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122 Commits

Author SHA1 Message Date
genxium
16c27b0ce0 Minor fix. 2023-02-19 21:26:49 +08:00
genxium
a44535cad2 Fixes for revival dynamics. 2023-02-19 21:05:25 +08:00
genxium
8b5a96e825 Enhanced exception handling on frontend. 2023-02-19 13:42:25 +08:00
genxium
618531f5c6 Minor fix. 2023-02-18 13:21:34 +08:00
genxium
8345d55e76 Updated collision constant setup. 2023-02-18 11:46:01 +08:00
genxium
a48e2f3cc0 Fixed bullet cloning. 2023-02-18 11:13:33 +08:00
yflu
83419a6f23 Fixed debug boundary drawing. 2023-02-17 22:44:21 +08:00
genxium
b19549b0a8 Enhanced inplace rdf update. 2023-02-17 18:54:51 +08:00
genxium
60866674b5 Fixed multiplayer mode for new dynamics calculation. 2023-02-17 15:38:37 +08:00
genxium
a4941c1273 Minor fix. 2023-02-17 14:35:42 +08:00
genxium
2b304eaa75 A temp dirty commit having mysterious left moving players. 2023-02-17 12:26:07 +08:00
genxium
c6b98855af Reduced externalization cost. 2023-02-16 22:23:12 +08:00
genxium
4e0928cb1b Drafted inplace memory version of game dynamics. 2023-02-16 17:13:09 +08:00
genxium
fb42533f55 Temp update to remove use of MakeFullWrapper for reducing redundant CPU time in profiling. 2023-02-16 10:14:37 +08:00
genxium
9dff989e02 Drafted inplace_ring_buff. 2023-02-15 21:34:27 +08:00
genxium
5b7f35b874 Applied ringbuff to resolv_tailored for reducing memory usage. 2023-02-15 15:38:20 +08:00
genxium
2d179d0cdf Minor update. 2023-02-14 23:27:21 +08:00
genxium
f4b303eb91 Started preparation of in-place clone utilities in jsexport. 2023-02-14 15:38:21 +08:00
genxium
5d92b339f6 Enhanced logging efficiency. 2023-02-13 15:37:13 +08:00
genxium
642adff919 Minor fix. 2023-02-13 11:52:47 +08:00
genxium
62c51b1838 Enhanced pre-battle start GUI. 2023-02-13 10:34:56 +08:00
genxium
2751569e0c Fixed data path for character select. 2023-02-12 23:04:20 +08:00
genxium
d623916b3c Minor fix. 2023-02-12 22:10:42 +08:00
genxium
efd070a11b Merge branch 'main' of github.com:genxium/DelayNoMore 2023-02-12 18:46:13 +08:00
genxium
d111de0a7a Drafted character selection. 2023-02-12 18:45:57 +08:00
yflu
c2fa251e69 Updated documentation. 2023-02-12 12:10:20 +08:00
genxium
de16e8e8de Simplified bullet handling. 2023-02-11 12:08:01 +08:00
genxium
365177a3af Renamed CPP files. 2023-02-10 11:38:21 +08:00
genxium
b79e2dc935 Enhanced UDP message callback handling. 2023-02-09 23:34:00 +08:00
genxium
7b0c807496 Drafted enhancement of UDP message callback. 2023-02-09 10:18:23 +08:00
genxium
5c611b626d Minor fix. 2023-02-08 19:28:40 +08:00
genxium
38149279bd Drafted hp handling. 2023-02-08 18:32:59 +08:00
genxium
a762c563d9 Updated skill sets and animations. 2023-02-07 11:31:59 +08:00
genxium
6a0d729dee Added more animation resources. 2023-02-06 12:02:44 +08:00
genxium
f10389bf55 Minor update. 2023-02-05 20:24:09 +08:00
genxium
6b3d1ed49a Enhanced UI handling upon battle started. 2023-02-05 18:44:37 +08:00
genxium
d25bb5ff10 Enhanced inertia handling. 2023-02-05 11:27:26 +08:00
genxium
d38d4b4ec9 Updated README. 2023-02-05 00:16:09 +08:00
genxium
03828db6ff Reverted input scale. 2023-02-04 21:41:58 +08:00
genxium
917fca2bcd Improved on wall dynamics. 2023-02-04 18:33:49 +08:00
genxium
680e4f1f59 Updated README. 2023-02-03 22:56:58 +08:00
genxium
f367609276 Fixes for rollback on UDP peer upsync. 2023-02-03 22:06:03 +08:00
genxium
70ae4a4c92 Fixed socket binding compatibility issue for Android and Windows. 2023-02-03 09:51:56 +08:00
genxium
6f561bea87 Fixed build for Android. 2023-02-03 00:21:07 +08:00
genxium
70a86c27b0 Enhancement for libuv thread safety. 2023-02-02 21:53:43 +08:00
genxium
b0f37d2237 Minor update. 2023-02-01 23:41:08 +08:00
genxium
09376b827d Reverted magic constants. 2023-02-01 23:27:27 +08:00
genxium
d560392c79 Minor fix. 2023-02-01 23:17:55 +08:00
genxium
c75f642011 Minor update again. 2023-02-01 22:55:27 +08:00
genxium
5cfcac6cf6 Minor update. 2023-02-01 21:44:33 +08:00
genxium
d37ebd4c33 Updated README. 2023-02-01 18:59:14 +08:00
genxium
1d138b17c3 Fixes for UDP p2p packets handling in frontend input buffer. 2023-02-01 17:43:15 +08:00
genxium
851678e2f3 Minor fix. 2023-02-01 13:09:17 +08:00
genxium
2fb6fd6bea Updated CameraTracker. 2023-01-31 23:11:46 +08:00
genxium
e3440a2a06 Fixes for UDP use in input prediction. 2023-01-31 22:39:21 +08:00
genxium
8de2d6e4e7 Enhancement for type#1 force-confirmation trigger. 2023-01-31 09:57:37 +08:00
genxium
ba2dd0b22e Added thread-safety comments for libuv codes. 2023-01-30 23:41:22 +08:00
genxium
754610d31b Updated documentation. 2023-01-30 09:56:19 +08:00
genxium
a35de9b83c Enhanced backend udp tunnel workflow. 2023-01-30 09:21:06 +08:00
genxium
2b6cb57050 Enabled backend udp tunnel forwarding. 2023-01-30 00:25:11 +08:00
genxium
677e76179c Minor fix. 2023-01-29 22:38:12 +08:00
genxium
c65c122f45 Added front-to-back UDP channel punching. 2023-01-29 18:20:48 +08:00
genxium
b5530b352b Updated pb files. 2023-01-29 13:10:19 +08:00
genxium
4e638fb2ec Preparing in battle udp tunnel on backend. 2023-01-29 12:42:48 +08:00
genxium
7c454130db Minor fix. 2023-01-28 23:50:32 +08:00
genxium
5863f88435 Minor update. 2023-01-28 12:55:22 +08:00
genxium
bbf07fe518 Fixed Android segfault on mysterious udp reception callback. 2023-01-28 10:52:58 +08:00
genxium
26660d75d2 Minor fix. 2023-01-28 00:13:30 +08:00
genxium
76cdbc8f1f Updated trouble shooting doc. 2023-01-28 00:10:10 +08:00
genxium
4097a8da75 Fixed libuv multithreading. 2023-01-27 22:51:34 +08:00
genxium
e7bf6ec16b Added basic input upsync via udp. 2023-01-26 21:34:29 +08:00
genxium
7ab983949c Fixes in udp_session type usage for cross-platform use. 2023-01-26 12:43:38 +08:00
genxium
2028f8277d Fixed Android building setup. 2023-01-26 00:08:46 +08:00
genxium
60bb74169e Fixed libuv resource deallocation. 2023-01-25 23:47:54 +08:00
genxium
8536521136 Integrated basic holepunching for multiplayer codebase. 2023-01-25 18:26:13 +08:00
genxium
5df545e168 Fixes for frontend hole punching compatibility. 2023-01-25 11:57:59 +08:00
genxium
6bc3feab58 Fixed part of Cpp to Js callback scopes. 2023-01-24 21:30:58 +08:00
genxium
e21e1b840f Drafted udp holepunching upsync pathway. 2023-01-24 12:00:49 +08:00
genxium
ef345e0e48 Fine tune for rollback params. 2023-01-24 10:08:34 +08:00
genxium
0168e2182e Further updates on win32 build templates. 2023-01-23 23:18:21 +08:00
genxium
58b06f6a10 Updated win32 build templates. 2023-01-23 12:22:34 +08:00
genxium
58e60a789f Preparation for native app build. 2023-01-22 23:05:32 +08:00
genxium
b5b43bb596 Minor update. 2023-01-22 14:32:32 +08:00
genxium
59767c1ed5 Added network doctor stats. 2023-01-22 11:39:27 +08:00
genxium
1c6ad5c8f8 Minor fix. 2023-01-21 23:03:55 +08:00
genxium
34e0893eb8 Added network doctor for frontend. 2023-01-21 22:53:41 +08:00
genxium
cc7524becd Updated README. 2023-01-21 11:59:01 +08:00
genxium
d06cb18a08 Fixed inertia on jumping. 2023-01-21 11:11:48 +08:00
genxium
00816fb636 Minor update. 2023-01-21 10:41:38 +08:00
genxium
ff24bea055 Fixed fireball trigger. 2023-01-21 10:40:13 +08:00
genxium
56d66a128a Minor updates. 2023-01-20 23:44:26 +08:00
genxium
2f097dfec5 Added turn-around and dashing actual triggers. 2023-01-20 23:22:02 +08:00
genxium
ff48b47ecc Updated documentation for the plan of UDP secondary session. 2023-01-20 20:49:26 +08:00
genxium
7a0127b17d Updated README. 2023-01-20 14:32:38 +08:00
genxium
59c8427c70 Enhanced turn-around performance. 2023-01-20 11:29:27 +08:00
genxium
c357ebad3b Updated README again. 2023-01-19 22:19:40 +08:00
genxium
b2e1f7c2a6 Updated README. 2023-01-19 10:45:48 +08:00
genxium
9a8c32197e Added TurnAroundFramesToRecover. 2023-01-19 09:20:52 +08:00
genxium
a82a238ce9 Added frontend log for inspection of "onPeerInputFrameUpsync". 2023-01-18 22:43:10 +08:00
genxium
5b76c5bbfb Minor fix. 2023-01-18 18:03:54 +08:00
genxium
b81c470135 Drafted peer inputFrameUpsync broadcasting mechanism. 2023-01-18 17:53:58 +08:00
genxium
48074d48af Misc fixes for UI alignments. 2023-01-18 12:22:12 +08:00
genxium
342efc623c Made frontend landscape. 2023-01-17 23:35:23 +08:00
genxium
b8e757064d Further enhanced frontend input processing and fixed frame data logging. 2023-01-17 17:38:18 +08:00
genxium
71b9e72592 Minor fix. 2023-01-17 15:16:31 +08:00
genxium
21b48b7c0d Updated frontend input generation. 2023-01-17 13:07:26 +08:00
genxium
fbfca965e6 Minor update. 2023-01-17 12:49:49 +08:00
genxium
b27b567c77 Fixed frontend action triggers. 2023-01-17 12:48:51 +08:00
genxium
e9119530f1 Updated README for UDP discussion. 2023-01-16 23:25:40 +08:00
genxium
e6a4295773 Updated charts in README. 2023-01-15 17:43:02 +08:00
Wing
aa14529bf8 Merge pull request #19 from genxium/explosion
Drafted bullet explosion data structure.
2023-01-15 17:23:52 +08:00
genxium
84af0d1572 Drafted bullet explosion data structure. 2023-01-15 17:21:34 +08:00
genxium
16fb23c376 Updated charts and refs in README. 2023-01-14 23:06:45 +08:00
genxium
d1f8a58154 Updated README. 2023-01-14 09:35:56 +08:00
genxium
89c31e8944 Updated README. 2023-01-13 15:13:27 +08:00
genxium
45380d170f Fixed fireball rollback sync. 2023-01-13 14:55:56 +08:00
genxium
dd9c03404e Fixed fireball rollback mechanism. 2023-01-13 12:10:06 +08:00
genxium
29e402ea71 Integrated onwall movements to multiplayer battle. 2023-01-12 18:09:02 +08:00
genxium
b1e3d6525c Fixes for wall jumping. 2023-01-12 16:09:20 +08:00
genxium
845282db50 Minor fix. 2023-01-12 12:55:57 +08:00
genxium
71a5a7b727 Drafted anti-air attack for Monk. 2023-01-11 22:24:31 +08:00
genxium
934a495d47 Updates for fireball bullet. 2023-01-11 18:42:57 +08:00
175 changed files with 27562 additions and 8095 deletions

2
.gitignore vendored
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@@ -1,3 +1,5 @@
.vs
**/.vs
battle_srv/test_cases/test_cases
battle_srv/test_cases/tests
*.pid

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@@ -47,3 +47,46 @@ renderFrameId | toApplyInputFrameId
..., ..., ..., 368 | 90
369, 370, 371, 372 | 91
373, 374, 375, ... | 92
# Would using UDP instead of TCP yield better synchronization performance?
Yes, but with non-trivial efforts.
## Neat advantage using UDP
Let's check an actual use case. As soon as an inputFrame becomes all-confirmed, the server should downsync it to all active players -- and upon reception loss of the packet containing this "all-confirmed downsync inputFrame" to a certain player, the server MUST retransmit another packet containing the same inputFrame to that player.
To apply UDP on this use case, additional `ack & retransmission mechanism` would be required, which is a moderately difficult task -- don't just pick a 3rd party lib using TCP flow-control alike `sliding window mechanism`, e.g. [RUDP](https://www.geeksforgeeks.org/reliable-user-datagram-protocol-rudp/)! Here's why.
Assume that the server is downsyncing `sequence of packets[#1, #2, #3, #4, #5, #6, #7, #8, #9, #10]`, when using TCP we get the advantage that each active player is guaranteed to receive that same sequence in the same order -- however in a bad, lossy network when `packet#2` got lost several times for a certain player whose reception window size is just 5, it has to wait for the arrival of `packet#2` at `[_, #3, #4, #5, #6]`, thus unable to process `[#7, #8, #9, #10]` which could contain `unpredictable inputFrame` while `#2` being `correct prediction` for that player.
That's so neat but still an advantage for using UDP! Yet if the TCP flow-control alike `sliding window mechanism` is employed on UDP, such advantage'd be compromised.
To summarize, if UDP is used we need
- an `ack & retransmission mechanism` built on top of it to guarantee reception of critical packets for active players, and
- reception order is not necessary to be reserved (mimic [markConfirmationIfApplicable](https://github.com/genxium/DelayNoMore/blob/v0.9.14/battle_srv/models/room.go#L1085) to maintain `lastAllConfirmedInputFrameId`), but
- TCP flow-control alike `sliding window mechanism` should be avoided to gain advantage over TCP.
## Additional hassles to care about using UDP
When using UDP, it's also necessary to verify authorization of each incoming packet, e.g. by simple time limited symmetric key, due to being connectionless.
## Why not hybrid?
Instead of replacing all use of TCP by UDP, it's more reasonable to keep using TCP for login and the "all-confirmed downsync inputFrames" from server to players (and possibly "upsync inputFrames" from player to server, but tradeoff on that remains to be discussed), while using a `UDP secondary session` for broadcasting inputFrames of each individual player asap (either using p2p or not) just for **better prediction performance**!
## How do you actually implement the `UDP secondary session`?
It's not a global consensus, but in practice many UDP communications are platform specific due to their paired asynchronous I/O choices, e.g. epoll in Linux and kqueue in BSD-ish. Of course there're many 3rd party higher level encapsulated tools for cross-platform use but that introduces extra debugging when things go wrong.
Therefore, the following plan doesn't assume use of any specific 3rd party encapsulation of UDP communication.
![UDP_secondary_session](./charts/UDPEssentials.jpg)
# Would using WebRTC for all frontends be a `UDP for all` solution?
Theoretically yes.
## Plan to integrate WebRTC
The actual integration of WebRTC to enable `browser v.s. native app w/ WebRTC` requires detailed planning :)
In my current implementation, there's only 1 backend process and it's responsible for all of the following things. The plan for integrating/migrating each item is written respectively.
- TURN for UDP tunneling/relay
- Some minor modification to [Room.PlayerSecondaryDownsyncSessionDict](https://github.com/genxium/DelayNoMore/blob/365177a3af6033f1cd629a4a4d59beb4557cc311/battle_srv/models/room.go#L126) should be enough to yield a WebRTC API friendly TURN. It's interesting that [though UDP based in transport layer, a WebRTC session is stateful and more similar to WebSocket in terms of API](https://developer.mozilla.org/en-US/docs/Web/API/WebRTC_API).
- STUN for UDP holepunching
- Some minor modification to [Player.UdpAddr](https://github.com/genxium/DelayNoMore/blob/365177a3af6033f1cd629a4a4d59beb4557cc311/battle_srv/models/player.go#L56) should be enough to yield a WebRTC API friendly STUN.
