mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-18 13:06:29 +00:00
Compare commits
6 Commits
Author | SHA1 | Date | |
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b8e757064d | ||
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71b9e72592 | ||
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21b48b7c0d | ||
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fbfca965e6 | ||
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b27b567c77 | ||
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e9119530f1 |
@@ -47,3 +47,23 @@ renderFrameId | toApplyInputFrameId
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..., ..., ..., 368 | 90
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369, 370, 371, 372 | 91
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373, 374, 375, ... | 92
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# Would using UDP instead of TCP yield better synchronization performance?
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Yes, but with non-trivial efforts.
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## Neat advantage using UDP
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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.
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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.
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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.
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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.
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To summarize, if UDP is used we need
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- an `ack & retransmission mechanism` built on top of it to guarantee reception of critical packets for active players, and
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- 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
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- TCP flow-control alike `sliding window mechanism` should be avoided to gain advantage over TCP.
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## Additional hassles to care about using UDP
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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.
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@@ -1,6 +1,6 @@
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# Preface
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This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md).
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This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md). 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) -- not necessarily correct but that's indeed a question to face :)
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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.
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@@ -58,7 +58,7 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
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BulletLocalId: last.BattleAttr.BulletLocalId,
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OriginatedRenderFrameId: last.BattleAttr.OriginatedRenderFrameId,
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OffenderJoinIndex: last.BattleAttr.OffenderJoinIndex,
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TeamId: last.BattleAttr.TeamId,
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TeamId: last.BattleAttr.TeamId,
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StartupFrames: last.Bullet.StartupFrames,
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CancellableStFrame: last.Bullet.CancellableStFrame,
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@@ -81,11 +81,11 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
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BlowUp: last.Bullet.BlowUp,
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SpeciesId: last.Bullet.SpeciesId,
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ExplosionFrames: last.Bullet.ExplosionFrames,
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SpeciesId: last.Bullet.SpeciesId,
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ExplosionFrames: last.Bullet.ExplosionFrames,
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BlState: last.BlState,
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FramesInBlState: last.FramesInBlState,
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BlState: last.BlState,
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FramesInBlState: last.FramesInBlState,
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}
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ret.MeleeBullets[i] = pbBullet
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}
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@@ -95,7 +95,7 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
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BulletLocalId: last.BattleAttr.BulletLocalId,
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OriginatedRenderFrameId: last.BattleAttr.OriginatedRenderFrameId,
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OffenderJoinIndex: last.BattleAttr.OffenderJoinIndex,
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TeamId: last.BattleAttr.TeamId,
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TeamId: last.BattleAttr.TeamId,
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StartupFrames: last.Bullet.StartupFrames,
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CancellableStFrame: last.Bullet.CancellableStFrame,
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@@ -118,11 +118,11 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
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BlowUp: last.Bullet.BlowUp,
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SpeciesId: last.Bullet.SpeciesId,
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ExplosionFrames: last.Bullet.ExplosionFrames,
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SpeciesId: last.Bullet.SpeciesId,
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ExplosionFrames: last.Bullet.ExplosionFrames,
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BlState: last.BlState,
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FramesInBlState: last.FramesInBlState,
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BlState: last.BlState,
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FramesInBlState: last.FramesInBlState,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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|
@@ -1342,7 +1342,7 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
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snapshotStFrameId = refSnapshotStFrameId
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}
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inputsBufferSnapshot := pR.produceInputsBufferSnapshotWithCurDynamicsRenderFrameAsRef(unconfirmedMask, snapshotStFrameId, pR.LastAllConfirmedInputFrameId+1)
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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))
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//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))
