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

|
||||
|
||||
# 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.
|
||||
|
102
README.md
@@ -1,26 +1,38 @@
|
||||
Please refer to [DelayNoMoreUnity](https://github.com/genxium/DelayNoMoreUnity) for a Unity rebuild with .net backend.
|
||||
|
||||
# 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 video is recorded over INTERNET using an input delay of 4 frames and it feels SMOOTH when playing! Please also checkout [this demo video](https://pan.baidu.com/s/1ML6hNupaPHPJRd5rcTvQvw?pwd=8ruc) 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.
|
||||
[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!
|
||||
|
||||

|
||||

|
||||
|
||||

|
||||
(battle between 2 celluar 4G users using Android phones, [original video here](https://pan.baidu.com/s/1m50d-VZxEGT3IgeZtww49g?pwd=eqx1))
|
||||
|
||||

|
||||
|
||||
**Since v1.0.13, smoothness in worst cases (e.g. turn-around on ground, in air and after dashing) is drastically improved due to update of prediction approach. The gifs and corresponding screenrecordings above are not updated because there's no big difference when network is good -- however, `input delay` is now set to `4 frames` -- while `input delay = 6 frames` was used in the screenrecordings -- and smoothness is even better now (well there's [a new screenrecording for PcWifi vs Android4g here](https://pan.baidu.com/s/1iNrQ2l_wqbWkURMIfyG88w?pwd=fe2f)).** Key changes are listed below.
|
||||
- [change#1](https://github.com/genxium/DelayNoMore/blob/c582071f4f2e3dd7e83d65562c7c99981252c358/jsexport/battle/battle.go#L647)
|
||||
- [change#2](https://github.com/genxium/DelayNoMore/blob/c582071f4f2e3dd7e83d65562c7c99981252c358/frontend/assets/scripts/Map.js#L1446)
|
||||
|
||||
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.
|
||||
|
||||
All gifs are sped up to ~1.5x for file size reduction, kindly note that animations are resumed from a partial progress!
|
||||
|
||||
# Notable Features
|
||||
- Backend dynamics toggle via [Room.BackendDynamicsEnabled](https://github.com/genxium/DelayNoMore/blob/v0.9.14/battle_srv/models/room.go#L786)
|
||||
- Backend dynamics toggle via [Room.BackendDynamicsEnabled](https://github.com/genxium/DelayNoMore/blob/c582071f4f2e3dd7e83d65562c7c99981252c358/battle_srv/models/room.go#L147)
|
||||
- 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
|
||||
- Automatic 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)_
|
||||
|
||||

|
||||
|
||||
_(how rollback-and-chase in this project roughly works, kindly note that by the current implementation, each frontend only maintains a `lastAllConfirmedInputFrameId` for all the other peers, because the backend only downsyncs all-confirmed inputFrames, see [markConfirmationIfApplicable](https://github.com/genxium/DelayNoMore/blob/v0.9.14/battle_srv/models/room.go#L1085) for more information -- if a serverless peer-to-peer communication is seriously needed here, consider porting [markConfirmationIfApplicable](https://github.com/genxium/DelayNoMore/blob/v0.9.14/battle_srv/models/room.go#L1085) into frontend for maintaining `lastAllConfirmedInputFrameId` under chaotic reception order of inputFrames from peers)_
|
||||
_(how rollback-and-chase in this project roughly works)_
|
||||
|
||||

|
||||

|
||||
@@ -67,7 +79,7 @@ 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
|
||||
@@ -86,7 +98,14 @@ The easy way is to try out 2 players with test accounts on a same machine.
|
||||
- Open one browser instance, visit _http://localhost:7456?expectedRoomId=1_, input `add`on the username box and click to request a captcha, this is a test account so a captcha would be returned by the backend and filled automatically (as shown in the figure below), then click and click to proceed to a matching scene.
|
||||
- Open another browser instance, visit _http://localhost:7456?expectedRoomId=1_, input `bdd`on the username box and click to request a captcha, this is another test account so a captcha would be returned by the backend and filled automatically, then click and click to proceed, when matched a `battle`(but no competition rule yet) would start.
|
||||
- Try out the onscreen virtual joysticks to move the cars and see if their movements are in-sync.
|
||||

|
||||
|
||||

|
||||
|
||||

|
||||
|
||||

|
||||
|
||||

|
||||
|
||||
## 2 Troubleshooting
|
||||
|
||||
@@ -96,3 +115,66 @@ 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/c582071f4f2e3dd7e83d65562c7c99981252c358/frontend/assets/scripts/Map.js#L968).
|
||||
- Detection of [type#1 forceConfirmation on the backend](https://github.com/genxium/DelayNoMore/blob/c582071f4f2e3dd7e83d65562c7c99981252c358/battle_srv/models/room.go#L1315).
|
||||
- Detection of [type#2 forceConfirmation on the backend](https://github.com/genxium/DelayNoMore/blob/c582071f4f2e3dd7e83d65562c7c99981252c358/battle_srv/models/room.go#L1328).
|
||||
|
||||
There's also some useful information displayed on the frontend when `true == Map.showNetworkDoctorInfo`.
|
||||

