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6 Commits
v0.9 ... v0.9.4

39 changed files with 3050 additions and 1879 deletions

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@@ -2,15 +2,17 @@
1. Server received too late (solution: force confirmation) 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) 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 `ACTIVE SLOW TICKER`
Under the current "input delay" algorithm, the lag of a single player would cause all the other players to receive outdated commands, e.g. when at a certain moment Under the current "input delay" algorithm, the lag of a single player would cause all the other players to receive outdated commands, e.g. when at a certain moment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, **still active in battle but significantly lagged** due to local CPU overheated
- player#2: renderFrameId = 240 - player#2: renderFrameId = 240
- player#3: renderFrameId = 239 - player#3: renderFrameId = 239
- player#4: renderFrameId = 242 - player#4: renderFrameId = 242
players #2, #3 #4 would receive "outdated(in their subjective feelings) but all-confirmed commands" from then on, thus forced to rollback and chase many frames - the lag due to "large range of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 players #2, #3 #4 would receive "outdated(in their subjective feelings) but all-confirmed commands" from then on, thus forced to rollback and chase many frames - the lag due to "large range of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.
**BE CAUTIOUS, THIS `ACTIVE SLOW TICKER` 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!
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)`. 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. 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.

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@@ -61,13 +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 = 4 ATK_CHARACTER_STATE_INAIR_IDLE1 = int32(4)
ATK_CHARACTER_STATE_INAIR_ATK1 = 5 ATK_CHARACTER_STATE_INAIR_ATK1 = int32(5)
ATK_CHARACTER_STATE_INAIR_ATKED1 = 6 ATK_CHARACTER_STATE_INAIR_ATKED1 = int32(6)
) )
const ( const (
@@ -161,8 +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
@@ -401,11 +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() {
@@ -451,10 +452,7 @@ func (pR *Room) StartBattle() {
thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState)) // Might be changed in "OnPlayerDisconnected/OnPlayerLost" from other threads 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! // [WARNING] DON'T try to send any message to an inactive player!
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:
continue continue
} }
kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*RoomDownsyncFrame) kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*RoomDownsyncFrame)
@@ -500,16 +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:
} }
} }
@@ -740,6 +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)
@@ -752,9 +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 = 60 * 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
@@ -765,7 +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),
@@ -837,10 +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
} }
@@ -987,6 +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:
} }
@@ -1111,6 +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)
@@ -1176,31 +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)
@@ -1278,6 +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
@@ -1344,9 +1351,9 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
} }
if !characStateAlreadyInAir && characStateIsInterruptWaivable { if !characStateAlreadyInAir && characStateIsInterruptWaivable {
thatPlayerInNextFrame.VelY = pR.JumpingInitVelY thatPlayerInNextFrame.VelY = pR.JumpingInitVelY
if 1 == currPlayerDownsync.JoinIndex { // 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}, delayedInputFrame.id=%d", playerId, joinIndex, currRenderFrame.Id, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, delayedInputFrame.InputFrameId)) // 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))
} // }
} }
} }
@@ -1395,9 +1402,12 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId] currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
// Reset playerCollider position from the "virtual grid position" // Reset playerCollider position from the "virtual grid position"
newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
if thatPlayerInNextFrame.VelY == pR.JumpingInitVelY {
newVy += thatPlayerInNextFrame.VelY
}
colliderWidth, colliderHeight := player.ColliderRadius*2, player.ColliderRadius*4 halfColliderWidth, halfColliderHeight := player.ColliderRadius, player.ColliderRadius+player.ColliderRadius // avoid multiplying
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, colliderWidth*0.5, colliderHeight*0.5, pR.SnapIntoPlatformOverlap, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio) playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio)
// Update in the collision system // Update in the collision system
playerCollider.Update() playerCollider.Update()
@@ -1423,8 +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, 0, 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
@@ -1444,65 +1453,65 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
playerCollider := collisionSysMap[collisionPlayerIndex] playerCollider := collisionSysMap[collisionPlayerIndex]
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon) playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
hardPushbackNorms[joinIndex-1] = pR.calcHardPushbacksNorms(playerCollider, playerShape, pR.SnapIntoPlatformOverlap, &(effPushbacks[joinIndex-1])) hardPushbackNorms[joinIndex-1] = pR.calcHardPushbacksNorms(playerCollider, playerShape, pR.SnapIntoPlatformOverlap, &(effPushbacks[joinIndex-1]))
