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11 Commits

Author SHA1 Message Date
genxium
8d2665ebd7 Updated comments. 2022-12-19 14:56:56 +08:00
genxium
1694287083 Fixed script file modes. 2022-12-19 14:19:43 +08:00
genxium
e63ce2c484 Fixed backend session watchdog. 2022-12-19 14:16:53 +08:00
genxium
a28c9a31f9 Updated dungeon map. 2022-12-18 22:53:55 +08:00
genxium
3b186c7f75 Minor fix. 2022-12-18 20:28:53 +08:00
genxium
34c4a24b64 Further enhanced backend dynamics force confirmation trigger. 2022-12-18 19:41:13 +08:00
genxium
4e7c3060fe Fixed frontend packaging. 2022-12-18 16:59:38 +08:00
genxium
2928cbbe3c Updated comments. 2022-12-18 14:03:22 +08:00
genxium
850eee20a8 Enhanced forceConfirmation trigger for backend dynamics. 2022-12-18 12:20:44 +08:00
genxium
5eec7fcfe7 Minor fix. 2022-12-17 18:22:52 +08:00
genxium
4e42c0770c Updated anim of the second character. 2022-12-17 18:15:29 +08:00
44 changed files with 3210 additions and 1924 deletions

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@@ -2,15 +2,17 @@
1. Server received too late (solution: force confirmation)
2. Client received too late (solution: prediction and frame chasing, big impact on user experience because the graphics will be inconsistent if mismatches occur too often)
# Potential avalanche from local lag
# Potential avalanche from `ACTIVE SLOW TICKER`
Under the current "input delay" algorithm, the lag of a single player would cause all the other players to receive outdated commands, e.g. when at a certain moment
- player#1: renderFrameId = 100, significantly lagged due to local CPU overheated
- player#1: renderFrameId = 100, **still active in battle but significantly lagged** due to local CPU overheated
- player#2: renderFrameId = 240
- player#3: renderFrameId = 239
- player#4: renderFrameId = 242
players #2, #3 #4 would receive "outdated(in their subjective feelings) but all-confirmed commands" from then on, thus forced to rollback and chase many frames - the lag due to "large range of frame-chasing" would then further deteriorate the situation - like an avalanche.
**BE CAUTIOUS, THIS `ACTIVE SLOW TICKER` SITUATION HAPPENS QUITE OFTEN FOR REAL DEVICES** where different operating systems and temporary CPU overheat cause different lags for different player in a same battle! If not properly handled, slow tickers would be `inputing in the "history" of other players`, resulting in too frequent prediction mismatch and thus inconsistent graphics for other players!
In a "no-server & p2p" setup, I couldn't think of a proper way to cope with such edge case. Solely on the frontend we could only mitigate the impact to players #2, #3, #4, e.g. a potential lag due to "large range of frame-chasing" is proactively avoided in `<proj-root>/frontend/assets/scripts/Map.js, function update(dt)`.
To be fair, **a "p2p" setup can reduce round-trip to single-trip**, but w/o a point of authority in such case player#1 needs a way to recognize the slowness (e.g. check the received peer inputs) and ticks faster for a while to catch up; in contrast in a "server as authority" setup, the server could force confirming an inputFrame without player#1's upsync, and notify player#1 to apply a "roomDownsyncFrame" as well as drop all its outdated local inputFrames.

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@@ -1,6 +1,7 @@
PROJECTNAME=server.exe
ROOT_DIR=.
GOPROXY=https://mirrors.aliyun.com/goproxy
#GOPROXY=https://mirrors.aliyun.com/goproxy
GOPROXY=https://goproxy.io
all: help
gen-constants:

0
battle_srv/check_daemon.sh Normal file → Executable file
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@@ -151,6 +151,7 @@ type Room struct {
*/
PlayerDownsyncSessionDict map[int32]*websocket.Conn
PlayerDownsyncChanDict map[int32](chan InputsBufferSnapshot)
PlayerActiveWatchdogDict map[int32](*Watchdog)
PlayerSignalToCloseDict map[int32]SignalToCloseConnCbType
Score float32
State int32
@@ -161,8 +162,9 @@ type Room struct {
DismissalWaitGroup sync.WaitGroup
Barriers map[int32]*Barrier
InputsBuffer *RingBuffer // Indices are STRICTLY consecutive
InputsBufferLock sync.Mutex // Guards [InputsBuffer, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange]
InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange]
RenderFrameBuffer *RingBuffer // Indices are STRICTLY consecutive
LatestPlayerUpsyncedInputFrameId int32
LastAllConfirmedInputFrameId int32
LastAllConfirmedInputFrameIdWithChange int32
LastAllConfirmedInputList []uint64
@@ -206,6 +208,12 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
pR.Players[playerId] = pPlayerFromDbInit
pR.PlayerDownsyncSessionDict[playerId] = session
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.UnknownError, "")
})
newWatchdog.Stop()
pR.PlayerActiveWatchdogDict[playerId] = newWatchdog
return true
}
@@ -237,6 +245,10 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
pR.PlayerDownsyncSessionDict[playerId] = session
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.UnknownError, "")
}) // 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
@@ -420,6 +432,9 @@ func (pR *Room) StartBattle() {
pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano()
battleStartedAt := utils.UnixtimeNano()
Logger.Info("The `battleMainLoop` is started for:", zap.Any("roomId", pR.Id))
for _, watchdog := range pR.PlayerActiveWatchdogDict {
watchdog.Kick()
}
for {
stCalculation := utils.UnixtimeNano()
elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt
@@ -502,7 +517,7 @@ func (pR *Room) StartBattle() {
return
}
pR.downsyncToSinglePlayer(playerId, player, inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, inputsBufferSnapshot.ToSendInputFrameDownsyncs, inputsBufferSnapshot.ShouldForceResync)
// Logger.Debug(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d)#2", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, playerId))
//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:
}
}
@@ -558,6 +573,10 @@ func (pR *Room) OnBattleCmdReceived(pReq *WsReq) {
return
}
if watchdog, existent := pR.PlayerActiveWatchdogDict[playerId]; existent {
watchdog.Kick()
}
atomic.StoreInt32(&(player.AckingFrameId), ackingFrameId)
atomic.StoreInt32(&(player.AckingInputFrameId), ackingInputFrameId)
@@ -722,6 +741,10 @@ func (pR *Room) OnDismissed() {
pR.PlayersArr = make([]*Player, pR.Capacity)
pR.CollisionSysMap = make(map[int32]*resolv.Object)
pR.PlayerDownsyncSessionDict = make(map[int32]*websocket.Conn)
for _, oldWatchdog := range pR.PlayerActiveWatchdogDict {
oldWatchdog.Stop()
}
pR.PlayerActiveWatchdogDict = make(map[int32]*Watchdog)
for _, oldChan := range pR.PlayerDownsyncChanDict {
close(oldChan)
}
@@ -733,6 +756,7 @@ func (pR *Room) OnDismissed() {
pR.RenderFrameBuffer = NewRingBuffer(pR.RenderCacheSize)
pR.InputsBuffer = NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
pR.LatestPlayerUpsyncedInputFrameId = -1
pR.LastAllConfirmedInputFrameId = -1
pR.LastAllConfirmedInputFrameIdWithChange = -1
pR.LastAllConfirmedInputList = make([]uint64, pR.Capacity)
@@ -740,17 +764,17 @@ func (pR *Room) OnDismissed() {
pR.RenderFrameId = 0
pR.CurDynamicsRenderFrameId = 0
pR.InputDelayFrames = 8
pR.NstDelayFrames = 8
pR.NstDelayFrames = 16
pR.InputScaleFrames = uint32(2)
pR.ServerFps = 60
pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript
pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME
dilutedServerFps := float64(55.0)
dilutedServerFps := float64(58.0) // Don't set this value too small, otherwise we might miss force confirmation needs for slow tickers!
pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(pR.ServerFps) / dilutedServerFps)
pR.BattleDurationFrames = 120 * pR.ServerFps
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
pR.InputFrameUpsyncDelayTolerance = 2
pR.MaxChasingRenderFramesPerUpdate = 8
pR.InputFrameUpsyncDelayTolerance = (pR.NstDelayFrames >> pR.InputScaleFrames) - 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.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
punchSkillId := int32(1)
@@ -758,7 +782,7 @@ func (pR *Room) OnDismissed() {
pR.MeleeSkillConfig[punchSkillId] = &MeleeBullet{
// for offender
StartupFrames: int32(10),
ActiveFrames: int32(3),
ActiveFrames: int32(10),
RecoveryFrames: int32(34),
RecoveryFramesOnBlock: int32(34),
RecoveryFramesOnHit: int32(34),
@@ -882,6 +906,8 @@ func (pR *Room) clearPlayerNetworkSession(playerId int32) {
if _, y := pR.PlayerDownsyncSessionDict[playerId]; y {
Logger.Debug("clearPlayerNetworkSession:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId))
// [WARNING] No need to close "pR.PlayerDownsyncChanDict[playerId]" immediately!
pR.PlayerActiveWatchdogDict[playerId].Stop()
delete(pR.PlayerActiveWatchdogDict, playerId)
delete(pR.PlayerDownsyncSessionDict, playerId)
delete(pR.PlayerSignalToCloseDict, playerId)
}
@@ -944,7 +970,6 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
if false == existing {
return false
}
shouldTryToStartBattle := true
Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-before: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount))
targetPlayerBattleState := atomic.LoadInt32(&(targetPlayer.BattleState))
@@ -977,6 +1002,7 @@ func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool {
case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK:
shouldTryToStartBattle = false
atomic.StoreInt32(&(targetPlayer.BattleState), PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED)
Logger.Warn(fmt.Sprintf("OnPlayerBattleColliderAcked-reAdded: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount))
default:
}
@@ -1057,7 +1083,11 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync
ConfirmedList: uint64(0),
}
tmp2 := pR.InputsBuffer.GetByFrameId(j - 1) // There's no need for the backend to find the "lastAllConfirmed inputs" for prefabbing, either "BackendDynamicsEnabled" is true or false
j2 := j - 1
if 0 <= pR.LastAllConfirmedInputFrameId && j2 >= pR.LastAllConfirmedInputFrameId {
j2 = pR.LastAllConfirmedInputFrameId
}
tmp2 := pR.InputsBuffer.GetByFrameId(j2)
if nil != tmp2 {
prevInputFrameDownsync := tmp2.(*InputFrameDownsync)
for i, _ := range currInputFrameDownsync.InputList {
@@ -1084,7 +1114,7 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*InputFrame
continue
}
if clientInputFrameId < pR.LastAllConfirmedInputFrameId {
Logger.Info(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
continue
}
if clientInputFrameId > pR.InputsBuffer.EdFrameId {
@@ -1101,6 +1131,10 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*InputFrame
}
targetInputFrameDownsync.InputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
targetInputFrameDownsync.ConfirmedList |= uint64(1 << uint32(player.JoinIndex-1))
if inputFrameUpsync.InputFrameId > pR.LatestPlayerUpsyncedInputFrameId {
pR.LatestPlayerUpsyncedInputFrameId = inputFrameUpsync.InputFrameId
}
}
newAllConfirmedCount := int32(0)
@@ -1122,7 +1156,7 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*InputFrame
thatPlayerJoinMask := uint64(1 << uint32(player.JoinIndex-1))
if 0 == (inputFrameDownsync.ConfirmedList & thatPlayerJoinMask) {
if thatPlayerBattleState == PlayerBattleStateIns.ACTIVE {
shouldBreakConfirmation = true
shouldBreakConfirmation = true // Could be an `ACTIVE SLOW TICKER` here, but no action needed for now
break
} else {
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)))
@@ -1140,93 +1174,80 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*InputFrame
}
if 0 < newAllConfirmedCount {
refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
/*
[WARNING]
If "pR.InputsBufferLock" was previously held by "doBattleMainLoopPerTickBackendDynamicsWithProperLocking", then this value would be just (pR.LastAllConfirmedInputFrameId - newAllConfirmedCount).
If "pR.InputsBufferLock" was previously held by "doBattleMainLoopPerTickBackendDynamicsWithProperLocking", then "snapshotStFrameId" would be just (pR.LastAllConfirmedInputFrameId - newAllConfirmedCount).
However if "pR.InputsBufferLock" was previously held by another "OnBattleCmdReceived", this value might be smaller than (pR.LastAllConfirmedInputFrameId - newAllConfirmedCount)!
However if "pR.InputsBufferLock" was previously held by another "OnBattleCmdReceived", "snapshotStFrameId" might be smaller than (pR.LastAllConfirmedInputFrameId - newAllConfirmedCount)!
*/
snapshotStFrameId := pR.ConvertToInputFrameId(refRenderFrameIdIfNeeded, pR.InputDelayFrames)
// Duplicate downsynced inputFrameIds will be filtered out by frontend.
toSendInputFrameDownsyncs := pR.cloneInputsBuffer(snapshotStFrameId, pR.LastAllConfirmedInputFrameId+1)
Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable for roomId=%v returning newAllConfirmedCount=%d: InputsBuffer=%v", pR.Id, newAllConfirmedCount, pR.InputsBufferString(false)))