|
||||
|
||||
### 2.3 WIN32 platform tool versioning
|
||||

|
||||
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.
|
||||

|
||||
|
||||
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!
|
||||

|
||||
|
||||
### 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> ${NDK_ROOT}/ndk-stack.cmd -sym \path\to\DelayNoMore\frontend\build\jsb-link\frameworks\runtime-src\proj.android-studio\app\build\intermediates\ndkBuild\debug\obj\local\arm64-v8a -dump \path\to\tombstones\tombstone_03
|
||||
# The param "-sym \path\to\objs" tells "ndk-stack" to decode "tombstone_03" with symbols provided by all the files inside that "\path\to\objs".
|
||||
```
|
||||
|
@@ -4,9 +4,24 @@ ROOT_DIR=.
|
||||
GOPROXY=https://goproxy.io
|
||||
all: help
|
||||
|
||||
# To install `gojson` executable
|
||||
# ```
|
||||
# go install github.com/ChimeraCoder/gojson/gojson@latest
|
||||
# ```
|
||||
#
|
||||
# OS detection reference https://stackoverflow.com/a/12099167
|
||||
gen-constants:
|
||||
gojson -pkg common -name constants -input common/constants.json -o common/constants_struct.go
|
||||
ifeq ($(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)
|
||||
|
@@ -85,7 +85,6 @@ func (p *playerController) SMSCaptchaGet(c *gin.Context) {
|
||||
c.Set(api.RET, Constants.RetCode.SmsCaptchaRequestedTooFrequently)
|
||||
return
|
||||
}
|
||||
Logger.Info("A new SmsCaptcha record is needed for: ", zap.String("key", redisKey))
|
||||
pass := false
|
||||
var succRet int
|
||||
if Conf.General.ServerEnv == SERVER_ENV_TEST {
|
||||
@@ -93,32 +92,28 @@ func (p *playerController) SMSCaptchaGet(c *gin.Context) {
|
||||
if nil == err && nil != player {
|
||||
pass = true
|
||||
succRet = Constants.RetCode.IsTestAcc
|
||||
Logger.Info("A new SmsCaptcha record is needed for: ", zap.String("key", redisKey), zap.Any("player", player))
|
||||
}
|
||||
}
|
||||
|
||||
if !pass {
|
||||
player, err := models.GetPlayerByName(req.Num)
|
||||
if nil == err && nil != player {
|
||||
pass = true
|
||||
succRet = Constants.RetCode.IsBotAcc
|
||||
}
|
||||
}
|
||||
|
||||
if !pass {
|
||||
if RE_PHONE_NUM.MatchString(req.Num) {
|
||||
succRet = Constants.RetCode.Ok
|
||||
pass = true
|
||||
}
|
||||
if req.CountryCode == "86" {
|
||||
if RE_CHINA_PHONE_NUM.MatchString(req.Num) {
|
||||
succRet = Constants.RetCode.Ok
|
||||
pass = true
|
||||
} else {
|
||||
succRet = Constants.RetCode.InvalidRequestParam
|
||||
pass = false
|
||||
/*
|
||||
// Real phonenum is not supported yet!
|
||||
if !pass {
|
||||
if RE_PHONE_NUM.MatchString(req.Num) {
|
||||
succRet = Constants.RetCode.Ok
|
||||
pass = true
|
||||
}
|
||||
if req.CountryCode == "86" {
|
||||
if RE_CHINA_PHONE_NUM.MatchString(req.Num) {
|
||||
succRet = Constants.RetCode.Ok
|
||||
pass = true
|
||||
} else {
|
||||
succRet = Constants.RetCode.InvalidRequestParam
|
||||
pass = false
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
if !pass {
|
||||
c.Set(api.RET, Constants.RetCode.InvalidRequestParam)
|
||||
return
|
||||
@@ -481,16 +476,6 @@ func (p *playerController) maybeCreateNewPlayer(req smsCaptchaReq) (*models.Play
|
||||
Logger.Info("Got a test env player:", zap.Any("phonenum", req.Num), zap.Any("playerId", player.Id))
|
||||
return player, nil
|
||||
}
|
||||
} else {
|
||||
botPlayer, err := models.GetPlayerByName(req.Num)
|
||||
if err != nil {
|
||||
Logger.Error("Seeking bot player error:", zap.Error(err))
|
||||
return nil, err
|
||||
}
|
||||
if botPlayer != nil {
|
||||
Logger.Info("Got a bot player:", zap.Any("phonenum", req.Num), zap.Any("playerId", botPlayer.Id))
|
||||
return botPlayer, nil
|
||||
}
|
||||
}
|
||||
|
||||
bind, err := models.GetPlayerAuthBinding(Constants.AuthChannel.Sms, extAuthID)
|
||||
|
@@ -74,7 +74,7 @@ func Test_SMSCaptchaGet_illegalPhone(t *testing.T) {
|
||||
|
||||
func Test_SMSCaptchaGet_testAcc(t *testing.T) {
|
||||
player, err := getTestPlayer()
|
||||
if err == nil && player != nil {
|
||||
if nil == err && nil != player {
|
||||
resp := mustDoSmsCaptchaGetReq(fakeSMSCaptchReq(player.Name), t)
|
||||
if resp.Ret != Constants.RetCode.IsTestAcc {
|
||||
t.Fail()
|
||||
|
@@ -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 {
|
||||
|
@@ -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
|
||||
},
|
||||
|
@@ -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"`
|
||||
|
@@ -1,3 +1,5 @@
|
||||
{
|
||||
"hostAndPort": "0.0.0.0:9992"
|
||||
"hostAndPort": "0.0.0.0:9992",
|
||||
"udpHost": "0.0.0.0",
|
||||
"udpPort": 3000
|
||||
}
|
||||
|
@@ -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
|
||||
)
|
||||
|
@@ -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=
|
||||
|
@@ -23,9 +23,18 @@ import (
|
||||
"github.com/gin-gonic/gin"
|
||||
"github.com/robfig/cron"
|
||||
"go.uber.org/zap"
|
||||
|
||||
"net"
|
||||
// _ "net/http/pprof"
|
||||
)
|
||||
|
||||
func main() {
|
||||
/*
|
||||
// Only used for profiling
|
||||
go func() {
|
||||
http.ListenAndServe("0.0.0.0:6060", nil)
|
||||
}()
|
||||
*/
|
||||
MustParseConfig()
|
||||
MustParseConstants()
|
||||
storage.Init()
|
||||
@@ -34,7 +43,7 @@ func main() {
|
||||
env_tools.MergeTestPlayerAccounts()
|
||||
}
|
||||
models.InitRoomHeapManager()
|
||||
startScheduler()
|
||||
// startScheduler()
|
||||
router := gin.Default()
|
||||
setRouter(router)
|
||||
|
||||
@@ -54,6 +63,7 @@ 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 +99,7 @@ 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 +124,33 @@ 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)
|
||||
}
|
||||
}
|
||||
|
@@ -22,33 +22,36 @@ 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,
|
||||
OnWall: last.OnWall,
|
||||
OnWallNormX: last.OnWallNormX,
|
||||
OnWallNormY: last.OnWallNormY,
|
||||
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
|
||||
}
|
||||
@@ -58,7 +61,7 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
|
||||
BulletLocalId: last.BattleAttr.BulletLocalId,
|
||||
OriginatedRenderFrameId: last.BattleAttr.OriginatedRenderFrameId,
|
||||
OffenderJoinIndex: last.BattleAttr.OffenderJoinIndex,
|
||||
TeamId: last.BattleAttr.TeamId,
|
||||
TeamId: last.BattleAttr.TeamId,
|
||||
|
||||
StartupFrames: last.Bullet.StartupFrames,
|
||||
CancellableStFrame: last.Bullet.CancellableStFrame,
|
||||
@@ -81,11 +84,11 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
|
||||
|
||||
BlowUp: last.Bullet.BlowUp,
|
||||
|
||||
SpeciesId: last.Bullet.SpeciesId,
|
||||
ExplosionFrames: last.Bullet.ExplosionFrames,
|
||||
SpeciesId: last.Bullet.SpeciesId,
|
||||
ExplosionFrames: last.Bullet.ExplosionFrames,
|
||||
|
||||
BlState: last.BlState,
|
||||
FramesInBlState: last.FramesInBlState,
|
||||
BlState: last.BlState,
|
||||
FramesInBlState: last.FramesInBlState,
|
||||
}
|
||||
ret.MeleeBullets[i] = pbBullet
|
||||
}
|
||||
@@ -95,7 +98,7 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
|
||||
BulletLocalId: last.BattleAttr.BulletLocalId,
|
||||
OriginatedRenderFrameId: last.BattleAttr.OriginatedRenderFrameId,
|
||||
OffenderJoinIndex: last.BattleAttr.OffenderJoinIndex,
|
||||
TeamId: last.BattleAttr.TeamId,
|
||||
TeamId: last.BattleAttr.TeamId,
|
||||
|
||||
StartupFrames: last.Bullet.StartupFrames,
|
||||
CancellableStFrame: last.Bullet.CancellableStFrame,
|
||||
@@ -118,11 +121,11 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
|
||||
|
||||
BlowUp: last.Bullet.BlowUp,
|
||||
|
||||
SpeciesId: last.Bullet.SpeciesId,
|
||||
ExplosionFrames: last.Bullet.ExplosionFrames,
|
||||
SpeciesId: last.Bullet.SpeciesId,
|
||||
ExplosionFrames: last.Bullet.ExplosionFrames,
|
||||
|
||||
BlState: last.BlState,
|
||||
FramesInBlState: last.FramesInBlState,
|
||||
BlState: last.BlState,
|
||||
FramesInBlState: last.FramesInBlState,
|
||||
|
||||
VirtualGridX: last.VirtualGridX,
|
||||
VirtualGridY: last.VirtualGridY,
|
||||
@@ -146,31 +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,
|
||||
OnWall: last.OnWall,
|
||||
OnWallNormX: last.OnWallNormX,
|
||||
OnWallNormY: last.OnWallNormY,
|
||||
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
|
||||
@@ -191,33 +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,
|
||||
OnWall: last.OnWall,
|
||||
OnWallNormX: last.OnWallNormX,
|
||||
OnWallNormY: last.OnWallNormY,
|
||||
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,
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -8,6 +8,7 @@ import (
|
||||
sq "github.com/Masterminds/squirrel"
|
||||
"github.com/jmoiron/sqlx"
|
||||
"go.uber.org/zap"
|
||||
"net"
|
||||
)
|
||||
|
||||
type PlayerBattleState struct {
|
||||
@@ -46,10 +47,14 @@ type Player struct {
|
||||
TutorialStage int `db:"tutorial_stage"`
|
||||
|
||||
// other in-battle info fields
|
||||
LastReceivedInputFrameId int32
|
||||
LastSentInputFrameId int32
|
||||
AckingFrameId int32
|
||||
