.speed != null && message.hasOwnProperty("speed")) if (message.speed != null && message.hasOwnProperty("speed"))
if (!$util.isInteger(message.speed)) if (!$util.isInteger(message.speed))
return "speed: integer expected"; return "speed: integer expected";
@@ -1634,6 +1685,9 @@ $root.protos = (function() {
if (message.characterState != null && message.hasOwnProperty("characterState")) if (message.characterState != null && message.hasOwnProperty("characterState"))
if (!$util.isInteger(message.characterState)) if (!$util.isInteger(message.characterState))
return "characterState: integer expected"; return "characterState: integer expected";
if (message.inAir != null && message.hasOwnProperty("inAir"))
if (typeof message.inAir !== "boolean")
return "inAir: boolean expected";
if (message.name != null && message.hasOwnProperty("name")) if (message.name != null && message.hasOwnProperty("name"))
if (!$util.isString(message.name)) if (!$util.isString(message.name))
return "name: string expected"; return "name: string expected";
@@ -1668,6 +1722,10 @@ $root.protos = (function() {
message.dirX = object.dirX | 0; message.dirX = object.dirX | 0;
if (object.dirY != null) if (object.dirY != null)
message.dirY = object.dirY | 0; message.dirY = object.dirY | 0;
if (object.velX != null)
message.velX = object.velX | 0;
if (object.velY != null)
message.velY = object.velY | 0;
if (object.speed != null) if (object.speed != null)
message.speed = object.speed | 0; message.speed = object.speed | 0;
if (object.battleState != null) if (object.battleState != null)
@@ -1690,6 +1748,8 @@ $root.protos = (function() {
message.maxHp = object.maxHp | 0; message.maxHp = object.maxHp | 0;
if (object.characterState != null) if (object.characterState != null)
message.characterState = object.characterState | 0; message.characterState = object.characterState | 0;
if (object.inAir != null)
message.inAir = Boolean(object.inAir);
if (object.name != null) if (object.name != null)
message.name = String(object.name); message.name = String(object.name);
if (object.displayName != null) if (object.displayName != null)
@@ -1718,6 +1778,8 @@ $root.protos = (function() {
object.virtualGridY = 0; object.virtualGridY = 0;
object.dirX = 0; object.dirX = 0;
object.dirY = 0; object.dirY = 0;
object.velX = 0;
object.velY = 0;
object.speed = 0; object.speed = 0;
object.battleState = 0; object.battleState = 0;
object.joinIndex = 0; object.joinIndex = 0;
@@ -1729,6 +1791,7 @@ $root.protos = (function() {
object.hp = 0; object.hp = 0;
object.maxHp = 0; object.maxHp = 0;
object.characterState = 0; object.characterState = 0;
object.inAir = false;
object.name = ""; object.name = "";
object.displayName = ""; object.displayName = "";
object.avatar = ""; object.avatar = "";
@@ -1743,6 +1806,10 @@ $root.protos = (function() {
object.dirX = message.dirX; object.dirX = message.dirX;
if (message.dirY != null && message.hasOwnProperty("dirY")) if (message.dirY != null && message.hasOwnProperty("dirY"))
object.dirY = message.dirY; object.dirY = message.dirY;
if (message.velX != null && message.hasOwnProperty("velX"))
object.velX = message.velX;
if (message.velY != null && message.hasOwnProperty("velY"))
object.velY = message.velY;
if (message.speed != null && message.hasOwnProperty("speed")) if (message.speed != null && message.hasOwnProperty("speed"))
object.speed = message.speed; object.speed = message.speed;
if (message.battleState != null && message.hasOwnProperty("battleState")) if (message.battleState != null && message.hasOwnProperty("battleState"))
@@ -1765,6 +1832,8 @@ $root.protos = (function() {
object.maxHp = message.maxHp; object.maxHp = message.maxHp;
if (message.characterState != null && message.hasOwnProperty("characterState")) if (message.characterState != null && message.hasOwnProperty("characterState"))
object.characterState = message.characterState; object.characterState = message.characterState;
if (message.inAir != null && message.hasOwnProperty("inAir"))
object.inAir = message.inAir;
if (message.name != null && message.hasOwnProperty("name")) if (message.name != null && message.hasOwnProperty("name"))
object.name = message.name; object.name = message.name;
if (message.displayName != null && message.hasOwnProperty("displayName")) if (message.displayName != null && message.hasOwnProperty("displayName"))
@@ -1812,6 +1881,7 @@ $root.protos = (function() {
* @property {number|null} [dx] InputFrameDecoded dx * @property {number|null} [dx] InputFrameDecoded dx
* @property {number|null} [dy] InputFrameDecoded dy * @property {number|null} [dy] InputFrameDecoded dy
* @property {number|null} [btnALevel] InputFrameDecoded btnALevel * @property {number|null} [btnALevel] InputFrameDecoded btnALevel
* @property {number|null} [btnBLevel] InputFrameDecoded btnBLevel
*/ */
/** /**
@@ -1853,6 +1923,14 @@ $root.protos = (function() {
*/ */
InputFrameDecoded.prototype.btnALevel = 0; InputFrameDecoded.prototype.btnALevel = 0;
/**
* InputFrameDecoded btnBLevel.