return &InputsBufferSnapshot{
RefRenderFrameId: refRenderFrameIdIfNeeded,
UnconfirmedMask: uint64(0),
ToSendInputFrameDownsyncs: toSendInputFrameDownsyncs,
snapshotStFrameId := (pR.LastAllConfirmedInputFrameId - newAllConfirmedCount)
refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
refSnapshotStFrameId := pR.ConvertToInputFrameId(refRenderFrameIdIfNeeded, pR.InputDelayFrames)
if refSnapshotStFrameId < snapshotStFrameId {
snapshotStFrameId = refSnapshotStFrameId
}
Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable for roomId=%v returning newAllConfirmedCount=%d: InputsBuffer=%v", pR.Id, newAllConfirmedCount, pR.InputsBufferString(false)))
return pR.produceInputsBufferSnapshotWithCurDynamicsRenderFrameAsRef(uint64(0), snapshotStFrameId, pR.LastAllConfirmedInputFrameId+1)
} else {
return nil
}
}
func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) *InputsBufferSnapshot {
func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
// Force confirmation of non-all-confirmed inputFrame EXACTLY ONE AT A TIME, returns the non-confirmed mask of players, e.g. in a 4-player-battle returning 1001 means that players with JoinIndex=1 and JoinIndex=4 are non-confirmed for inputFrameId2
renderFrameId1 := (pR.RenderFrameId - pR.NstDelayFrames) // the renderFrameId which should've been rendered on frontend
if 0 > renderFrameId1 {
return nil
}
ok := false
renderFrameId2 := int32(-1)
if ok, renderFrameId2 = pR.shouldPrefabInputFrameDownsync(prevRenderFrameId-pR.NstDelayFrames, renderFrameId1); !ok {
/*
The backend "shouldPrefabInputFrameDownsync" shares the same rule as frontend "shouldGenerateInputFrameUpsync".
It's also important that "forceConfirmationIfApplicable" is NOT EXECUTED for every renderFrame, such that when a player is forced to resync, it has some time, i.e. (1 << InputScaleFrames) renderFrames, to upsync again.
*/
return nil
}
inputFrameId2 := pR.ConvertToInputFrameId(renderFrameId2, 0) // The inputFrame to force confirmation (if necessary)
if inputFrameId2 < pR.LastAllConfirmedInputFrameId {
// No need to force confirmation, the inputFrames already arrived
Logger.Debug(fmt.Sprintf("inputFrameId2=%v is already all-confirmed for roomId=%v[type#1], no need to force confirmation of it", inputFrameId2, pR.Id))
return nil
}
tmp := pR.InputsBuffer.GetByFrameId(inputFrameId2)
if nil == tmp {
panic(fmt.Sprintf("inputFrameId2=%v doesn't exist for roomId=%v, this is abnormal because the server should prefab inputFrameDownsync in a most advanced pace, check the prefab logic! InputsBuffer=%v", inputFrameId2, pR.Id, pR.InputsBufferString(false)))
}
totPlayerCnt := uint32(pR.Capacity)
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
// Force confirmation of "inputFrame2"
inputFrame2 := tmp.(*InputFrameDownsync)
oldConfirmedList := inputFrame2.ConfirmedList
unconfirmedMask := (oldConfirmedList ^ allConfirmedMask)
inputFrame2.ConfirmedList = allConfirmedMask
pR.onInputFrameDownsyncAllConfirmed(inputFrame2, -1)
unconfirmedMask := uint64(0)
if pR.LatestPlayerUpsyncedInputFrameId > (pR.LastAllConfirmedInputFrameId + (pR.NstDelayFrames >> pR.InputScaleFrames)) {
// Type#1 check whether there's a significantly slow ticker among players
oldLastAllConfirmedInputFrameId := pR.LastAllConfirmedInputFrameId
for j := pR.LastAllConfirmedInputFrameId + 1; j <= pR.LatestPlayerUpsyncedInputFrameId; j++ {
tmp := pR.InputsBuffer.GetByFrameId(j)
if nil == tmp {
panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v! InputsBuffer=%v", j, pR.Id, pR.InputsBufferString(false)))
}
inputFrameDownsync := tmp.(*InputFrameDownsync)
unconfirmedMask |= (allConfirmedMask ^ inputFrameDownsync.ConfirmedList)
inputFrameDownsync.ConfirmedList = allConfirmedMask
pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
}
if 0 < unconfirmedMask {
// This condition should be rarely met!
/*
Upon resynced on frontend, "refRenderFrameId" is now set to as advanced as possible, and it's the frontend's responsibility now to pave way for the "gap inputFrames"
Logger.Warn(fmt.Sprintf("[type#1 forceConfirmation] For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, LastAllConfirmedInputFrameId:%d, (pR.NstDelayFrames >> pR.InputScaleFrames):%d, InputFrameUpsyncDelayTolerance:%d, unconfirmedMask=%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, oldLastAllConfirmedInputFrameId, (pR.NstDelayFrames >> pR.InputScaleFrames), pR.InputFrameUpsyncDelayTolerance, unconfirmedMask))
}
} else {
// Type#2 helps resolve the edge case when all players are disconnected temporarily
shouldForceResync := false
for _, player := range pR.PlayersArr {
playerBattleState := atomic.LoadInt32(&(player.BattleState))
if PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED == playerBattleState {
shouldForceResync = true
break
}
}
if shouldForceResync {
Logger.Warn(fmt.Sprintf("[type#2 forceConfirmation] For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, LastAllConfirmedInputFrameId:%d; there's at least one reconnected player, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, pR.LastAllConfirmedInputFrameId))
unconfirmedMask = allConfirmedMask
}
}
If "NstDelayFrames" becomes larger, "pR.RenderFrameId - refRenderFrameId" possibly becomes larger because the force confirmation is delayed more.
return unconfirmedMask
}
Upon resync, it's still possible that "refRenderFrameId < frontend.chaserRenderFrameId" -- and this is allowed.
*/
refRenderFrameIdIfNeeded := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
func (pR *Room) produceInputsBufferSnapshotWithCurDynamicsRenderFrameAsRef(unconfirmedMask uint64, snapshotStFrameId, snapshotEdFrameId int32) *InputsBufferSnapshot {
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
if 0 > refRenderFrameIdIfNeeded {
// Without a "refRenderFrame", there's no point to force confirmation, i.e. nothing to downsync to the "ACTIVE but slowly ticking frontend(s)"
return nil
}
snapshotStFrameId := pR.ConvertToInputFrameId(refRenderFrameIdIfNeeded, pR.InputDelayFrames)
toSendInputFrameDownsyncs := pR.cloneInputsBuffer(snapshotStFrameId, pR.LastAllConfirmedInputFrameId+1)
// Duplicate downsynced inputFrameIds will be filtered out by frontend.
toSendInputFrameDownsyncs := pR.cloneInputsBuffer(snapshotStFrameId, snapshotEdFrameId)
return &InputsBufferSnapshot{
RefRenderFrameId: refRenderFrameIdIfNeeded,
UnconfirmedMask: unconfirmedMask,
ToSendInputFrameDownsyncs: toSendInputFrameDownsyncs,
}
} else {
return nil
}
}
func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRenderFrameId int32, spaceOffsetX, spaceOffsetY float64) {
@@ -1489,9 +1510,9 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
if 1 == joinIndex {
halfColliderWidth, halfColliderHeight := player.ColliderRadius, player.ColliderRadius+player.ColliderRadius // avoid multiplying
if fallStopping {
Logger.Info(fmt.Sprintf("playerId=%d, joinIndex=%d fallStopping#1\n{renderFrame.id: %d, possiblyFallStoppedOnAnotherPlayer: %v}\nplayerColliderPos=%v, effPushback={%.3f, %.3f}, overlapMag=%.4f", playerId, joinIndex, currRenderFrame.Id, possiblyFallStoppedOnAnotherPlayer, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap))
Logger.Debug(fmt.Sprintf("playerId=%d, joinIndex=%d fallStopping#1\n{renderFrame.id: %d, possiblyFallStoppedOnAnotherPlayer: %v}\nplayerColliderPos=%v, effPushback={%.3f, %.3f}, overlapMag=%.4f", playerId, joinIndex, currRenderFrame.Id, possiblyFallStoppedOnAnotherPlayer, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap))
} else if currPlayerDownsync.InAir && isBarrier && !landedOnGravityPushback {
Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d inAir & pushed back by barrier & not landed at {renderFrame.id: %d}\nplayerColliderPos=%v, effPushback={%.3f, %.3f}, overlapMag=%.4f, len(hardPushbackNorms)=%d", playerId, joinIndex, currRenderFrame.Id, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap, len(hardPushbackNorms)))
//Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d inAir & pushed back by barrier & not landed at {renderFrame.id: %d}\nplayerColliderPos=%v, effPushback={%.3f, %.3f}, overlapMag=%.4f, len(hardPushbackNorms)=%d", playerId, joinIndex, currRenderFrame.Id, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap, len(hardPushbackNorms)))
} else if currPlayerDownsync.InAir && isAnotherPlayer {
//Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d inAir & pushed back by another player\n{renderFrame.id: %d}\nplayerColliderPos=%v, anotherPlayerColliderPos=%v, effPushback={%.3f, %.3f}, landedOnGravityPushback=%v, fallStopping=%v, overlapMag=%.4f, len(hardPushbackNorms)=%d", playerId, joinIndex, currRenderFrame.Id, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), RectCenterStr(obj, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, landedOnGravityPushback, fallStopping, overlapResult.Overlap, len(hardPushbackNorms)))
}
@@ -1541,7 +1562,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
for _, hardPushbackNorm := range hardPushbackNorms[joinIndex-1] {
projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
if 0 > projectedMagnitude {