AckingInputFrameId int32
|
||||
LastConsecutiveRecvInputFrameId 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) {
|
||||
@@ -72,13 +77,14 @@ func getPlayer(cond sq.Eq) (*Player, error) {
|
||||
return nil, err
|
||||
}
|
||||
rows, err := storage.MySQLManagerIns.Queryx(query, args...)
|
||||
if err != nil {
|
||||
if nil != err {
|
||||
return nil, err
|
||||
}
|
||||
cols, err := rows.Columns()
|
||||
if nil != err {
|
||||
panic(err)
|
||||
}
|
||||
cnt := 0
|
||||
for rows.Next() {
|
||||
// TODO: Do it more elegantly, but by now I don't have time to learn reflection of Golang
|
||||
vals := rowValues(rows, cols)
|
||||
@@ -100,9 +106,14 @@ func getPlayer(cond sq.Eq) (*Player, error) {
|
||||
}
|
||||
}
|
||||
Logger.Debug("Queried player from db", zap.Any("cond", cond), zap.Any("p", p), zap.Any("pd", pd), zap.Any("cols", cols), zap.Any("rowValues", vals))
|
||||
cnt++
|
||||
}
|
||||
if 0 < cnt {
|
||||
p.PlayerDownsync = pd
|
||||
return &p, nil
|
||||
} else {
|
||||
return nil, nil
|
||||
}
|
||||
p.PlayerDownsync = pd
|
||||
return &p, nil
|
||||
}
|
||||
|
||||
func (p *Player) Insert(tx *sqlx.Tx) error {
|
||||
|
@@ -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, LastIndividuallyConfirmedInputFrameId, LastIndividuallyConfirmedInputList, player.LastConsecutiveRecvInputFrameId]
|
||||
RenderFrameBuffer *resolv.RingBuffer // Indices are STRICTLY consecutive
|
||||
LatestPlayerUpsyncedInputFrameId int32
|
||||
LastAllConfirmedInputFrameId int32
|
||||
LastAllConfirmedInputFrameIdWithChange int32
|
||||
@@ -148,32 +156,46 @@ type Room struct {
|
||||
TmxPointsMap StrToVec2DListMap
|
||||
TmxPolygonsMap StrToPolygon2DListMap
|
||||
|
||||
rdfIdToActuallyUsedInput map[int32]*pb.InputFrameDownsync
|
||||
LastIndividuallyConfirmedInputList []uint64
|
||||
rdfIdToActuallyUsedInput map[int32]*pb.InputFrameDownsync
|
||||
LastIndividuallyConfirmedInputFrameId []int32
|
||||
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.LastConsecutiveRecvInputFrameId = 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.LastConsecutiveRecvInputFrameId" & "pR.LastIndividuallyConfirmedInputFrameId[...]" 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)
|
||||
@@ -380,6 +406,9 @@ func (pR *Room) rdfIdToActuallyUsedInputString() string {
|
||||
}
|
||||
fireballsStrBldr := make([]string, 0, len(rdf.FireballBullets))
|
||||
for _, fireball := range rdf.FireballBullets {
|
||||
if 0 > fireball.BattleAttr.BulletLocalId {
|
||||
break
|
||||
}
|
||||
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])))
|
||||
@@ -396,24 +425,14 @@ 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 == 1 {
|
||||
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"
|
||||
@@ -467,7 +486,7 @@ func (pR *Room) StartBattle() {
|
||||
*/
|
||||
totalElapsedNanos := utils.UnixtimeNano() - battleStartedAt
|
||||
nextRenderFrameId := int32((totalElapsedNanos + pR.dilutedRollbackEstimatedDtNanos - 1) / pR.dilutedRollbackEstimatedDtNanos) // fast ceiling
|
||||
toSleepNanos := int64(0)
|
||||
toSleepNanos := int64(pR.dilutedRollbackEstimatedDtNanos >> 1) // Sleep half-frame time by default
|
||||
if nextRenderFrameId > pR.RenderFrameId {
|
||||
if 0 == pR.RenderFrameId {
|
||||
// It's important to send kickoff frame iff "0 == pR.RenderFrameId && nextRenderFrameId > pR.RenderFrameId", otherwise it might send duplicate kickoff frames
|
||||
@@ -482,7 +501,7 @@ 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))
|
||||
}
|
||||
@@ -499,7 +518,7 @@ func (pR *Room) StartBattle() {
|
||||
pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano()
|
||||
|
||||
elapsedInCalculation := (utils.UnixtimeNano() - stCalculation)
|
||||
toSleepNanos = pR.dilutedRollbackEstimatedDtNanos - elapsedInCalculation // don't sleep if "nextRenderFrame == pR.RenderFrameId"
|
||||
toSleepNanos = pR.dilutedRollbackEstimatedDtNanos - elapsedInCalculation
|
||||
if elapsedInCalculation > pR.RollbackEstimatedDtNanos {
|
||||
Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v ns, dynamicsDuration=%v ns, RollbackEstimatedDtNanos=%v, dilutedRollbackEstimatedDtNanos=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, pR.RollbackEstimatedDtNanos, pR.dilutedRollbackEstimatedDtNanos))
|
||||
}
|
||||
@@ -509,7 +528,7 @@ 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))
|
||||
@@ -517,20 +536,24 @@ 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 {
|
||||
// [WARNING] DON'T put a "default" block here! Otherwise "for { select {... default: } }" pattern would NEVER block on empty channel and thus consume a lot of CPU time unnecessarily!
|
||||
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))
|
||||
default:
|
||||
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))
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -542,7 +565,8 @@ 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() {
|
||||
@@ -551,7 +575,7 @@ 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!
|
||||
|
||||
@@ -596,10 +620,21 @@ 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) {
|
||||
@@ -641,6 +676,10 @@ 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++
|
||||
@@ -650,7 +689,7 @@ 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`.
|
||||
}
|
||||
@@ -679,7 +718,7 @@ 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)
|
||||
@@ -741,13 +780,14 @@ 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()
|
||||
}
|
||||
@@ -756,12 +796,21 @@ 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.RenderFrameBuffer = resolv.NewRingBuffer(pR.RenderCacheSize)
|
||||
pR.InputsBuffer = resolv.NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
|
||||
pR.rdfIdToActuallyUsedInput = make(map[int32]*pb.InputFrameDownsync)
|
||||
pR.LastIndividuallyConfirmedInputFrameId = make([]int32, pR.Capacity)
|
||||
for i := 0; i < pR.Capacity; i++ {
|
||||
pR.LastIndividuallyConfirmedInputFrameId[i] = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
|
||||
}
|
||||
pR.LastIndividuallyConfirmedInputList = make([]uint64, pR.Capacity)
|
||||
|
||||
pR.LatestPlayerUpsyncedInputFrameId = -1
|
||||
@@ -771,7 +820,25 @@ 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 < pR.Capacity; 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
|
||||
@@ -779,39 +846,50 @@ 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)
|
||||
}
|
||||
@@ -829,6 +907,10 @@ 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 {
|
||||
@@ -888,10 +970,12 @@ 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 {
|
||||
@@ -903,8 +987,9 @@ 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".
|
||||
@@ -917,7 +1002,10 @@ 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
|
||||
@@ -977,7 +1065,7 @@ 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)
|
||||
@@ -1010,28 +1098,45 @@ 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))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1082,7 +1187,7 @@ 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 {
|
||||
@@ -1092,8 +1197,10 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
|
||||
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#1: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
|
||||
continue
|
||||
}
|
||||
if clientInputFrameId < player.LastReceivedInputFrameId {
|
||||
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)))
|
||||
if clientInputFrameId < player.LastConsecutiveRecvInputFrameId {
|
||||
// [WARNING] It's important for correctness that we use "player.LastConsecutiveRecvInputFrameId" instead of "pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1]" here!
|
||||
//Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, playerLastConsecutiveRecvInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, player.LastConsecutiveRecvInputFrameId, pR.InputsBufferString(false)))
|
||||
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, playerLastConsecutiveRecvInputFrameId=%v", pR.Id, playerId, clientInputFrameId, player.LastConsecutiveRecvInputFrameId))
|
||||
continue
|
||||
}
|
||||
if clientInputFrameId > pR.InputsBuffer.EdFrameId {
|
||||
@@ -1105,11 +1212,25 @@ 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.LastConsecutiveRecvInputFrameId" & "pR.LatestPlayerUpsyncedInputFrameId".
|
||||
|
||||
Kindly note that the updates of "player.LastConsecutiveRecvInputFrameId" could be discrete before and after reconnection.
|
||||
*/
|
||||
player.LastConsecutiveRecvInputFrameId = clientInputFrameId
|
||||
if clientInputFrameId > pR.LatestPlayerUpsyncedInputFrameId {
|
||||
pR.LatestPlayerUpsyncedInputFrameId = clientInputFrameId
|
||||
}
|
||||
}
|
||||
|
||||
if clientInputFrameId > pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1] {
|
||||