if 0 < len(hardPushbackNorms[joinIndex-1]) {
Logger.Debug(fmt.Sprintf("playerId=%d, joinIndex=%d got %d non-empty hardPushbacks at renderFrame.id=%d", playerId, joinIndex, len(hardPushbackNorms), currRenderFrame.Id))
}
currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId] currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
fallStopping := false fallStopping := false
possiblyFallStoppedOnAnotherPlayer := false possiblyFallStoppedOnAnotherPlayer := false
collision := playerCollider.Check(0, 0) if collision := playerCollider.Check(0, 0); nil != collision {
if nil == collision { for _, obj := range collision.Objects {
continue isBarrier, isAnotherPlayer, isBullet := false, false, false
} switch obj.Data.(type) {
for _, obj := range collision.Objects { case *Barrier:
isBarrier, isAnotherPlayer, isBullet := false, false, false isBarrier = true
switch obj.Data.(type) { case *Player:
case *Barrier: isAnotherPlayer = true
isBarrier = true case *MeleeBullet:
case *Player: isBullet = true
isAnotherPlayer = true }
case *MeleeBullet: if isBullet {
isBullet = true // ignore bullets for this step
} continue
if isBullet { }
// ignore bullets for this step bShape := obj.Shape.(*resolv.ConvexPolygon)
continue overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, bShape)
} if !overlapped {
bShape := obj.Shape.(*resolv.ConvexPolygon) continue
overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, bShape) }
if !overlapped { normAlignmentWithGravity := (overlapResult.OverlapX*float64(0) + overlapResult.OverlapY*float64(-1.0))
continue landedOnGravityPushback := (pR.SnapIntoPlatformThreshold < normAlignmentWithGravity) // prevents false snapping on the lateral sides
} if landedOnGravityPushback {
normAlignmentWithGravity := (overlapResult.OverlapX*float64(0) + overlapResult.OverlapY*float64(-1.0)) // kindly note that one player might land on top of another player, and snapping is also required in such case
landedOnGravityPushback := (pR.SnapIntoPlatformThreshold < normAlignmentWithGravity) // prevents false snapping on the lateral sides pushbackX, pushbackY = (overlapResult.Overlap-pR.SnapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-pR.SnapIntoPlatformOverlap)*overlapResult.OverlapY
if landedOnGravityPushback { thatPlayerInNextFrame.InAir = false
// 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
}
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 { if isAnotherPlayer {
possiblyFallStoppedOnAnotherPlayer = true // [WARNING] See comments of this substep in frontend.
pushbackX, pushbackY = (overlapResult.Overlap-pR.SnapIntoPlatformOverlap*2)*overlapResult.OverlapX, (overlapResult.Overlap-pR.SnapIntoPlatformOverlap*2)*overlapResult.OverlapY
} }
if 1 == thatPlayerInNextFrame.JoinIndex { for _, hardPushbackNorm := range hardPushbackNorms[joinIndex-1] {
Logger.Info(fmt.Sprintf("playerId=%d, joinIndex=%d fallStopping#1 at {renderFrame.id: %d, virtualX: %d, virtualY: %d, velX: %d, velY: %d} with effPushback={%.3f, %.3f}, overlapMag=%.4f, possiblyFallStoppedOnAnotherPlayer=%v", playerId, joinIndex, currRenderFrame.Id, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, currPlayerDownsync.VelX, currPlayerDownsync.VelY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap, possiblyFallStoppedOnAnotherPlayer)) 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 1 == joinIndex && currPlayerDownsync.InAir && isBarrier && !landedOnGravityPushback {
Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d inAir & pushed back by barrier & not landed at {renderFrame.id: %d, virtualX: %d, virtualY: %d, velX: %d, velY: %d} with effPushback={%.3f, %.3f}, playerColliderPos={%.3f, %.3f}, barrierPos={%.3f, %.3f}, overlapMag=%.4f, len(hardPushbackNorms)=%d", playerId, joinIndex, currRenderFrame.Id, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, currPlayerDownsync.VelX, currPlayerDownsync.VelY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, playerCollider.X-pR.collisionSpaceOffsetX, playerCollider.Y-pR.collisionSpaceOffsetY, bShape.X-pR.collisionSpaceOffsetX, bShape.Y-pR.collisionSpaceOffsetY, overlapResult.Overlap, len(hardPushbackNorms)))
}
if 1 == joinIndex && currPlayerDownsync.InAir && isAnotherPlayer {
Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d inAir & pushed back by another player at {renderFrame.id: %d, virtualX: %d, virtualY: %d, velX: %d, velY: %d} with effPushback={%.3f, %.3f}, landedOnGravityPushback=%v, fallStopping=%v, playerColliderPos={%.3f, %.3f}, anotherPlayerColliderPos={%.3f, %.3f}, overlapMag=%.4f, len(hardPushbackNorms)=%d", playerId, joinIndex, currRenderFrame.Id, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, currPlayerDownsync.VelX, currPlayerDownsync.VelY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, landedOnGravityPushback, fallStopping, playerCollider.X-pR.collisionSpaceOffsetX, playerCollider.Y-pR.collisionSpaceOffsetY, bShape.X-pR.collisionSpaceOffsetX, bShape.Y-pR.collisionSpaceOffsetY, overlapResult.Overlap, len(hardPushbackNorms)))
} }
} }
if fallStopping { if fallStopping {
@@ -1512,15 +1521,14 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
thatPlayerInNextFrame.FramesToRecover = 0 thatPlayerInNextFrame.FramesToRecover = 0
} }
if currPlayerDownsync.InAir { if currPlayerDownsync.InAir {
switch thatPlayerInNextFrame.CharacterState { oldNextCharacterState := thatPlayerInNextFrame.CharacterState
case ATK_CHARACTER_STATE_IDLE1: switch oldNextCharacterState {
case ATK_CHARACTER_STATE_WALKING: case ATK_CHARACTER_STATE_IDLE1, ATK_CHARACTER_STATE_WALKING:
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1 thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1
case ATK_CHARACTER_STATE_ATK1: case ATK_CHARACTER_STATE_ATK1:
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATK1 thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATK1
case ATK_CHARACTER_STATE_ATKED1: case ATK_CHARACTER_STATE_ATKED1:
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1 thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1
default:
} }
} }
} }
@@ -1599,21 +1607,18 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
playerId := player.Id playerId := player.Id
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex] playerCollider := collisionSysMap[collisionPlayerIndex]
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
// Update "virtual grid position" // Update "virtual grid position"
currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId] currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
colliderWidth, colliderHeight := player.ColliderRadius*2, player.ColliderRadius*4 halfColliderWidth, halfColliderHeight := player.ColliderRadius, player.ColliderRadius+player.ColliderRadius // avoid multiplying
thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = PolygonColliderBLToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, colliderWidth*0.5, colliderHeight*0.5, pR.SnapIntoPlatformOverlap, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.WorldToVirtualGridRatio) 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)
if 1 == thatPlayerInNextFrame.JoinIndex { if 1 == thatPlayerInNextFrame.JoinIndex {
if thatPlayerInNextFrame.InAir && (0 != thatPlayerInNextFrame.VelY) {
// Logger.Info(fmt.Sprintf("playerId=%d, joinIndex=%d inAir trajectory: {nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}, with playerColliderPos={%.3f, %.3f}, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, playerShape.X-pR.collisionSpaceOffsetX, playerShape.Y-pR.collisionSpaceOffsetY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y))
}
if currPlayerDownsync.InAir && !thatPlayerInNextFrame.InAir { if currPlayerDownsync.InAir && !thatPlayerInNextFrame.InAir {
Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d fallStopping#2 at {nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}, with playerColliderPos={%.3f, %.3f}, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, playerShape.X-pR.collisionSpaceOffsetX, playerShape.Y-pR.collisionSpaceOffsetY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y)) //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))
} } else if !currPlayerDownsync.InAir && thatPlayerInNextFrame.InAir {
if !currPlayerDownsync.InAir && thatPlayerInNextFrame.InAir { //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))
Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d took off at {nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}, with playerColliderPos={%.3f, %.3f}, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, playerShape.X-pR.collisionSpaceOffsetX, playerShape.Y-pR.collisionSpaceOffsetY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y)) } else if thatPlayerInNextFrame.InAir && (0 != thatPlayerInNextFrame.VelY) {
//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))
} }
} }
} }
@@ -1645,12 +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*4 colliderWidth, colliderHeight := player.ColliderRadius*2, player.ColliderRadius*4
playerCollider := GenerateRectCollider(wx, wy, colliderWidth, colliderHeight, pR.SnapIntoPlatformOverlap, 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 := 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"
@@ -1702,7 +1709,7 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
} }
if nil != inputsBufferSnapshot { if nil != inputsBufferSnapshot {
// Logger.Warn(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, inputsBufferSnapshot.UnconfirmedMask)) Logger.Warn(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, inputsBufferSnapshot.UnconfirmedMask))
pR.downsyncToAllPlayers(inputsBufferSnapshot) pR.downsyncToAllPlayers(inputsBufferSnapshot)
} }
} }
@@ -1726,30 +1733,50 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *InputsBufferSnapshot)
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. 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.
*/ */
for playerId, playerDownsyncChan := range pR.PlayerDownsyncChanDict { if true == pR.BackendDynamicsEnabled {
for _, player := range pR.PlayersArr {
/*
[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).
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. [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. 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.
*/ */
if player, existent := pR.Players[playerId]; existent { playerBattleState := atomic.LoadInt32(&(player.BattleState))
playerBattleState := atomic.LoadInt32(&(player.BattleState)) switch playerBattleState {
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:
case PlayerBattleStateIns.DISCONNECTED: continue
case PlayerBattleStateIns.LOST: }
case PlayerBattleStateIns.EXPELLED_DURING_GAME:
case PlayerBattleStateIns.EXPELLED_IN_DISMISSAL: if playerDownsyncChan, existent := pR.PlayerDownsyncChanDict[player.Id]; existent {
case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK:
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
continue
}
playerDownsyncChan <- (*inputsBufferSnapshot) 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, playerId, playerDownsyncChan)) //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 network I/O blocking of "sendSafely" might cause significant lag for "markConfirmationIfApplicable & forceConfirmationIfApplicable"! [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"!
@@ -1759,33 +1786,22 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
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
_, 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)
if nil == tmp { if nil == tmp {
@@ -1796,9 +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)
} }