Logger.Info(fmt.Sprintf("defenderPlayerId=%d, joinIndex=%d reducing bullet pushback={%.3f, %.3f} by {%.3f, %.3f} where hardPushbackNorm={%.3f, %.3f}, projectedMagnitude=%.3f at renderFrame.id=%d", t.Id, joinIndex, pushbackX, pushbackY, projectedMagnitude*hardPushbackNorm.X, projectedMagnitude*hardPushbackNorm.Y, hardPushbackNorm.X, hardPushbackNorm.Y, projectedMagnitude, currRenderFrame.Id))
//Logger.Debug(fmt.Sprintf("defenderPlayerId=%d, joinIndex=%d reducing bullet pushback={%.3f, %.3f} by {%.3f, %.3f} where hardPushbackNorm={%.3f, %.3f}, projectedMagnitude=%.3f at renderFrame.id=%d", t.Id, joinIndex, pushbackX, pushbackY, projectedMagnitude*hardPushbackNorm.X, projectedMagnitude*hardPushbackNorm.Y, hardPushbackNorm.X, hardPushbackNorm.Y, projectedMagnitude, currRenderFrame.Id))
pushbackX -= projectedMagnitude * hardPushbackNorm.X
pushbackY -= projectedMagnitude * hardPushbackNorm.Y
}
@@ -1598,9 +1619,9 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
if 1 == thatPlayerInNextFrame.JoinIndex {
if currPlayerDownsync.InAir && !thatPlayerInNextFrame.InAir {
Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d fallStopping#2:\n{nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}\n\tcalculated from <- playerColliderPos=%v, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y))
//Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d fallStopping#2:\n{nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}\n\tcalculated from <- playerColliderPos=%v, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y))
} else if !currPlayerDownsync.InAir && thatPlayerInNextFrame.InAir {
Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d took off:\n{nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}\n\tcalculated from <- playerColliderPos=%v, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y))
//Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d took off:\n{nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}\n\tcalculated from <- playerColliderPos=%v, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y))
} else if thatPlayerInNextFrame.InAir && (0 != thatPlayerInNextFrame.VelY) {
//Logger.Info(fmt.Sprintf("playerId=%d, joinIndex=%d inAir trajectory:\n{nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}\n\tcalculated from <- playerColliderPos=%v, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y))
}
@@ -1636,7 +1657,7 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
topPadding, bottomPadding, leftPadding, rightPadding := pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap
minStep := (int(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 2) // the approx minimum distance a player can move per frame in world coordinate
minStep := (int(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 3) // the approx minimum distance a player can move per frame in world coordinate
pR.Space = resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
for _, player := range pR.Players {
wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio)
@@ -1675,13 +1696,12 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
if ok, thatRenderFrameId := pR.shouldPrefabInputFrameDownsync(prevRenderFrameId, pR.RenderFrameId); ok {
noDelayInputFrameId := pR.ConvertToInputFrameId(thatRenderFrameId, 0)
if existingInputFrame := pR.InputsBuffer.GetByFrameId(noDelayInputFrameId); nil == existingInputFrame {
pR.prefabInputFrameDownsync(noDelayInputFrameId)
}
}
// Force setting all-confirmed of buffered inputFrames periodically, kindly note that if "pR.BackendDynamicsEnabled", what we want to achieve is "recovery upon reconnection", which certainly requires "forceConfirmationIfApplicable" to move "pR.LastAllConfirmedInputFrameId" forward as much as possible
inputsBufferSnapshot := pR.forceConfirmationIfApplicable(prevRenderFrameId)
oldLastAllConfirmedInputFrameId := pR.LastAllConfirmedInputFrameId
unconfirmedMask := pR.forceConfirmationIfApplicable(prevRenderFrameId)
if 0 <= pR.LastAllConfirmedInputFrameId {
dynamicsStartedAt := utils.UnixtimeNano()
@@ -1692,8 +1712,25 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
*pDynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
}
if nil != inputsBufferSnapshot {
// Logger.Warn(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, inputsBufferSnapshot.UnconfirmedMask))
/*
[WARNING]
It's critical to create the snapshot AFTER "applyInputFrameDownsyncDynamics" for `ACTIVE SLOW TICKER` to avoid lag avalanche (see `<proj-root>/ConcerningEdgeCases.md` for introduction).
Consider that in a 4-player battle, player#1 is once disconnected but soon reconnected in 2 seconds, during its absence, "markConfirmationIfApplicable" would skip it and increment "LastAllConfirmedInputFrameId" and when backend is sending "DOWNSYNC_MSG_ACT_FORCED_RESYNC" it'd be always based on "LatestPlayerUpsyncedInputFrameId == LastAllConfirmedInputFrameId" thus NOT triggering "[type#1 forceConfirmation]".
However, if player#1 remains connected but ticks very slowly (i.e. an "ACTIVE SLOW TICKER"), "markConfirmationIfApplicable" couldn't increment "LastAllConfirmedInputFrameId", thus "[type#1 forceConfirmation]" will be triggered, but what's worse is that after "[type#1 forceConfirmation]" if the "refRenderFrameId" is not advanced enough, player#1 could never catch up even if it resumed from slow ticking!
*/
if 0 < unconfirmedMask {
// [WARNING] As "pR.CurDynamicsRenderFrameId" was just incremented above, "refSnapshotStFrameId" is most possibly larger than "oldLastAllConfirmedInputFrameId + 1", therefore this initial assignment is critical for `ACTIVE NORMAL TICKER`s to receive consecutive ids of inputFrameDownsync.
snapshotStFrameId := oldLastAllConfirmedInputFrameId + 1
refSnapshotStFrameId := pR.ConvertToInputFrameId(pR.CurDynamicsRenderFrameId-1, pR.InputDelayFrames)
if refSnapshotStFrameId < snapshotStFrameId {
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))
pR.downsyncToAllPlayers(inputsBufferSnapshot)
}
}
@@ -1729,6 +1766,22 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *InputsBufferSnapshot)
inputsBufferSnapshot.ShouldForceResync = true
break
}
/*
[WARNING]
There's a tradeoff here, if the `ACTIVE SLOW TICKER` doesn't resume for a long period of time, the current approach is to kick it out by "connWatchdog" instead of forcing resync of all players in the same battle all the way along.
[FIXME]
In practice, I tested in internet environment by toggling player#1 "CPU throttling: 1x -> 4x -> 1x -> 6x -> 1x" and checked the logs of all players which showed that "all received inputFrameIds are consecutive for all players", yet not forcing resync of all players here still result in occasional inconsistent graphics for the `ACTIVE NORMAL TICKER`s.
More investigation into this issue is needed, it's possible that the inconsistent graphics is just a result of difference of backend/frontend collision calculations, yet before it's totally resolved we'd keep forcing resync here.
*/
thatPlayerJoinMask := uint64(1 << uint32(player.JoinIndex-1))
isActiveSlowTicker := (0 < (thatPlayerJoinMask & inputsBufferSnapshot.UnconfirmedMask)) && (PlayerBattleStateIns.ACTIVE == playerBattleState)
if isActiveSlowTicker {
inputsBufferSnapshot.ShouldForceResync = true
break
}
}
}
@@ -1746,7 +1799,9 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *InputsBufferSnapshot)
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, playerId, playerDownsyncChan))
//Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d, playerDownsyncChan:%p)#1", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, player.Id, playerDownsyncChan))
} else {
Logger.Warn(fmt.Sprintf("playerDownsyncChan for (roomId: %d, playerId:%d) is gone", pR.Id, player.Id))
}
}
}
@@ -1765,9 +1820,9 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
return
}
isSlowTicker := (0 < (unconfirmedMask & uint64(1<<uint32(playerJoinIndex))))
shouldResync1 := (PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED == playerBattleState) // i.e. implies that "MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED == player.LastSentInputFrameId"
shouldResync2 := (0 < (unconfirmedMask & uint64(1<<uint32(playerJoinIndex)))) // This condition is critical, if we don't send resync upon this condition, the "reconnected or slowly-clocking player" might never get its input synced
// shouldResync2 := (0 < unconfirmedMask) // An easier version of the above, might keep sending "refRenderFrame"s to still connected players when any player is disconnected
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
shouldResyncOverall := (shouldResync1 || shouldResync2 || shouldResync3)
@@ -1793,7 +1848,9 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
refRenderFrame.BackendUnconfirmedMask = unconfirmedMask
pR.sendSafely(refRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false)
//Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: InputsBuffer=%v", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, pR.InputsBufferString(false)))
Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId))
if shouldResync1 {
Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: shouldResync1=%v, shouldResync2=%v, shouldResync3=%v, playerBattleState=%d", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, shouldResync1, shouldResync2, shouldResync3, playerBattleState))
}
} else {
pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false)
}