// No need to update "pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1]" only when "true == fromUDP", we should keep "pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1] >= player.LastConsecutiveRecvInputFrameId" at any moment.
|
||||
pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1] = 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
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1137,7 +1258,7 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
|
||||
shouldBreakConfirmation = true // Could be an `ACTIVE SLOW TICKER` here, but no action needed for now
|
||||
break
|
||||
}
|
||||
Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable for roomId=%v, skipping UNCONFIRMED BUT INACTIVE player(id:%v, joinIndex:%v) while checking inputFrameId=[%v, %v): InputsBuffer=%v", pR.Id, player.Id, player.JoinIndex, inputFrameId1, pR.InputsBuffer.EdFrameId, pR.InputsBufferString(false)))
|
||||
//Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable for roomId=%v, skipping UNCONFIRMED BUT INACTIVE player(id:%v, joinIndex:%v) while checking inputFrameId=[%v, %v): InputsBuffer=%v", pR.Id, player.Id, player.JoinIndex, inputFrameId1, pR.InputsBuffer.EdFrameId, pR.InputsBufferString(false)))
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1161,7 +1282,7 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
|
||||
snapshotStFrameId := (pR.LastAllConfirmedInputFrameId - newAllConfirmedCount)
|
||||
refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
|
||||
refSnapshotStFrameId := battle.ConvertToDelayedInputFrameId(refRenderFrameIdIfNeeded)
|
||||
if refSnapshotStFrameId < snapshotStFrameId {
|
||||
if pR.BackendDynamicsEnabled && refSnapshotStFrameId < snapshotStFrameId {
|
||||
snapshotStFrameId = refSnapshotStFrameId
|
||||
}
|
||||
Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable for roomId=%v returning newAllConfirmedCount=%d: InputsBuffer=%v", pR.Id, newAllConfirmedCount, pR.InputsBufferString(false)))
|
||||
@@ -1176,6 +1297,7 @@ 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
|
||||
@@ -1190,7 +1312,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
|
||||
pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
|
||||
}
|
||||
if 0 < unconfirmedMask {
|
||||
Logger.Info(fmt.Sprintf("[type#1 forceConfirmation] For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, oldLastAllConfirmedInputFrameId:%d, newLastAllConfirmedInputFrameId:%d, InputFrameUpsyncDelayTolerance:%d, unconfirmedMask=%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, oldLastAllConfirmedInputFrameId, pR.LastAllConfirmedInputFrameId, pR.InputFrameUpsyncDelayTolerance, unconfirmedMask))
|
||||
Logger.Info(fmt.Sprintf("[type#1 forceConfirmation] For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, LastAllConfirmedInputFrameId:%d -> %d, InputFrameUpsyncDelayTolerance:%d, unconfirmedMask=%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, oldLastAllConfirmedInputFrameId, pR.LastAllConfirmedInputFrameId, pR.InputFrameUpsyncDelayTolerance, unconfirmedMask))
|
||||
}
|
||||
} else {
|
||||
// Type#2 helps resolve the edge case when all players are disconnected temporarily
|
||||
@@ -1214,7 +1336,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
|
||||
func (pR *Room) produceInputsBufferSnapshotWithCurDynamicsRenderFrameAsRef(unconfirmedMask uint64, snapshotStFrameId, snapshotEdFrameId int32) *pb.InputsBufferSnapshot {
|
||||
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
|
||||
refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
|
||||
if 0 > refRenderFrameIdIfNeeded {
|
||||
if pR.BackendDynamicsEnabled && 0 > refRenderFrameIdIfNeeded {
|
||||
return nil
|
||||
}
|
||||
// Duplicate downsynced inputFrameIds will be filtered out by frontend.
|
||||
@@ -1265,8 +1387,7 @@ 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.LastIndividuallyConfirmedInputFrameId, pR.LastIndividuallyConfirmedInputList, false, MAGIC_JOIN_INDEX_INVALID) // DON'T mutate inputs upon dynamics on backend to avoid complicating the edge cases
|
||||
pR.CurDynamicsRenderFrameId++
|
||||
}
|
||||
}
|
||||
@@ -1297,13 +1418,13 @@ 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 {
|
||||
@@ -1342,11 +1463,35 @@ 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).
|
||||
@@ -1393,6 +1538,7 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *pb.InputsBufferSnapsh
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
for _, player := range pR.PlayersArr {
|
||||
@@ -1409,11 +1555,16 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *pb.InputsBufferSnapsh
|
||||
|
||||
if playerDownsyncChan, existent := pR.PlayerDownsyncChanDict[player.Id]; existent {
|
||||
playerDownsyncChan <- (*inputsBufferSnapshot)
|
||||
//Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d, playerDownsyncChan:%p)#1", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, player.Id, playerDownsyncChan))
|
||||
//Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot{refRenderFrameId:%d, unconfirmedMask:%v} to {roomId: %d, playerId:%d, playerDownsyncChan:%p}#1", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, player.Id, playerDownsyncChan))
|
||||
} else {
|
||||
Logger.Warn(fmt.Sprintf("playerDownsyncChan for (roomId: %d, playerId:%d) is gone", pR.Id, player.Id))
|
||||
}
|
||||
}
|
||||
/*
|
||||
toSendInputFrameDownsyncs := inputsBufferSnapshot.ToSendInputFrameDownsyncs
|
||||
toSendInputFrameIdSt, toSendInputFrameIdEd := toSendInputFrameDownsyncs[0].InputFrameId, toSendInputFrameDownsyncs[len(toSendInputFrameDownsyncs)-1].InputFrameId+1
|
||||
Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot{refRenderFrameId:%d, unconfirmedMask:%v, inputFrameIdRange:[%d, %d)} to {roomId: %d}", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id))
|
||||
*/
|
||||
}
|
||||
|
||||
func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRenderFrameId int32, unconfirmedMask uint64, toSendInputFrameDownsyncsSnapshot []*pb.InputFrameDownsync, shouldForceResync bool) {
|
||||
@@ -1423,14 +1574,14 @@ 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
|
||||
@@ -1455,13 +1606,14 @@ 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)
|
||||
//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))
|
||||
pR.sendSafely(pbRefRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false, MAGIC_JOIN_INDEX_DEFAULT)
|
||||
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 {
|
||||
//Logger.Debug(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: InputsBuffer=%v", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, pR.InputsBufferString(false)))
|
||||
}
|
||||
} else {
|
||||
pR.sendSafely(nil, 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 {
|
||||
@@ -1469,6 +1621,16 @@ 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)
|
||||
@@ -1501,3 +1663,163 @@ 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))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@@ -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)
|
||||
}
|
||||
|
BIN
charts/How-to-play-1.png
Normal file
After Width: | Height: | Size: 24 KiB |
BIN
charts/How-to-play-2.png
Normal file
After Width: | Height: | Size: 24 KiB |
BIN
charts/How-to-play-3.png
Normal file
After Width: | Height: | Size: 92 KiB |
BIN
charts/How-to-play-4.png
Normal file
After Width: | Height: | Size: 64 KiB |
BIN
charts/Merged_cut_annotated_spedup.gif
Normal file
After Width: | Height: | Size: 7.4 MiB |
BIN
charts/NativeBuildReload.png
Normal file
After Width: | Height: | Size: 118 KiB |
BIN
charts/PackageNameIssueInCcc.png
Normal file
After Width: | Height: | Size: 135 KiB |
BIN
charts/Phone4g_battle_spedup.gif
Normal file
After Width: | Height: | Size: 22 MiB |
BIN
charts/UDPEssentials.jpg
Normal file
After Width: | Height: | Size: 472 KiB |
BIN
charts/VisualStudioSetup.png
Normal file
After Width: | Height: | Size: 191 KiB |
Before Width: | Height: | Size: 3.7 MiB |
Before Width: | Height: | Size: 11 MiB |
BIN
charts/networkstats.png
Normal file
After Width: | Height: | Size: 2.2 MiB |
Before Width: | Height: | Size: 684 KiB |
@@ -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)
|
||||
}
|
||||
|
||||
|
@@ -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;
|
@@ -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() {};
|
||||
|
@@ -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
|
||||
},
|
||||
|
@@ -3,7 +3,7 @@
|
||||
"_name": "Fireball1Explosion",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.1,
|
||||
"_duration": 0.5,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
@@ -18,31 +18,31 @@
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.016666666666666666,
|
||||
"frame": 0.05,
|
||||
"value": {
|
||||
"__uuid__": "c6a5994f-251d-4191-a550-dfef979bab59"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.03333333333333333,
|
||||
"frame": 0.11666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "417e58d9-e364-47f7-9364-f31ad3452adc"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.05,