* @member {number} btnBLevel
* @memberof protos.InputFrameDecoded
* @instance
*/
InputFrameDecoded.prototype.btnBLevel = 0;
/** /**
* Creates a new InputFrameDecoded instance using the specified properties. * Creates a new InputFrameDecoded instance using the specified properties.
* @function create * @function create
@@ -1883,6 +1961,8 @@ $root.protos = (function() {
writer.uint32(/* id 2, wireType 0 =*/16).int32(message.dy); writer.uint32(/* id 2, wireType 0 =*/16).int32(message.dy);
if (message.btnALevel != null && Object.hasOwnProperty.call(message, "btnALevel")) if (message.btnALevel != null && Object.hasOwnProperty.call(message, "btnALevel"))
writer.uint32(/* id 3, wireType 0 =*/24).int32(message.btnALevel); writer.uint32(/* id 3, wireType 0 =*/24).int32(message.btnALevel);
if (message.btnBLevel != null && Object.hasOwnProperty.call(message, "btnBLevel"))
writer.uint32(/* id 4, wireType 0 =*/32).int32(message.btnBLevel);
return writer; return writer;
}; };
@@ -1929,6 +2009,10 @@ $root.protos = (function() {
message.btnALevel = reader.int32(); message.btnALevel = reader.int32();
break; break;
} }
case 4: {
message.btnBLevel = reader.int32();
break;
}
default: default:
reader.skipType(tag & 7); reader.skipType(tag & 7);
break; break;
@@ -1973,6 +2057,9 @@ $root.protos = (function() {
if (message.btnALevel != null && message.hasOwnProperty("btnALevel")) if (message.btnALevel != null && message.hasOwnProperty("btnALevel"))
if (!$util.isInteger(message.btnALevel)) if (!$util.isInteger(message.btnALevel))
return "btnALevel: integer expected"; return "btnALevel: integer expected";
if (message.btnBLevel != null && message.hasOwnProperty("btnBLevel"))
if (!$util.isInteger(message.btnBLevel))
return "btnBLevel: integer expected";
return null; return null;
}; };
@@ -1994,6 +2081,8 @@ $root.protos = (function() {
message.dy = object.dy | 0; message.dy = object.dy | 0;
if (object.btnALevel != null) if (object.btnALevel != null)
message.btnALevel = object.btnALevel | 0; message.btnALevel = object.btnALevel | 0;
if (object.btnBLevel != null)
message.btnBLevel = object.btnBLevel | 0;
return message; return message;
}; };
@@ -2014,6 +2103,7 @@ $root.protos = (function() {
object.dx = 0; object.dx = 0;
object.dy = 0; object.dy = 0;
object.btnALevel = 0; object.btnALevel = 0;
object.btnBLevel = 0;
} }
if (message.dx != null && message.hasOwnProperty("dx")) if (message.dx != null && message.hasOwnProperty("dx"))
object.dx = message.dx; object.dx = message.dx;
@@ -2021,6 +2111,8 @@ $root.protos = (function() {
object.dy = message.dy; object.dy = message.dy;
if (message.btnALevel != null && message.hasOwnProperty("btnALevel")) if (message.btnALevel != null && message.hasOwnProperty("btnALevel"))
object.btnALevel = message.btnALevel; object.btnALevel = message.btnALevel;
if (message.btnBLevel != null && message.hasOwnProperty("btnBLevel"))
object.btnBLevel = message.btnBLevel;
return object; return object;
}; };
@@ -3562,6 +3654,7 @@ $root.protos = (function() {
* @property {number|null} [refRenderFrameId] InputsBufferSnapshot refRenderFrameId * @property {number|null} [refRenderFrameId] InputsBufferSnapshot refRenderFrameId
* @property {number|Long|null} [unconfirmedMask] InputsBufferSnapshot unconfirmedMask * @property {number|Long|null} [unconfirmedMask] InputsBufferSnapshot unconfirmedMask