View File

@@ -670,6 +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() {
@@ -725,6 +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
@@ -1199,6 +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() {
@@ -1268,6 +1277,13 @@ 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
var file_room_downsync_frame_proto_rawDesc = []byte{ var file_room_downsync_frame_proto_rawDesc = []byte{
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} }
var ( var (

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.

View File

@@ -37,14 +37,15 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
worldToVirtualGridRatio := float64(1000) worldToVirtualGridRatio := float64(1000)
virtualGridToWorldRatio := float64(1) / worldToVirtualGridRatio virtualGridToWorldRatio := float64(1) / worldToVirtualGridRatio
playerDefaultSpeed := 1 * worldToVirtualGridRatio playerDefaultSpeed := 1 * worldToVirtualGridRatio
minStep := (int(float64(playerDefaultSpeed)*virtualGridToWorldRatio) << 2) minStep := (int(float64(playerDefaultSpeed)*virtualGridToWorldRatio) << 3)
playerColliderRadius := float64(12) playerColliderRadius := float64(12)
playerColliders := make([]*resolv.Object, len(playerPosList.Eles)) playerColliders := make([]*resolv.Object, len(playerPosList.Eles))
snapIntoPlatformOverlap := float64(0.1) 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 {
colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4 colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4
playerCollider := GenerateRectCollider(playerPos.X, playerPos.Y, colliderWidth, colliderHeight, snapIntoPlatformOverlap, 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" 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)))) 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)
@@ -60,13 +61,13 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
world.Space = space world.Space = space
moveToCollide := false moveToCollide := true
if moveToCollide { if moveToCollide {
effPushback := Vec2D{X: float64(0), Y: float64(0)} effPushback := Vec2D{X: float64(0), Y: float64(0)}
toTestPlayerCollider := playerColliders[0] toTestPlayerCollider := playerColliders[0]
newVx, newVy := int32(27999), int32(-420270) //colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4
colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4 //newVx, newVy := int32(27999), int32(-420270)
toTestPlayerCollider.X, toTestPlayerCollider.Y = VirtualGridToPolygonColliderTLPos(newVx, newVy, colliderWidth, colliderHeight, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio) //toTestPlayerCollider.X, toTestPlayerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
Logger.Info(fmt.Sprintf("Checking collision for playerShape=%v", ConvexPolygonStr(toTestPlayerCollider.Shape.(*resolv.ConvexPolygon)))) Logger.Info(fmt.Sprintf("Checking collision for playerShape=%v", ConvexPolygonStr(toTestPlayerCollider.Shape.(*resolv.ConvexPolygon))))
@@ -114,13 +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, 0, 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)))
@@ -137,13 +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, 0, 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)))

View File

@@ -18,9 +18,13 @@ 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(wx, wy, w, h, bottomPadding, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object { func RectCenterStr(body *resolv.Object, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64) string {
blX, blY := WorldToPolygonColliderBLPos(wx, wy, w*0.5, h*0.5, bottomPadding, spaceOffsetX, spaceOffsetY) return fmt.Sprintf("{%.2f, %.2f}", body.X+leftPadding+halfBoundingW-spaceOffsetX, body.Y+bottomPadding+halfBoundingH-spaceOffsetY)
return generateRectColliderInCollisionSpace(blX, blY, w, h+bottomPadding, tag) }
func GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object {
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 { func generateRectColliderInCollisionSpace(blX, blY, w, h float64, tag string) *resolv.Object {
@@ -246,38 +250,20 @@ func VirtualGridToWorldPos(vx, vy int32, virtualGridToWorldRatio float64) (float
return wx, wy return wx, wy
} }
func WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, bottomPadding, 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 - bottomPadding + collisionSpaceOffsetY return wx - halfBoundingW - leftPadding + collisionSpaceOffsetX, wy - halfBoundingH - bottomPadding + collisionSpaceOffsetY
} }
func WorldToPolygonColliderTLPos(wx, wy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) { func PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
return wx - halfBoundingW + collisionSpaceOffsetX, wy + halfBoundingH + collisionSpaceOffsetY return cx + halfBoundingW + leftPadding - collisionSpaceOffsetX, cy + halfBoundingH + bottomPadding - collisionSpaceOffsetY
} }
func PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, bottomPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) { func PolygonColliderBLToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64, worldToVirtualGridRatio float64) (int32, int32) {
return cx + halfBoundingW - collisionSpaceOffsetX, cy + halfBoundingH + bottomPadding - collisionSpaceOffsetY wx, wy := PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
}
func PolygonColliderTLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
return cx + halfBoundingW - collisionSpaceOffsetX, cy - halfBoundingH - collisionSpaceOffsetY
}
func PolygonColliderBLToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, bottomPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64, worldToVirtualGridRatio float64) (int32, int32) {
wx, wy := PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, bottomPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
return WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio) return WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio)
} }
func PolygonColliderTLToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64, worldToVirtualGridRatio float64) (int32, int32) { func VirtualGridToPolygonColliderBLPos(vx, vy int32, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64, virtualGridToWorldRatio float64) (float64, float64) {
wx, wy := PolygonColliderTLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY)
return WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio)
}
func VirtualGridToPolygonColliderBLPos(vx, vy int32, halfBoundingW, halfBoundingH, bottomPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64, virtualGridToWorldRatio float64) (float64, float64) {
wx, wy := VirtualGridToWorldPos(vx, vy, virtualGridToWorldRatio) wx, wy := VirtualGridToWorldPos(vx, vy, virtualGridToWorldRatio)
return WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, bottomPadding, collisionSpaceOffsetX, collisionSpaceOffsetY) return WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
}
func VirtualGridToPolygonColliderTLPos(vx, vy int32, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64, virtualGridToWorldRatio float64) (float64, float64) {
wx, wy := VirtualGridToWorldPos(vx, vy, virtualGridToWorldRatio)
return WorldToPolygonColliderTLPos(wx, wy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY)
} }