|
||||
"frame": 0.16666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "8b566f26-b34d-4da6-bdaa-078358a5b685"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.06666666666666667,
|
||||
"frame": 0.31666666666666665,
|
||||
"value": {
|
||||
"__uuid__": "6ec5f75d-307e-4292-b667-cbbb5a52c2f6"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.08333333333333333,
|
||||
"frame": 0.48333333333333334,
|
||||
"value": {
|
||||
"__uuid__": "d89977f1-d927-4a08-9591-9feb1daf68c8"
|
||||
}
|
||||
|
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Fireball2Explosion",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.5,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "a1979f05-3ecc-4d70-9ea9-7822e35602c3"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.05,
|
||||
"value": {
|
||||
"__uuid__": "850884ca-2e6a-4d04-94d9-fd929ac33942"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.08333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "88b9c254-1fd8-451f-902e-4a43a7ef5d51"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.13333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "566342a3-cfde-44c9-afbe-7d9469653ccb"
|
||||
}
|
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97
frontend/assets/resources/animation/Fireball/Fireball2.anim
Normal file
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{
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73
frontend/assets/resources/animation/Fireball/Fireball3.anim
Normal file
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{
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73
frontend/assets/resources/animation/KnifeGirl/Atk4.anim
Normal file
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|
103
frontend/assets/resources/animation/KnifeGirl/Dying.anim
Normal file
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{
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91
frontend/assets/resources/animation/MonkGirl/Atk4.anim
Normal file
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},
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55
frontend/assets/resources/animation/MonkGirl/Dashing.anim
Normal file
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{
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"__type__": "cc.AnimationClip",
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"_name": "Dashing",
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"_native": "",
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"_duration": 0.18333333333333332,
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"sample": 60,
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"speed": 1,
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"wrapMode": 1,
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"curveData": {
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"spriteFrame": [
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{
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"frame": 0,
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"value": {
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"__uuid__": "b8c177cf-013e-4936-a031-2d3480cf975b"
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"frame": 0.03333333333333333,
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},
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{
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"frame": 0.1,
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"value": {
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"__uuid__": "3117e445-fe0f-425f-83af-5b719bf8a009"
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"frame": 0.13333333333333333,
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"value": {
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{
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"frame": 0.16666666666666666,
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"__uuid__": "daff32df-5e22-4d4e-94d2-6e4522a02138"
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}
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},
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"events": []
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}
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{
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"uuid": "d7b6d7c4-d2b5-49c6-bbcb-d8d80f52ae7e",
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61
frontend/assets/resources/animation/MonkGirl/Dying.anim
Normal file
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{
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"frame": 0,
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"__uuid__": "0b31e6af-6d24-4915-b87b-772c6eb10ca7"
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{
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"uuid": "86706adc-e079-4997-883b-3e269d223065",
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25
frontend/assets/resources/animation/MonkGirl/OnWall.anim
Normal file
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{
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"__type__": "cc.AnimationClip",
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"_name": "OnWall",
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"_duration": 0.016666666666666666,
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"sample": 60,
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"speed": 1,
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"wrapMode": 1,
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"curveData": {
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"comps": {
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"spriteFrame": [
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<object id="104" x="816" y="414" width="304" height="16">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="105" x="768" y="302" width="16" height="96">
|
||||
<object id="105" x="816" y="366" width="16" height="64">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="106" x="1056" y="302" width="16" height="96">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
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||||
</object>
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||||
<object id="113" x="640" y="1008" width="1056" height="16">
|
||||
<object id="106" x="1104" y="334" width="16" height="96">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
@@ -159,47 +154,17 @@
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="119" x="656" y="592" width="1024" height="416">
|
||||
<object id="119" x="656" y="592" width="512" height="48">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="120" x="736" y="512" width="16" height="16">
|
||||
<object id="136" x="1232" y="432" width="208" height="16">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
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||||
</object>
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<object id="121" x="736" y="336" width="16" height="16">
|
||||
<properties>
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<property name="boundary_type" value="barrier"/>
|
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</properties>
|
||||
</object>
|
||||
<object id="125" x="688" y="448" width="16" height="16">
|
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<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="127" x="1088" y="320" width="16" height="16">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="128" x="1120" y="336" width="16" height="16">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
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</object>
|
||||
<object id="129" x="1136" y="368" width="16" height="16">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="130" x="1168" y="384" width="16" height="16">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
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</object>
|
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<object id="132" x="1184" y="416" width="16" height="16">
|
||||
<object id="137" x="1168" y="592" width="512" height="48">
|
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<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
|
@@ -9,9 +9,9 @@ message PlayerDownsync {
|
||||
int32 virtualGridX = 2;
|
||||
int32 virtualGridY = 3;
|
||||
int32 dirX = 4;
|
||||
int32 dirY = 5; // "dirX" and "dirY" determines character facing
|
||||
int32 dirY = 5;
|
||||
int32 velX = 6;
|
||||
int32 velY = 7; // "velX" and "velY" is used to record the accumulated effect by accelerations (including gravity)
|
||||
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;
|
||||
@@ -36,6 +36,10 @@ message PlayerDownsync {
|
||||