* @property {Array.<protos.InputFrameDownsync>|null} [toSendInputFrameDownsyncs] InputsBufferSnapshot toSendInputFrameDownsyncs * @property {Array.<protos.InputFrameDownsync>|null} [toSendInputFrameDownsyncs] InputsBufferSnapshot toSendInputFrameDownsyncs
* @property {boolean|null} [shouldForceResync] InputsBufferSnapshot shouldForceResync
*/ */
/** /**
@@ -3604,6 +3697,14 @@ $root.protos = (function() {
*/ */
InputsBufferSnapshot.prototype.toSendInputFrameDownsyncs = $util.emptyArray; InputsBufferSnapshot.prototype.toSendInputFrameDownsyncs = $util.emptyArray;
/**
* InputsBufferSnapshot shouldForceResync.
* @member {boolean} shouldForceResync
* @memberof protos.InputsBufferSnapshot
* @instance
*/
InputsBufferSnapshot.prototype.shouldForceResync = false;
/** /**
* Creates a new InputsBufferSnapshot instance using the specified properties. * Creates a new InputsBufferSnapshot instance using the specified properties.
* @function create * @function create
@@ -3635,6 +3736,8 @@ $root.protos = (function() {
if (message.toSendInputFrameDownsyncs != null && message.toSendInputFrameDownsyncs.length) if (message.toSendInputFrameDownsyncs != null && message.toSendInputFrameDownsyncs.length)
for (var i = 0; i < message.toSendInputFrameDownsyncs.length; ++i) 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(); $root.protos.InputFrameDownsync.encode(message.toSendInputFrameDownsyncs[i], writer.uint32(/* id 3, wireType 2 =*/26).fork()).ldelim();
if (message.shouldForceResync != null && Object.hasOwnProperty.call(message, "shouldForceResync"))
writer.uint32(/* id 4, wireType 0 =*/32).bool(message.shouldForceResync);
return writer; return writer;
}; };
@@ -3683,6 +3786,10 @@ $root.protos = (function() {
message.toSendInputFrameDownsyncs.push($root.protos.InputFrameDownsync.decode(reader, reader.uint32())); message.toSendInputFrameDownsyncs.push($root.protos.InputFrameDownsync.decode(reader, reader.uint32()));
break; break;
} }
case 4: {
message.shouldForceResync = reader.bool();
break;
}
default: default:
reader.skipType(tag & 7); reader.skipType(tag & 7);
break; break;
@@ -3733,6 +3840,9 @@ $root.protos = (function() {
return "toSendInputFrameDownsyncs." + error; return "toSendInputFrameDownsyncs." + error;
} }
} }
if (message.shouldForceResync != null && message.hasOwnProperty("shouldForceResync"))
if (typeof message.shouldForceResync !== "boolean")
return "shouldForceResync: boolean expected";
return null; return null;
}; };
@@ -3769,6 +3879,8 @@ $root.protos = (function() {
message.toSendInputFrameDownsyncs[i] = $root.protos.InputFrameDownsync.fromObject(object.toSendInputFrameDownsyncs[i]); message.toSendInputFrameDownsyncs[i] = $root.protos.InputFrameDownsync.fromObject(object.toSendInputFrameDownsyncs[i]);
} }
} }
if (object.shouldForceResync != null)
message.shouldForceResync = Boolean(object.shouldForceResync);
return message; return message;
}; };
@@ -3794,6 +3906,7 @@ $root.protos = (function() {
object.unconfirmedMask = options.longs === String ? long.toString() : options.longs === Number ? long.toNumber() : long; object.unconfirmedMask = options.longs === String ? long.toString() : options.longs === Number ? long.toNumber() : long;
} else } else