- reconnection recovery
- Not sure whether or not I should separate this feature from STUN and TURN, but if I were to do so, [both `Room.RenderFrameBuffer` and `Room.InputsBuffer`](https://github.com/genxium/DelayNoMore/blob/365177a3af6033f1cd629a4a4d59beb4557cc311/battle_srv/models/room.go) should be moved to a shared fast I/O storage (e.g. using Redis) to achieve the same level of `High Availability` in design as STUN and TURN.

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@@ -1,17 +1,26 @@
# Preface
This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md).
This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md).
_(the following gif is sped up to ~1.5x for file size reduction, kindly note that animations are resumed from a partial progress)_
[Demo recorded over INTERNET (Phone-Wifi v.s. PC-Wifi UDP holepunched) using an input delay of 6 frames](https://pan.baidu.com/s/1UArwqDShLoPjYppjjqsTqQ?pwd=10wc), and it feels SMOOTH when playing!
![gif_demo](./charts/jump_sync_spedup.gif)
![Merged_cut_annotated_spedup](./charts/Merged_cut_annotated_spedup.gif)
Please also checkout [this demo video](https://pan.baidu.com/s/1Lmot9cb0pYylfUvC8G4fDg?pwd=ia97) to see how this demo carries out a full 60fps synchronization with the help of _batched input upsync/downsync_ for satisfying network I/O performance.
(battle between 2 celluar 4G users using Android phones, [original video here](https://pan.baidu.com/s/1RL-9M-cK8cFS_Q8afMTrJA?pwd=ryzv))
The video mainly shows the following features.
- The backend receives inputs from frontend peers and broadcasts back for synchronization.
- The game is recovered for a player upon reconnection.
- Both backend(Golang) and frontend(JavaScript) execute collision detection and handle collision contacts by the same algorithm. The backend dynamics is togglable by [Room.BackendDynamicsEnabled](https://github.com/genxium/DelayNoMore/blob/v0.5.2/battle_srv/models/room.go#L813), but **when turned off the game couldn't support recovery upon reconnection**.
![Phone4g_battle_spedup](./charts/Phone4g_battle_spedup.gif)
As lots of feedbacks ask for a discussion on using UDP instead, I tried to summarize my personal opinion about it in [ConcerningEdgeCases](./ConcerningEdgeCases.md) -- **since v0.9.25, the project is actually equipped with UDP capabilities as follows**.
- When using the so called `native apps` on `Android` and `Windows` (I'm working casually hard to support `iOS` next), the frontends will try to use UDP hole-punching w/ the help of backend as a registry. If UDP hole-punching is working, the rollback is often less than `turn-around frames to recover` and thus not noticeable, being much better than using websocket alone. This video shows how the UDP holepunched p2p performs for [Phone-Wifi v.s. PC-Wifi (viewed by PC side)](https://pan.baidu.com/s/1K6704bJKlrSBTVqGcXhajA?pwd=l7ok).
- If UDP hole-punching is not working, e.g. for Symmetric NAT like in 4G/5G cellular network, the frontends will use backend as a UDP tunnel (or relay, whatever you like to call it). This video shows how the UDP tunnel performs for [Phone-4G v.s. PC-Wifi (merged view@v0.9.34, excellent synchronization)](https://pan.baidu.com/s/1yeIrN5TSf6_av_8-N3vdVg?pwd=7tzw).
- Browser vs `native app` is possible but in that case only websocket is used. For WebRTC integration plan please see [ConcerningEdgeCases](./ConcerningEdgeCases.md). You might also be interested in visiting [netplayjs](https://github.com/rameshvarun/netplayjs) to see how others use WebRTC for browser game synchronization as well.
# Notable Features
- Backend dynamics toggle via [Room.BackendDynamicsEnabled](https://github.com/genxium/DelayNoMore/blob/v0.9.14/battle_srv/models/room.go#L786)
- Recovery upon reconnection (only if backend dynamics is ON)
- Automatically correction for "slow ticker", especially "active slow ticker" which is well-known to be a headache for input synchronization
- Frame data logging toggle for both frontend & backend, useful for debugging out of sync entities when developing new features
_(how input delay roughly works)_
@@ -19,7 +28,10 @@ _(how input delay roughly works)_
_(how rollback-and-chase in this project roughly works)_
![server_clients](./charts/ServerClients.jpg)
![rollback_and_chase_intro](./charts/RollbackAndChase.jpg)
(By use of [GopherJs](https://github.com/gopherjs/gopherjs), the frontend codes for dynamics are now automatically generated)
![floating_point_accumulation_err](./charts/AvoidingFloatingPointAccumulationErr.jpg)
# 1. Building & running
@@ -27,7 +39,8 @@ _(how rollback-and-chase in this project roughly works)_
## 1.1 Tools to install
### Backend
- [Command Line Tools for Xcode](https://developer.apple.com/download/all/?q=command%20line%20tools) (on OSX) or [TDM-GCC](https://jmeubank.github.io/tdm-gcc/download/) (on Windows) (a `make` executable mandatory)
- [Golang1.18.6](https://golang.org/dl/) (brought down to 1.18 for GopherJs support, mandatory, in China please try a mirror site like [that of ustc](https://mirrors.ustc.edu.cn/golang/))
- [Golang1.18.6](https://golang.org/dl/) (brought down to 1.18 for _GopherJs_ support, mandatory, in China please try a mirror site like [that of ustc](https://mirrors.ustc.edu.cn/golang/))
- [GopherJs1.18.0-beta1](https://github.com/gopherjs/gopherjs/tree/v1.18.0-beta1) (optional, only for developemnt)
- [MySQL 5.7](https://dev.mysql.com/downloads/windows/installer/5.7.html) (mandatory, for OSX not all versions of 5.7 can be found thus 5.7.24 is recommended)
- [Redis 3.0.503 or above](https://redis.io/download/) (mandatory)
- [skeema](https://www.skeema.io/) (optional, only for convenient MySQL schema provisioning)
@@ -60,7 +73,7 @@ user@proj-root/battle_srv/configs> cp -r ./configs.template ./configs
user@proj-root/frontend/assets/plugin_scripts> cp ./conf.js.template ./conf.js
```
## 1.2 Actual building & running
## 1.3 Actual building & running
### Backend
```
### The following command runs mysql-server in foreground, it's almost NEVER run in such a way, please find a proper way to run it for yourself
@@ -89,3 +102,66 @@ ErrFatal {"err": "MISCONF Redis is configured to save RDB snapshots, but
```
Just restart your `redis-server` process.
### 2.2 Why not show "PING value" on frontend display?
The most important reason for not showing "PING value" is simple: in most games the "PING value" is collected by a dedicated kernel thread which doesn't interfere the UI thread or the primary networking thread. As this demo primarily runs on browser by far, I don't have this capability easily.
Moreover, in practice I found that to spot sync anomalies, the following tools are much more useful than the "PING VALUE".
- Detection of [prediction mismatch on the frontend](https://github.com/genxium/DelayNoMore/blob/v0.9.19/frontend/assets/scripts/Map.js#L842).
- Detection of [type#1 forceConfirmation on the backend](https://github.com/genxium/DelayNoMore/blob/v0.9.19/battle_srv/models/room.go#L1246).
- Detection of [type#2 forceConfirmation on the backend](https://github.com/genxium/DelayNoMore/blob/v0.9.19/battle_srv/models/room.go#L1259).
There's also some useful information displayed on the frontend when `true == Map.showNetworkDoctorInfo`.
![networkstats](./charts/networkstats.png)
### 2.3 WIN32 platform tool versioning
![visual_studio](./charts/VisualStudioSetup.png)
When building for native platforms, it's much more convenient to trigger the CocosCreator project forming frmo CLI, e.g.
```
shell> cd <proj-root>
shell> /path/to/CocosCreator.exe --path ./frontend --build "platform=win32;debug=true"
shell> cd ./frontend/build/jsb-link/frameworks/runtime-src/proj.win32 && MSBUILD DelayNoMore.vcxproj -property:Configuration=Debug
```
or
```
shell> cd <proj-root>
shell> /path/to/CocosCreator.exe --path ./frontend --build "platform=win32;debug=false"
shell> cd ./frontend/build/jsb-link/frameworks/runtime-src/proj.win32 && MSBUILD DelayNoMore.vcxproj -property:Configuration=Release
```
for release.
If `MSBUILD` command is not yet added to `PATH`, Use `Get-Command MSBUILD` in `Developer Command Prompt for VS 2017/2019` to see where the command should come from and add it to `PATH`.
Similarly for Android release build
```
shell> cd <proj-root>
shell> /path/to/CocosCreator.exe --path ./frontend --build "platform=android;debug=false"
shell> cd ./frontend/build/jsb-link/frameworks/runtime-src/proj.android-studio && ./gradlew assembleRelease
```
### 2.4 CococCreator native build reloading
CocosCreator doesn't have perfect file cache management during native project building, use "Developer Tools > Reload" to reset the IDE status upon mysterious errors.
![ccc_reload](./charts/NativeBuildReload.png)
Another issue is with the package name, see the screenshot below, kindly note that after successfully building with a blank package name, you can then re-fill the desired package name and build again!
![ccc_package_name](./charts/PackageNameIssueInCcc.png)
### 2.5 Checking UDP port binding result
__*nix__
```
netstat -anp | grep <your_port>
```
__Windows__
```
netstat -ano | grep <your_port>
```
### 2.6 Checking native code crash on non-rooted Android phone
```
DeveloperOs> adb bugreport ./logs.zip
# The file "logs.zip" will be automatically pulled to current folder of the DeveloperOS, copy "logs/FS/data/tomestones" out of the zip, then use the binary "$NDK_ROOT/ndk-stack" to analyze whichever tombstone you're interested in, for example, I often use the following
DeveloperOs> ${NDK_ROOT}/ndk-stack.cmd -sym \path\to\DelayNoMore\frontend\build\jsb-link\frameworks\runtime-src\proj.android-studio\app\build\intermediates\ndkBuild\debug\obj\local\arm64-v8a -dump \path\to\tombstones\tombstone_03
# The param "-sym \path\to\objs" tells "ndk-stack" to decode "tombstone_03" with symbols provided by all the files inside that "\path\to\objs".
```

View File

@@ -4,9 +4,24 @@ ROOT_DIR=.
GOPROXY=https://goproxy.io
all: help
# To install `gojson` executable
# ```
# go install github.com/ChimeraCoder/gojson/gojson@latest
# ```
#
# OS detection reference https://stackoverflow.com/a/12099167
gen-constants:
gojson -pkg common -name constants -input common/constants.json -o common/constants_struct.go
ifeq ($(OS),Windows_NT)
sed -i 's/int64/int/g' common/constants_struct.go
else
UNAME_S := $(shell uname -s)
ifeq ($(UNAME_S),Darwin)
sed -i '' -e 's/int64/int/g' common/constants_struct.go
else
sed -i 's/int64/int/g' common/constants_struct.go
endif
endif
run-test: build
ServerEnv=TEST ./$(PROJECTNAME)

View File

@@ -37,6 +37,8 @@ type mysqlConf struct {
type sioConf struct {
HostAndPort string `json:"hostAndPort"`
UdpHost string `json:"udpHost"`
UdpPort int `json:"udpPort"`
}
type botServerConf struct {

View File

@@ -44,10 +44,10 @@
"PASSWORD_RESET_CODE_GENERATION_PER_EMAIL_TOO_FREQUENTLY": 2020,
"TRADE_CREATION_TOO_FREQUENTLY": 2021,
"MAP_NOT_UNLOCKED": 2022,
"GET_SMS_CAPTCHA_RESP_ERROR_CODE": 2023,
"SMS_CAPTCHA_REQUESTED_TOO_FREQUENTLY": 2024,
"SMS_CAPTCHA_NOT_MATCH": 2025,
"SAME_PLAYER_ALREADY_IN_SAME_ROOM": 2026,
"NOT_IMPLEMENTED_YET": 65535
},

View File

@@ -17,6 +17,7 @@ type constants struct {
RetCode struct {
ActiveWatchdog int `json:"ACTIVE_WATCHDOG"`
BattleStopped int `json:"BATTLE_STOPPED"`
ClientMismatchedRenderFrame int `json:"CLIENT_MISMATCHED_RENDER_FRAME"`
Duplicated int `json:"DUPLICATED"`
FailedToCreate int `json:"FAILED_TO_CREATE"`
FailedToDelete int `json:"FAILED_TO_DELETE"`
@@ -51,6 +52,7 @@ type constants struct {
PlayerNotAddableToRoom int `json:"PLAYER_NOT_ADDABLE_TO_ROOM"`
PlayerNotFound int `json:"PLAYER_NOT_FOUND"`
PlayerNotReaddableToRoom int `json:"PLAYER_NOT_READDABLE_TO_ROOM"`
SamePlayerAlreadyInSameRoom int `json:"SAME_PLAYER_ALREADY_IN_SAME_ROOM"`
SendEmailTimeout int `json:"SEND_EMAIL_TIMEOUT"`
SmsCaptchaNotMatch int `json:"SMS_CAPTCHA_NOT_MATCH"`
SmsCaptchaRequestedTooFrequently int `json:"SMS_CAPTCHA_REQUESTED_TOO_FREQUENTLY"`

View File

@@ -1,3 +1,5 @@
{
"hostAndPort": "0.0.0.0:9992"
"hostAndPort": "0.0.0.0:9992",
"udpHost": "0.0.0.0",
"udpPort": 3000
}

View File

@@ -3,6 +3,7 @@ module battle_srv
go 1.18
require (
dnmshared v0.0.0
github.com/Masterminds/squirrel v0.0.0-20180815162352-8a7e65843414
github.com/davecgh/go-spew v1.1.1
github.com/gin-contrib/cors v0.0.0-20180514151808-6f0a820f94be
@@ -19,14 +20,12 @@ require (
github.com/thoas/go-funk v0.0.0-20180716193722-1060394a7713
go.uber.org/zap v1.9.1
google.golang.org/protobuf v1.28.1
dnmshared v0.0.0
jsexport v0.0.0
resolv v0.0.0
jsexport v0.0.0
resolv v0.0.0
)
require (
github.com/ChimeraCoder/gojson v1.0.0 // indirect
github.com/ChimeraCoder/gojson v1.1.0 // indirect
github.com/fatih/color v1.7.0 // indirect
github.com/gin-contrib/sse v0.0.0-20170109093832-22d885f9ecc7 // indirect
github.com/githubnemo/CompileDaemon v1.0.0 // indirect
@@ -44,11 +43,11 @@ require (
golang.org/x/xerrors v0.0.0-20191204190536-9bdfabe68543 // indirect
gopkg.in/check.v1 v0.0.0-20161208181325-20d25e280405 // indirect
gopkg.in/go-playground/validator.v8 v8.18.2 // indirect
gopkg.in/yaml.v2 v2.2.1 // indirect
gopkg.in/yaml.v2 v2.4.0 // indirect
)
replace (
dnmshared => ../dnmshared
jsexport => ../jsexport
resolv => ../resolv_tailored
jsexport => ../jsexport
resolv => ../resolv_tailored
)

View File

@@ -2,6 +2,8 @@ github.com/ByteArena/box2d v1.0.2 h1:f7f9KEQWhCs1n516DMLzi5w6u0MeeE78Mes4fWMcj9k
github.com/ByteArena/box2d v1.0.2/go.mod h1:LzEuxY9iCz+tskfWCY3o0ywYBRafDDugdSj+/YGI6sE=