int32 onWallNormX = 27;
|
||||
int32 onWallNormY = 28;
|
||||
|
||||
bool capturedByInertia = 29; // like "inAir", it’s 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;
|
||||
@@ -51,6 +55,7 @@ message InputFrameDecoded {
|
||||
message InputFrameUpsync {
|
||||
int32 inputFrameId = 1;
|
||||
uint64 encoded = 2;
|
||||
int32 joinIndex = 3;
|
||||
}
|
||||
|
||||
message InputFrameDownsync {
|
||||
@@ -70,17 +75,9 @@ message WsReq {
|
||||
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 {
|
||||
@@ -88,6 +85,7 @@ message InputsBufferSnapshot {
|
||||
uint64 unconfirmedMask = 2;
|
||||
repeated InputFrameDownsync toSendInputFrameDownsyncs = 3;
|
||||
bool shouldForceResync = 4;
|
||||
int32 peerJoinIndex = 5;
|
||||
}
|
||||
|
||||
message MeleeBullet {
|
||||
@@ -170,6 +168,18 @@ message FireballBullet {
|
||||
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;
|
||||
|
||||
@@ -186,6 +196,8 @@ message BattleColliderInfo {
|
||||
double spaceOffsetX = 11;
|
||||
double spaceOffsetY = 12;
|
||||
int32 collisionMinStep = 13;
|
||||
int32 boundRoomCapacity = 14;
|
||||
PeerUdpAddr battleUdpTunnel = 15;
|
||||
|
||||
bool frameDataLoggingEnabled = 1024;
|
||||
}
|
||||
@@ -202,4 +214,15 @@ message RoomDownsyncFrame {
|
||||
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;
|
||||
}
|
||||
|
@@ -25,16 +25,19 @@
|
||||
},
|
||||
{
|
||||
"__id__": 8
|
||||
},
|
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{
|
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"__id__": 22
|
||||
}
|
||||
],
|
||||
"_active": true,
|
||||
"_components": [
|
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{
|
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"__id__": 22
|
||||
"__id__": 29
|
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}
|
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],
|
||||
"_prefab": {
|
||||
"__id__": 23
|
||||
"__id__": 30
|
||||
},
|
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"_opacity": 255,
|
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"_color": {
|
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@@ -324,8 +327,8 @@
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"_color": {
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"__type__": "cc.Color",
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"r": 255,
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"g": 255,
|
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"b": 255,
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"g": 0,
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"b": 0,
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"a": 255
|
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},
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"_contentSize": {
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@@ -482,6 +485,22 @@
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},
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{
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"__uuid__": "e8247e2a-1b5b-4618-86f8-224b25246b55"
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},
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{
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"__uuid__": "168df303-4b6a-4376-940c-3d36fa9e98d8"
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},
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null,
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{
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"__uuid__": "d7b6d7c4-d2b5-49c6-bbcb-d8d80f52ae7e"
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},
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{
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"__uuid__": "57358699-1d1b-44db-898c-df0c3ce9aab0"
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},
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{
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"__uuid__": "6e1139d4-03dd-4bd4-9510-606e94f629fe"
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},
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{
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"__uuid__": "86706adc-e079-4997-883b-3e269d223065"
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}
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],
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"playOnLoad": false,
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@@ -646,13 +665,21 @@
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{
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"__uuid__": "9b500cb0-8048-4715-81db-cc975c914225"
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},
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null,
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{
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"__uuid__": "2aef91f9-ef47-4bb4-bf43-5441723aa639"
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},
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null,
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{
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"__uuid__": "38b2c892-347b-4009-93f8-65b2ab1614f0"
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},
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{
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"__uuid__": "411f964a-4dd8-424c-b2e2-d92b10474ce2"
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},
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{
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"__uuid__": "e906322d-a08b-4477-a2e9-98acd42fa034"
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},
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{
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"__uuid__": "ac90c9b8-3b06-4866-89ce-2c953a9d5a9a"
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}
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],
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"playOnLoad": false,
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@@ -822,6 +849,16 @@
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},
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{
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"__uuid__": "0abbd156-980e-475e-9994-3c958bd913fc"
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{
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"__uuid__": "337d57ad-118c-40e2-be90-2aa1505c152b"
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},
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null,
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{
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"__uuid__": "edd23b2f-1caa-4836-88a7-e4af1f26743e"
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},
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{
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"__uuid__": "657d4193-2224-44ea-94f7-0305a9f2b322"
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}
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],
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"playOnLoad": false,
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@@ -877,6 +914,244 @@
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"fileId": "7aN7Gcc/tBw5EGlTJVBj2+",
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"sync": false
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},
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{
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"__type__": "cc.Node",
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"_name": "HpBar",
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"_parent": {
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"__id__": 1
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},
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{
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"__id__": 23
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}
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],
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"_active": true,
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{
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"__id__": 26
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},
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{
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"__id__": 27
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}
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],
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"_prefab": {
|
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"__id__": 28
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},
|
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"_opacity": 255,