object.unconfirmedMask = options.longs === String ? "0" : 0; object.unconfirmedMask = options.longs === String ? "0" : 0;
object.shouldForceResync = false;
} }
if (message.refRenderFrameId != null && message.hasOwnProperty("refRenderFrameId")) if (message.refRenderFrameId != null && message.hasOwnProperty("refRenderFrameId"))
object.refRenderFrameId = message.refRenderFrameId; object.refRenderFrameId = message.refRenderFrameId;
@@ -3807,6 +3920,8 @@ $root.protos = (function() {
for (var j = 0; j < message.toSendInputFrameDownsyncs.length; ++j) for (var j = 0; j < message.toSendInputFrameDownsyncs.length; ++j)
object.toSendInputFrameDownsyncs[j] = $root.protos.InputFrameDownsync.toObject(message.toSendInputFrameDownsyncs[j], options); object.toSendInputFrameDownsyncs[j] = $root.protos.InputFrameDownsync.toObject(message.toSendInputFrameDownsyncs[j], options);
} }
if (message.shouldForceResync != null && message.hasOwnProperty("shouldForceResync"))
object.shouldForceResync = message.shouldForceResync;
return object; return object;
}; };
@@ -4453,6 +4568,11 @@ $root.protos = (function() {
* @property {number|null} [spAtkLookupFrames] BattleColliderInfo spAtkLookupFrames * @property {number|null} [spAtkLookupFrames] BattleColliderInfo spAtkLookupFrames
* @property {number|null} [renderCacheSize] BattleColliderInfo renderCacheSize * @property {number|null} [renderCacheSize] BattleColliderInfo renderCacheSize
* @property {Object.<string,protos.MeleeBullet>|null} [meleeSkillConfig] BattleColliderInfo meleeSkillConfig * @property {Object.<string,protos.MeleeBullet>|null} [meleeSkillConfig] BattleColliderInfo meleeSkillConfig
* @property {number|null} [snapIntoPlatformOverlap] BattleColliderInfo snapIntoPlatformOverlap
* @property {number|null} [snapIntoPlatformThreshold] BattleColliderInfo snapIntoPlatformThreshold
* @property {number|null} [jumpingInitVelY] BattleColliderInfo jumpingInitVelY
* @property {number|null} [gravityX] BattleColliderInfo gravityX
* @property {number|null} [gravityY] BattleColliderInfo gravityY
*/ */
/** /**
@@ -4681,6 +4801,46 @@ $root.protos = (function() {
*/ */
BattleColliderInfo.prototype.meleeSkillConfig = $util.emptyObject; BattleColliderInfo.prototype.meleeSkillConfig = $util.emptyObject;
/**
* BattleColliderInfo snapIntoPlatformOverlap.
* @member {number} snapIntoPlatformOverlap
* @memberof protos.BattleColliderInfo
* @instance
*/
BattleColliderInfo.prototype.snapIntoPlatformOverlap = 0;
/**
* BattleColliderInfo snapIntoPlatformThreshold.
* @member {number} snapIntoPlatformThreshold
* @memberof protos.BattleColliderInfo
* @instance
*/
BattleColliderInfo.prototype.snapIntoPlatformThreshold = 0;
/**
* BattleColliderInfo jumpingInitVelY.
* @member {number} jumpingInitVelY
* @memberof protos.BattleColliderInfo
* @instance
*/
BattleColliderInfo.prototype.jumpingInitVelY = 0;
/**
* BattleColliderInfo gravityX.
* @member {number} gravityX
* @memberof protos.BattleColliderInfo
* @instance
*/
BattleColliderInfo.prototype.gravityX = 0;
/**
* BattleColliderInfo gravityY.
* @member {number} gravityY
* @memberof protos.BattleColliderInfo
* @instance
*/
BattleColliderInfo.prototype.gravityY = 0;
/** /**
* Creates a new BattleColliderInfo instance using the specified properties. * Creates a new BattleColliderInfo instance using the specified properties.