github.com/ChimeraCoder/gojson v1.0.0 h1:gAYKGTV+xfQ4+l/4C/nazPbiQDUidG0G3ukAJnE7LNE=
github.com/ChimeraCoder/gojson v1.0.0/go.mod h1:nYbTQlu6hv8PETM15J927yM0zGj3njIldp72UT1MqSw=
github.com/ChimeraCoder/gojson v1.1.0 h1:/6S8djl/jColpJGTYniA3xrqJWuKeyEozzPtpr5L4Pw=
github.com/ChimeraCoder/gojson v1.1.0/go.mod h1:nYbTQlu6hv8PETM15J927yM0zGj3njIldp72UT1MqSw=
github.com/Masterminds/squirrel v0.0.0-20180815162352-8a7e65843414 h1:VHdYPA0V0YgL97gdjHevN6IVPRX+fOoNMqcYvUAzwNU=
github.com/Masterminds/squirrel v0.0.0-20180815162352-8a7e65843414/go.mod h1:xnKTFzjGUiZtiOagBsfnvomW+nJg2usB1ZpordQWqNM=
github.com/Pallinder/go-randomdata v0.0.0-20180616180521-15df0648130a h1:0OnS8GR4uI3nau+f/juCZlAq+zCrsHXRJlENrUQ4eU8=
@@ -92,3 +94,5 @@ gopkg.in/go-playground/validator.v8 v8.18.2 h1:lFB4DoMU6B626w8ny76MV7VX6W2VHct2G
gopkg.in/go-playground/validator.v8 v8.18.2/go.mod h1:RX2a/7Ha8BgOhfk7j780h4/u/RRjR0eouCJSH80/M2Y=
gopkg.in/yaml.v2 v2.2.1 h1:mUhvW9EsL+naU5Q3cakzfE91YhliOondGd6ZrsDBHQE=
gopkg.in/yaml.v2 v2.2.1/go.mod h1:hI93XBmqTisBFMUTm0b8Fm+jr3Dg1NNxqwp+5A1VGuI=
gopkg.in/yaml.v2 v2.4.0 h1:D8xgwECY7CYvx+Y2n4sBz93Jn9JRvxdiyyo8CTfuKaY=
gopkg.in/yaml.v2 v2.4.0/go.mod h1:RDklbk79AGWmwhnvt/jBztapEOGDOx6ZbXqjP6csGnQ=

View File

@@ -23,6 +23,8 @@ import (
"github.com/gin-gonic/gin"
"github.com/robfig/cron"
"go.uber.org/zap"
"net"
)
func main() {
@@ -34,7 +36,7 @@ func main() {
env_tools.MergeTestPlayerAccounts()
}
models.InitRoomHeapManager()
startScheduler()
// startScheduler()
router := gin.Default()
setRouter(router)
@@ -54,6 +56,7 @@ func main() {
}
Logger.Info("Listening and serving HTTP on", zap.Any("Conf.Sio.HostAndPort", Conf.Sio.HostAndPort))
}()
go startGrandUdpServer()
var gracefulStop = make(chan os.Signal)
signal.Notify(gracefulStop, syscall.SIGTERM)
signal.Notify(gracefulStop, syscall.SIGINT)
@@ -89,6 +92,7 @@ func setRouter(router *gin.Engine) {
router.StaticFS("/asset", http.Dir(filepath.Join(Conf.General.AppRoot, "asset")))
router.GET("/ping", f)
router.GET("/tsrht", ws.Serve)
router.GET("/tsrhtSecondary", ws.HandleSecondaryWsSessionForPlayer)
apiRouter := router.Group("/api")
{
@@ -113,3 +117,33 @@ func startScheduler() {
//c.AddFunc("*/1 * * * * *", FuncName)
c.Start()
}
func startGrandUdpServer() {
conn, err := net.ListenUDP("udp", &net.UDPAddr{
Port: Conf.Sio.UdpPort,
IP: net.ParseIP(Conf.Sio.UdpHost),
})
if err != nil {
panic(err)
}
defer func() {
conn.Close()
if r := recover(); r != nil {
Logger.Error("`GrandUdpServer`, recovery spot#1, recovered from: ", zap.Any("panic", r))
}
Logger.Info(fmt.Sprintf("The `GrandUdpServer` is stopped"))
}()
Logger.Info(fmt.Sprintf("`GrandUdpServer` started at %s", conn.LocalAddr().String()))
for {
message := make([]byte, 2046)
rlen, remote, err := conn.ReadFromUDP(message[:])
if err != nil {
panic(err)
}
Logger.Info(fmt.Sprintf("`GrandUdpServer` received: %d bytes from %s\n", rlen, remote))
ws.HandleUdpHolePunchingForPlayer(message[0:rlen], remote)
}
}

View File

@@ -22,92 +22,110 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
for i, last := range rdf.PlayersArr {
pbPlayer := &pb.PlayerDownsync{
Id: last.Id,
VirtualGridX: last.VirtualGridX,
VirtualGridY: last.VirtualGridY,
DirX: last.DirX,
DirY: last.DirY,
VelX: last.VelX,
VelY: last.VelY,
FramesToRecover: last.FramesToRecover,
FramesInChState: last.FramesInChState,
ActiveSkillId: last.ActiveSkillId,
ActiveSkillHit: last.ActiveSkillHit,
FramesInvinsible: last.FramesInvinsible,
Speed: last.Speed,
BattleState: last.BattleState,
CharacterState: last.CharacterState,
InAir: last.InAir,
JoinIndex: last.JoinIndex,
BulletTeamId: last.BulletTeamId,
ChCollisionTeamId: last.ChCollisionTeamId,
Hp: last.Hp,
MaxHp: last.MaxHp,
ColliderRadius: last.ColliderRadius,
Score: last.Score,
Removed: last.Removed,
Id: last.Id,
VirtualGridX: last.VirtualGridX,
VirtualGridY: last.VirtualGridY,
DirX: last.DirX,
DirY: last.DirY,
VelX: last.VelX,
VelY: last.VelY,
FramesToRecover: last.FramesToRecover,
FramesInChState: last.FramesInChState,
ActiveSkillId: last.ActiveSkillId,
ActiveSkillHit: last.ActiveSkillHit,
FramesInvinsible: last.FramesInvinsible,
Speed: last.Speed,
BattleState: last.BattleState,
CharacterState: last.CharacterState,
InAir: last.InAir,
OnWall: last.OnWall,
OnWallNormX: last.OnWallNormX,
OnWallNormY: last.OnWallNormY,
CapturedByInertia: last.CapturedByInertia,
JoinIndex: last.JoinIndex,
BulletTeamId: last.BulletTeamId,
ChCollisionTeamId: last.ChCollisionTeamId,
Hp: last.Hp,
MaxHp: last.MaxHp,
RevivalVirtualGridX: last.RevivalVirtualGridX,
RevivalVirtualGridY: last.RevivalVirtualGridY,
ColliderRadius: last.ColliderRadius,
Score: last.Score,
Removed: last.Removed,
}
ret.PlayersArr[i] = pbPlayer
}
for i, last := range rdf.MeleeBullets {
pbBullet := &pb.MeleeBullet{
BulletLocalId: last.BulletLocalId,
OriginatedRenderFrameId: last.OriginatedRenderFrameId,
OffenderJoinIndex: last.OffenderJoinIndex,
BulletLocalId: last.BattleAttr.BulletLocalId,
OriginatedRenderFrameId: last.BattleAttr.OriginatedRenderFrameId,
OffenderJoinIndex: last.BattleAttr.OffenderJoinIndex,
TeamId: last.BattleAttr.TeamId,
StartupFrames: last.StartupFrames,
CancellableStFrame: last.CancellableStFrame,
CancellableEdFrame: last.CancellableEdFrame,
ActiveFrames: last.ActiveFrames,
StartupFrames: last.Bullet.StartupFrames,
CancellableStFrame: last.Bullet.CancellableStFrame,
CancellableEdFrame: last.Bullet.CancellableEdFrame,
ActiveFrames: last.Bullet.ActiveFrames,
HitStunFrames: last.HitStunFrames,
BlockStunFrames: last.BlockStunFrames,
PushbackVelX: last.PushbackVelX,
PushbackVelY: last.PushbackVelY,
Damage: last.Damage,
HitStunFrames: last.Bullet.HitStunFrames,
BlockStunFrames: last.Bullet.BlockStunFrames,
PushbackVelX: last.Bullet.PushbackVelX,
PushbackVelY: last.Bullet.PushbackVelY,
Damage: last.Bullet.Damage,
SelfLockVelX: last.SelfLockVelX,
SelfLockVelY: last.SelfLockVelY,
SelfLockVelX: last.Bullet.SelfLockVelX,
SelfLockVelY: last.Bullet.SelfLockVelY,
HitboxOffsetX: last.HitboxOffsetX,
HitboxOffsetY: last.HitboxOffsetY,
HitboxSizeX: last.HitboxSizeX,
HitboxSizeY: last.HitboxSizeY,
HitboxOffsetX: last.Bullet.HitboxOffsetX,
HitboxOffsetY: last.Bullet.HitboxOffsetY,
HitboxSizeX: last.Bullet.HitboxSizeX,
HitboxSizeY: last.Bullet.HitboxSizeY,
BlowUp: last.BlowUp,
TeamId: last.TeamId,
BlowUp: last.Bullet.BlowUp,
SpeciesId: last.Bullet.SpeciesId,
ExplosionFrames: last.Bullet.ExplosionFrames,
BlState: last.BlState,
FramesInBlState: last.FramesInBlState,
}
ret.MeleeBullets[i] = pbBullet
}
for i, last := range rdf.FireballBullets {
pbBullet := &pb.FireballBullet{
BulletLocalId: last.BulletLocalId,
OriginatedRenderFrameId: last.OriginatedRenderFrameId,
OffenderJoinIndex: last.OffenderJoinIndex,
BulletLocalId: last.BattleAttr.BulletLocalId,
OriginatedRenderFrameId: last.BattleAttr.OriginatedRenderFrameId,
OffenderJoinIndex: last.BattleAttr.OffenderJoinIndex,
TeamId: last.BattleAttr.TeamId,
StartupFrames: last.StartupFrames,
CancellableStFrame: last.CancellableStFrame,
CancellableEdFrame: last.CancellableEdFrame,
ActiveFrames: last.ActiveFrames,
StartupFrames: last.Bullet.StartupFrames,
CancellableStFrame: last.Bullet.CancellableStFrame,
CancellableEdFrame: last.Bullet.CancellableEdFrame,
ActiveFrames: last.Bullet.ActiveFrames,
HitStunFrames: last.HitStunFrames,
BlockStunFrames: last.BlockStunFrames,
PushbackVelX: last.PushbackVelX,
PushbackVelY: last.PushbackVelY,
Damage: last.Damage,
HitStunFrames: last.Bullet.HitStunFrames,
BlockStunFrames: last.Bullet.BlockStunFrames,
PushbackVelX: last.Bullet.PushbackVelX,
PushbackVelY: last.Bullet.PushbackVelY,
Damage: last.Bullet.Damage,
SelfLockVelX: last.SelfLockVelX,
SelfLockVelY: last.SelfLockVelY,
SelfLockVelX: last.Bullet.SelfLockVelX,
SelfLockVelY: last.Bullet.SelfLockVelY,
HitboxOffsetX: last.HitboxOffsetX,
HitboxOffsetY: last.HitboxOffsetY,
HitboxSizeX: last.HitboxSizeX,
HitboxSizeY: last.HitboxSizeY,
HitboxOffsetX: last.Bullet.HitboxOffsetX,
HitboxOffsetY: last.Bullet.HitboxOffsetY,
HitboxSizeX: last.Bullet.HitboxSizeX,
HitboxSizeY: last.Bullet.HitboxSizeY,
BlowUp: last.BlowUp,
TeamId: last.TeamId,
BlowUp: last.Bullet.BlowUp,
SpeciesId: last.Bullet.SpeciesId,
ExplosionFrames: last.Bullet.ExplosionFrames,
BlState: last.BlState,
FramesInBlState: last.FramesInBlState,
VirtualGridX: last.VirtualGridX,
VirtualGridY: last.VirtualGridY,
@@ -131,28 +149,36 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) []*pb.Play
for _, last := range modelInstances {
pbPlayer := &pb.PlayerDownsync{
Id: last.Id,
VirtualGridX: last.VirtualGridX,
VirtualGridY: last.VirtualGridY,
DirX: last.DirX,
DirY: last.DirY,
VelX: last.VelX,
VelY: last.VelY,
FramesToRecover: last.FramesToRecover,
FramesInChState: last.FramesInChState,
ActiveSkillId: last.ActiveSkillId,
ActiveSkillHit: last.ActiveSkillHit,
FramesInvinsible: last.FramesInvinsible,
Speed: last.Speed,
BattleState: last.BattleState,
CharacterState: last.CharacterState,
InAir: last.InAir,
JoinIndex: last.JoinIndex,
BulletTeamId: last.BulletTeamId,
ChCollisionTeamId: last.ChCollisionTeamId,
ColliderRadius: last.ColliderRadius,
Score: last.Score,
Removed: last.Removed,
Id: last.Id,
VirtualGridX: last.VirtualGridX,
VirtualGridY: last.VirtualGridY,
DirX: last.DirX,
DirY: last.DirY,
VelX: last.VelX,
VelY: last.VelY,
FramesToRecover: last.FramesToRecover,
FramesInChState: last.FramesInChState,
ActiveSkillId: last.ActiveSkillId,
ActiveSkillHit: last.ActiveSkillHit,
FramesInvinsible: last.FramesInvinsible,
Speed: last.Speed,
BattleState: last.BattleState,
CharacterState: last.CharacterState,
InAir: last.InAir,
OnWall: last.OnWall,
OnWallNormX: last.OnWallNormX,
OnWallNormY: last.OnWallNormY,
CapturedByInertia: last.CapturedByInertia,
JoinIndex: last.JoinIndex,
BulletTeamId: last.BulletTeamId,
ChCollisionTeamId: last.ChCollisionTeamId,
Hp: last.Hp,
MaxHp: last.MaxHp,
RevivalVirtualGridX: last.RevivalVirtualGridX,
RevivalVirtualGridY: last.RevivalVirtualGridY,
ColliderRadius: last.ColliderRadius,
Score: last.Score,
Removed: last.Removed,
}
if withMetaInfo {
pbPlayer.Name = last.Name
@@ -173,30 +199,36 @@ func toJsPlayers(modelInstances map[int32]*Player) []*battle.PlayerDownsync {
for _, last := range modelInstances {
toRet[last.JoinIndex-1] = &battle.PlayerDownsync{
Id: last.Id,
VirtualGridX: last.VirtualGridX,
VirtualGridY: last.VirtualGridY,
DirX: last.DirX,
DirY: last.DirY,
VelX: last.VelX,
VelY: last.VelY,
FramesToRecover: last.FramesToRecover,
FramesInChState: last.FramesInChState,
ActiveSkillId: last.ActiveSkillId,
ActiveSkillHit: last.ActiveSkillHit,
FramesInvinsible: last.FramesInvinsible,
Speed: last.Speed,
BattleState: last.BattleState,
CharacterState: last.CharacterState,
JoinIndex: last.JoinIndex,
BulletTeamId: last.BulletTeamId,
ChCollisionTeamId: last.ChCollisionTeamId,
Hp: last.Hp,
MaxHp: last.MaxHp,
ColliderRadius: last.ColliderRadius,
InAir: last.InAir,
Score: last.Score,
Removed: last.Removed,
Id: last.Id,
VirtualGridX: last.VirtualGridX,
VirtualGridY: last.VirtualGridY,
DirX: last.DirX,
DirY: last.DirY,
VelX: last.VelX,
VelY: last.VelY,
FramesToRecover: last.FramesToRecover,
FramesInChState: last.FramesInChState,
ActiveSkillId: last.ActiveSkillId,
ActiveSkillHit: last.ActiveSkillHit,
FramesInvinsible: last.FramesInvinsible,
Speed: last.Speed,
BattleState: last.BattleState,
CharacterState: last.CharacterState,
JoinIndex: last.JoinIndex,
BulletTeamId: last.BulletTeamId,
ChCollisionTeamId: last.ChCollisionTeamId,
Hp: last.Hp,
MaxHp: last.MaxHp,
RevivalVirtualGridX: last.RevivalVirtualGridX,
RevivalVirtualGridY: last.RevivalVirtualGridY,
ColliderRadius: last.ColliderRadius,
InAir: last.InAir,
OnWall: last.OnWall,
OnWallNormX: last.OnWallNormX,
OnWallNormY: last.OnWallNormY,
CapturedByInertia: last.CapturedByInertia,
Score: last.Score,
Removed: last.Removed,
}
}

View File

@@ -8,6 +8,7 @@ import (
sq "github.com/Masterminds/squirrel"
"github.com/jmoiron/sqlx"
"go.uber.org/zap"
"net"
)
type PlayerBattleState struct {
@@ -46,10 +47,15 @@ type Player struct {
TutorialStage int `db:"tutorial_stage"`
// other in-battle info fields
LastReceivedInputFrameId int32
LastSentInputFrameId int32
AckingFrameId int32
AckingInputFrameId int32
LastReceivedInputFrameId int32
LastUdpReceivedInputFrameId int32
LastSentInputFrameId int32
AckingFrameId int32
AckingInputFrameId int32
UdpAddr *PeerUdpAddr
BattleUdpTunnelAddr *net.UDPAddr // This addr is used by backend only, not visible to frontend
BattleUdpTunnelAuthKey int32
}
func ExistPlayerByName(name string) (bool, error) {

View File

@@ -13,6 +13,7 @@ import (
"io/ioutil"
"jsexport/battle"
"math/rand"
"net"
"os"
"path/filepath"
"resolv"
@@ -27,10 +28,12 @@ const (
UPSYNC_MSG_ACT_PLAYER_CMD = int32(2)
UPSYNC_MSG_ACT_PLAYER_COLLIDER_ACK = int32(3)
DOWNSYNC_MSG_ACT_HB_REQ = int32(1)
DOWNSYNC_MSG_ACT_INPUT_BATCH = int32(2)
DOWNSYNC_MSG_ACT_BATTLE_STOPPED = int32(3)
DOWNSYNC_MSG_ACT_FORCED_RESYNC = int32(4)
DOWNSYNC_MSG_ACT_HB_REQ = int32(1)
DOWNSYNC_MSG_ACT_INPUT_BATCH = int32(2)
DOWNSYNC_MSG_ACT_BATTLE_STOPPED = int32(3)
DOWNSYNC_MSG_ACT_FORCED_RESYNC = int32(4)
DOWNSYNC_MSG_ACT_PEER_INPUT_BATCH = int32(5)
DOWNSYNC_MSG_ACT_PEER_UDP_ADDR = int32(6)
DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START = int32(-1)
DOWNSYNC_MSG_ACT_BATTLE_START = int32(0)
@@ -116,10 +119,15 @@ type Room struct {
*
* Moreover, during the invocation of `PlayerSignalToCloseDict`, the `Player` instance is supposed to be deallocated (though not synchronously).