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"_color": {
|
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"__type__": "cc.Color",
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"r": 255,
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"g": 255,
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"b": 255,
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"a": 255
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},
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"_contentSize": {
|
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"__type__": "cc.Size",
|
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"width": 50,
|
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"height": 8
|
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},
|
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"_anchorPoint": {
|
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"__type__": "cc.Vec2",
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"x": 0.5,
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"y": 0.5
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},
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"_trs": {
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"__type__": "TypedArray",
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"ctor": "Float64Array",
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"array": [
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42.256,
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]
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},
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"_eulerAngles": {
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"__type__": "cc.Vec3",
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"x": 0,
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"y": 0,
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"z": 0
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},
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"_skewX": 0,
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"_skewY": 0,
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"_is3DNode": false,
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"_groupIndex": 0,
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"groupIndex": 0,
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"_id": ""
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},
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{
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"__type__": "cc.Node",
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"_name": "bar",
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"_objFlags": 0,
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"_parent": {
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"__id__": 22
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},
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"_children": [],
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{
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}
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],
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"_prefab": {
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"__id__": 25
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},
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"_opacity": 255,
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"_color": {
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"__type__": "cc.Color",
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"r": 10,
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"g": 252,
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"a": 255
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},
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"_contentSize": {
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"__type__": "cc.Size",
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"width": 50,
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"height": 8
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},
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"_anchorPoint": {
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"__type__": "cc.Vec2",
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"x": 0,
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"y": 0.5
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{
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{
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"fileId": "1cDdFO9Z5KYIcRR52ZmtqO",
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"sync": false
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{
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"__type__": "b74b05YDqZFRo4OkZRFZX8k",
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@@ -895,6 +1170,9 @@
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"coordLabel": {
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"hpBar": {
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"__id__": 27
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@@ -8,7 +8,8 @@
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@@ -27,20 +28,19 @@
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{
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{
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"_prefab": {
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"__id__": 18
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},
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"_opacity": 255,
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"_color": {
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@@ -52,25 +52,14 @@
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"_contentSize": {
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"__type__": "cc.Size",
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"height": 640
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},
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@@ -86,18 +75,29 @@
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@@ -109,37 +109,26 @@
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"b": 255,
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"a": 255
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@@ -160,11 +161,18 @@
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{
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@@ -190,7 +195,7 @@
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@@ -202,7 +207,6 @@
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@@ -229,17 +233,6 @@
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@@ -307,7 +316,6 @@
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@@ -327,24 +335,13 @@
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@@ -407,7 +421,6 @@
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"_id": "",
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||||
"_trs": {
|
||||
"__type__": "TypedArray",
|
||||
"ctor": "Float64Array",
|
||||
"array": [
|
||||
0,
|
||||
210,
|
||||
-150,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
@@ -146,7 +130,19 @@
|
||||
1,
|
||||
1
|
||||
]
|
||||
}
|
||||
},
|
||||
"_eulerAngles": {
|
||||
"__type__": "cc.Vec3",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"_skewX": 0,
|
||||
"_skewY": 0,
|
||||
"_is3DNode": false,
|
||||
"_groupIndex": 0,
|
||||
"groupIndex": 0,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Label",
|
||||
@@ -156,32 +152,26 @@
|
||||
"__id__": 2
|
||||
},
|
||||
"_enabled": true,
|
||||
"_srcBlendFactor": 1,
|
||||
"_dstBlendFactor": 771,
|
||||
"_materials": [
|
||||
{
|
||||
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
|
||||
}
|
||||
],
|
||||
"_useOriginalSize": false,
|
||||
"_string": "login.tips.loginSuccess",
|
||||
"_N$string": "login.tips.loginSuccess",
|
||||
"_fontSize": 30,
|
||||
"_lineHeight": 30,
|
||||
"_string": "Logged in successfully, loading game resources...",
|
||||
"_N$string": "Logged in successfully, loading game resources...",
|
||||
"_fontSize": 28,
|
||||
"_lineHeight": 28,
|
||||
"_enableWrapText": true,
|
||||
"_N$file": null,
|
||||
"_isSystemFontUsed": true,
|
||||
"_spacingX": 0,
|
||||
"_batchAsBitmap": false,
|
||||
"_N$horizontalAlign": 1,
|
||||
"_N$verticalAlign": 1,
|
||||
"_N$fontFamily": "Arial",
|
||||
"_N$overflow": 0,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "744dcs4DCdNprNhG0xwq6FK",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 2
|
||||
},
|
||||
"_enabled": true,
|
||||
"_dataID": "login.tips.loginSuccess",
|
||||
"_N$overflow": 3,
|
||||
"_N$cacheMode": 0,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
@@ -204,14 +194,13 @@
|
||||
},
|
||||
"_children": [],
|
||||
"_active": true,
|
||||