* @function create * @function create
@@ -4766,6 +4926,16 @@ $root.protos = (function() {
writer.uint32(/* id 27, wireType 2 =*/218).fork().uint32(/* id 1, wireType 0 =*/8).int32(keys[i]); writer.uint32(/* id 27, wireType 2 =*/218).fork().uint32(/* id 1, wireType 0 =*/8).int32(keys[i]);
$root.protos.MeleeBullet.encode(message.meleeSkillConfig[keys[i]], writer.uint32(/* id 2, wireType 2 =*/18).fork()).ldelim().ldelim(); $root.protos.MeleeBullet.encode(message.meleeSkillConfig[keys[i]], writer.uint32(/* id 2, wireType 2 =*/18).fork()).ldelim().ldelim();
} }
if (message.snapIntoPlatformOverlap != null && Object.hasOwnProperty.call(message, "snapIntoPlatformOverlap"))
writer.uint32(/* id 28, wireType 1 =*/225).double(message.snapIntoPlatformOverlap);
if (message.snapIntoPlatformThreshold != null && Object.hasOwnProperty.call(message, "snapIntoPlatformThreshold"))
writer.uint32(/* id 29, wireType 1 =*/233).double(message.snapIntoPlatformThreshold);
if (message.jumpingInitVelY != null && Object.hasOwnProperty.call(message, "jumpingInitVelY"))
writer.uint32(/* id 30, wireType 0 =*/240).int32(message.jumpingInitVelY);
if (message.gravityX != null && Object.hasOwnProperty.call(message, "gravityX"))
writer.uint32(/* id 31, wireType 0 =*/248).int32(message.gravityX);
if (message.gravityY != null && Object.hasOwnProperty.call(message, "gravityY"))
writer.uint32(/* id 32, wireType 0 =*/256).int32(message.gravityY);
return writer; return writer;
}; };
@@ -4961,6 +5131,26 @@ $root.protos = (function() {
message.meleeSkillConfig[key] = value; message.meleeSkillConfig[key] = value;
break; break;
} }
case 28: {
message.snapIntoPlatformOverlap = reader.double();
break;
}
case 29: {
message.snapIntoPlatformThreshold = reader.double();
break;
}
case 30: {
message.jumpingInitVelY = reader.int32();
break;
}
case 31: {
message.gravityX = reader.int32();
break;
}
case 32: {
message.gravityY = reader.int32();
break;
}
default: default:
reader.skipType(tag & 7); reader.skipType(tag & 7);
break; break;
@@ -5099,6 +5289,21 @@ $root.protos = (function() {
} }
} }
} }
if (message.snapIntoPlatformOverlap != null && message.hasOwnProperty("snapIntoPlatformOverlap"))
if (typeof message.snapIntoPlatformOverlap !== "number")
return "snapIntoPlatformOverlap: number expected";
if (message.snapIntoPlatformThreshold != null && message.hasOwnProperty("snapIntoPlatformThreshold"))
if (typeof message.snapIntoPlatformThreshold !== "number")
return "snapIntoPlatformThreshold: number expected";
if (message.jumpingInitVelY != null && message.hasOwnProperty("jumpingInitVelY"))
if (!$util.isInteger(message.jumpingInitVelY))
return "jumpingInitVelY: integer expected";
if (message.gravityX != null && message.hasOwnProperty("gravityX"))
if (!$util.isInteger(message.gravityX))
return "gravityX: integer expected";
if (message.gravityY != null && message.hasOwnProperty("gravityY"))
if (!$util.isInteger(message.gravityY))
return "gravityY: integer expected";
return null; return null;
}; };
@@ -5204,6 +5409,16 @@ $root.protos = (function() {
message.meleeSkillConfig[keys[i]] = $root.protos.MeleeBullet.fromObject(object.meleeSkillConfig[keys[i]]); message.meleeSkillConfig[keys[i]] = $root.protos.MeleeBullet.fromObject(object.meleeSkillConfig[keys[i]]);
} }
} }
if (object.snapIntoPlatformOverlap != null)
message.snapIntoPlatformOverlap = Number(object.snapIntoPlatformOverlap);
if (object.snapIntoPlatformThreshold != null)
message.snapIntoPlatformThreshold = Number(object.snapIntoPlatformThreshold);