*/
PlayerDownsyncSessionDict map[int32]*websocket.Conn
PlayerDownsyncChanDict map[int32](chan pb.InputsBufferSnapshot)
PlayerDownsyncSessionDict map[int32]*websocket.Conn
PlayerSignalToCloseDict map[int32]SignalToCloseConnCbType
PlayerDownsyncChanDict map[int32](chan pb.InputsBufferSnapshot)
PlayerSecondaryDownsyncSessionDict map[int32]*websocket.Conn
PlayerSecondarySignalToCloseDict map[int32]SignalToCloseConnCbType
PlayerSecondaryDownsyncChanDict map[int32](chan pb.InputsBufferSnapshot)
PlayerActiveWatchdogDict map[int32](*Watchdog)
PlayerSignalToCloseDict map[int32]SignalToCloseConnCbType
Score float32
State int32
Index int
@@ -127,9 +135,9 @@ type Room struct {
CurDynamicsRenderFrameId int32 // [WARNING] The dynamics of backend is ALWAYS MOVING FORWARD BY ALL-CONFIRMED INPUTFRAMES (either by upsync or forced), i.e. no rollback; Moreover when "true == BackendDynamicsEnabled" we always have "Room.CurDynamicsRenderFrameId >= Room.RenderFrameId" because each "all-confirmed inputFrame" is applied on "all applicable renderFrames" in one-go hence often sees a future "renderFrame" earlier
EffectivePlayerCount int32
DismissalWaitGroup sync.WaitGroup
InputsBuffer *battle.RingBuffer // Indices are STRICTLY consecutive
InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange, LastIndividuallyConfirmedInputList, player.LastReceivedInputFrameId]
RenderFrameBuffer *battle.RingBuffer // Indices are STRICTLY consecutive
InputsBuffer *resolv.RingBuffer // Indices are STRICTLY consecutive
InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange, LastIndividuallyConfirmedInputList, player.LastReceivedInputFrameId, player.LastUdpReceivedInputFrameId]
RenderFrameBuffer *resolv.RingBuffer // Indices are STRICTLY consecutive
LatestPlayerUpsyncedInputFrameId int32
LastAllConfirmedInputFrameId int32
LastAllConfirmedInputFrameIdWithChange int32
@@ -150,30 +158,44 @@ type Room struct {
rdfIdToActuallyUsedInput map[int32]*pb.InputFrameDownsync
LastIndividuallyConfirmedInputList []uint64
BattleUdpTunnelLock sync.Mutex
BattleUdpTunnelAddr *pb.PeerUdpAddr
BattleUdpTunnel *net.UDPConn
collisionHolder *resolv.Collision
effPushbacks []*battle.Vec2D
hardPushbackNormsArr [][]*battle.Vec2D
jumpedOrNotList []bool
dynamicRectangleColliders []*resolv.Object
}
func (pR *Room) updateScore() {
pR.Score = calRoomScore(pR.EffectivePlayerCount, pR.Capacity, pR.State)
}
func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocket.Conn, signalToCloseConnOfThisPlayer SignalToCloseConnCbType) bool {
func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, speciesId int, session *websocket.Conn, signalToCloseConnOfThisPlayer SignalToCloseConnCbType) int {
playerId := pPlayerFromDbInit.Id
// TODO: Any thread-safety concern for accessing "pR" here?
if RoomBattleStateIns.IDLE != pR.State && RoomBattleStateIns.WAITING != pR.State {
Logger.Warn("AddPlayerIfPossible error, roomState:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount))
return false
return Constants.RetCode.PlayerNotAddableToRoom
}
if _, existent := pR.Players[playerId]; existent {
Logger.Warn("AddPlayerIfPossible error, existing in the room.PlayersDict:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount))
return false
return Constants.RetCode.SamePlayerAlreadyInSameRoom
}
defer pR.onPlayerAdded(playerId)
defer pR.onPlayerAdded(playerId, speciesId)
pPlayerFromDbInit.UdpAddr = nil
pPlayerFromDbInit.BattleUdpTunnelAddr = nil
pPlayerFromDbInit.BattleUdpTunnelAuthKey = rand.Int31()
pPlayerFromDbInit.AckingFrameId = -1
pPlayerFromDbInit.AckingInputFrameId = -1
pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
pPlayerFromDbInit.LastReceivedInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
pPlayerFromDbInit.LastUdpReceivedInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
pPlayerFromDbInit.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
@@ -184,23 +206,23 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
newWatchdog := NewWatchdog(ConstVals.Ws.WillKickIfInactiveFor, func() {
Logger.Warn("Conn inactive watchdog triggered#1:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount))
signalToCloseConnOfThisPlayer(Constants.RetCode.ActiveWatchdog, "")
pR.signalToCloseAllSessionsOfPlayer(playerId, Constants.RetCode.ActiveWatchdog)
})
newWatchdog.Stop()
pR.PlayerActiveWatchdogDict[playerId] = newWatchdog
return true
return Constants.RetCode.Ok
}
func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *websocket.Conn, signalToCloseConnOfThisPlayer SignalToCloseConnCbType) bool {
func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *websocket.Conn, signalToCloseConnOfThisPlayer SignalToCloseConnCbType) int {
playerId := pTmpPlayerInstance.Id
// TODO: Any thread-safety concern for accessing "pR" and "pEffectiveInRoomPlayerInstance" here?
if RoomBattleStateIns.PREPARE != pR.State && RoomBattleStateIns.WAITING != pR.State && RoomBattleStateIns.IN_BATTLE != pR.State && RoomBattleStateIns.IN_SETTLEMENT != pR.State && RoomBattleStateIns.IN_DISMISSAL != pR.State {
Logger.Warn("ReAddPlayerIfPossible error due to roomState:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount))
return false
return Constants.RetCode.PlayerNotReaddableToRoom
}
if _, existent := pR.Players[playerId]; !existent {
Logger.Warn("ReAddPlayerIfPossible error due to player nonexistent for room:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount))
return false
return Constants.RetCode.PlayerNotReaddableToRoom
}
/*
* WARNING: The "pTmpPlayerInstance *Player" used here is a temporarily constructed
@@ -209,9 +231,13 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
*/
defer pR.onPlayerReAdded(playerId)
pEffectiveInRoomPlayerInstance := pR.Players[playerId]
pEffectiveInRoomPlayerInstance.UdpAddr = nil
pEffectiveInRoomPlayerInstance.BattleUdpTunnelAddr = nil
pEffectiveInRoomPlayerInstance.BattleUdpTunnelAuthKey = rand.Int31()
pEffectiveInRoomPlayerInstance.AckingFrameId = -1
pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
// [WARNING] DON'T reset "player.LastReceivedInputFrameId" & "player.LastUdpReceivedInputFrameId" upon reconnection!
pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
pEffectiveInRoomPlayerInstance.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
@@ -221,11 +247,11 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
pR.PlayerActiveWatchdogDict[playerId] = NewWatchdog(ConstVals.Ws.WillKickIfInactiveFor, func() {
Logger.Warn("Conn inactive watchdog triggered#2:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount))
signalToCloseConnOfThisPlayer(Constants.RetCode.ActiveWatchdog, "")
pR.signalToCloseAllSessionsOfPlayer(playerId, Constants.RetCode.ActiveWatchdog)
}) // For ReAdded player the new watchdog starts immediately
Logger.Warn("ReAddPlayerIfPossible finished.", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("joinIndex", pEffectiveInRoomPlayerInstance.JoinIndex), zap.Any("playerBattleState", pEffectiveInRoomPlayerInstance.BattleState), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount), zap.Any("AckingFrameId", pEffectiveInRoomPlayerInstance.AckingFrameId), zap.Any("AckingInputFrameId", pEffectiveInRoomPlayerInstance.AckingInputFrameId), zap.Any("LastSentInputFrameId", pEffectiveInRoomPlayerInstance.LastSentInputFrameId))
return true
return Constants.RetCode.Ok
}
func (pR *Room) ChooseStage() error {
@@ -309,8 +335,8 @@ func (pR *Room) InputsBufferString(allDetails bool) string {
// Appending of the array of strings can be very SLOW due to on-demand heap allocation! Use this printing with caution.
s := make([]string, 0)
s = append(s, fmt.Sprintf("{renderFrameId: %v, stInputFrameId: %v, edInputFrameId: %v, lastAllConfirmedInputFrameIdWithChange: %v, lastAllConfirmedInputFrameId: %v}", pR.RenderFrameId, pR.InputsBuffer.StFrameId, pR.InputsBuffer.EdFrameId, pR.LastAllConfirmedInputFrameIdWithChange, pR.LastAllConfirmedInputFrameId))
for playerId, player := range pR.PlayersArr {
s = append(s, fmt.Sprintf("{playerId: %v, ackingFrameId: %v, ackingInputFrameId: %v, lastSentInputFrameId: %v}", playerId, player.AckingFrameId, player.AckingInputFrameId, player.LastSentInputFrameId))
for _, player := range pR.PlayersArr {
s = append(s, fmt.Sprintf("{playerId: %v, ackingFrameId: %v, ackingInputFrameId: %v, lastSentInputFrameId: %v}", player.Id, player.AckingFrameId, player.AckingInputFrameId, player.LastSentInputFrameId))
}
for i := pR.InputsBuffer.StFrameId; i < pR.InputsBuffer.EdFrameId; i++ {
tmp := pR.InputsBuffer.GetByFrameId(i)
@@ -335,7 +361,20 @@ func (pR *Room) playerDownsyncStr(player *battle.PlayerDownsync) string {
if player.InAir {
inAirInt = 1
}
s := fmt.Sprintf("{%d,%d,%d,%d,%d,%d,%d}", player.JoinIndex, player.VirtualGridX, player.VirtualGridY, player.VelX, player.VelY, player.FramesToRecover, inAirInt)
onWallInt := 0
if player.OnWall {
onWallInt = 1
}
s := fmt.Sprintf("{%d,%d,%d,%d,%d,%d,%d,%d}", player.JoinIndex, player.VirtualGridX, player.VirtualGridY, player.VelX, player.VelY, player.FramesToRecover, inAirInt, onWallInt)
return s
}
func (pR *Room) fireballDownsyncStr(fireball *battle.FireballBullet) string {
if nil == fireball {
return ""
}
s := fmt.Sprintf("{%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d}", fireball.BattleAttr.BulletLocalId, fireball.BattleAttr.OriginatedRenderFrameId, fireball.BattleAttr.OffenderJoinIndex, fireball.VirtualGridX, fireball.VirtualGridY, fireball.VelX, fireball.VelY, fireball.DirX, fireball.DirY, fireball.Bullet.HitboxSizeX, fireball.Bullet.HitboxSizeY)
return s
}
@@ -365,7 +404,11 @@ func (pR *Room) rdfIdToActuallyUsedInputString() string {
for _, player := range rdf.PlayersArr {
playersStrBldr = append(playersStrBldr, pR.playerDownsyncStr(player))
}
s = append(s, fmt.Sprintf("rdfId:%d\nplayers:[%v]\nactuallyUsedinputList:{%v}", rdfId, strings.Join(playersStrBldr, ","), pR.inputFrameDownsyncStr(pR.rdfIdToActuallyUsedInput[rdfId])))
fireballsStrBldr := make([]string, 0, len(rdf.FireballBullets))
for _, fireball := range rdf.FireballBullets {
fireballsStrBldr = append(fireballsStrBldr, pR.fireballDownsyncStr(fireball))
}
s = append(s, fmt.Sprintf("rdfId:%d\nplayers:[%v]\nfireballs:[%v]\nactuallyUsedinputList:{%v}", rdfId, strings.Join(playersStrBldr, ","), strings.Join(fireballsStrBldr, ","), pR.inputFrameDownsyncStr(pR.rdfIdToActuallyUsedInput[rdfId])))
}
return strings.Join(s, "\n")
@@ -379,24 +422,14 @@ func (pR *Room) StartBattle() {
pR.RenderFrameId = 0
for _, player := range pR.Players {
speciesId := int(player.JoinIndex - 1) // FIXME: Hardcoded the values for now
if player.JoinIndex == 2 {
speciesId = 4096
}
chosenCh := battle.Characters[speciesId]
pR.CharacterConfigsArr[player.JoinIndex-1] = chosenCh
pR.SpeciesIdList[player.JoinIndex-1] = int32(speciesId)
}
Logger.Info("[StartBattle] ", zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("SpeciesIdList", pR.SpeciesIdList))
// Initialize the "collisionSys" as well as "RenderFrameBuffer"
pR.CurDynamicsRenderFrameId = 0
kickoffFrameJs := &battle.RoomDownsyncFrame{
Id: pR.RenderFrameId,
PlayersArr: toJsPlayers(pR.Players),
CountdownNanos: pR.BattleDurationNanos,
}
kickoffFrameJs := battle.NewPreallocatedRoomDownsyncFrame(len(pR.Players), 64, 64)
battle.CloneRoomDownsyncFrame(pR.RenderFrameId, toJsPlayers(pR.Players), 0, make([]*battle.MeleeBullet, 0), make([]*battle.FireballBullet, 0), kickoffFrameJs)
kickoffFrameJs.CountdownNanos = pR.BattleDurationNanos
pR.RenderFrameBuffer.Put(kickoffFrameJs)
// Refresh "Colliders"
@@ -465,7 +498,7 @@ func (pR *Room) StartBattle() {
kickoffFrameJs := pR.RenderFrameBuffer.GetByFrameId(0).(*battle.RoomDownsyncFrame)
pbKickOffRenderFrame := toPbRoomDownsyncFrame(kickoffFrameJs)
pbKickOffRenderFrame.SpeciesIdList = pR.SpeciesIdList
pR.sendSafely(pbKickOffRenderFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId, true)
pR.sendSafely(pbKickOffRenderFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId, true, MAGIC_JOIN_INDEX_DEFAULT)
}
Logger.Info(fmt.Sprintf("In `battleMainLoop` for roomId=%v sent out kickoffFrame", pR.Id))
}
@@ -492,7 +525,7 @@ func (pR *Room) StartBattle() {
}
}
downsyncLoop := func(playerId int32, player *Player, playerDownsyncChan chan pb.InputsBufferSnapshot) {
downsyncLoop := func(playerId int32, player *Player, playerDownsyncChan chan pb.InputsBufferSnapshot, playerSecondaryDownsyncChan chan pb.InputsBufferSnapshot) {
defer func() {
if r := recover(); r != nil {
Logger.Error("downsyncLoop, recovery spot#1, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("panic", r))
@@ -500,19 +533,23 @@ func (pR *Room) StartBattle() {
Logger.Info(fmt.Sprintf("The `downsyncLoop` for (roomId=%v, playerId=%v) is stopped@renderFrameId=%v", pR.Id, playerId, pR.RenderFrameId))
}()
Logger.Debug(fmt.Sprintf("Started downsyncLoop for (roomId: %d, playerId:%d, playerDownsyncChan:%p)", pR.Id, playerId, playerDownsyncChan))
//Logger.Info(fmt.Sprintf("Started downsyncLoop for (roomId: %d, playerId:%d, playerDownsyncChan:%p)", pR.Id, playerId, playerDownsyncChan))
for {
nowBattleState := atomic.LoadInt32(&pR.State)
switch nowBattleState {
case RoomBattleStateIns.IDLE, RoomBattleStateIns.STOPPING_BATTLE_FOR_SETTLEMENT, RoomBattleStateIns.IN_SETTLEMENT, RoomBattleStateIns.IN_DISMISSAL:
Logger.Warn(fmt.Sprintf("Battle is not waiting/preparing/active for playerDownsyncChan for (roomId: %d, playerId:%d)", pR.Id, playerId))
return
}
select {
case inputsBufferSnapshot := <-playerDownsyncChan:
nowBattleState := atomic.LoadInt32(&pR.State)
switch nowBattleState {
case RoomBattleStateIns.IDLE, RoomBattleStateIns.STOPPING_BATTLE_FOR_SETTLEMENT, RoomBattleStateIns.IN_SETTLEMENT, RoomBattleStateIns.IN_DISMISSAL:
Logger.Warn(fmt.Sprintf("Battle is not waiting/preparing/active for playerDownsyncChan for (roomId: %d, playerId:%d)", pR.Id, playerId))
return
}
pR.downsyncToSinglePlayer(playerId, player, inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, inputsBufferSnapshot.ToSendInputFrameDownsyncs, inputsBufferSnapshot.ShouldForceResync)
//Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d)#2", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, playerId))
case inputsBufferSnapshot2 := <-playerSecondaryDownsyncChan:
pR.downsyncPeerInputFrameUpsyncToSinglePlayer(playerId, player, inputsBufferSnapshot2.ToSendInputFrameDownsyncs, inputsBufferSnapshot2.PeerJoinIndex)
//Logger.Info(fmt.Sprintf("Sent secondary inputsBufferSnapshot to for (roomId: %d, playerId:%d)#2", pR.Id, playerId))
default:
}
}
@@ -525,7 +562,8 @@ func (pR *Room) StartBattle() {
Each "playerDownsyncChan" stays alive through out the lifecycle of room instead of each "playerDownsyncSession", i.e. not closed or dereferenced upon disconnection.