"_level": 0,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 7
|
||||
"__id__": 6
|
||||
}
|
||||
],
|
||||
"_prefab": {
|
||||
"__id__": 8
|
||||
"__id__": 7
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
||||
@@ -231,24 +220,12 @@
|
||||
"x": 0.5,
|
||||
"y": 0.5
|
||||
},
|
||||
"_quat": {
|
||||
"__type__": "cc.Quat",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0,
|
||||
"w": 1
|
||||
},
|
||||
"_skewX": 0,
|
||||
"_skewY": 0,
|
||||
"_zIndex": 0,
|
||||
"groupIndex": 0,
|
||||
"_id": "",
|
||||
"_trs": {
|
||||
"__type__": "TypedArray",
|
||||
"ctor": "Float64Array",
|
||||
"array": [
|
||||
0,
|
||||
333,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
@@ -258,16 +235,29 @@
|
||||
1,
|
||||
1
|
||||
]
|
||||
}
|
||||
},
|
||||
"_eulerAngles": {
|
||||
"__type__": "cc.Vec3",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"_skewX": 0,
|
||||
"_skewY": 0,
|
||||
"_is3DNode": false,
|
||||
"_groupIndex": 0,
|
||||
"groupIndex": 0,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Sprite",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 6
|
||||
"__id__": 5
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [],
|
||||
"_srcBlendFactor": 770,
|
||||
"_dstBlendFactor": 771,
|
||||
"_spriteFrame": null,
|
||||
@@ -282,7 +272,6 @@
|
||||
"_fillStart": 0,
|
||||
"_fillRange": 0,
|
||||
"_isTrimmedMode": true,
|
||||
"_state": 0,
|
||||
"_atlas": null,
|
||||
"_id": ""
|
||||
},
|
||||
@@ -307,7 +296,7 @@
|
||||
"_enabled": true,
|
||||
"alignMode": 0,
|
||||
"_target": null,
|
||||
"_alignFlags": 20,
|
||||
"_alignFlags": 18,
|
||||
"_left": 0,
|
||||
"_right": 0,
|
||||
"_top": 0,
|
||||
|
Before Width: | Height: | Size: 121 KiB |
@@ -1,34 +0,0 @@
|
||||
{
|
||||
"ver": "2.3.3",
|
||||
"uuid": "825df908-a4cb-449d-9731-8ef53f3fd44f",
|
||||
"type": "sprite",
|
||||
"wrapMode": "clamp",
|
||||
"filterMode": "bilinear",
|
||||
"premultiplyAlpha": false,
|
||||
"genMipmaps": false,
|
||||
"packable": true,
|
||||
"platformSettings": {},
|
||||
"subMetas": {
|
||||
"MiniGame_Background": {
|
||||
"ver": "1.0.4",
|
||||
"uuid": "7838f276-ab48-445a-b858-937dd27d9520",
|
||||
"rawTextureUuid": "825df908-a4cb-449d-9731-8ef53f3fd44f",
|
||||
"trimType": "auto",
|
||||
"trimThreshold": 1,
|
||||
"rotated": false,
|
||||
"offsetX": 0,
|
||||
"offsetY": 0,
|
||||
"trimX": 0,
|
||||
"trimY": 0,
|
||||
"width": 750,
|
||||
"height": 1624,
|
||||
"rawWidth": 750,
|
||||
"rawHeight": 1624,
|
||||
"borderTop": 0,
|
||||
"borderBottom": 0,
|
||||
"borderLeft": 0,
|
||||
"borderRight": 0,
|
||||
"subMetas": {}
|
||||
}
|
||||
}
|
||||
}
|
Before Width: | Height: | Size: 95 KiB |
@@ -1,34 +0,0 @@
|
||||
{
|
||||
"ver": "2.3.3",
|
||||
"uuid": "94b8bb09-e8ac-4402-a933-b79f01b5a813",
|
||||
"type": "sprite",
|
||||
"wrapMode": "clamp",
|
||||
"filterMode": "bilinear",
|
||||
"premultiplyAlpha": false,
|
||||
"genMipmaps": false,
|
||||
"packable": true,
|
||||
"platformSettings": {},
|
||||
"subMetas": {
|
||||
"MiniGame_Blackboard": {
|
||||
"ver": "1.0.4",
|
||||
"uuid": "334d4f93-b007-49e8-9268-35891d4f4ebb",
|
||||
"rawTextureUuid": "94b8bb09-e8ac-4402-a933-b79f01b5a813",
|
||||
"trimType": "auto",
|
||||
"trimThreshold": 1,
|
||||
"rotated": false,
|
||||
"offsetX": 0,
|
||||
"offsetY": 0,
|
||||
"trimX": 0,
|
||||
"trimY": 0,
|
||||
"width": 1024,
|
||||
"height": 1920,
|
||||
"rawWidth": 1024,
|
||||
"rawHeight": 1920,
|
||||
"borderTop": 0,
|
||||
"borderBottom": 0,
|
||||
"borderLeft": 0,
|
||||
"borderRight": 0,
|
||||
"subMetas": {}
|
||||
}
|
||||
}
|
||||
}
|
@@ -18,6 +18,8 @@ window.ATK_CHARACTER_STATE = {
|
||||
Atk5: [14, "Atk5"],
|
||||
Dashing: [15, "Dashing"],
|
||||
OnWall: [16, "OnWall"],
|
||||
TurnAround1: [17, "TurnAround1"],
|
||||
Dying: [18, "Dying"],
|
||||
};
|
||||
|
||||
window.ATK_CHARACTER_STATE_ARR = [];
|
||||
@@ -62,9 +64,6 @@ cc.Class({
|
||||
|
||||
ctor() {
|
||||
this.speciesName = null;
|
||||
this.hp = 100;
|
||||
this.maxHp = 100;
|
||||
this.inAir = true;
|
||||
},
|
||||
|
||||
setSpecies(speciesName) {
|
||||
@@ -74,27 +73,27 @@ cc.Class({
|
||||
onLoad() {
|
||||
BaseCharacter.prototype.onLoad.call(this);
|
||||
this.effAnimNode = this.animNode.getChildByName(this.speciesName);
|
||||
this.animComp = this.effAnimNode.getComponent(dragonBones.ArmatureDisplay);
|
||||
if (!this.animComp) {
|
||||
this.animComp = this.effAnimNode.getComponent(cc.Animation);
|
||||
}
|
||||
//this.animComp = this.effAnimNode.getComponent(dragonBones.ArmatureDisplay);
|
||||
//if (!this.animComp) {
|
||||
this.animComp = this.effAnimNode.getComponent(cc.Animation);
|
||||
//}
|
||||
this.effAnimNode.active = true;
|
||||
},
|
||||
|
||||
updateCharacterAnim(rdfPlayer, prevRdfPlayer, forceAnimSwitch, chConfig) {
|
||||
// As this function might be called after many frames of a rollback, it's possible that the playing animation was predicted, different from "prevRdfPlayer.CharacterState" but same as "newCharacterState". More granular checks are needed to determine whether we should interrupt the playing animation.
|
||||
|
||||
let newCharacterState = rdfPlayer.CharacterState;
|
||||
let newCharacterState = rdfPlayer.GetCharacterState();
|
||||
|
||||
// Update directions
|
||||
if (this.animComp && this.animComp.node) {
|
||||
if (0 > rdfPlayer.DirX) {
|
||||
if (0 > rdfPlayer.GetDirX()) {
|
||||
this.animNode.scaleX = (-1.0);
|
||||
} else if (0 < rdfPlayer.DirX) {
|
||||
} else if (0 < rdfPlayer.GetDirX()) {
|
||||
this.animNode.scaleX = (+1.0);
|
||||
}
|
||||
if (ATK_CHARACTER_STATE.OnWall[0] == newCharacterState) {
|
||||
if (0 < rdfPlayer.OnWallNormX) {
|
||||
if (ATK_CHARACTER_STATE.OnWall[0] == newCharacterState || ATK_CHARACTER_STATE.TurnAround1[0] == newCharacterState) {
|
||||
if (0 < rdfPlayer.GetOnWallNormX()) {
|
||||
this.animNode.scaleX = (-1.0);
|
||||
} else {
|
||||
this.animNode.scaleX = (+1.0);
|
||||
@@ -106,26 +105,25 @@ cc.Class({
|
||||
let playingAnimName = null;
|
||||
let underlyingAnimationCtrl = null;
|
||||
|
||||
if (this.animComp instanceof dragonBones.ArmatureDisplay) {
|
||||
underlyingAnimationCtrl = this.animComp._armature.animation; // ALWAYS use the dragonBones api instead of ccc's wrapper!
|
||||
playingAnimName = underlyingAnimationCtrl.lastAnimationName;
|
||||
} else {
|
||||
underlyingAnimationCtrl = this.animComp.currentClip;
|
||||
playingAnimName = (!underlyingAnimationCtrl ? null : underlyingAnimationCtrl.name);
|
||||
}
|
||||
//if (this.animComp instanceof dragonBones.ArmatureDisplay) {
|
||||
// underlyingAnimationCtrl = this.animComp._armature.animation; // ALWAYS use the dragonBones api instead of ccc's wrapper!
|
||||
// playingAnimName = underlyingAnimationCtrl.lastAnimationName;
|
||||
//} else {
|
||||
underlyingAnimationCtrl = this.animComp.currentClip;
|
||||
playingAnimName = (!underlyingAnimationCtrl ? null : underlyingAnimationCtrl.name);
|
||||
//}
|
||||
|
||||
// It turns out that "prevRdfPlayer.CharacterState" is not useful in this function :)
|
||||
if (newAnimName == playingAnimName && window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
|
||||
// No need to interrupt
|
||||
// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, not interrupting ${newAnimName} while the playing anim is also ${playingAnimName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, to: ${JSON.stringify(rdfPlayer)}`);
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.animComp instanceof dragonBones.ArmatureDisplay) {
|
||||
this._interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName, chConfig);
|
||||
} else {
|
||||
this._interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName, chConfig);
|
||||
}
|
||||
//if (this.animComp instanceof dragonBones.ArmatureDisplay) {
|
||||
// this._interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName, chConfig);
|
||||
//} else {
|
||||
this._interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName, chConfig);
|
||||
//}
|
||||
},
|
||||
|
||||
_interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName, chConfig) {
|
||||
@@ -149,7 +147,7 @@ cc.Class({
|
||||
}
|
||||
// The "playTimes" counterpart is managed by each "cc.AnimationClip.wrapMode", already preset in the editor.
|
||||
const targetClip = this.animComp.getClips()[newCharacterState]; // The clips follow the exact order in ATK_CHARACTER_STATE
|
||||
let frameIdxInAnim = rdfPlayer.FramesInChState;
|
||||
let frameIdxInAnim = rdfPlayer.GetFramesInChState();
|
||||
if (window.ATK_CHARACTER_STATE.InAirIdle1ByJump == newCharacterState && null != chConfig) {
|
||||
frameIdxInAnim = chConfig.InAirIdleFrameIdxTurningPoint + (frameIdxInAnim - chConfig.InAirIdleFrameIdxTurningPoint) % chConfig.InAirIdleFrameIdxTurnedCycle; // TODO: Anyway to avoid using division here?
|
||||
}
|
||||
|