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pR.downsyncToAllPlayers(inputsBufferSnapshot)
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}
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}
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@@ -1457,8 +1457,8 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
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pbRefRenderFrame.SpeciesIdList = pR.SpeciesIdList
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pR.sendSafely(pbRefRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false)
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//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)))
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if shouldResync1 {
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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))
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if shouldResync1 || shouldResync3 {
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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))
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}
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} else {
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pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false)
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|
File diff suppressed because one or more lines are too long
@@ -3,7 +3,7 @@
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"_name": "Fireball1Explosion",
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"_objFlags": 0,
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"_native": "",
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"_duration": 0.1,
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"_duration": 0.26666666666666666,
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"sample": 60,
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"speed": 1,
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"wrapMode": 1,
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@@ -18,31 +18,31 @@
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||||
}
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||||
},
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{
|
||||
"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": 0.15,
|
||||
"value": {
|
||||
"__uuid__": "8b566f26-b34d-4da6-bdaa-078358a5b685"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.06666666666666667,
|
||||
"frame": 0.2,
|
||||
"value": {
|
||||
"__uuid__": "6ec5f75d-307e-4292-b667-cbbb5a52c2f6"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.08333333333333333,
|
||||
"frame": 0.25,
|
||||
"value": {
|
||||
"__uuid__": "d89977f1-d927-4a08-9591-9feb1daf68c8"
|
||||
}
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||||
|
@@ -440,7 +440,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
217.50722273720794,
|
||||
210.57636167057314,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@@ -464,7 +464,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
211.36523796872766,
|
||||
210.57636167057314,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@@ -134,7 +134,7 @@ cc.Class({
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previousSelfInput = (null == previousInputFrameDownsync ? null : previousInputFrameDownsync.InputList[joinIndex - 1]);
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if (null != existingInputFrame) {
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// This could happen upon either [type#1] or [type#2] forceConfirmation, where "refRenderFrame" is accompanied by some "inputFrameDownsyncs". The check here also guarantees that we don't override history
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console.log(`noDelayInputFrameId=${inputFrameId} already exists in recentInputCache: recentInputCache=${self._stringifyRecentInputCache(false)}`);
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//console.log(`noDelayInputFrameId=${inputFrameId} already exists in recentInputCache: recentInputCache=${self._stringifyRecentInputCache(false)}`);
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return [previousSelfInput, existingInputFrame.InputList[joinIndex - 1]];
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}
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@@ -916,13 +916,19 @@ batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inpu
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}
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try {
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let st = performance.now();
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const noDelayInputFrameId = gopkgs.ConvertToNoDelayInputFrameId(self.renderFrameId);
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let prevSelfInput = null,
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currSelfInput = null;
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const noDelayInputFrameId = gopkgs.ConvertToNoDelayInputFrameId(self.renderFrameId);
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if (gopkgs.ShouldGenerateInputFrameUpsync(self.renderFrameId)) {
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[prevSelfInput, currSelfInput] = self.getOrPrefabInputFrameUpsync(noDelayInputFrameId);
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}
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const delayedInputFrameId = gopkgs.ConvertToDelayedInputFrameId(self.renderFrameId);
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if (null == self.recentInputCache.GetByFrameId(delayedInputFrameId)) {
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// Possible edge case after resync
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self.getOrPrefabInputFrameUpsync(delayedInputFrameId);
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}
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let t0 = performance.now();
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if (self.shouldSendInputFrameUpsyncBatch(prevSelfInput, currSelfInput, self.lastUpsyncInputFrameId, noDelayInputFrameId)) {
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// TODO: Is the following statement run asynchronously in an implicit manner? Should I explicitly run it asynchronously?
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@@ -1195,13 +1201,26 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
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throw `Couldn't find renderFrame for i=${i} to rollback (are you using Firefox?), self.renderFrameId=${self.renderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, might've been interruptted by onRoomDownsyncFrame`;
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}
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const j = gopkgs.ConvertToDelayedInputFrameId(i);
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const delayedInputFrame = self.recentInputCache.GetByFrameId(j); // Don't make prediction here, the inputFrameDownsyncs in recentInputCache was already predicted while prefabbing
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if (null == delayedInputFrame) {
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// Shouldn't happen!
