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Author SHA1 Message Date
genxium
c357ebad3b Updated README again. 2023-01-19 22:19:40 +08:00
genxium
b2e1f7c2a6 Updated README. 2023-01-19 10:45:48 +08:00
genxium
9a8c32197e Added TurnAroundFramesToRecover. 2023-01-19 09:20:52 +08:00
11 changed files with 907 additions and 872 deletions

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@@ -2,7 +2,12 @@
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 :)
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.
The following video is recorded over INTERNET using an input delay of 4 frames and it feels SMOOTH when playing! Please also checkout these demo videos
- [source video of the first gif](https://pan.baidu.com/s/1ML6hNupaPHPJRd5rcTvQvw?pwd=8ruc)
- [phone v.s. PC over internet battle#1](https://pan.baidu.com/s/1NuGxuMwrV_jalcToyUZPLg?pwd=kfkr)
- [phone v.s. PC over internet battle#2](https://pan.baidu.com/s/1kMiFdwDHyJpZJ0GGU1Y3eA?pwd=46gd)
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.
![gif_demo_1](./charts/internet_fireball_explosion_wallmove_spedup.gif)
@@ -67,7 +72,7 @@ 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
@@ -96,3 +101,11 @@ ErrFatal {"err": "MISCONF Redis is configured to save RDB snapshots, but
```
Just restart your `redis-server` process.
### 2.2 Why not show "PING value" on frontend display?
The most important reason for not showing "PING value" is simple: in most games the "PING value" is collected by a dedicated kernel thread which doesn't interfere the UI thread or the primary networking thread. As this demo primarily runs on browser by far, I don't have this capability easily.
Moreover, in practice I found that to spot sync anomalies, the following tools are much more useful than the "PING VALUE".
- Detection of [prediction mismatch on the frontend](https://github.com/genxium/DelayNoMore/blob/v0.9.19/frontend/assets/scripts/Map.js#L842).
- Detection of [type#1 forceConfirmation on the backend](https://github.com/genxium/DelayNoMore/blob/v0.9.19/battle_srv/models/room.go#L1246).
- Detection of [type#2 forceConfirmation on the backend](https://github.com/genxium/DelayNoMore/blob/v0.9.19/battle_srv/models/room.go#L1259).

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@@ -9,10 +9,10 @@
</data>
</layer>
<objectgroup id="1" name="PlayerStartingPos">
<object id="135" x="840" y="530">
<object id="135" x="1400" y="580">
<point/>
</object>
<object id="137" x="959" y="532">
<object id="137" x="1500" y="580">
<point/>
</object>
</objectgroup>

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@@ -362,7 +362,7 @@
"array": [
0,
0,
209.57814771583418,
216.46608171234504,
0,
0,
0,

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@@ -537,7 +537,7 @@
"array": [
0,
0,
209.57814771583418,
216.46608171234504,
0,
0,
0,

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@@ -96,7 +96,7 @@ cc.Class({
const p2Vpos = gopkgs.WorldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y);
const colliderRadiusV = gopkgs.WorldToVirtualGridPos(12.0, 0);
const speciesIdList = [4096, 1];
const speciesIdList = [1, 4096];
const chConfigsOrderedByJoinIndex = gopkgs.GetCharacterConfigsOrderedByJoinIndex(speciesIdList);
const startRdf = window.pb.protos.RoomDownsyncFrame.create({

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@@ -169,30 +169,24 @@ cc.Class({
if (self.btnA) {
self.btnA.on(cc.Node.EventType.TOUCH_START, function(evt) {
self._triggerEdgeBtnA(true);
evt.target.runAction(cc.scaleTo(0.1, 0.3));
});
self.btnA.on(cc.Node.EventType.TOUCH_END, function(evt) {
self._triggerEdgeBtnA(false);
evt.target.runAction(cc.scaleTo(0.1, 0.5));
});
self.btnA.on(cc.Node.EventType.TOUCH_CANCEL, function(evt) {
self._triggerEdgeBtnA(false);
evt.target.runAction(cc.scaleTo(0.1, 0.5));
});
}
if (self.btnB) {
self.btnB.on(cc.Node.EventType.TOUCH_START, function(evt) {
self._triggerEdgeBtnB(true);
evt.target.runAction(cc.scaleTo(0.1, 0.3));
});
self.btnB.on(cc.Node.EventType.TOUCH_END, function(evt) {
self._triggerEdgeBtnB(false);
evt.target.runAction(cc.scaleTo(0.1, 0.5));
});
self.btnB.on(cc.Node.EventType.TOUCH_CANCEL, function(evt) {
self._triggerEdgeBtnB(false);
evt.target.runAction(cc.scaleTo(0.1, 0.5));
});
}
@@ -500,13 +494,23 @@ cc.Class({
this.cachedBtnALevel = this.realtimeBtnALevel;
this.btnAEdgeTriggerLock = true;
}
if (rising) {
this.btnA.runAction(cc.scaleTo(0.1, 0.3));
} else {
this.btnA.runAction(cc.scaleTo(0.1, 0.5));
}
},
_triggerEdgeBtnB(rising) {
_triggerEdgeBtnB(rising, evt) {
this.realtimeBtnBLevel = (rising ? 1 : 0);
if (!this.btnBEdgeTriggerLock && (1 - this.realtimeBtnBLevel) == this.cachedBtnBLevel) {
this.cachedBtnBLevel = this.realtimeBtnBLevel;
this.btnBEdgeTriggerLock = true;
}
if (rising) {
this.btnB.runAction(cc.scaleTo(0.1, 0.3));
} else {
this.btnB.runAction(cc.scaleTo(0.1, 0.5));
}
},
});

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@@ -631,20 +631,34 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
}
if 0 == currPlayerDownsync.FramesToRecover {
isWallJumping := (currPlayerDownsync.Speed < intAbs(currPlayerDownsync.VelX))
/*
if isWallJumping {
fmt.Printf("joinIndex=%d is wall jumping\n{renderFrame.id: %d, currPlayerDownsync.Speed: %d, currPlayerDownsync.VelX: %d}\n", currPlayerDownsync.JoinIndex, currRenderFrame.Id, currPlayerDownsync.Speed, currPlayerDownsync.VelX)
}
*/
if 0 != effDx {
xfac := int32(1)
if 0 > effDx {
xfac = -xfac
}
thatPlayerInNextFrame.DirX = effDx
thatPlayerInNextFrame.DirY = effDy
if !isWallJumping && 0 > effDx*thatPlayerInNextFrame.DirX {
// [WARNING] A "turn-around", or in more generic direction schema a "change in direction" is a hurdle for our current "prediction+rollback" approach, yet applying a "FramesToRecover" for "turn-around" can alleviate the graphical inconsistence to a huge extent! For better operational experience, this is intentionally NOT APPLIED TO WALL JUMPING!