View File

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@@ -76,6 +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 {
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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
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"_atlas": {
"__uuid__": "030d9286-e8a2-40cf-98f8-baf713f0b8c4"
},
"_id": "21Oz9QwBZPALzRoJujKVPG"
},
{
"__type__": "cc.Widget",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 14
},
"_enabled": true,
"alignMode": 0,
"_target": null,
"_alignFlags": 45,
"_left": 0,
"_right": 0,
"_top": 0,
"_bottom": 0,
"_verticalCenter": 0,
"_horizontalCenter": 0,
"_isAbsLeft": true,
"_isAbsRight": true,
"_isAbsTop": true,
"_isAbsBottom": true,
"_isAbsHorizontalCenter": true,
"_isAbsVerticalCenter": true,
"_originalWidth": 100,
"_originalHeight": 40,
"_id": "beUmgK1D1M07I7kTL4NFLK"
},
{
"__type__": "cc.Node",
"_name": "BtnB",
"_objFlags": 0,
"_parent": {
"__id__": 8
},
"_children": [
{
"__id__": 18
}
],
"_active": true,
"_components": [],
"_prefab": null,
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 200,
"height": 200
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
370.368,
-424.647,
0,
0,
0,
0,
1,
0.66667,
0.66667,
0.66667
]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": "9eZHUAtItPMKp7OrItdaWA"
},
{
"__type__": "cc.Node",
"_name": "Background",
"_objFlags": 0,
"_parent": {
"__id__": 17
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 19
},
{
"__id__": 20
}
],
"_prefab": null,
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 200,
"height": 200
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
0,
0,
0,
0,
0,
0,
1,
1,
-1,
1
]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": "e2JXxje+hAC7LjZqzgq8RF"
},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 18
},
"_enabled": true,
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": {
"__uuid__": "a2170e4c-df31-41ef-be73-f4f605e75821"
},
"_type": 1,
"_sizeMode": 0,
"_fillType": 0,
"_fillCenter": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": {
"__uuid__": "030d9286-e8a2-40cf-98f8-baf713f0b8c4"
},
"_id": "54DvUzQvpKMrmsuRaQRSxf"
},
{
"__type__": "cc.Widget",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 18
},
"_enabled": true,
"alignMode": 0,
"_target": null,
"_alignFlags": 45,
"_left": 0,
"_right": 0,
"_top": 0,
"_bottom": 0,
"_verticalCenter": 0,
"_horizontalCenter": 0,
"_isAbsLeft": true,
"_isAbsRight": true,
"_isAbsTop": true,
"_isAbsBottom": true,
"_isAbsHorizontalCenter": true,
"_isAbsVerticalCenter": true,
"_originalWidth": 100,
"_originalHeight": 40,
"_id": "5fVLGAIhROj6UDGotnneup"
},
{
"__type__": "cc.Node",
"_name": "JoystickBG",
"_objFlags": 0,
"_parent": {
"__id__": 7
},
"_children": [
{
"__id__": 22
}
],
"_active": true,
"_components": [
{
"__id__": 24
},
{
"__id__": 25
}
],
"_prefab": null,
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 400,
"height": 400
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
-380,
0,
0,
0,
0,
0,
1,
1,
1,
1
]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": "88u3wQvvdO8pbrNWhs3ifP" "_id": "88u3wQvvdO8pbrNWhs3ifP"
}, },
{ {
@@ -679,13 +1061,13 @@
"_name": "Joystick", "_name": "Joystick",
"_objFlags": 0, "_objFlags": 0,
"_parent": { "_parent": {
"__id__": 13 "__id__": 21
}, },
"_children": [], "_children": [],
"_active": true, "_active": true,
"_components": [ "_components": [
{ {
"__id__": 15 "__id__": 23
} }
], ],
"_prefab": null, "_prefab": null,
@@ -741,7 +1123,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 14 "__id__": 22
}, },
"_enabled": true, "_enabled": true,
"_materials": [ "_materials": [
@@ -775,7 +1157,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 13 "__id__": 21
}, },
"_enabled": true, "_enabled": true,
"_materials": [ "_materials": [
@@ -809,7 +1191,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 13 "__id__": 21
}, },
"_enabled": true, "_enabled": true,
"alignMode": 0, "alignMode": 0,
@@ -944,10 +1326,10 @@
"__id__": 3 "__id__": 3
}, },
"stickhead": { "stickhead": {
"__id__": 14 "__id__": 22
}, },
"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

@@ -98,7 +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;