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throw `Failed to get cached delayedInputFrame for i=${i}, j=${j}, renderFrameId=${self.renderFrameId}, lastUpsyncInputFrameId=${self.lastUpsyncInputFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, chaserRenderFrameId=${self.chaserRenderFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`;
|
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}
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const delayedInputFrame = self.recentInputCache.GetByFrameId(j);
|
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/*
|
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const prevJ = gopkgs.ConvertToDelayedInputFrameId(i - 1);
|
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const prevDelayedInputFrame = self.recentInputCache.GetByFrameId(prevJ);
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const prevBtnALevel = (null == prevDelayedInputFrame ? 0 : ((prevDelayedInputFrame.InputList[self.selfPlayerInfo.JoinIndex - 1] >> 4) & 1));
|
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const btnALevel = ((delayedInputFrame.InputList[self.selfPlayerInfo.JoinIndex - 1] >> 4) & 1);
|
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if (
|
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ATK_CHARACTER_STATE.Atk1[0] == currRdf.PlayersArr[self.selfPlayerInfo.JoinIndex - 1].CharacterState
|
||||
||
|
||||
ATK_CHARACTER_STATE.Atk2[0] == currRdf.PlayersArr[self.selfPlayerInfo.JoinIndex - 1].CharacterState
|
||||
) {
|
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console.log(`rdf.Id=${i}, (btnALevel,j)=(${btnALevel},${j}), (prevBtnALevel,prevJ) is (${prevBtnALevel},${prevJ}), in cancellable atk!`);
|
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}
|
||||
if (btnALevel > 0) {
|
||||
if (btnALevel > prevBtnALevel) {
|
||||
console.log(`rdf.Id=${i}, rising edge of btnA triggered`);
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
const jPrev = gopkgs.ConvertToDelayedInputFrameId(i - 1);
|
||||
if (self.frameDataLoggingEnabled) {
|
||||
const actuallyUsedInputClone = delayedInputFrame.InputList.slice();
|
||||
const inputFrameDownsyncClone = {
|
||||
|
@@ -106,8 +106,13 @@ cc.Class({
|
||||
this.cachedBtnDownLevel = 0;
|
||||
this.cachedBtnLeftLevel = 0;
|
||||
this.cachedBtnRightLevel = 0;
|
||||
|
||||
this.realtimeBtnALevel = 0;
|
||||
this.cachedBtnALevel = 0;
|
||||
this.btnAEdgeTriggerLock = false;
|
||||
this.realtimeBtnBLevel = 0;
|
||||
this.cachedBtnBLevel = 0;
|
||||
this.btnBEdgeTriggerLock = false;
|
||||
|
||||
this.canvasNode = this.mapNode.parent;
|
||||
this.mainCameraNode = this.canvasNode.getChildByName("Main Camera"); // Cannot drag and assign the `mainCameraNode` from CocosCreator EDITOR directly, otherwise it'll cause an infinite loading time, till v2.1.0.
|
||||
@@ -163,30 +168,30 @@ cc.Class({
|
||||
|
||||
if (self.btnA) {
|
||||
self.btnA.on(cc.Node.EventType.TOUCH_START, function(evt) {
|
||||
self.cachedBtnALevel = 1;
|
||||
self._triggerEdgeBtnA(true);
|
||||
evt.target.runAction(cc.scaleTo(0.1, 0.3));
|
||||
});
|
||||
self.btnA.on(cc.Node.EventType.TOUCH_END, function(evt) {
|
||||
self.cachedBtnALevel = 0;
|
||||
self._triggerEdgeBtnA(false);
|
||||
evt.target.runAction(cc.scaleTo(0.1, 1.0));
|
||||
});
|
||||
self.btnA.on(cc.Node.EventType.TOUCH_CANCEL, function(evt) {
|
||||
self.cachedBtnALevel = 0;
|
||||
self._triggerEdgeBtnA(false);
|
||||
evt.target.runAction(cc.scaleTo(0.1, 1.0));
|
||||
});
|
||||
}
|
||||
|
||||
if (self.btnB) {
|
||||
self.btnB.on(cc.Node.EventType.TOUCH_START, function(evt) {
|
||||
self.cachedBtnBLevel = 1;
|
||||
self._triggerEdgeBtnB(true);
|
||||
evt.target.runAction(cc.scaleTo(0.1, 0.3));
|
||||
});
|
||||
self.btnB.on(cc.Node.EventType.TOUCH_END, function(evt) {
|
||||
self.cachedBtnBLevel = 0;
|
||||
self._triggerEdgeBtnB(false);
|
||||
evt.target.runAction(cc.scaleTo(0.1, 1.0));
|
||||
});
|
||||
self.btnB.on(cc.Node.EventType.TOUCH_CANCEL, function(evt) {
|
||||