thatPlayerInNextFrame.DirX = effDx
thatPlayerInNextFrame.VelX = 0
thatPlayerInNextFrame.FramesToRecover = chConfig.TurnAroundFramesToRecover
} else {
xfac := int32(1)
if 0 > effDx {
xfac = -xfac
}
thatPlayerInNextFrame.DirX = effDx
thatPlayerInNextFrame.DirY = effDy
thatPlayerInNextFrame.VelX = xfac * currPlayerDownsync.Speed
if intAbs(thatPlayerInNextFrame.VelX) < intAbs(currPlayerDownsync.VelX) {
// Wall jumping
thatPlayerInNextFrame.VelX = xfac * intAbs(currPlayerDownsync.VelX)
if isWallJumping {
//fmt.Printf("joinIndex=%d is controlling while wall jumping\n{renderFrame.id: %d, currPlayerDownsync.Speed: %d, currPlayerDownsync.VelX: %d, effDx: %d}\n", currPlayerDownsync.JoinIndex, currRenderFrame.Id, currPlayerDownsync.Speed, currPlayerDownsync.VelX, effDx)
thatPlayerInNextFrame.VelX = xfac * intAbs(currPlayerDownsync.VelX)
} else {
thatPlayerInNextFrame.VelX = xfac * currPlayerDownsync.Speed
}
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
}
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
} else {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
thatPlayerInNextFrame.VelX = 0

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@@ -15,8 +15,9 @@ type CharacterConfig struct {
GetUpInvinsibleFrames int32
GetUpFramesToRecover int32
Speed int32
JumpingInitVelY int32
Speed int32
JumpingInitVelY int32
JumpingFramesToRecover int32 // Not used yet
DashingEnabled bool
OnWallEnabled bool
@@ -25,6 +26,8 @@ type CharacterConfig struct {
WallJumpingInitVelY int32
WallSlidingVelY int32
TurnAroundFramesToRecover int32
SkillMapper SkillMapperType
}
@@ -42,8 +45,11 @@ var Characters = map[int]*CharacterConfig{
GetUpInvinsibleFrames: int32(10),
GetUpFramesToRecover: int32(27),
Speed: int32(float64(2.0) * WORLD_TO_VIRTUAL_GRID_RATIO),
JumpingInitVelY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
Speed: int32(float64(2.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
JumpingInitVelY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
JumpingFramesToRecover: int32(2),
TurnAroundFramesToRecover: int32(4),
DashingEnabled: false,
OnWallEnabled: false,
@@ -88,13 +94,16 @@ var Characters = map[int]*CharacterConfig{
GetUpInvinsibleFrames: int32(10),
GetUpFramesToRecover: int32(27),
Speed: int32(float64(2.0) * WORLD_TO_VIRTUAL_GRID_RATIO),
JumpingInitVelY: int32(float64(7.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
Speed: int32(float64(2.6) * WORLD_TO_VIRTUAL_GRID_RATIO),
JumpingInitVelY: int32(float64(7.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
JumpingFramesToRecover: int32(2),
TurnAroundFramesToRecover: int32(4),
DashingEnabled: true,
OnWallEnabled: true,
WallJumpingFramesToRecover: int32(9), // 8 would be the minimum for an avg human
WallJumpingInitVelX: int32(float64(2.5) * WORLD_TO_VIRTUAL_GRID_RATIO), // Default is "appeared facing right", but actually holding ctrl against left
WallJumpingFramesToRecover: int32(8), // 8 would be the minimum for an avg human
WallJumpingInitVelX: int32(float64(2.8) * WORLD_TO_VIRTUAL_GRID_RATIO), // Default is "appeared facing right", but actually holding ctrl against left
WallJumpingInitVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO),
WallSlidingVelY: int32(float64(-1) * WORLD_TO_VIRTUAL_GRID_RATIO),
@@ -138,8 +147,11 @@ var Characters = map[int]*CharacterConfig{
GetUpInvinsibleFrames: int32(8),
GetUpFramesToRecover: int32(30),
Speed: int32(float64(1.9) * WORLD_TO_VIRTUAL_GRID_RATIO),
JumpingInitVelY: int32(float64(7.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
Speed: int32(float64(2.0) * WORLD_TO_VIRTUAL_GRID_RATIO),
JumpingInitVelY: int32(float64(7.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
JumpingFramesToRecover: int32(2),
TurnAroundFramesToRecover: int32(4),
DashingEnabled: false,
OnWallEnabled: false,