View File

@@ -0,0 +1,27 @@
package models
import (
"time"
)
type Watchdog struct {
interval time.Duration
timer *time.Timer
}
func NewWatchdog(interval time.Duration, callback func()) *Watchdog {
w := Watchdog{
interval: interval,
timer: time.AfterFunc(interval, callback),
}
return &w
}
func (w *Watchdog) Stop() {
w.timer.Stop()
}
func (w *Watchdog) Kick() {
w.timer.Stop()
w.timer.Reset(w.interval)
}

3
battle_srv/start_daemon.sh Normal file → Executable file
View File

@@ -7,6 +7,7 @@ fi
basedir=$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )
PROJECTNAME=server.exe
OS_USER=$USER
ServerEnv=$1
LOG_PATH="/var/log/treasure-hunter.log"
@@ -17,5 +18,5 @@ PID_FILE="$basedir/treasure-hunter.pid"
sudo su - root -c "touch $LOG_PATH"
sudo su - root -c "chown $OS_USER:$OS_USER $LOG_PATH"
ServerEnv=$ServerEnv $basedir/server >$LOG_PATH 2>&1 &
ServerEnv=$ServerEnv $basedir/$PROJECTNAME >$LOG_PATH 2>&1 &
echo $! > $PID_FILE

0
battle_srv/stop_daemon.sh Normal file → Executable file
View File

View File

@@ -7,3 +7,10 @@ ffmpeg -i input.mp4 -filter:v "setpts=0.5*PTS" output.mp4
```
ffmpeg -ss 12 -t 13 -i input.mp4 -vf "fps=10,scale=480:-1" -loop 0 output.gif
```
# Extract GIF (with alpha channel, e.g. exported from Fighter Factory Studio) to PNG sequence
```
ffmpeg -vsync vfr -i input.gif output%d.png
```
The `-vsync vfr` tells ffmpeg to disrespect the original delays set within the GIF file, otherwise many duplicate frame will be extracted by the default 60FPS.