self.cachedBtnBLevel = 0;
|
||||
self._triggerEdgeBtnB(false);
|
||||
evt.target.runAction(cc.scaleTo(0.1, 1.0));
|
||||
});
|
||||
}
|
||||
@@ -223,10 +228,10 @@ cc.Class({
|
||||
self.cachedBtnRightLevel = 1;
|
||||
break;
|
||||
case cc.macro.KEY.h:
|
||||
self.cachedBtnALevel = 1;
|
||||
self._triggerEdgeBtnA(true);
|
||||
break;
|
||||
case cc.macro.KEY.j:
|
||||
self.cachedBtnBLevel = 1;
|
||||
self._triggerEdgeBtnB(true);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
@@ -248,10 +253,10 @@ cc.Class({
|
||||
self.cachedBtnRightLevel = 0;
|
||||
break;
|
||||
case cc.macro.KEY.h:
|
||||
self.cachedBtnALevel = 0;
|
||||
self._triggerEdgeBtnA(false);
|
||||
break;
|
||||
case cc.macro.KEY.j:
|
||||
self.cachedBtnBLevel = 0;
|
||||
self._triggerEdgeBtnB(false);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
@@ -464,6 +469,12 @@ cc.Class({
|
||||
const discretizedDir = this.discretizeDirection(this.stickhead.x, this.stickhead.y, this.joyStickEps).encodedIdx; // There're only 9 dirs, thus using only the lower 4-bits
|
||||
const btnALevel = (this.cachedBtnALevel << 4);
|
||||
const btnBLevel = (this.cachedBtnBLevel << 5);
|
||||
|
||||
this.cachedBtnALevel = this.realtimeBtnALevel;
|
||||
this.cachedBtnBLevel = this.realtimeBtnBLevel;
|
||||
|
||||
this.btnAEdgeTriggerLock = false;
|
||||
this.btnBEdgeTriggerLock = false;
|
||||
return (btnBLevel + btnALevel + discretizedDir);
|
||||
},
|
||||
|
||||
@@ -482,4 +493,20 @@ cc.Class({
|
||||
btnBLevel: btnBLevel,
|
||||
});
|
||||
},
|
||||
|
||||
_triggerEdgeBtnA(rising) {
|
||||
this.realtimeBtnALevel = (rising ? 1 : 0);
|
||||
if (!this.btnAEdgeTriggerLock && (1 - this.realtimeBtnALevel) == this.cachedBtnALevel) {
|
||||
this.cachedBtnALevel = this.realtimeBtnALevel;
|
||||
this.btnAEdgeTriggerLock = true;
|
||||
}
|
||||
},
|
||||
|
||||
_triggerEdgeBtnB(rising) {
|
||||
this.realtimeBtnBLevel = (rising ? 1 : 0);
|
||||
if (!this.btnBEdgeTriggerLock && (1 - this.realtimeBtnBLevel) == this.cachedBtnBLevel) {
|
||||
this.cachedBtnBLevel = this.realtimeBtnBLevel;
|
||||
this.btnBEdgeTriggerLock = true;
|
||||
}
|
||||
},
|
||||
});
|
||||
|
@@ -68,7 +68,7 @@
|
||||
"shelter_z_reducer",
|
||||
"shelter"
|
||||
],
|
||||
"last-module-event-record-time": 1673325961305,
|
||||
"last-module-event-record-time": 1673930863015,
|
||||
"simulator-orientation": false,
|
||||
"simulator-resolution": {
|
||||
"height": 640,
|
||||
|
@@ -489,15 +489,19 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
|
||||
}
|
||||
|
||||
patternId := PATTERN_ID_NO_OP
|
||||
if decodedInput.BtnALevel > prevBtnALevel {
|
||||
if 0 > effDy {
|
||||
patternId = 3
|
||||
} else if 0 < effDy {
|
||||
patternId = 2
|
||||
} else {
|
||||
patternId = 1
|
||||
}
|
||||
}
|
||||
if 0 < decodedInput.BtnALevel {
|
||||
if decodedInput.BtnALevel > prevBtnALevel {
|
||||
if 0 > effDy {
|
||||
patternId = 3
|
||||
} else if 0 < effDy {
|
||||
patternId = 2
|
||||
} else {
|
||||
patternId = 1
|
||||
}
|
||||
} else {
|
||||
patternId = 4 // Holding
|
||||
}
|
||||
}
|
||||
|
||||
return patternId, jumpedOrNot, effDx, effDy
|
||||
}
|
||||
|
@@ -302,7 +302,7 @@ var skills = map[int]*Skill{
|
||||
HitboxOffsetY: int32(0),
|
||||
HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
CancellableStFrame: int32(13),
|
||||
CancellableStFrame: int32(8),
|
||||
CancellableEdFrame: int32(30),
|
||||
|
||||
CancelTransit: map[int]int{
|
||||
@@ -337,7 +337,7 @@ var skills = map[int]*Skill{
|
||||
HitboxOffsetY: int32(0),
|
||||
HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
CancellableStFrame: int32(22),
|
||||
CancellableStFrame: int32(19),
|
||||
CancellableEdFrame: int32(36),
|
||||
CancelTransit: map[int]int{
|
||||
1: 6,
|
||||
@@ -500,7 +500,7 @@ var skills = map[int]*Skill{
|
||||
HitboxSizeX: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
BlowUp: false,
|
||||
ExplosionFrames: 5,
|
||||
ExplosionFrames: 15,
|
||||
SpeciesId: int32(1),
|
||||
},
|
||||
},
|
||||
|
Reference in New Issue
Block a user