View File

@@ -588,12 +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)
@@ -778,16 +779,22 @@ cc.Class({
if (1 == joinIndex) { if (1 == joinIndex) {
playerScriptIns.setSpecies("SoldierWaterGhost"); playerScriptIns.setSpecies("SoldierWaterGhost");
} else if (2 == joinIndex) { } else if (2 == joinIndex) {
playerScriptIns.setSpecies("SoldierFireGhostFrameAnim"); 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 * 4; halfColliderHeight = playerDownsyncInfo.colliderRadius + playerDownsyncInfo.colliderRadius; // avoid multiplying
const cpos = self.virtualGridToPolygonColliderTLPos(vx, vy, colliderWidth * 0.5, colliderHeight * 0.5); // the top-left corner is kept having integer coords const colliderWidth = halfColliderWidth + halfColliderWidth,
const pts = [[0, 0], [colliderWidth, 0], [colliderWidth, -colliderHeight - self.snapIntoPlatformOverlap], [0, -colliderHeight - self.snapIntoPlatformOverlap]]; 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]];
// [WARNING] The animNode "anchor & offset" are tuned to fit in this collider by "ControlledCharacter prefab & AttackingCharacter.js"! // [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 newPlayerCollider = self.collisionSys.createPolygon(cpos[0], cpos[1], pts);
@@ -997,6 +1004,10 @@ cc.Class({
showDebugBoundaries(rdf) { showDebugBoundaries(rdf) {
const self = this; const self = this;
const leftPadding = self.snapIntoPlatformOverlap,
rightPadding = self.snapIntoPlatformOverlap,
topPadding = self.snapIntoPlatformOverlap,
bottomPadding = self.snapIntoPlatformOverlap;
if (self.showCriticalCoordinateLabels) { if (self.showCriticalCoordinateLabels) {
let g = self.g; let g = self.g;
g.clear(); g.clear();
@@ -1048,8 +1059,10 @@ 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 bulletCpos = self.worldToPolygonColliderTLPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5); const halfColliderWidth = meleeBullet.hitboxSize.x * 0.5,
const pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, -meleeBullet.hitboxSize.y], [0, -meleeBullet.hitboxSize.y]]; 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]); g.moveTo(bulletCpos[0], bulletCpos[1]);
for (let j = 0; j < pts.length; j += 1) { for (let j = 0; j < pts.length; j += 1) {
@@ -1079,6 +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];
@@ -1188,10 +1205,14 @@ cc.Class({
const currPlayerDownsync = currRenderFrame.players[playerId]; const currPlayerDownsync = currRenderFrame.players[playerId];
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId]; const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
// Reset playerCollider position from the "virtual grid position" // Reset playerCollider position from the "virtual grid position"
const [newVx, newVy] = [currPlayerDownsync.virtualGridX + currPlayerDownsync.velX, currPlayerDownsync.virtualGridY + currPlayerDownsync.velY]; const newVpos = [currPlayerDownsync.virtualGridX + currPlayerDownsync.velX, currPlayerDownsync.virtualGridY + currPlayerDownsync.velY];
const colliderWidth = self.playerRichInfoArr[joinIndex - 1].colliderRadius * 2, if (thatPlayerInNextFrame.velY == self.jumpingInitVelY) {
colliderHeight = self.playerRichInfoArr[joinIndex - 1].colliderRadius * 4; // This step can be waived, but putting the jumping inclination here makes it easier to read logs.
const newCpos = self.virtualGridToPolygonColliderTLPos(newVx, newVy, colliderWidth * 0.5, colliderHeight * 0.5); 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.x = newCpos[0];
playerCollider.y = newCpos[1]; playerCollider.y = newCpos[1];
@@ -1223,8 +1244,10 @@ 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 bulletCpos = self.worldToPolygonColliderTLPos(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 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); const newBulletCollider = collisionSys.createPolygon(bulletCpos[0], bulletCpos[1], pts);
newBulletCollider.data = meleeBullet; newBulletCollider.data = meleeBullet;
collisionSysMap.set(collisionBulletIndex, newBulletCollider); collisionSysMap.set(collisionBulletIndex, newBulletCollider);
@@ -1248,6 +1271,9 @@ cc.Class({
const currPlayerDownsync = currRenderFrame.players[playerId]; const currPlayerDownsync = currRenderFrame.players[playerId];
const thatPlayerInNextFrame = nextRenderFramePlayers[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 fallStopping = false;
let possiblyFallStoppedOnAnotherPlayer = false; let possiblyFallStoppedOnAnotherPlayer = false;
for (const potential of potentials) { for (const potential of potentials) {
@@ -1261,10 +1287,16 @@ cc.Class({
const landedOnGravityPushback = (self.snapIntoPlatformThreshold < normAlignmentWithGravity); // prevents false snapping on the lateral sides const landedOnGravityPushback = (self.snapIntoPlatformThreshold < normAlignmentWithGravity); // prevents false snapping on the lateral sides
let pushback = [result.overlap * result.overlap_x, result.overlap * result.overlap_y]; let pushback = [result.overlap * result.overlap_x, result.overlap * result.overlap_y];
if (landedOnGravityPushback) { if (landedOnGravityPushback) {
// kindly note that one player might land on top of another player, and snapping is also required in such case // 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]; pushback = [(result.overlap - self.snapIntoPlatformOverlap) * result.overlap_x, (result.overlap - self.snapIntoPlatformOverlap) * result.overlap_y];