*/
pR.PlayerDownsyncChanDict[playerId] = make(chan pb.InputsBufferSnapshot, pR.InputsBuffer.N)
go downsyncLoop(playerId, player, pR.PlayerDownsyncChanDict[playerId])
pR.PlayerSecondaryDownsyncChanDict[playerId] = make(chan pb.InputsBufferSnapshot, pR.InputsBuffer.N)
go downsyncLoop(playerId, player, pR.PlayerDownsyncChanDict[playerId], pR.PlayerSecondaryDownsyncChanDict[playerId])
}
pR.onBattlePrepare(func() {
@@ -534,7 +572,7 @@ func (pR *Room) StartBattle() {
})
}
func (pR *Room) OnBattleCmdReceived(pReq *pb.WsReq) {
func (pR *Room) OnBattleCmdReceived(pReq *pb.WsReq, fromUDP bool) {
/*
[WARNING] This function "OnBattleCmdReceived" could be called by different ws sessions and thus from different threads!
@@ -579,10 +617,21 @@ func (pR *Room) OnBattleCmdReceived(pReq *pb.WsReq) {
//Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock unlocked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
}()
inputsBufferSnapshot := pR.markConfirmationIfApplicable(inputFrameUpsyncBatch, playerId, player)
inputsBufferSnapshot := pR.markConfirmationIfApplicable(inputFrameUpsyncBatch, playerId, player, fromUDP)
if nil != inputsBufferSnapshot {
pR.downsyncToAllPlayers(inputsBufferSnapshot)
}
} /*else {
// FIXME: Enable this block after we can proactively detect whether there's any "secondary ws session player" in the battle to avoid waste of resource in creating the snapshot
// no new all-confirmed
toSendInputFrameDownsyncs := pR.cloneInputsBuffer(inputFrameUpsyncBatch[0].InputFrameId, inputFrameUpsyncBatch[len(inputFrameUpsyncBatch)-1].InputFrameId+1)
inputsBufferSnapshot = &pb.InputsBufferSnapshot{
ToSendInputFrameDownsyncs: toSendInputFrameDownsyncs,
PeerJoinIndex: player.JoinIndex,
}
//Logger.Info(fmt.Sprintf("OnBattleCmdReceived no new all-confirmed: roomId=%v, fromPlayerId=%v, forming peer broadcasting snapshot=%v", pR.Id, playerId, inputsBufferSnapshot))
pR.broadcastPeerUpsyncForBetterPrediction(inputsBufferSnapshot)
}*/
}
func (pR *Room) onInputFrameDownsyncAllConfirmed(inputFrameDownsync *battle.InputFrameDownsync, playerId int32) {
@@ -624,6 +673,10 @@ func (pR *Room) StopBattleForSettlement() {
if RoomBattleStateIns.IN_BATTLE != pR.State {
return
}
pR.BattleUdpTunnelLock.Lock()
pR.BattleUdpTunnel.Close()
pR.BattleUdpTunnelLock.Unlock()
pR.State = RoomBattleStateIns.STOPPING_BATTLE_FOR_SETTLEMENT
Logger.Info("Stopping the `battleMainLoop` for:", zap.Any("roomId", pR.Id))
pR.RenderFrameId++
@@ -633,7 +686,7 @@ func (pR *Room) StopBattleForSettlement() {
PlayersArr: toPbPlayers(pR.Players, false),
CountdownNanos: -1, // TODO: Replace this magic constant!
}
pR.sendSafely(&assembledFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_STOPPED, playerId, true)
pR.sendSafely(&assembledFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_STOPPED, playerId, true, MAGIC_JOIN_INDEX_DEFAULT)
}
// Note that `pR.onBattleStoppedForSettlement` will be called by `battleMainLoop`.
}
@@ -662,7 +715,7 @@ func (pR *Room) onBattlePrepare(cb BattleStartCbType) {
Logger.Info("Sending out frame for RoomBattleState.PREPARE:", zap.Any("battleReadyToStartFrame", battleReadyToStartFrame))
for _, player := range pR.Players {
pR.sendSafely(battleReadyToStartFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START, player.Id, true)
pR.sendSafely(battleReadyToStartFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START, player.Id, true, MAGIC_JOIN_INDEX_DEFAULT)
}
battlePreparationNanos := int64(6000000000)
@@ -724,13 +777,14 @@ func (pR *Room) OnDismissed() {
// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
pR.BulletBattleLocalIdCounter = 0
pR.CollisionMinStep = 8 // the approx minimum distance a player can move per frame in world coordinate
pR.CollisionMinStep = 16 // the approx minimum distance a player can move per frame in world coordinate
pR.Players = make(map[int32]*Player)
pR.PlayersArr = make([]*Player, pR.Capacity)
pR.SpeciesIdList = make([]int32, pR.Capacity)
pR.CharacterConfigsArr = make([]*battle.CharacterConfig, pR.Capacity)
pR.CollisionSysMap = make(map[int32]*resolv.Object)
pR.PlayerDownsyncSessionDict = make(map[int32]*websocket.Conn)
pR.PlayerSecondaryDownsyncSessionDict = make(map[int32]*websocket.Conn)
for _, oldWatchdog := range pR.PlayerActiveWatchdogDict {
oldWatchdog.Stop()
}
@@ -739,11 +793,16 @@ func (pR *Room) OnDismissed() {
close(oldChan)
}
pR.PlayerDownsyncChanDict = make(map[int32](chan pb.InputsBufferSnapshot))
for _, oldChan := range pR.PlayerSecondaryDownsyncChanDict {
close(oldChan)
}
pR.PlayerSecondaryDownsyncChanDict = make(map[int32](chan pb.InputsBufferSnapshot))
pR.PlayerSignalToCloseDict = make(map[int32]SignalToCloseConnCbType)
pR.PlayerSecondarySignalToCloseDict = make(map[int32]SignalToCloseConnCbType)
pR.JoinIndexBooleanArr = make([]bool, pR.Capacity)
pR.RenderCacheSize = 1024
pR.RenderFrameBuffer = battle.NewRingBuffer(pR.RenderCacheSize)
pR.InputsBuffer = battle.NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
pR.RenderCacheSize = 256
pR.RenderFrameBuffer = resolv.NewRingBuffer(pR.RenderCacheSize)
pR.InputsBuffer = resolv.NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
pR.rdfIdToActuallyUsedInput = make(map[int32]*pb.InputFrameDownsync)
pR.LastIndividuallyConfirmedInputList = make([]uint64, pR.Capacity)
@@ -754,7 +813,25 @@ func (pR *Room) OnDismissed() {
pR.RenderFrameId = 0
pR.CurDynamicsRenderFrameId = 0
pR.NstDelayFrames = 16
pR.NstDelayFrames = 24
pR.collisionHolder = resolv.NewCollision()
pR.effPushbacks = make([]*battle.Vec2D, pR.Capacity)
for i := 0; i < len(pR.effPushbacks); i++ {
pR.effPushbacks[i] = &battle.Vec2D{X: 0, Y: 0}
}
pR.hardPushbackNormsArr = make([][]*battle.Vec2D, pR.Capacity)
for i := 0; i < pR.Capacity; i++ {
pR.hardPushbackNormsArr[i] = make([]*battle.Vec2D, 5)
for j := 0; j < len(pR.hardPushbackNormsArr[i]); j++ {
pR.hardPushbackNormsArr[i][j] = &battle.Vec2D{X: 0, Y: 0}
}
}
pR.jumpedOrNotList = make([]bool, pR.Capacity)
pR.dynamicRectangleColliders = make([]*resolv.Object, 64)
for i := 0; i < len(pR.dynamicRectangleColliders); i++ {
pR.dynamicRectangleColliders[i] = battle.GenerateRectCollider(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, nil, "")
}
serverFps := 60
pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript
@@ -762,39 +839,50 @@ func (pR *Room) OnDismissed() {
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(serverFps) / dilutedServerFps)
pR.BattleDurationFrames = int32(60 * serverFps)
//pR.BattleDurationFrames = int32(20 * serverFps)
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
pR.InputFrameUpsyncDelayTolerance = battle.ConvertToNoDelayInputFrameId(pR.NstDelayFrames) - 1 // this value should be strictly smaller than (NstDelayFrames >> InputScaleFrames), otherwise "type#1 forceConfirmation" might become a lag avalanche
pR.MaxChasingRenderFramesPerUpdate = 12 // Don't set this value too high to avoid exhausting frontend CPU within a single frame
pR.MaxChasingRenderFramesPerUpdate = 9 // Don't set this value too high to avoid exhausting frontend CPU within a single frame, roughly as the "turn-around frames to recover" is empirically OK
pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
pR.ForceAllResyncOnAnyActiveSlowTicker = true // See tradeoff discussion in "downsyncToAllPlayers"
pR.FrameDataLoggingEnabled = false // [WARNING] DON'T ENABLE ON LONG BATTLE DURATION! It consumes A LOT OF MEMORY!
pR.BattleUdpTunnelLock.Lock()
pR.BattleUdpTunnel = nil
pR.BattleUdpTunnelAddr = nil
pR.BattleUdpTunnelLock.Unlock()
pR.ChooseStage()
pR.EffectivePlayerCount = 0
// [WARNING] It's deliberately ordered such that "pR.State = RoomBattleStateIns.IDLE" is put AFTER all the refreshing operations above.
pR.State = RoomBattleStateIns.IDLE
go pR.startBattleUdpTunnel() // Would reassign "pR.BattleUdpTunnel"
pR.updateScore()
Logger.Info("The room is completely dismissed(all playerDownsyncChan closed):", zap.Any("roomId", pR.Id))
}
func (pR *Room) expelPlayerDuringGame(playerId int32) {
if signalToCloseConnOfThisPlayer, existent := pR.PlayerSignalToCloseDict[playerId]; existent {
signalToCloseConnOfThisPlayer(Constants.RetCode.UnknownError, "") // TODO: Specify an error code
}
pR.signalToCloseAllSessionsOfPlayer(playerId, Constants.RetCode.UnknownError)
pR.onPlayerExpelledDuringGame(playerId)
}
func (pR *Room) expelPlayerForDismissal(playerId int32) {
if signalToCloseConnOfThisPlayer, existent := pR.PlayerSignalToCloseDict[playerId]; existent {
signalToCloseConnOfThisPlayer(Constants.RetCode.UnknownError, "") // TODO: Specify an error code
}
pR.signalToCloseAllSessionsOfPlayer(playerId, Constants.RetCode.UnknownError)
pR.onPlayerExpelledForDismissal(playerId)
}
func (pR *Room) signalToCloseAllSessionsOfPlayer(playerId int32, retCode int) {
if signalToCloseConnOfThisPlayer, existent := pR.PlayerSignalToCloseDict[playerId]; existent {
signalToCloseConnOfThisPlayer(retCode, "") // TODO: Specify an error code
}
if signalToCloseConnOfThisPlayer2, existent2 := pR.PlayerSecondarySignalToCloseDict[playerId]; existent2 {
signalToCloseConnOfThisPlayer2(retCode, "") // TODO: Specify an error code
}
}
func (pR *Room) onPlayerExpelledDuringGame(playerId int32) {
pR.onPlayerLost(playerId)
}
@@ -812,6 +900,10 @@ func (pR *Room) OnPlayerDisconnected(playerId int32) {
}
}()
if signalToCloseConnOfThisPlayer2, existent2 := pR.PlayerSecondarySignalToCloseDict[playerId]; existent2 {
signalToCloseConnOfThisPlayer2(Constants.RetCode.UnknownError, "") // TODO: Specify an error code
}
if player, existent := pR.Players[playerId]; existent {
thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState))
switch thatPlayerBattleState {
@@ -871,10 +963,12 @@ func (pR *Room) clearPlayerNetworkSession(playerId int32) {
delete(pR.PlayerActiveWatchdogDict, playerId)
delete(pR.PlayerDownsyncSessionDict, playerId)
delete(pR.PlayerSignalToCloseDict, playerId)
delete(pR.PlayerSecondaryDownsyncSessionDict, playerId)
delete(pR.PlayerSecondarySignalToCloseDict, playerId)
}
}
func (pR *Room) onPlayerAdded(playerId int32) {
func (pR *Room) onPlayerAdded(playerId int32, speciesId int) {
pR.EffectivePlayerCount++
if 1 == pR.EffectivePlayerCount {
@@ -886,8 +980,9 @@ func (pR *Room) onPlayerAdded(playerId int32) {
pR.Players[playerId].JoinIndex = int32(index) + 1
pR.JoinIndexBooleanArr[index] = true
speciesId := index // FIXME
pR.SpeciesIdList[index] = int32(speciesId)
chosenCh := battle.Characters[speciesId]
pR.CharacterConfigsArr[index] = chosenCh
pR.Players[playerId].Speed = chosenCh.Speed
// Lazily assign the initial position of "Player" for "RoomDownsyncFrame".
@@ -900,7 +995,10 @@ func (pR *Room) onPlayerAdded(playerId int32) {
if nil == playerPos {
panic(fmt.Sprintf("onPlayerAdded error, nil == playerPos, roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
}
pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = battle.WorldToVirtualGridPos(playerPos.X, playerPos.Y)
pR.Players[playerId].RevivalVirtualGridX, pR.Players[playerId].RevivalVirtualGridY = battle.WorldToVirtualGridPos(playerPos.X, playerPos.Y)
pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = pR.Players[playerId].RevivalVirtualGridX, pR.Players[playerId].RevivalVirtualGridY
pR.Players[playerId].MaxHp = 100 // Hardcoded for now
pR.Players[playerId].Hp = pR.Players[playerId].MaxHp
// Hardcoded initial character orientation/facing
if 0 == (pR.Players[playerId].JoinIndex % 2) {
pR.Players[playerId].DirX = -2
@@ -960,7 +1058,7 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-middle: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, thatPlayerId=%v, thatPlayerBattleState=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, thatPlayer.Id, thatPlayerBattleState))
if thatPlayerId == targetPlayer.Id || (PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK == thatPlayerBattleState || PlayerBattleStateIns.ACTIVE == thatPlayerBattleState) {
Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-sending DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount))
pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, thatPlayer.Id, true)
pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, thatPlayer.Id, true, MAGIC_JOIN_INDEX_DEFAULT)
}
}
atomic.StoreInt32(&(targetPlayer.BattleState), PlayerBattleStateIns.ACTIVE)
@@ -993,28 +1091,45 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
return true
}
func (pR *Room) sendSafely(roomDownsyncFrame *pb.RoomDownsyncFrame, toSendInputFrameDownsyncs []*pb.InputFrameDownsync, act int32, playerId int32, needLockExplicitly bool) {
func (pR *Room) sendSafely(roomDownsyncFrame *pb.RoomDownsyncFrame, toSendInputFrameDownsyncs []*pb.InputFrameDownsync, act int32, playerId int32, needLockExplicitly bool, peerJoinIndex int32) {
defer func() {
if r := recover(); r != nil {
Logger.Error("sendSafely, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("panic", r))
}
}()
if playerDownsyncSession, existent := pR.PlayerDownsyncSessionDict[playerId]; existent {
pResp := &pb.WsResp{
Ret: int32(Constants.RetCode.Ok),
Act: act,
Rdf: roomDownsyncFrame,
InputFrameDownsyncBatch: toSendInputFrameDownsyncs,
}
pResp := &pb.WsResp{
Ret: int32(Constants.RetCode.Ok),
Act: act,
Rdf: roomDownsyncFrame,
InputFrameDownsyncBatch: toSendInputFrameDownsyncs,
PeerJoinIndex: peerJoinIndex,
}
theBytes, marshalErr := proto.Marshal(pResp)
if nil != marshalErr {
panic(fmt.Sprintf("Error marshaling downsync message: roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
}
theBytes, marshalErr := proto.Marshal(pResp)
if nil != marshalErr {
panic(fmt.Sprintf("Error marshaling downsync message: roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
}
if err := playerDownsyncSession.WriteMessage(websocket.BinaryMessage, theBytes); nil != err {
panic(fmt.Sprintf("Error sending downsync message: roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v, err=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount, err))
shouldUseSecondaryWsSession := (MAGIC_JOIN_INDEX_DEFAULT != peerJoinIndex && DOWNSYNC_MSG_ACT_INPUT_BATCH == act) // FIXME: Simplify the condition
//Logger.Info(fmt.Sprintf("shouldUseSecondaryWsSession=%v: roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", shouldUseSecondaryWsSession, pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
if !shouldUseSecondaryWsSession {
if playerDownsyncSession, existent := pR.PlayerDownsyncSessionDict[playerId]; existent {
if err := playerDownsyncSession.WriteMessage(websocket.BinaryMessage, theBytes); nil != err {
panic(fmt.Sprintf("Error sending primary downsync message: roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v, err=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount, err))
}
}
} else {
/*
[FIXME]
This branch is preferred to use an additional session of each player for sending, and the session is preferrably UDP instead of any TCP-based protocol, but I'm being lazy here.
See `<proj-root>/ConcerningEdgeCases.md` for the advantage of using UDP as a supplement.