View File

@@ -2,7 +2,8 @@ PROJECTNAME=viscol.exe
ROOT_DIR=.
all: help
## Available proxies for downloading go modules are listed in "https://github.com/golang/go/wiki/Modules#how-do-i-use-vendoring-with-modules-is-vendoring-going-away".
GOPROXY=https://mirrors.aliyun.com/goproxy
#GOPROXY=https://mirrors.aliyun.com/goproxy
GOPROXY=https://goproxy.io
build:
GOPROXY=$(GOPROXY) go build -o $(ROOT_DIR)/$(PROJECTNAME)

View File

@@ -19,7 +19,7 @@ func ConvexPolygonStr(body *resolv.ConvexPolygon) string {
}
func RectCenterStr(body *resolv.Object, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64) string {
return fmt.Sprintf("{%.2f, %.2f}", body.X + leftPadding + halfBoundingW - spaceOffsetX, body.Y + bottomPadding + halfBoundingH - spaceOffsetY)
return fmt.Sprintf("{%.2f, %.2f}", body.X+leftPadding+halfBoundingW-spaceOffsetX, body.Y+bottomPadding+halfBoundingH-spaceOffsetY)
}
func GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object {

View File

@@ -1,229 +0,0 @@
{
"__type__": "cc.AnimationClip",
"_name": "Atk1",
"_objFlags": 0,
"_native": "",
"_duration": 0.5833333333333334,
"sample": 60,
"speed": 1,
"wrapMode": 1,
"curveData": {
"comps": {
"cc.Sprite": {
"spriteFrame": [
{
"frame": 0,
"value": {
"__uuid__": "7fedc57f-6998-45fc-899d-ea5edd41ab13"
}
},
{
"frame": 0.016666666666666666,
"value": {
"__uuid__": "d55c2f3c-9110-4627-b8b2-0f9395f0d145"
}
},
{
"frame": 0.03333333333333333,
"value": {
"__uuid__": "1228879d-d28e-48e4-a3ce-5ceda0d1831f"
}
},
{
"frame": 0.05,
"value": {
"__uuid__": "e88dd5c4-cc5d-46e0-88de-e382e2bcadd7"
}
},
{
"frame": 0.06666666666666667,
"value": {
"__uuid__": "df069f5c-7fc0-4731-bb7f-9d2032498e4c"
}
},
{
"frame": 0.08333333333333333,
"value": {
"__uuid__": "4815763d-64e1-4b15-b795-38900861c651"
}
},
{
"frame": 0.1,
"value": {
"__uuid__": "0dca4f06-bf25-4e7f-ac3a-1687e284f5d6"
}
},
{
"frame": 0.11666666666666667,
"value": {
"__uuid__": "de8db3c9-affd-45ef-a536-e2d28ebc8094"
}
},
{
"frame": 0.13333333333333333,
"value": {
"__uuid__": "baaafb8b-9c1a-45ea-ba80-eb8048b61b57"
}
},
{
"frame": 0.15,
"value": {
"__uuid__": "9ffa7db6-1aec-4a1e-a8a9-118f2a6e50dc"
}
},
{
"frame": 0.16666666666666666,
"value": {
"__uuid__": "f2f296ad-0e19-4b00-b061-8c9edff98d0d"
}
},
{
"frame": 0.18333333333333332,
"value": {
"__uuid__": "3e546607-d27f-40fa-9967-771c55a12590"
}
},
{
"frame": 0.2,
"value": {
"__uuid__": "fece0129-e8ae-45be-b963-e2b821add0d3"
}
},
{
"frame": 0.21666666666666667,
"value": {
"__uuid__": "f5f48bec-3d2a-49de-9416-26cc75d34e32"
}
},
{
"frame": 0.23333333333333334,
"value": {
"__uuid__": "b083cfc9-a439-4600-b336-b50ca08b68c4"
}
},
{
"frame": 0.25,
"value": {
"__uuid__": "d04003f5-16c1-4510-898b-9148b76eb958"
}
},
{
"frame": 0.26666666666666666,
"value": {
"__uuid__": "2159f038-bffa-480c-a2bd-c305868f2fd9"
}
},
{
"frame": 0.2833333333333333,
"value": {
"__uuid__": "1d3de292-7dd4-4e28-b1d2-23fc38318390"
}
},
{
"frame": 0.3,
"value": {
"__uuid__": "3031ca7c-e1f7-4d14-b29e-5a7102cab245"
}
},
{
"frame": 0.31666666666666665,
"value": {
"__uuid__": "987e9d14-b6fc-46c7-93ed-8914e42bfa8b"
}
},
{
"frame": 0.3333333333333333,
"value": {
"__uuid__": "327db66e-2136-4d52-9727-399d60715a86"
}
},
{
"frame": 0.35,
"value": {
"__uuid__": "82ab2dcd-22e9-490f-96c4-4786018c91d0"
}
},
{
"frame": 0.36666666666666664,
"value": {
"__uuid__": "36812959-85a6-40fb-9a38-1b4d871eba92"
}
},
{
"frame": 0.38333333333333336,
"value": {
"__uuid__": "2941d74c-7b9c-43dc-a5c4-45952220d9a2"
}
},
{
"frame": 0.4,
"value": {
"__uuid__": "4aed2032-25d5-42fd-983a-4473e2985a99"
}
},
{
"frame": 0.4166666666666667,
"value": {
"__uuid__": "3db216c1-3362-4404-8db6-11615bfa6e64"
}
},
{
"frame": 0.43333333333333335,
"value": {
"__uuid__": "2cf0cb17-cbb0-4d64-9c91-83639a363158"
}
},
{
"frame": 0.45,
"value": {
"__uuid__": "9c057e2c-1dc4-4c6c-adb7-85bf691cefb5"
}
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"_srcBlendFactor": 770,
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"_id": "bdYe//0u9Dj79RLi8Rt6un"
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"_isAbsLeft": true,
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"_originalWidth": 100,
"_originalHeight": 40,
"_id": "98p5OL5fdGep1z6jWXKTu9"
},
{
"__type__": "cc.Node",
"_name": "BtnB",
"_objFlags": 0,
"_parent": {
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},
"_children": [
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}
],
"_active": true,
"_components": [],
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"a": 255
},
"_contentSize": {
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"width": 200,
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},
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"x": 0.5,
"y": 0.5
},
"_trs": {
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},
"_eulerAngles": {
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"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": "92c5tbNsZPG7f09UQLXv+j"
},
{
"__type__": "cc.Node",
"_name": "Background",
"_objFlags": 0,
"_parent": {
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},
"_children": [],
"_active": true,
"_components": [
{
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},
{
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}
],
"_prefab": null,
"_opacity": 255,
"_color": {
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"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
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"width": 200,
"height": 200
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
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},
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"_eulerAngles": {
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},
"_skewX": 0,
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"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": "96xSPG8lxPZIsW+n65WcbU"
},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 27
},
"_enabled": true,
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": {
"__uuid__": "a2170e4c-df31-41ef-be73-f4f605e75821"
},
"_type": 1,
"_sizeMode": 0,
"_fillType": 0,
"_fillCenter": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": {
"__uuid__": "030d9286-e8a2-40cf-98f8-baf713f0b8c4"
},
"_id": "2euUQEzg9FdZu2ijWBxgrr"
},
{
"__type__": "cc.Widget",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 27
},
"_enabled": true,
"alignMode": 0,
"_target": null,
"_alignFlags": 45,
"_left": 0,
"_right": 0,
"_top": 0,
"_bottom": 0,
"_verticalCenter": 0,
"_horizontalCenter": 0,
"_isAbsLeft": true,
"_isAbsRight": true,
"_isAbsTop": true,
"_isAbsBottom": true,
"_isAbsHorizontalCenter": true,
"_isAbsVerticalCenter": true,
"_originalWidth": 100,
"_originalHeight": 40,
"_id": "5bXB50moJH9aH7RcbRuSS5"
},
{
"__type__": "cc.Node",
"_name": "JoystickBG",
"_objFlags": 0,
"_parent": {
"__id__": 6
},
"_children": [
{
"__id__": 31
}
],
"_active": true,
"_components": [
{
"__id__": 33
},
{
"__id__": 34
}
],
"_prefab": null,
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 400,
"height": 400
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
-380,
0,
0,
0,
0,
0,
1,
1,
1,
1
]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": "88u3wQvvdO8pbrNWhs3ifP"
},
{
@@ -1115,13 +1497,13 @@
"_name": "Joystick",
"_objFlags": 0,
"_parent": {
"__id__": 22
"__id__": 30
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 24
"__id__": 32
}
],
"_prefab": null,
@@ -1177,7 +1559,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 23
"__id__": 31
},
"_enabled": true,
"_materials": [
@@ -1211,7 +1593,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 22
"__id__": 30
},
"_enabled": true,
"_materials": [
@@ -1245,7 +1627,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 22
"__id__": 30
},
"_enabled": true,
"alignMode": 0,
@@ -1408,10 +1790,10 @@
"__id__": 3
},
"stickhead": {
"__id__": 23
"__id__": 31
},
"base": {
"__id__": 22
"__id__": 30
},
"joyStickEps": 0.1,
"magicLeanLowerBound": 0.414,
@@ -1431,6 +1813,12 @@
},
"linearMovingEps": 0.1,
"scaleByEps": 0.0375,
"btnA": {
"__id__": 22
},
"btnB": {
"__id__": 26
},
"_id": "e9oVYTr7ROlpp/IrNjBUmR"
}
]