thatPlayerInNextFrame.inAir = false; 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]) { 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]") // 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]; const projectedMagnitude = pushback[0] * hardPushbackNorm[0] + pushback[1] * hardPushbackNorm[1];
@@ -1281,23 +1313,29 @@ cc.Class({
effPushbacks[joinIndex - 1][0] += pushback[0]; effPushbacks[joinIndex - 1][0] += pushback[0];
effPushbacks[joinIndex - 1][1] += pushback[1]; effPushbacks[joinIndex - 1][1] += pushback[1];
// It's not meaningful to log the virtual positions and velocities inside this step.
if (currPlayerDownsync.inAir && landedOnGravityPushback) { if (currPlayerDownsync.inAir && landedOnGravityPushback) {
fallStopping = true; fallStopping = true;
if (isAnotherPlayer) { if (isAnotherPlayer) {
possiblyFallStoppedOnAnotherPlayer = true; possiblyFallStoppedOnAnotherPlayer = true;
} }
if (1 == thatPlayerInNextFrame.joinIndex) { }
console.log(`playerId=${playerId}, joinIndex=${currPlayerDownsync.joinIndex} fallStopping#1 at {renderFrame.id: ${currRenderFrame.id}, virtualX: ${currPlayerDownsync.virtualGridX}, virtualY: ${currPlayerDownsync.virtualGridY}, velX: ${currPlayerDownsync.velX}, velY: ${currPlayerDownsync.velY}} with effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}, overlayMag=${result.overlap.toFixed(4)}, possiblyFallStoppedOnAnotherPlayer=${possiblyFallStoppedOnAnotherPlayer}`);
if (1 == joinIndex) {
if (fallStopping) {
console.info(`playerId=${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)=${hardPushbackNorms.length}`);
} }
} }
if (1 == joinIndex && currPlayerDownsync.inAir && isBarrier && !landedOnGravityPushback) {
console.warn(`playerId=${playerId}, joinIndex=${currPlayerDownsync.joinIndex} inAir & pushed back by barrier & not landed at {renderFrame.id: ${currRenderFrame.id}, virtualX: ${currPlayerDownsync.virtualGridX}, virtualY: ${currPlayerDownsync.virtualGridY}, velX: ${currPlayerDownsync.velX}, velY: ${currPlayerDownsync.velY}} with effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}, playerColliderPos={${playerCollider.x.toFixed(3)}, ${playerCollider.y.toFixed(3)}}, barrierPos={${potential.x.toFixed(3)}, ${potential.y.toFixed(3)}}, overlayMag=${result.overlap.toFixed(4)}, len(hardPushbackNorms)=${hardPushbackNorms.length}`);
}
if (1 == joinIndex && currPlayerDownsync.inAir && isAnotherPlayer) {
console.warn(`playerId=${playerId}, joinIndex=${currPlayerDownsync.joinIndex} inAir and pushed back by another player at {renderFrame.id: ${currRenderFrame.id}, virtualX: ${currPlayerDownsync.virtualGridX}, virtualY: ${currPlayerDownsync.virtualGridY}, velX: ${currPlayerDownsync.velX}, velY: ${currPlayerDownsync.velY}} with effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}, landedOnGravityPushback=${landedOnGravityPushback}, fallStopping=${fallStopping}, playerColliderPos={${playerCollider.x.toFixed(3)}, ${playerCollider.y.toFixed(3)}}, anotherPlayerColliderPos={${potential.x.toFixed(3)}, ${potential.y.toFixed(3)}}, overlayMag=${result.overlap.toFixed(4)}, len(hardPushbackNorms)=${hardPushbackNorms.length}`);
}
} }
if (fallStopping) { if (fallStopping) {
@@ -1378,21 +1416,27 @@ cc.Class({
// Update "virtual grid position" // Update "virtual grid position"
const currPlayerDownsync = currRenderFrame.players[playerId]; const currPlayerDownsync = currRenderFrame.players[playerId];
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId]; const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
const colliderWidth = self.playerRichInfoArr[joinIndex - 1].colliderRadius * 2, const halfColliderWidth = self.playerRichInfoArr[j].colliderRadius,
colliderHeight = self.playerRichInfoArr[joinIndex - 1].colliderRadius * 4; halfColliderHeight = self.playerRichInfoArr[j].colliderRadius + self.playerRichInfoArr[j].colliderRadius; // avoid multiplying
const newVpos = self.polygonColliderTLToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], colliderWidth * 0.5, colliderHeight * 0.5); const newVpos = self.polygonColliderBLToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding);
thatPlayerInNextFrame.virtualGridX = newVpos[0]; thatPlayerInNextFrame.virtualGridX = newVpos[0];
thatPlayerInNextFrame.virtualGridY = newVpos[1]; thatPlayerInNextFrame.virtualGridY = newVpos[1];
if (1 == thatPlayerInNextFrame.joinIndex) { if (1 == thatPlayerInNextFrame.joinIndex) {
if (thatPlayerInNextFrame.inAir && 0 != thatPlayerInNextFrame.velY) {
// console.log(`playerId=${playerId}, joinIndex=${thatPlayerInNextFrame.joinIndex} inAir trajectory: {nextRenderFrame.id: ${currRenderFrame.id + 1}, nextVirtualX: ${thatPlayerInNextFrame.virtualGridX}, nextVirtualY: ${thatPlayerInNextFrame.virtualGridY}, nextVelX: ${thatPlayerInNextFrame.velX}, nextVelY: ${thatPlayerInNextFrame.velY}}, with playerColliderPos={${playerCollider.x.toFixed(3)}, ${playerCollider.y.toFixed(3)}}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`);
}
if (currPlayerDownsync.inAir && !thatPlayerInNextFrame.inAir) { if (currPlayerDownsync.inAir && !thatPlayerInNextFrame.inAir) {