if (object.jumpingInitVelY != null)
message.jumpingInitVelY = object.jumpingInitVelY | 0;
if (object.gravityX != null)
message.gravityX = object.gravityX | 0;
if (object.gravityY != null)
message.gravityY = object.gravityY | 0;
return message; return message;
}; };
@@ -5257,6 +5472,11 @@ $root.protos = (function() {
object.virtualGridToWorldRatio = 0; object.virtualGridToWorldRatio = 0;
object.spAtkLookupFrames = 0; object.spAtkLookupFrames = 0;
object.renderCacheSize = 0; object.renderCacheSize = 0;
object.snapIntoPlatformOverlap = 0;
object.snapIntoPlatformThreshold = 0;
object.jumpingInitVelY = 0;
object.gravityX = 0;
object.gravityY = 0;
} }
if (message.stageName != null && message.hasOwnProperty("stageName")) if (message.stageName != null && message.hasOwnProperty("stageName"))
object.stageName = message.stageName; object.stageName = message.stageName;
@@ -5326,6 +5546,16 @@ $root.protos = (function() {
for (var j = 0; j < keys2.length; ++j) for (var j = 0; j < keys2.length; ++j)
object.meleeSkillConfig[keys2[j]] = $root.protos.MeleeBullet.toObject(message.meleeSkillConfig[keys2[j]], options); object.meleeSkillConfig[keys2[j]] = $root.protos.MeleeBullet.toObject(message.meleeSkillConfig[keys2[j]], options);
} }
if (message.snapIntoPlatformOverlap != null && message.hasOwnProperty("snapIntoPlatformOverlap"))
object.snapIntoPlatformOverlap = options.json && !isFinite(message.snapIntoPlatformOverlap) ? String(message.snapIntoPlatformOverlap) : message.snapIntoPlatformOverlap;
if (message.snapIntoPlatformThreshold != null && message.hasOwnProperty("snapIntoPlatformThreshold"))
object.snapIntoPlatformThreshold = options.json && !isFinite(message.snapIntoPlatformThreshold) ? String(message.snapIntoPlatformThreshold) : message.snapIntoPlatformThreshold;
if (message.jumpingInitVelY != null && message.hasOwnProperty("jumpingInitVelY"))
object.jumpingInitVelY = message.jumpingInitVelY;
if (message.gravityX != null && message.hasOwnProperty("gravityX"))
object.gravityX = message.gravityX;
if (message.gravityY != null && message.hasOwnProperty("gravityY"))
object.gravityY = message.gravityY;
return object; return object;
}; };
@@ -5369,6 +5599,7 @@ $root.protos = (function() {
* @property {number|Long|null} [countdownNanos] RoomDownsyncFrame countdownNanos * @property {number|Long|null} [countdownNanos] RoomDownsyncFrame countdownNanos
* @property {Array.<protos.MeleeBullet>|null} [meleeBullets] RoomDownsyncFrame meleeBullets * @property {Array.<protos.MeleeBullet>|null} [meleeBullets] RoomDownsyncFrame meleeBullets
* @property {number|Long|null} [backendUnconfirmedMask] RoomDownsyncFrame backendUnconfirmedMask * @property {number|Long|null} [backendUnconfirmedMask] RoomDownsyncFrame backendUnconfirmedMask
* @property {boolean|null} [shouldForceResync] RoomDownsyncFrame shouldForceResync
*/ */
/** /**
@@ -5428,6 +5659,14 @@ $root.protos = (function() {
*/ */
RoomDownsyncFrame.prototype.backendUnconfirmedMask = $util.Long ? $util.Long.fromBits(0,0,true) : 0; RoomDownsyncFrame.prototype.backendUnconfirmedMask = $util.Long ? $util.Long.fromBits(0,0,true) : 0;
/**
* RoomDownsyncFrame shouldForceResync.
* @member {boolean} shouldForceResync
* @memberof protos.RoomDownsyncFrame
* @instance
*/
RoomDownsyncFrame.prototype.shouldForceResync = false;
/** /**
* Creates a new RoomDownsyncFrame instance using the specified properties. * Creates a new RoomDownsyncFrame instance using the specified properties.