*/
if playerSecondaryDownsyncSession, existent := pR.PlayerSecondaryDownsyncSessionDict[playerId]; existent {
if err := playerSecondaryDownsyncSession.WriteMessage(websocket.BinaryMessage, theBytes); nil != err {
panic(fmt.Sprintf("Error sending secondary downsync message: roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v, err=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount, err))
}
}
}
}
@@ -1065,7 +1180,7 @@ func (pR *Room) getOrPrefabInputFrameDownsync(inputFrameId int32) *battle.InputF
return currInputFrameDownsync
}
func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFrameUpsync, playerId int32, player *Player) *pb.InputsBufferSnapshot {
func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFrameUpsync, playerId int32, player *Player, fromUDP bool) *pb.InputsBufferSnapshot {
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
// Step#1, put the received "inputFrameUpsyncBatch" into "pR.InputsBuffer"
for _, inputFrameUpsync := range inputFrameUpsyncBatch {
@@ -1076,6 +1191,7 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
continue
}
if clientInputFrameId < player.LastReceivedInputFrameId {
// [WARNING] It's important for correctness that we use "player.LastReceivedInputFrameId" instead of "player.LastUdpReceivedInputFrameId" here!
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, playerLastReceivedInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, player.LastReceivedInputFrameId, pR.InputsBufferString(false)))
continue
}
@@ -1088,11 +1204,25 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
targetInputFrameDownsync.InputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
targetInputFrameDownsync.ConfirmedList |= uint64(1 << uint32(player.JoinIndex-1))
player.LastReceivedInputFrameId = clientInputFrameId
pR.LastIndividuallyConfirmedInputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
if false == fromUDP {
/*
[WARNING] We have to distinguish whether or not the incoming batch is from UDP here, otherwise "pR.LatestPlayerUpsyncedInputFrameId - pR.LastAllConfirmedInputFrameId" might become unexpectedly large in case of "UDP packet loss + slow ws session"!
if clientInputFrameId > pR.LatestPlayerUpsyncedInputFrameId {
pR.LatestPlayerUpsyncedInputFrameId = clientInputFrameId
Moreover, only ws session upsyncs should advance "player.LastReceivedInputFrameId" & "pR.LatestPlayerUpsyncedInputFrameId".
Kindly note that the updates of "player.LastReceivedInputFrameId" could be discrete before and after reconnection.
*/
player.LastReceivedInputFrameId = clientInputFrameId
if clientInputFrameId > pR.LatestPlayerUpsyncedInputFrameId {
pR.LatestPlayerUpsyncedInputFrameId = clientInputFrameId
}
}
if clientInputFrameId > player.LastUdpReceivedInputFrameId {
// No need to update "player.LastUdpReceivedInputFrameId" only when "true == fromUDP", we should keep "player.LastUdpReceivedInputFrameId >= player.LastReceivedInputFrameId" at any moment.
player.LastUdpReceivedInputFrameId = clientInputFrameId
// It's safe (in terms of getting an eventually correct "RenderFrameBuffer") to put the following update of "pR.LastIndividuallyConfirmedInputList" which is ONLY used for prediction in "InputsBuffer" out of "false == fromUDP" block.
pR.LastIndividuallyConfirmedInputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
}
}
@@ -1159,6 +1289,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
unconfirmedMask := uint64(0)
// As "pR.LastAllConfirmedInputFrameId" can be advanced by UDP but "pR.LatestPlayerUpsyncedInputFrameId" could only be advanced by ws session, when the following condition is met we know that the slow ticker is really in trouble!
if pR.LatestPlayerUpsyncedInputFrameId > (pR.LastAllConfirmedInputFrameId + pR.InputFrameUpsyncDelayTolerance + 1) {
// Type#1 check whether there's a significantly slow ticker among players
oldLastAllConfirmedInputFrameId := pR.LastAllConfirmedInputFrameId
@@ -1248,8 +1379,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
}
}
nextRenderFrame := battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame, pR.Space, pR.CollisionSysMap, pR.SpaceOffsetX, pR.SpaceOffsetY, pR.CharacterConfigsArr)
pR.RenderFrameBuffer.Put(nextRenderFrame)
battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame.Id, pR.Space, pR.CollisionSysMap, pR.SpaceOffsetX, pR.SpaceOffsetY, pR.CharacterConfigsArr, pR.RenderFrameBuffer, pR.collisionHolder, pR.effPushbacks, pR.hardPushbackNormsArr, pR.jumpedOrNotList, pR.dynamicRectangleColliders)
pR.CurDynamicsRenderFrameId++
}
}
@@ -1280,13 +1410,13 @@ func (pR *Room) printBarrier(barrierCollider *resolv.Object) {
}
func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRenderFrameId int32, pDynamicsDuration *int64) {
Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock to about lock: roomId=%v", pR.Id))
//Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock to about lock: roomId=%v", pR.Id))
pR.InputsBufferLock.Lock()
Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock locked: roomId=%v", pR.Id))
//Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock locked: roomId=%v", pR.Id))
defer func() {
pR.InputsBufferLock.Unlock()
Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock unlocked: roomId=%v", pR.Id))
//Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock unlocked: roomId=%v", pR.Id))
}()
if ok, thatRenderFrameId := battle.ShouldPrefabInputFrameDownsync(prevRenderFrameId, pR.RenderFrameId); ok {
@@ -1325,11 +1455,35 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
snapshotStFrameId = refSnapshotStFrameId
}
inputsBufferSnapshot := pR.produceInputsBufferSnapshotWithCurDynamicsRenderFrameAsRef(unconfirmedMask, snapshotStFrameId, pR.LastAllConfirmedInputFrameId+1)
Logger.Debug(fmt.Sprintf("[forceConfirmation] roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, unconfirmedMask))
//Logger.Warn(fmt.Sprintf("[forceConfirmation] roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, unconfirmedMask))
pR.downsyncToAllPlayers(inputsBufferSnapshot)
}
}
func (pR *Room) broadcastPeerUpsyncForBetterPrediction(inputsBufferSnapshot *pb.InputsBufferSnapshot) {
// See `<proj-root>/ConcerningEdgeCases.md` for why this method exists.
for _, player := range pR.PlayersArr {
playerBattleState := atomic.LoadInt32(&(player.BattleState))
switch playerBattleState {
case PlayerBattleStateIns.DISCONNECTED, PlayerBattleStateIns.LOST, PlayerBattleStateIns.EXPELLED_DURING_GAME, PlayerBattleStateIns.EXPELLED_IN_DISMISSAL, PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK, PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
continue
}
if player.JoinIndex == inputsBufferSnapshot.PeerJoinIndex {
continue
}
if playerSecondaryDownsyncChan, existent := pR.PlayerSecondaryDownsyncChanDict[player.Id]; existent {
/*
[FIXME]
This function is preferred to use an additional go-channel of each player for sending, see "downsyncLoop" & "Room.sendSafely" for more information!
*/
playerSecondaryDownsyncChan <- (*inputsBufferSnapshot)
} else {
Logger.Warn(fmt.Sprintf("playerDownsyncChan for (roomId: %d, playerId:%d) is gone", pR.Id, player.Id))
}
}
}
func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *pb.InputsBufferSnapshot) {
/*
[WARNING] This function MUST BE called while "pR.InputsBufferLock" is LOCKED to **preserve the order of generation of "inputsBufferSnapshot" for sending** -- see comments in "OnBattleCmdReceived" and [this issue](https://github.com/genxium/DelayNoMore/issues/12).
@@ -1406,14 +1560,14 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
We hereby assume that Golang runtime allocates & frees small amount of RAM quickly enough compared to either network I/O blocking in worst cases or the high frequency "per inputFrameDownsync*player" locking (though "OnBattleCmdReceived" locks at the same frequency but it's inevitable).
*/
playerJoinIndex := player.JoinIndex - 1
playerJoinIndexInBooleanArr := player.JoinIndex - 1
playerBattleState := atomic.LoadInt32(&(player.BattleState))
switch playerBattleState {
case PlayerBattleStateIns.DISCONNECTED, PlayerBattleStateIns.LOST, PlayerBattleStateIns.EXPELLED_DURING_GAME, PlayerBattleStateIns.EXPELLED_IN_DISMISSAL, PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK, PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
return
}
isSlowTicker := (0 < (unconfirmedMask & uint64(1<<uint32(playerJoinIndex))))
isSlowTicker := (0 < (unconfirmedMask & uint64(1<<uint32(playerJoinIndexInBooleanArr))))
shouldResync1 := (PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED == playerBattleState) // i.e. implies that "MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId"
shouldResync2 := isSlowTicker // 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
shouldResync3 := shouldForceResync
@@ -1438,13 +1592,13 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
refRenderFrame.BackendUnconfirmedMask = unconfirmedMask
pbRefRenderFrame := toPbRoomDownsyncFrame(refRenderFrame)
pbRefRenderFrame.SpeciesIdList = pR.SpeciesIdList
pR.sendSafely(pbRefRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false)
pR.sendSafely(pbRefRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false, MAGIC_JOIN_INDEX_DEFAULT)
//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))
if shouldResync1 || shouldResync3 {
Logger.Debug(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 {
pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false)
pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false, MAGIC_JOIN_INDEX_DEFAULT)
}
player.LastSentInputFrameId = toSendInputFrameIdEd - 1
if shouldResync1 {
@@ -1452,6 +1606,16 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
}
}
func (pR *Room) downsyncPeerInputFrameUpsyncToSinglePlayer(playerId int32, player *Player, toSendInputFrameDownsyncsSnapshot []*pb.InputFrameDownsync, peerJoinIndex int32) {
playerBattleState := atomic.LoadInt32(&(player.BattleState))
switch playerBattleState {
case PlayerBattleStateIns.DISCONNECTED, PlayerBattleStateIns.LOST, PlayerBattleStateIns.EXPELLED_DURING_GAME, PlayerBattleStateIns.EXPELLED_IN_DISMISSAL, PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK, PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
return
}
pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_PEER_INPUT_BATCH, playerId, false, peerJoinIndex)
}
func (pR *Room) cloneInputsBuffer(stFrameId, edFrameId int32) []*pb.InputFrameDownsync {
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
cloned := make([]*pb.InputFrameDownsync, 0, edFrameId-stFrameId)
@@ -1484,3 +1648,163 @@ func (pR *Room) cloneInputsBuffer(stFrameId, edFrameId int32) []*pb.InputFrameDo
return cloned
}
func (pR *Room) SetSecondarySession(playerId int32, session *websocket.Conn, signalToCloseConnOfThisPlayer SignalToCloseConnCbType) {
// TODO: Use a dedicated lock
if player, ok := pR.Players[playerId]; ok {
playerBattleState := atomic.LoadInt32(&(player.BattleState))
switch playerBattleState {
case PlayerBattleStateIns.DISCONNECTED, PlayerBattleStateIns.LOST, PlayerBattleStateIns.EXPELLED_DURING_GAME, PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
// Kindly note that "PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK, PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK" are allowed
return
}
if _, existent := pR.PlayerDownsyncSessionDict[playerId]; existent {
if _, existent2 := pR.PlayerSecondaryDownsyncSessionDict[playerId]; !existent2 {
Logger.Info(fmt.Sprintf("SetSecondarySession for roomId=%v, playerId=%d, pR.Players=%v", pR.Id, playerId, pR.Players))
pR.PlayerSecondaryDownsyncSessionDict[playerId] = session
pR.PlayerSecondarySignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer
}
}
}
}
func (pR *Room) UpdatePeerUdpAddrList(playerId int32, peerAddr *net.UDPAddr, pReq *pb.HolePunchUpsync) {
// TODO: There's a chance that by now "player.JoinIndex" is not yet determined, use a lock to sync
if player, ok := pR.Players[playerId]; ok && MAGIC_JOIN_INDEX_DEFAULT != player.JoinIndex {
playerBattleState := atomic.LoadInt32(&(player.BattleState))
switch playerBattleState {
case PlayerBattleStateIns.DISCONNECTED, PlayerBattleStateIns.LOST, PlayerBattleStateIns.EXPELLED_DURING_GAME, PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
// Kindly note that "PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK, PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK" are allowed
return
}
if _, existent := pR.PlayerDownsyncSessionDict[playerId]; existent {
player.UdpAddr = &pb.PeerUdpAddr{
Ip: peerAddr.IP.String(),
Port: int32(peerAddr.Port),
AuthKey: pReq.AuthKey,
}
Logger.Info(fmt.Sprintf("UpdatePeerUdpAddrList done for roomId=%v, playerId=%d, peerAddr=%s", pR.Id, playerId, peerAddr))
peerJoinIndex := player.JoinIndex
peerUdpAddrList := make([]*pb.PeerUdpAddr, pR.Capacity, pR.Capacity)
for _, otherPlayer := range pR.Players {
if MAGIC_JOIN_INDEX_DEFAULT == otherPlayer.JoinIndex {
// TODO: Again this shouldn't happen, apply proper locking
continue
}
// In case of highly concurrent update that might occur while later marshalling, use the ptr of a copy
peerUdpAddrList[otherPlayer.JoinIndex-1] = &pb.PeerUdpAddr{
Ip: otherPlayer.UdpAddr.Ip,
Port: otherPlayer.UdpAddr.Port,
AuthKey: otherPlayer.UdpAddr.AuthKey,
}
}
// Broadcast this new UDP addr to all the existing players
for otherPlayerId, otherPlayer := range pR.Players {
otherPlayerBattleState := atomic.LoadInt32(&(otherPlayer.BattleState))
switch otherPlayerBattleState {
case PlayerBattleStateIns.DISCONNECTED, PlayerBattleStateIns.LOST, PlayerBattleStateIns.EXPELLED_DURING_GAME, PlayerBattleStateIns.EXPELLED_IN_DISMISSAL:
continue
}
Logger.Info(fmt.Sprintf("Downsyncing peerUdpAddrList for roomId=%v, playerId=%d", pR.Id, otherPlayerId))
pR.sendSafely(&pb.RoomDownsyncFrame{
PeerUdpAddrList: peerUdpAddrList,
}, nil, DOWNSYNC_MSG_ACT_PEER_UDP_ADDR, otherPlayerId, false, peerJoinIndex)
}
}
}
}
func (pR *Room) startBattleUdpTunnel() {
defer func() {
if r := recover(); r != nil {
Logger.Error("`BattleUdpTunnel` recovery spot#1, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("panic", r))
}
Logger.Info(fmt.Sprintf("`BattleUdpTunnel` stopped for (roomId=%d)@renderFrameId=%v", pR.Id, pR.RenderFrameId))
}()
pR.BattleUdpTunnelLock.Lock()
conn, err := net.ListenUDP("udp", &net.UDPAddr{
Port: 0,
IP: net.ParseIP(Conf.Sio.UdpHost),
})
if nil != err {
// No need to close the "conn" upon error here
pR.BattleUdpTunnelLock.Unlock()
panic(err)
}
pR.BattleUdpTunnel = conn
switch v := conn.LocalAddr().(type) {
case (*net.UDPAddr):
pR.BattleUdpTunnelAddr = &pb.PeerUdpAddr{
Ip: Conf.Sio.UdpHost,
Port: int32(v.Port),
AuthKey: 0, // To be determined for each specific player upon joining and sent to it by BattleColliderInfo
}
}
pR.BattleUdpTunnelLock.Unlock()
defer func() {
if r := recover(); r != nil {
Logger.Warn("`BattleUdpTunnel` recovery spot#2, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("panic", r))
}
Logger.Info(fmt.Sprintf("`BattleUdpTunnel` closed for (roomId=%d)@renderFrameId=%v", pR.Id, pR.RenderFrameId))
}()
Logger.Info(fmt.Sprintf("`BattleUdpTunnel` started for roomId=%d at %s", pR.Id, conn.LocalAddr().String()))
for {
message := make([]byte, 128)
rlen, remote, err := conn.ReadFromUDP(message[:]) // Would be unblocked when "conn.Close()" is called from another thread/goroutine, reference https://pkg.go.dev/net@go1.18.6#PacketConn
if nil != err {
// Should proceed to close the "conn" upon error here, if "conn" is already closed it'd just throw another error to be catched by "spot#2"
conn.Close()
panic(err)
}
pReq := new(pb.WsReq)
bytes := message[0:rlen]
if unmarshalErr := proto.Unmarshal(bytes, pReq); nil != unmarshalErr {
Logger.Warn(fmt.Sprintf("`BattleUdpTunnel` for roomId=%d failed to unmarshal %d bytes", pR.Id, rlen), zap.Error(unmarshalErr))
continue
}
playerId := pReq.PlayerId
//Logger.Info(fmt.Sprintf("`BattleUdpTunnel` for roomId=%d received decoded WsReq:", pR.Id), zap.Any("pReq", pReq))
if player, exists1 := pR.Players[playerId]; exists1 {
authKey := pReq.AuthKey
if authKey != player.BattleUdpTunnelAuthKey {
Logger.Warn(fmt.Sprintf("`BattleUdpTunnel` for roomId=%d received %d bytes for playerId=%d from %s, but (incomingAuthKey:%d != playerBattleUdpTunnelAuthKey:%d)\n", pR.Id, rlen, playerId, remote, authKey, player.BattleUdpTunnelAuthKey))
continue
}
if _, existent := pR.PlayerDownsyncSessionDict[playerId]; existent {
player.BattleUdpTunnelAddr = remote
//Logger.Info(fmt.Sprintf("`BattleUdpTunnel` for roomId=%d updated battleUdpAddr for playerId=%d to be %s\n", pR.Id, playerId, remote))
nowBattleState := atomic.LoadInt32(&pR.State)
if RoomBattleStateIns.IN_BATTLE == nowBattleState {
batch := pReq.InputFrameUpsyncBatch
if nil != batch && 0 < len(batch) {
peerJoinIndex := pReq.JoinIndex
// Broadcast to every other player in the same room/battle
for _, otherPlayer := range pR.PlayersArr {
if otherPlayer.JoinIndex == peerJoinIndex {
continue
}
_, wrerr := conn.WriteTo(bytes, otherPlayer.BattleUdpTunnelAddr)
if nil != wrerr {
//Logger.Debug(fmt.Sprintf("`BattleUdpTunnel` for roomId=%d failed to forward upsync from (playerId:%d, joinIndex:%d, addr:%s) to (otherPlayerId:%d, otherPlayerJoinIndex:%d, otherPlayerAddr:%s)\n", pR.Id, playerId, peerJoinIndex, remote, otherPlayer.Id, otherPlayer.JoinIndex, otherPlayer.BattleUdpTunnelAddr))
}
}
pR.OnBattleCmdReceived(pReq, true) // To help advance "pR.LastAllConfirmedInputFrameId" asap, and even if "pR.LastAllConfirmedInputFrameId" is not advanced due to packet loss, these UDP packets would help prefill the "InputsBuffer" with correct player "future inputs (compared to ws session)" such that when "forceConfirmation" occurs we have as many correct predictions as possible
}
}
} else {
Logger.Warn(fmt.Sprintf("`BattleUdpTunnel` for roomId=%d received validated %d bytes for playerId=%d from %s, but primary downsync session for it doesn't exist\n", pR.Id, rlen, playerId, remote))
}
} else {
Logger.Warn(fmt.Sprintf("`BattleUdpTunnel` for roomId=%d received invalid %d bytes for playerId=%d from %s, but it doesn't belong to this room!\n", pR.Id, rlen, playerId, remote))
}
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -10,6 +10,7 @@ import (
"github.com/golang/protobuf/proto"
"github.com/gorilla/websocket"
"go.uber.org/zap"
"net"
"net/http"
"strconv"
"sync/atomic"
@@ -46,9 +47,20 @@ func Serve(c *gin.Context) {
c.AbortWithStatus(http.StatusBadRequest)
return
}
boundRoomId := 0
expectedRoomId := 0
speciesId := 0
var err error
if speciesIdStr, hasSpeciesId := c.GetQuery("speciesId"); hasSpeciesId {
speciesId, err = strconv.Atoi(speciesIdStr)
if err != nil {
// TODO: Abort with specific message.