View File

@@ -78,19 +78,19 @@
"_active": true,
"_components": [
{
"__id__": 19
"__id__": 27
},
{
"__id__": 20
"__id__": 28
},
{
"__id__": 21
"__id__": 29
},
{
"__id__": 22
"__id__": 30
},
{
"__id__": 23
"__id__": 31
}
],
"_prefab": null,
@@ -289,13 +289,13 @@
},
"_children": [
{
"__id__": 13
"__id__": 21
}
],
"_active": true,
"_components": [
{
"__id__": 18
"__id__": 26
}
],
"_prefab": null,
@@ -359,6 +359,12 @@
},
{
"__id__": 11
},
{
"__id__": 13
},
{
"__id__": 17
}
],
"_active": true,
@@ -454,7 +460,7 @@
"array": [
0,
0,
209.73151519075364,
216.05530045313827,
0,
0,
0,
@@ -607,10 +613,10 @@
},
{
"__type__": "cc.Node",
"_name": "JoystickBG",
"_name": "BtnA",
"_objFlags": 0,
"_parent": {
"__id__": 7
"__id__": 8
},
"_children": [
{
@@ -618,12 +624,70 @@
}
],
"_active": true,
"_components": [
{
"__id__": 16
"_components": [],
"_prefab": null,
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 200,
"height": 200
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
143.689,
-584.849,
0,
0,
0,
0,
1,
0.66667,
0.66667,
0.66667
]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": "a5pbciqqBEiYlyy7SLwP4V"
},
{
"__id__": 17
"__type__": "cc.Node",
"_name": "Background",
"_objFlags": 0,
"_parent": {
"__id__": 13
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 15
},
{
"__id__": 16
}
],
"_prefab": null,
@@ -637,8 +701,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 400,
"height": 400
"width": 200,
"height": 200
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -672,6 +736,324 @@
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": "ffojLoj41JCpizkLkManxw"
},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 14
},
"_enabled": true,
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": {
"__uuid__": "350fd890-3d28-4e53-9dfa-1bf00d857737"
},
"_type": 1,
"_sizeMode": 0,
"_fillType": 0,
"_fillCenter": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": {
"__uuid__": "030d9286-e8a2-40cf-98f8-baf713f0b8c4"
},
"_id": "21Oz9QwBZPALzRoJujKVPG"
},
{
"__type__": "cc.Widget",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 14
},
"_enabled": true,
"alignMode": 0,
"_target": null,
"_alignFlags": 45,
"_left": 0,
"_right": 0,
"_top": 0,
"_bottom": 0,
"_verticalCenter": 0,
"_horizontalCenter": 0,
"_isAbsLeft": true,
"_isAbsRight": true,
"_isAbsTop": true,
"_isAbsBottom": true,
"_isAbsHorizontalCenter": true,
"_isAbsVerticalCenter": true,
"_originalWidth": 100,
"_originalHeight": 40,
"_id": "beUmgK1D1M07I7kTL4NFLK"
},
{
"__type__": "cc.Node",
"_name": "BtnB",
"_objFlags": 0,
"_parent": {
"__id__": 8
},
"_children": [
{
"__id__": 18
}
],
"_active": true,
"_components": [],
"_prefab": null,
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 200,
"height": 200
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
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]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": "9eZHUAtItPMKp7OrItdaWA"
},
{
"__type__": "cc.Node",
"_name": "Background",
"_objFlags": 0,
"_parent": {
"__id__": 17
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 19
},
{
"__id__": 20
}
],
"_prefab": null,
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 200,
"height": 200
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
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"array": [
0,
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-1,
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]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
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},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": "e2JXxje+hAC7LjZqzgq8RF"
},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 18
},
"_enabled": true,
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": {
"__uuid__": "a2170e4c-df31-41ef-be73-f4f605e75821"
},
"_type": 1,
"_sizeMode": 0,
"_fillType": 0,
"_fillCenter": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": {
"__uuid__": "030d9286-e8a2-40cf-98f8-baf713f0b8c4"
},
"_id": "54DvUzQvpKMrmsuRaQRSxf"
},
{
"__type__": "cc.Widget",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 18
},
"_enabled": true,
"alignMode": 0,
"_target": null,
"_alignFlags": 45,
"_left": 0,
"_right": 0,
"_top": 0,
"_bottom": 0,
"_verticalCenter": 0,
"_horizontalCenter": 0,
"_isAbsLeft": true,
"_isAbsRight": true,
"_isAbsTop": true,
"_isAbsBottom": true,
"_isAbsHorizontalCenter": true,
"_isAbsVerticalCenter": true,
"_originalWidth": 100,
"_originalHeight": 40,
"_id": "5fVLGAIhROj6UDGotnneup"
},
{
"__type__": "cc.Node",
"_name": "JoystickBG",
"_objFlags": 0,
"_parent": {
"__id__": 7
},
"_children": [
{
"__id__": 22
}
],
"_active": true,
"_components": [
{
"__id__": 24
},
{
"__id__": 25
}
],
"_prefab": null,
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 400,
"height": 400
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
-380,
0,
0,
0,
0,
0,
1,
1,
1,
1
]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": "88u3wQvvdO8pbrNWhs3ifP"
},
{
@@ -679,13 +1061,13 @@
"_name": "Joystick",
"_objFlags": 0,
"_parent": {
"__id__": 13
"__id__": 21
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 15
"__id__": 23
}
],
"_prefab": null,
@@ -741,7 +1123,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 14
"__id__": 22
},
"_enabled": true,
"_materials": [
@@ -775,7 +1157,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 13
"__id__": 21
},
"_enabled": true,
"_materials": [
@@ -809,7 +1191,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 13
"__id__": 21
},
"_enabled": true,
"alignMode": 0,
@@ -944,10 +1326,10 @@
"__id__": 3
},
"stickhead": {
"__id__": 14
"__id__": 22
},
"base": {
"__id__": 13
"__id__": 21
},
"joyStickEps": 0.1,
"magicLeanLowerBound": 0.414,
@@ -967,6 +1349,12 @@
},
"linearMovingEps": 0.1,
"scaleByEps": 0.0375,
"btnA": {
"__id__": 13
},
"btnB": {
"__id__": 17
},
"_id": "e9oVYTr7ROlpp/IrNjBUmR"
}
]