* @function create * @function create
@@ -5466,6 +5705,8 @@ $root.protos = (function() {
$root.protos.MeleeBullet.encode(message.meleeBullets[i], writer.uint32(/* id 4, wireType 2 =*/34).fork()).ldelim(); $root.protos.MeleeBullet.encode(message.meleeBullets[i], writer.uint32(/* id 4, wireType 2 =*/34).fork()).ldelim();
if (message.backendUnconfirmedMask != null && Object.hasOwnProperty.call(message, "backendUnconfirmedMask")) if (message.backendUnconfirmedMask != null && Object.hasOwnProperty.call(message, "backendUnconfirmedMask"))
writer.uint32(/* id 5, wireType 0 =*/40).uint64(message.backendUnconfirmedMask); writer.uint32(/* id 5, wireType 0 =*/40).uint64(message.backendUnconfirmedMask);
if (message.shouldForceResync != null && Object.hasOwnProperty.call(message, "shouldForceResync"))
writer.uint32(/* id 6, wireType 0 =*/48).bool(message.shouldForceResync);
return writer; return writer;
}; };
@@ -5541,6 +5782,10 @@ $root.protos = (function() {
message.backendUnconfirmedMask = reader.uint64(); message.backendUnconfirmedMask = reader.uint64();
break; break;
} }
case 6: {
message.shouldForceResync = reader.bool();
break;
}
default: default:
reader.skipType(tag & 7); reader.skipType(tag & 7);
break; break;
@@ -5608,6 +5853,9 @@ $root.protos = (function() {
if (message.backendUnconfirmedMask != null && message.hasOwnProperty("backendUnconfirmedMask")) if (message.backendUnconfirmedMask != null && message.hasOwnProperty("backendUnconfirmedMask"))
if (!$util.isInteger(message.backendUnconfirmedMask) && !(message.backendUnconfirmedMask && $util.isInteger(message.backendUnconfirmedMask.low) && $util.isInteger(message.backendUnconfirmedMask.high))) if (!$util.isInteger(message.backendUnconfirmedMask) && !(message.backendUnconfirmedMask && $util.isInteger(message.backendUnconfirmedMask.low) && $util.isInteger(message.backendUnconfirmedMask.high)))
return "backendUnconfirmedMask: integer|Long expected"; return "backendUnconfirmedMask: integer|Long expected";
if (message.shouldForceResync != null && message.hasOwnProperty("shouldForceResync"))
if (typeof message.shouldForceResync !== "boolean")
return "shouldForceResync: boolean expected";
return null; return null;
}; };
@@ -5663,6 +5911,8 @@ $root.protos = (function() {
message.backendUnconfirmedMask = object.backendUnconfirmedMask; message.backendUnconfirmedMask = object.backendUnconfirmedMask;
else if (typeof object.backendUnconfirmedMask === "object") else if (typeof object.backendUnconfirmedMask === "object")
message.backendUnconfirmedMask = new $util.LongBits(object.backendUnconfirmedMask.low >>> 0, object.backendUnconfirmedMask.high >>> 0).toNumber(true); message.backendUnconfirmedMask = new $util.LongBits(object.backendUnconfirmedMask.low >>> 0, object.backendUnconfirmedMask.high >>> 0).toNumber(true);
if (object.shouldForceResync != null)
message.shouldForceResync = Boolean(object.shouldForceResync);
return message; return message;
}; };
@@ -5695,6 +5945,7 @@ $root.protos = (function() {
object.backendUnconfirmedMask = options.longs === String ? long.toString() : options.longs === Number ? long.toNumber() : long; object.backendUnconfirmedMask = options.longs === String ? long.toString() : options.longs === Number ? long.toNumber() : long;
} else } else
object.backendUnconfirmedMask = options.longs === String ? "0" : 0; object.backendUnconfirmedMask = options.longs === String ? "0" : 0;
object.shouldForceResync = false;
} }
if (message.id != null && message.hasOwnProperty("id")) if (message.id != null && message.hasOwnProperty("id"))
object.id = message.id; object.id = message.id;
@@ -5719,6 +5970,8 @@ $root.protos = (function() {