c.AbortWithStatus(http.StatusBadRequest)
return
}
}
if boundRoomIdStr, hasBoundRoomId := c.GetQuery("boundRoomId"); hasBoundRoomId {
boundRoomId, err = strconv.Atoi(boundRoomIdStr)
if err != nil {
@@ -176,34 +188,33 @@ func Serve(c *gin.Context) {
}()
Logger.Debug("Acquired RoomHeapMux for player:", zap.Any("playerId", playerId))
// Logger.Info("The RoomHeapManagerIns has:", zap.Any("addr", fmt.Sprintf("%p", models.RoomHeapManagerIns)), zap.Any("size", len(*(models.RoomHeapManagerIns))))
playerSuccessfullyAddedToRoom := false
playerRoomRelation := Constants.RetCode.UnknownError
if 0 < boundRoomId {
if tmpPRoom, existent := (*models.RoomMapManagerIns)[int32(boundRoomId)]; existent {
pRoom = tmpPRoom
res := pRoom.ReAddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer)
if !res {
playerRoomRelation = pRoom.ReAddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer)
if Constants.RetCode.Ok != playerRoomRelation {
Logger.Warn("Failed to get:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forBoundRoomId", boundRoomId))
} else {
playerSuccessfullyAddedToRoom = true
}
}
} else if 0 < expectedRoomId {
if tmpRoom, existent := (*models.RoomMapManagerIns)[int32(expectedRoomId)]; existent {
pRoom = tmpRoom
if pRoom.ReAddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer) {
playerSuccessfullyAddedToRoom = true
} else if pRoom.AddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer) {
playerSuccessfullyAddedToRoom = true
} else {
Logger.Warn("Failed to get:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forExpectedRoomId", expectedRoomId))
playerSuccessfullyAddedToRoom = false
playerRoomRelation = pRoom.ReAddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer)
if Constants.RetCode.Ok != playerRoomRelation {
playerRoomRelation = pRoom.AddPlayerIfPossible(pPlayer, speciesId, conn, signalToCloseConnOfThisPlayer)
}
if Constants.RetCode.Ok != playerRoomRelation {
Logger.Warn("Failed to get:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forExpectedRoomId", expectedRoomId))
}
}
}
if false == playerSuccessfullyAddedToRoom {
if Constants.RetCode.SamePlayerAlreadyInSameRoom == playerRoomRelation {
signalToCloseConnOfThisPlayer(playerRoomRelation, fmt.Sprintf("playerId == %v is already in a room, this account is possibly stolen!", playerId))
}
if Constants.RetCode.Ok != playerRoomRelation {
defer func() {
if pRoom != nil {
heap.Push(models.RoomHeapManagerIns, pRoom)
@@ -217,9 +228,9 @@ func Serve(c *gin.Context) {
} else {
pRoom = tmpRoom
Logger.Info("Successfully popped:\n", zap.Any("roomId", pRoom.Id), zap.Any("forPlayerId", playerId))
res := pRoom.AddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer)
if !res {
signalToCloseConnOfThisPlayer(Constants.RetCode.PlayerNotAddableToRoom, fmt.Sprintf("AddPlayerIfPossible returns false for roomId == %v, playerId == %v!", pRoom.Id, playerId))
playerRoomRelation = pRoom.AddPlayerIfPossible(pPlayer, speciesId, conn, signalToCloseConnOfThisPlayer)
if Constants.RetCode.Ok != playerRoomRelation {
signalToCloseConnOfThisPlayer(playerRoomRelation, fmt.Sprintf("AddPlayerIfPossible returns false for roomId == %v, playerId == %v!", pRoom.Id, playerId))
}
}
}
@@ -255,17 +266,25 @@ func Serve(c *gin.Context) {
SpaceOffsetX: pRoom.SpaceOffsetX,
SpaceOffsetY: pRoom.SpaceOffsetY,
RenderCacheSize: pRoom.RenderCacheSize,
CollisionMinStep: pRoom.CollisionMinStep,
RenderCacheSize: pRoom.RenderCacheSize,
CollisionMinStep: pRoom.CollisionMinStep,
BoundRoomCapacity: int32(pRoom.Capacity),
BattleUdpTunnel: &pb.PeerUdpAddr{
Ip: pRoom.BattleUdpTunnelAddr.Ip,
Port: pRoom.BattleUdpTunnelAddr.Port,
AuthKey: pThePlayer.BattleUdpTunnelAuthKey,
},
FrameDataLoggingEnabled: pRoom.FrameDataLoggingEnabled,
}
resp := &pb.WsResp{
Ret: int32(Constants.RetCode.Ok),
EchoedMsgId: int32(0),
Act: models.DOWNSYNC_MSG_ACT_HB_REQ,
BciFrame: bciFrame,
Ret: int32(Constants.RetCode.Ok),
EchoedMsgId: int32(0),
Act: models.DOWNSYNC_MSG_ACT_HB_REQ,
BciFrame: bciFrame,
PeerJoinIndex: pThePlayer.JoinIndex,
}
Logger.Debug("Sending downsync HeartbeatRequirements:", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("resp", resp))
@@ -378,7 +397,7 @@ func Serve(c *gin.Context) {
startOrFeedHeartbeatWatchdog(conn)
case models.UPSYNC_MSG_ACT_PLAYER_CMD:
startOrFeedHeartbeatWatchdog(conn)
pRoom.OnBattleCmdReceived(pReq)
pRoom.OnBattleCmdReceived(pReq, false)
case models.UPSYNC_MSG_ACT_PLAYER_COLLIDER_ACK:
res := pRoom.OnPlayerBattleColliderAcked(int32(playerId))
if false == res {
@@ -395,3 +414,118 @@ func Serve(c *gin.Context) {
startOrFeedHeartbeatWatchdog(conn)
go receivingLoopAgainstPlayer()
}
func HandleSecondaryWsSessionForPlayer(c *gin.Context) {
token, ok := c.GetQuery("intAuthToken")
if !ok {
Logger.Warn("Secondary ws session req must have intAuthToken param!")
c.AbortWithStatus(http.StatusBadRequest)
return
}
boundRoomId := 0
var err error = nil
if boundRoomIdStr, hasBoundRoomId := c.GetQuery("boundRoomId"); hasBoundRoomId {
boundRoomId, err = strconv.Atoi(boundRoomIdStr)
if err != nil {
c.AbortWithStatus(http.StatusBadRequest)
return
}
} else {
Logger.Warn("Secondary ws session req must have boundRoomId param:", zap.Any("intAuthToken", token))
c.AbortWithStatus(http.StatusBadRequest)
return
}
var pRoom *models.Room = nil
// Deliberately querying playerId after querying room, because the former is against persistent storage and could be slow!
if tmpPRoom, existent := (*models.RoomMapManagerIns)[int32(boundRoomId)]; !existent {
Logger.Warn("Secondary ws session failed to get:\n", zap.Any("intAuthToken", token), zap.Any("forBoundRoomId", boundRoomId))
c.AbortWithStatus(http.StatusBadRequest)
} else {
pRoom = tmpPRoom
}
// TODO: Wrap the following 2 stmts by sql transaction!
playerId, err := models.GetPlayerIdByToken(token)
if err != nil || playerId == 0 {
// TODO: Abort with specific message.
Logger.Warn("Secondary ws session playerLogin record not found:", zap.Any("intAuthToken", token))
c.AbortWithStatus(http.StatusBadRequest)
return
}
Logger.Info("Secondary ws session playerLogin record has been found:", zap.Any("playerId", playerId), zap.Any("intAuthToken", token), zap.Any("boundRoomId", boundRoomId))
conn, err := upgrader.Upgrade(c.Writer, c.Request, nil)
if err != nil {
Logger.Error("Secondary ws session upgrade:", zap.Error(err), zap.Any("playerId", playerId))
c.AbortWithStatus(http.StatusBadRequest)
return
}
connHasBeenSignaledToClose := int32(0)
pConnHasBeenSignaledToClose := &connHasBeenSignaledToClose
signalToCloseConnOfThisPlayer := func(customRetCode int, customRetMsg string) {
if swapped := atomic.CompareAndSwapInt32(pConnHasBeenSignaledToClose, 0, 1); !swapped {
return
}
Logger.Warn("Secondary ws session signalToCloseConnOfThisPlayer:", zap.Any("playerId", playerId), zap.Any("customRetCode", customRetCode), zap.Any("customRetMsg", customRetMsg))
defer func() {
if r := recover(); r != nil {
Logger.Error("Secondary ws session recovered from: ", zap.Any("panic", r))
}
}()
closeMessage := websocket.FormatCloseMessage(customRetCode, customRetMsg)
err := conn.WriteControl(websocket.CloseMessage, closeMessage, time.Now().Add(time.Millisecond*(ConstVals.Ws.WillKickIfInactiveFor)))
if err != nil {
Logger.Error("Secondary ws session unable to send the CloseFrame control message to player(client-side):", zap.Any("playerId", playerId), zap.Error(err))
}
time.AfterFunc(3*time.Second, func() {
// To actually terminates the underlying TCP connection which might be in `CLOSE_WAIT` state if inspected by `netstat`.
conn.Close()
})
}
onReceivedCloseMessageFromClient := func(code int, text string) error {
Logger.Warn("Secondary ws session triggered `onReceivedCloseMessageFromClient`:", zap.Any("code", code), zap.Any("playerId", playerId), zap.Any("message", text))
signalToCloseConnOfThisPlayer(code, text)
return nil
}
conn.SetCloseHandler(onReceivedCloseMessageFromClient)
pRoom.SetSecondarySession(int32(playerId), conn, signalToCloseConnOfThisPlayer)
}
func HandleUdpHolePunchingForPlayer(message []byte, peerAddr *net.UDPAddr) {
pReq := new(pb.HolePunchUpsync)
if unmarshalErr := proto.Unmarshal(message, pReq); nil != unmarshalErr {
Logger.Error("`GrandUdpServer` failed to unmarshal", zap.Error(unmarshalErr))
return
}
token := pReq.IntAuthToken
boundRoomId := pReq.BoundRoomId
pRoom, existent := (*models.RoomMapManagerIns)[int32(boundRoomId)]
// Deliberately querying playerId after querying room, because the former is against persistent storage and could be slow!
if !existent {
Logger.Warn("`GrandUdpServer` failed to get:\n", zap.Any("intAuthToken", token), zap.Any("forBoundRoomId", boundRoomId))
return
}
// TODO: Wrap the following 2 stmts by sql transaction!
playerId, err := models.GetPlayerIdByToken(token)
if err != nil || playerId == 0 {
// TODO: Abort with specific message.
Logger.Warn("`GrandUdpServer` playerLogin record not found for:", zap.Any("intAuthToken", token))
return
}
Logger.Info("`GrandUdpServer` playerLogin record has been found:", zap.Any("playerId", playerId), zap.Any("intAuthToken", token), zap.Any("boundRoomId", boundRoomId), zap.Any("peerAddr", peerAddr))
pRoom.UpdatePeerUdpAddrList(int32(playerId), peerAddr, pReq)
}

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@@ -12,8 +12,9 @@ func NormVec2D(dx, dy float64) Vec2D {
}
func ConvexPolygonStr(body *resolv.ConvexPolygon) string {
var s []string = make([]string, len(body.Points))
for i, p := range body.Points {
var s []string = make([]string, body.Points.Cnt)
for i := int32(0); i < body.Points.Cnt; i++ {
p := body.GetPointByOffset(i)
s[i] = fmt.Sprintf("[%.2f, %.2f]", p[0]+body.X, p[1]+body.Y)
}

View File

@@ -1,66 +0,0 @@
function NetworkDoctor(serverFps, clientUpsyncFps) {
this.serverFps = serverFps;
this.clientUpsyncFps = clientUpsyncFps;
this.millisPerServerFrame = parseInt(1000 / this.serverFps);
this._tooLongSinceLastFrameDiffReceivedThreshold = (this.millisPerServerFrame << 6);
this.setupFps = function(fps) {
this.serverFps = this.clientUpsyncFps = fps;
this.millisPerServerFrame = parseInt(1000 / this.serverFps);
this._tooLongSinceLastFrameDiffReceivedThreshold = (this.millisPerServerFrame << 6);
}
this._lastFrameDiffRecvTime = null;
this._tooLongSinceLastFrameDiffReceived = function() {
if (undefined === this._lastFrameDiffRecvTime || null === this._lastFrameDiffRecvTime) return false;
return (this._tooLongSinceLastFrameDiffReceivedThreshold <= (Date.now() - this._lastFrameDiffRecvTime));
};
this._consecutiveALittleLongFrameDiffReceivedIntervalCount = 0;
this._consecutiveALittleLongFrameDiffReceivedIntervalCountThreshold = 120;
this.onNewFrameDiffReceived = function(frameDiff) {
var now = Date.now();
if (undefined !== this._lastFrameDiffRecvTime && null !== this._lastFrameDiffRecvTime) {
var intervalFromLastFrameDiff = (now - this._lastFrameDiffRecvTime);
if ((this.millisPerServerFrame << 5) < intervalFromLastFrameDiff) {
++this._consecutiveALittleLongFrameDiffReceivedIntervalCount;
console.log('Medium delay, intervalFromLastFrameDiff is', intervalFromLastFrameDiff);
} else {
this._consecutiveALittleLongFrameDiffReceivedIntervalCount = 0;
}
}
this._lastFrameDiffRecvTime = now;
};
this._networkComplaintPrefix = "\nNetwork is not good >_<\n";
this.generateNetworkComplaint = function(excludeTypeConstantALittleLongFrameDiffReceivedInterval, excludeTypeTooLongSinceLastFrameDiffReceived) {
if (this.hasBattleStopped) return null;
var shouldComplain = false;
var ret = this._networkComplaintPrefix;
if (true != excludeTypeConstantALittleLongFrameDiffReceivedInterval && this._consecutiveALittleLongFrameDiffReceivedIntervalCountThreshold <= this._consecutiveALittleLongFrameDiffReceivedIntervalCount) {
this._consecutiveALittleLongFrameDiffReceivedIntervalCount = 0;
ret += "\nConstantly having a little long recv interval.\n";
shouldComplain = true;
}
if (true != excludeTypeTooLongSinceLastFrameDiffReceived && this._tooLongSinceLastFrameDiffReceived()) {
ret += "\nToo long since last received frameDiff.\n";
shouldComplain = true;
}
return (shouldComplain ? ret : null);
};
this.hasBattleStopped = false;
this.onBattleStopped = function() {
this.hasBattleStopped = true;
};
this.isClientSessionConnected = function() {
if (!window.game) return false;
if (!window.game.clientSession) return false;
return window.game.clientSession.connected;
};
}
window.NetworkDoctor = NetworkDoctor;

View File

@@ -198,3 +198,6 @@ window.getOrCreateAnimationClipForGid = function(gid, tiledMapInfo, tilesElListU
animationClip: animClip,
};
};
// Node.js, this is a workaround to avoid accessing the non-existent "TextDecoder class" from "jsexport.js".