console.warn(`playerId=${playerId}, joinIndex=${thatPlayerInNextFrame.joinIndex} fallStopping#2 at {nextRenderFrame.id: ${currRenderFrame.id + 1}, nextVirtualX: ${thatPlayerInNextFrame.virtualGridX}, nextVirtualY: ${thatPlayerInNextFrame.virtualGridY}, nextVelX: ${thatPlayerInNextFrame.velX}, nextVelY: ${thatPlayerInNextFrame.velY}}, with playerColliderPos={${playerCollider.x.toFixed(3)}, ${playerCollider.y.toFixed(3)}}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`); console.warn(`playerId=${playerId}, joinIndex=${thatPlayerInNextFrame.joinIndex} fallStopping#2:
} {nextRenderFrame.id: ${currRenderFrame.id + 1}, nextVirtualX: ${thatPlayerInNextFrame.virtualGridX}, nextVirtualY: ${thatPlayerInNextFrame.virtualGridY}, nextVelX: ${thatPlayerInNextFrame.velX}, nextVelY: ${thatPlayerInNextFrame.velY}}
if (!currPlayerDownsync.inAir && thatPlayerInNextFrame.inAir) { calculated from <- playerColliderPos=${self.stringifyColliderCenterInWorld(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding)}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`);
console.warn(`playerId=${playerId}, joinIndex=${thatPlayerInNextFrame.joinIndex} took off at {nextRenderFrame.id: ${currRenderFrame.id + 1}, nextVirtualX: ${thatPlayerInNextFrame.virtualGridX}, nextVirtualY: ${thatPlayerInNextFrame.virtualGridY}, nextVelX: ${thatPlayerInNextFrame.velX}, nextVelY: ${thatPlayerInNextFrame.velY}}, with playerColliderPos={${playerCollider.x.toFixed(3)}, ${playerCollider.y.toFixed(3)}}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`); } else if (!currPlayerDownsync.inAir && thatPlayerInNextFrame.inAir) {
console.warn(`playerId=${playerId}, joinIndex=${thatPlayerInNextFrame.joinIndex} took off:
{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)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}`);
} else if (thatPlayerInNextFrame.inAir && 0 != thatPlayerInNextFrame.velY) {
/*
console.log(`playerId=${playerId}, joinIndex=${thatPlayerInNextFrame.joinIndex} inAir trajectory:
{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)}}`);
*/
} }
} }
} }
@@ -1457,16 +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);
@@ -1513,29 +1557,31 @@ 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];
}, },
worldToPolygonColliderTLPos(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];
}, },
polygonColliderTLToWorldPos(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];
}, },
polygonColliderTLToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH) { polygonColliderBLToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding) {
const self = this; const self = this;
const [wx, wy] = self.polygonColliderTLToWorldPos(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)
}, },
virtualGridToPolygonColliderTLPos(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.worldToPolygonColliderTLPos(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) { calcHardPushbacksNorms(collider, potentials, result, snapIntoPlatformOverlap, effPushback) {
@@ -1546,11 +1592,10 @@ cc.Class({
if (!collider.collides(potential, result)) continue; if (!collider.collides(potential, result)) continue;
// ALWAY snap into hardPushbacks! // ALWAY snap into hardPushbacks!
// [overlay_x, overlap_y] is the unit vector that points into the platform // [overlay_x, overlap_y] is the unit vector that points into the platform
const [pushbackX, pushbackY] = [(result.overlap - snapIntoPlatformOverlap) * result.overlap_x, (result.overlap - snapIntoPlatformOverlap) * result.overlap_y]; const pushback = [(result.overlap - snapIntoPlatformOverlap) * result.overlap_x, (result.overlap - snapIntoPlatformOverlap) * result.overlap_y];
ret.push([result.overlap_x, result.overlap_y]); ret.push([result.overlap_x, result.overlap_y]);
effPushback[0] += pushbackX; effPushback[0] += pushback[0];
effPushback[1] += pushbackY; effPushback[1] += pushback[1];
} }
return ret; return ret;

View File

@@ -47,7 +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,

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() {},
@@ -137,6 +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);
}); });
@@ -150,6 +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) {

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

@@ -3654,6 +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
*/ */
/** /**
@@ -3696,6 +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
@@ -3727,6 +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;
}; };
@@ -3775,6 +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;
@@ -3825,6 +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;
}; };
@@ -3861,6 +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;
}; };
@@ -3886,6 +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;
@@ -3899,6 +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;
}; };
@@ -5576,6 +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
*/ */
/** /**
@@ -5635,6 +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
@@ -5673,6 +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;
}; };
@@ -5748,6 +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;
@@ -5815,6 +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;
}; };
@@ -5870,6 +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;
}; };
@@ -5902,6 +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;
@@ -5926,6 +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;
}; };