object.backendUnconfirmedMask = options.longs === String ? String(message.backendUnconfirmedMask) : message.backendUnconfirmedMask; object.backendUnconfirmedMask = options.longs === String ? String(message.backendUnconfirmedMask) : message.backendUnconfirmedMask;
else else
object.backendUnconfirmedMask = options.longs === String ? $util.Long.prototype.toString.call(message.backendUnconfirmedMask) : options.longs === Number ? new $util.LongBits(message.backendUnconfirmedMask.low >>> 0, message.backendUnconfirmedMask.high >>> 0).toNumber(true) : message.backendUnconfirmedMask; object.backendUnconfirmedMask = options.longs === String ? $util.Long.prototype.toString.call(message.backendUnconfirmedMask) : options.longs === Number ? new $util.LongBits(message.backendUnconfirmedMask.low >>> 0, message.backendUnconfirmedMask.high >>> 0).toNumber(true) : message.backendUnconfirmedMask;
if (message.shouldForceResync != null && message.hasOwnProperty("shouldForceResync"))
object.shouldForceResync = message.shouldForceResync;
return object; return object;
}; };

View File

@@ -11,24 +11,28 @@ function polygonStr(body) {
return JSON.stringify(coords); return JSON.stringify(coords);
} }
const playerCollider = collisionSys.createPolygon(1269.665, 1353.335, [[0, 0], [64, 0], [64, 64], [0, 64]]); const playerCollider1 = collisionSys.createPolygon(944.000, 676.000, [[0, 0], [24, 0], [24, 48], [0, 48]]);
playerCollider1.data = {isPlayer: true};
const playerCollider2 = collisionSys.createPolygon(958.000, 724.000, [[0, 0], [24, 0], [24, 48], [0, 48]]);
playerCollider2.data = {isPlayer: true};
const barrierCollider1 = collisionSys.createPolygon(1277.7159000000001, 1570.5575, [[642.5696, 319.159], [0, 319.15680000000003], [5.7286, 0], [643.7451, 0.9014999999999986]]); const barrierCollider1 = collisionSys.createPolygon(1277.7159000000001, 1570.5575, [[642.5696, 319.159], [0, 319.15680000000003], [5.7286, 0], [643.7451, 0.9014999999999986]]);
const barrierCollider2 = collisionSys.createPolygon(1289.039, 1318.0805, [[628.626, 54.254500000000064], [0, 56.03250000000003], [0.42449999999999477, 1.1229999999999905], [625.9715000000001, 0]]); const barrierCollider2 = collisionSys.createPolygon(1289.039, 1318.0805, [[628.626, 54.254500000000064], [0, 56.03250000000003], [0.42449999999999477, 1.1229999999999905], [625.9715000000001, 0]]);
const barrierCollider3 = collisionSys.createPolygon(1207, 1310, [[69, 581], [0, 579], [8, 3], [79, 0]]); const barrierCollider3 = collisionSys.createPolygon(1207, 1310, [[69, 581], [0, 579], [8, 3], [79, 0]]);
playerCollider.x += -2.98;
playerCollider.y += -50.0;
collisionSys.update(); collisionSys.update();
const effPushback = [0.0, 0.0]; const effPushback = [0.0, 0.0];
const result = collisionSys.createResult(); const result = collisionSys.createResult();
const potentials = playerCollider.potentials(); // Check collision for player1
const potentials = playerCollider1.potentials();
for (const barrier of potentials) { for (const potential of potentials) {
if (!playerCollider.collides(barrier, result)) continue; if (null == potential.data || true != potential.data.isPlayer) continue;
console.log(`Collided player potential of a=${polygonStr(playerCollider1)}: b=${polygonStr(potential)}`);
if (!playerCollider1.collides(potential, result)) continue;
console.log(`Collided player of a=${polygonStr(playerCollider1)}: b=${polygonStr(potential)}`);
const pushbackX = result.overlap * result.overlap_x; const pushbackX = result.overlap * result.overlap_x;
const pushbackY = result.overlap * result.overlap_y; const pushbackY = result.overlap * result.overlap_y;
console.log(`Overlapped: a=${polygonStr(result.a)}, b=${polygonStr(result.b)}, pushbackX=${pushbackX}, pushbackY=${pushbackY}`); console.log(`Overlapped: a=${polygonStr(result.a)}, b=${polygonStr(result.b)}, pushbackX=${pushbackX}, pushbackY=${pushbackY}`);