window.fs = function() {};

View File

@@ -109,6 +109,7 @@ var constants = {
"GET_SMS_CAPTCHA_RESP_ERROR_CODE": 2023,
"SMS_CAPTCHA_REQUESTED_TOO_FREQUENTLY": 2024,
"SMS_CAPTCHA_NOT_MATCH": 2025,
"SAME_PLAYER_ALREADY_IN_SAME_ROOM": 2026,
"NOT_IMPLEMENTED_YET": 65535
},

File diff suppressed because one or more lines are too long

View File

@@ -0,0 +1,7 @@
{
"ver": "1.0.1",
"uuid": "c7c2ac6e-f1ea-4233-b6a4-aa5b96b61e17",
"isSubpackage": false,
"subpackageName": "",
"subMetas": {}
}

View File

@@ -0,0 +1,55 @@
{
"__type__": "cc.AnimationClip",
"_name": "Fireball1Explosion",
"_objFlags": 0,
"_native": "",
"_duration": 0.5,
"sample": 60,
"speed": 1,
"wrapMode": 1,
"curveData": {
"comps": {
"cc.Sprite": {
"spriteFrame": [
{
"frame": 0,
"value": {
"__uuid__": "f4ad4f9f-4890-450b-9334-68fe6b903893"
}
},
{
"frame": 0.05,
"value": {
"__uuid__": "c6a5994f-251d-4191-a550-dfef979bab59"
}
},
{
"frame": 0.11666666666666667,
"value": {
"__uuid__": "417e58d9-e364-47f7-9364-f31ad3452adc"
}
},
{
"frame": 0.16666666666666666,
"value": {
"__uuid__": "8b566f26-b34d-4da6-bdaa-078358a5b685"
}
},
{
"frame": 0.31666666666666665,
"value": {
"__uuid__": "6ec5f75d-307e-4292-b667-cbbb5a52c2f6"
}
},
{
"frame": 0.48333333333333334,
"value": {
"__uuid__": "d89977f1-d927-4a08-9591-9feb1daf68c8"
}
}
]
}
}
},
"events": []
}

View File

@@ -0,0 +1,5 @@
{
"ver": "2.1.0",
"uuid": "7941215a-2b8c-4798-954b-4f1b16d5f6f5",
"subMetas": {}
}

View File

@@ -0,0 +1,85 @@
{
"__type__": "cc.AnimationClip",
"_name": "Fireball2Explosion",
"_objFlags": 0,
"_native": "",
"_duration": 0.5,
"sample": 60,
"speed": 1,
"wrapMode": 1,
"curveData": {
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"__uuid__": "c1a00209-f74d-41b5-a5da-df5720ac34b4"
}
},
{
"frame": 0.03333333333333333,
"value": {
"__uuid__": "2b52c0f1-2360-4a2b-9233-bf5662de09a5"
}
},
{
"frame": 0.08333333333333333,
"value": {
"__uuid__": "e3f9dfe7-ed91-4dc3-b68b-a3a3c2637074"
}
},
{
"frame": 0.13333333333333333,
"value": {
"__uuid__": "7515ef50-3a14-4e58-8811-a0c890fc40f3"
}
}
]
}
}
},
"events": []
}

View File

@@ -0,0 +1,5 @@
{
"ver": "2.1.0",
"uuid": "6e1139d4-03dd-4bd4-9510-606e94f629fe",
"subMetas": {}
}

View File

@@ -1,23 +1,23 @@
<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.2" tiledversion="1.2.3" orientation="orthogonal" renderorder="right-down" width="128" height="64" tilewidth="16" tileheight="16" infinite="0" nextlayerid="9" nextobjectid="138">
<tileset firstgid="1" source="tiles0.tsx"/>
<tileset firstgid="65" source="tiles1.tsx"/>
<tileset firstgid="129" source="tiles2.tsx"/>
<layer id="2" name="Ground" width="128" height="128">
<layer id="8" name="Ground" width="128" height="64">
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</layer>
<objectgroup id="1" name="PlayerStartingPos">
<object id="135" x="1040.33" y="1081">
<object id="135" x="1400" y="580">
<point/>
</object>
<object id="137" x="1134.67" y="1081.67">
<object id="137" x="1500" y="580">
<point/>
</object>
</objectgroup>
<objectgroup id="4" name="NpcStartingPos">
<object id="108" x="926" y="1447">
<object id="108" x="927.333" y="535">
<properties>
<property name="dirX" value="-2"/>
<property name="speciesId" value="4196"/>
@@ -26,28 +26,28 @@
</object>
</objectgroup>
<objectgroup id="5" name="NpcPatrolCue">
<object id="109" x="773.337" y="1468.67">
<object id="109" x="774.67" y="556.67">
<properties>
<property name="flAct" value="36"/>
<property name="frAct" value="35"/>
</properties>
<point/>
</object>
<object id="110" x="728" y="1500">
<object id="110" x="729.333" y="588">
<properties>
<property name="flAct" value="4"/>
<property name="frAct" value="35"/>
</properties>
<point/>
</object>
<object id="111" x="668" y="1500">
<object id="111" x="669.333" y="588">
<properties>
<property name="flAct" value="3"/>
<property name="frAct" value="3"/>
</properties>
<point/>
</object>
<object id="112" x="984" y="1447">
<object id="112" x="985.333" y="535">
<properties>
<property name="flAct" value="4"/>
<property name="frAct" value="4"/>
@@ -59,197 +59,112 @@
<properties>
<property name="type" value="barrier_and_shelter"/>
</properties>
<object id="54" x="656" y="1504" width="80" height="16">
<object id="57" x="768" y="560" width="32" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="55" x="736" y="1552" width="112" height="16">
<object id="60" x="1232" y="448" width="208" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="57" x="768" y="1472" width="32" height="16">
<object id="65" x="1040" y="576" width="32" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="58" x="1040" y="1536" width="80" height="16">
<object id="66" x="1040" y="560" width="16" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="59" x="1040" y="1568" width="224" height="48">
<object id="67" x="784" y="544" width="256" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="60" x="1216" y="1344" width="224" height="16">
<object id="84" x="640" y="224" width="16" height="416">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="62" x="1040" y="1552" width="208" height="16">
<object id="85" x="1680" y="224" width="16" height="416">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="63" x="1040" y="1504" width="48" height="16">
<object id="86" x="1104" y="496" width="96" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="64" x="1040" y="1520" width="64" height="16">
<object id="90" x="1248" y="464" width="320" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="65" x="1040" y="1488" width="32" height="16">
<object id="97" x="1248" y="416" width="158" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="66" x="1040" y="1472" width="16" height="16">
<object id="98" x="1280" y="400" width="96" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="67" x="784" y="1456" width="256" height="16">
<object id="100" x="1538" y="560" width="144" height="32">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="73" x="784" y="1568" width="96" height="16">
<object id="101" x="1568" y="528" width="112" height="32">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="74" x="816" y="1584" width="96" height="16">
<object id="102" x="1136" y="368" width="96" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="79" x="640" y="1616" width="1056" height="16">
<object id="103" x="1600" y="496" width="80" height="32">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="83" x="640" y="480" width="1056" height="16">
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<properties>
<property name="boundary_type" value="barrier"/>
</properties>
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<object id="84" x="640" y="480" width="16" height="1152">
<object id="105" x="816" y="366" width="16" height="64">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
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<property name="boundary_type" value="barrier"/>
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<property name="boundary_type" value="barrier"/>
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<property name="boundary_type" value="barrier"/>
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<property name="boundary_type" value="barrier"/>
</properties>
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<object id="89" x="1280" y="1600" width="16" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="90" x="1232" y="1408" width="304" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
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<properties>
<property name="boundary_type" value="barrier"/>
</properties>
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<properties>
<property name="boundary_type" value="barrier"/>
</properties>
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<properties>
<property name="boundary_type" value="barrier"/>
</properties>
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<properties>
<property name="boundary_type" value="barrier"/>
</properties>
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<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="96" x="1568" y="1408" width="16" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
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<object id="97" x="1248" y="1328" width="158" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
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<object id="98" x="1280" y="1312" width="96" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="99" x="1536" y="1504" width="144" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="100" x="1552" y="1488" width="128" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="101" x="1568" y="1472" width="112" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="102" x="1584" y="1456" width="96" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="103" x="1600" y="1440" width="80" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="104" x="928" y="1088" width="304" height="16">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="105" x="928" y="1008" width="16" height="96">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
</object>
<object id="106" x="1216" y="1008" width="16" height="96">
<object id="137" x="1168" y="592" width="512" height="48">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>

View File

@@ -6,12 +6,12 @@ import "geometry.proto"; // The import path here is only w.r.t. the proto file,
message PlayerDownsync {
int32 id = 1;
int32 virtualGridX = 2;
int32 virtualGridY = 3;
int32 virtualGridX = 2;
int32 virtualGridY = 3;
int32 dirX = 4;
int32 dirY = 5; // "dirX" and "dirY" determines character facing
int32 velX = 6;
int32 velY = 7; // "velX" and "velY" is used to record the accumulated effect by accelerations (including gravity)
int32 dirY = 5;
int32 velX = 6;
int32 velY = 7; // "velX" and "velY" is used to record the accumulated effect by inertia and accelerations (including gravity)
int32 speed = 8; // this is the instantaneous scalar attribute of a character, different from but will be accounted in "velX" and "velY"
int32 battleState = 9;
int32 joinIndex = 10;
@@ -32,6 +32,14 @@ message PlayerDownsync {
int32 bulletTeamId = 24;
int32 chCollisionTeamId = 25;
bool onWall = 26; // like "inAir", its by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "onWall (prev -> curr)"
int32 onWallNormX = 27;
int32 onWallNormY = 28;
bool capturedByInertia = 29; // like "inAir", its by design a standalone field only inferred by the calc result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState"
int32 revivalVirtualGridX = 30;
int32 revivalVirtualGridY = 31;
string name = 997;
string displayName = 998;
string avatar = 999;
@@ -47,6 +55,7 @@ message InputFrameDecoded {
message InputFrameUpsync {
int32 inputFrameId = 1;
uint64 encoded = 2;
int32 joinIndex = 3;
}
message InputFrameDownsync {
@@ -56,96 +65,99 @@ message InputFrameDownsync {
}
message HeartbeatUpsync {
int64 clientTimestamp = 1;
int64 clientTimestamp = 1;
}
message WsReq {
int32 msgId = 1;
int32 playerId = 2;
int32 act = 3;
int32 act = 3;
int32 joinIndex = 4;
int32 ackingFrameId = 5;
int32 ackingInputFrameId = 6;
repeated InputFrameUpsync inputFrameUpsyncBatch = 7;
HeartbeatUpsync hb = 8;
}
message WsResp {
int32 ret = 1;
int32 echoedMsgId = 2;
int32 act = 3;
RoomDownsyncFrame rdf = 4;
repeated InputFrameDownsync inputFrameDownsyncBatch = 5;
BattleColliderInfo bciFrame = 6;
int32 authKey = 7;
repeated InputFrameUpsync inputFrameUpsyncBatch = 8;
HeartbeatUpsync hb = 9;
}
message InputsBufferSnapshot {
int32 refRenderFrameId = 1;
int32 refRenderFrameId = 1;
uint64 unconfirmedMask = 2;
repeated InputFrameDownsync toSendInputFrameDownsyncs = 3;
bool shouldForceResync = 4;
int32 peerJoinIndex = 5;
}
message MeleeBullet {
message MeleeBullet {
// Jargon reference https://www.thegamer.com/fighting-games-frame-data-explained/
// ALL lengths are in world coordinate
// for offender
int32 originatedRenderFrameId = 1;
int32 offenderJoinIndex = 2;
int32 originatedRenderFrameId = 1;
int32 offenderJoinIndex = 2;
int32 startupFrames = 3;
int32 startupFrames = 3;
int32 cancellableStFrame = 4;
int32 cancellableEdFrame = 5;
int32 activeFrames = 6;
int32 activeFrames = 6;
int32 hitStunFrames = 7;
int32 blockStunFrames = 8;
int32 pushbackVelX = 9;
int32 pushbackVelY = 10;
int32 damage = 11;
int32 hitStunFrames = 7;
int32 blockStunFrames = 8;
int32 pushbackVelX = 9;
int32 pushbackVelY = 10;
int32 damage = 11;
int32 selfLockVelX = 12;
int32 selfLockVelY = 13;
int32 selfLockVelX = 12;
int32 selfLockVelY = 13;
int32 hitboxOffsetX = 14;
int32 hitboxOffsetY = 15;
int32 hitboxSizeX = 16;
int32 hitboxOffsetX = 14;
int32 hitboxOffsetY = 15;
int32 hitboxSizeX = 16;
int32 hitboxSizeY = 17;
bool blowUp = 18;
int32 teamId = 19;
int32 bulletLocalId = 20;
}
int32 bulletLocalId = 20;
int32 speciesId = 21;
int32 explosionFrames = 22;
message FireballBullet {
int32 originatedRenderFrameId = 1;
int32 offenderJoinIndex = 2;
int32 blState = 23;
int32 framesInBlState = 24;
}
int32 startupFrames = 3;
message FireballBullet {
int32 originatedRenderFrameId = 1;
int32 offenderJoinIndex = 2;
int32 startupFrames = 3;
int32 cancellableStFrame = 4;
int32 cancellableEdFrame = 5;
int32 activeFrames = 6;
int32 activeFrames = 6;
int32 hitStunFrames = 7;
int32 blockStunFrames = 8;
int32 pushbackVelX = 9;
int32 pushbackVelY = 10;
int32 damage = 11;
int32 hitStunFrames = 7;
int32 blockStunFrames = 8;
int32 pushbackVelX = 9;
int32 pushbackVelY = 10;
int32 damage = 11;
int32 selfLockVelX = 12;
int32 selfLockVelY = 13;
int32 selfLockVelX = 12;
int32 selfLockVelY = 13;
int32 hitboxOffsetX = 14;
int32 hitboxOffsetY = 15;
int32 hitboxSizeX = 16;
int32 hitboxOffsetX = 14;
int32 hitboxOffsetY = 15;
int32 hitboxSizeX = 16;
int32 hitboxSizeY = 17;
bool blowUp = 18;
int32 teamId = 19;
int32 bulletLocalId = 20;
int32 bulletLocalId = 20;
int32 speciesId = 21;
int32 explosionFrames = 22;
int32 blState = 23;
int32 framesInBlState = 24;
int32 virtualGridX = 999;
int32 virtualGridY = 1000;
@@ -154,24 +166,38 @@ message FireballBullet {
int32 velX = 1003;
int32 velY = 1004;
int32 speed = 1005;
}
}
message HolePunchUpsync {
string intAuthToken = 1;
int32 boundRoomId = 2;
int32 authKey = 3;
}
message PeerUdpAddr {
string ip = 1;
int32 port = 2;
int32 authKey = 3;
}
message BattleColliderInfo {
string stageName = 1;
int32 intervalToPing = 2;
int32 intervalToPing = 2;
int32 willKickIfInactiveFor = 3;
int32 boundRoomId = 4;
int64 battleDurationNanos = 5;
int32 inputFrameUpsyncDelayTolerance = 6;
int32 boundRoomId = 4;
int64 battleDurationNanos = 5;
int32 inputFrameUpsyncDelayTolerance = 6;
int32 maxChasingRenderFramesPerUpdate = 7;
double rollbackEstimatedDtMillis = 8;
int64 rollbackEstimatedDtNanos = 9;
int32 renderCacheSize = 10;
double spaceOffsetX = 11;
double spaceOffsetY = 12;
int32 collisionMinStep = 13;
int32 boundRoomCapacity = 14;
PeerUdpAddr battleUdpTunnel = 15;
bool frameDataLoggingEnabled = 1024;
}
@@ -181,11 +207,22 @@ message RoomDownsyncFrame {
repeated PlayerDownsync playersArr = 2;
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 FireballBullet fireballBullets = 5;
repeated FireballBullet fireballBullets = 5;
uint64 backendUnconfirmedMask = 1024; // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync
bool shouldForceResync = 1025;
repeated int32 speciesIdList = 1026;
int32 bulletLocalIdCounter = 1027;
repeated PeerUdpAddr peerUdpAddrList = 1028;
}
message WsResp {
int32 ret = 1;
int32 echoedMsgId = 2;
int32 act = 3;
RoomDownsyncFrame rdf = 4;
repeated InputFrameDownsync inputFrameDownsyncBatch = 5;
BattleColliderInfo bciFrame = 6;
int32 peerJoinIndex = 7;
}

Some files were not shown because too many files have changed in this diff Show More