View File

@@ -98,7 +98,7 @@ cc.Class({
}
let newCharacterState = rdfPlayer.characterState;
const newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
let newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
let playingAnimName = null;
let underlyingAnimationCtrl = null;

View File

@@ -347,7 +347,6 @@ cc.Class({
const mapNode = self.node;
const canvasNode = mapNode.parent;
cc.director.getCollisionManager().enabled = false;
// self.musicEffectManagerScriptIns = self.node.getComponent("MusicEffectManager");
self.musicEffectManagerScriptIns = null;
@@ -615,7 +614,7 @@ cc.Class({
}
}
if (null == self.renderFrameId || self.renderFrameId <= rdf.id) {
if (null == self.renderFrameId || self.renderFrameId <= rdf.id || shouldForceResync) {
// In fact, not having "window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet" should already imply that "self.renderFrameId <= rdf.id", but here we double check and log the anomaly
if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id) {
@@ -779,7 +778,7 @@ cc.Class({
if (1 == joinIndex) {
playerScriptIns.setSpecies("SoldierWaterGhost");
} else if (2 == joinIndex) {
playerScriptIns.setSpecies("SoldierFireGhostFrameAnim");
playerScriptIns.setSpecies("UltramanTiga");
}
const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
@@ -1327,9 +1326,11 @@ cc.Class({
{renderFrame.id: ${currRenderFrame.id}, possiblyFallStoppedOnAnotherPlayer: ${possiblyFallStoppedOnAnotherPlayer}}
playerColliderPos=${self.stringifyColliderCenterInWorld(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding)}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}, overlayMag=${result.overlap.toFixed(4)}`);
} else if (currPlayerDownsync.inAir && isBarrier && !landedOnGravityPushback) {
/*
console.warn(`playerId=${playerId}, joinIndex=${currPlayerDownsync.joinIndex} inAir & pushed back by barrier & not landed:
{renderFrame.id: ${currRenderFrame.id}}
playerColliderPos=${self.stringifyColliderCenterInWorld(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding)}, effPushback={${effPushbacks[joinIndex - 1][0].toFixed(3)}, ${effPushbacks[joinIndex - 1][1].toFixed(3)}}, overlayMag=${result.overlap.toFixed(4)}, len(hardPushbackNorms)=${hardPushbackNorms.length}`);
*/
} else if (currPlayerDownsync.inAir && isAnotherPlayer) {
console.warn(`playerId=${playerId}, joinIndex=${currPlayerDownsync.joinIndex} inAir and pushed back by another player
{renderFrame.id: ${currRenderFrame.id}}

View File

@@ -15,8 +15,6 @@ cc.Class({
window.mapIns = self;
self.showCriticalCoordinateLabels = true;
cc.director.getCollisionManager().enabled = false;
const mapNode = self.node;
const canvasNode = mapNode.parent;
@@ -47,7 +45,7 @@ cc.Class({
1: {
// for offender
startupFrames: 10,
activeFrames: 3,
activeFrames: 20,
recoveryFrames: 34, // usually but not always "startupFrames+activeFrames", I hereby set it to be 1 frame more than the actual animation to avoid critical transition, i.e. when the animation is 1 frame from ending but "rdfPlayer.framesToRecover" is already counted 0 and the player triggers an other same attack, making an effective bullet trigger but no animation is played due to same animName is still playing
recoveryFramesOnBlock: 34,
recoveryFramesOnHit: 34,
@@ -196,7 +194,7 @@ cc.Class({
}
});
self.selfPlayerInfo = {
id: 10
id: 11
};
self._initPlayerRichInfoDict(startRdf.players);
self.onRoomDownsyncFrame(startRdf);

View File

@@ -88,6 +88,14 @@ cc.Class({
default: 0.0375,
type: cc.Float
},
btnA: {
default: null,
type: cc.Node
},
btnB: {
default: null,
type: cc.Node
},
},
start() {},
@@ -137,6 +145,7 @@ cc.Class({
});
translationListenerNode.inTouchPoints = new Map();
/*
zoomingListenerNode.on(cc.Node.EventType.TOUCH_START, function(event) {
self._touchStartEvent(event);
});
@@ -150,6 +159,37 @@ cc.Class({
self._touchEndEvent(event);
});
zoomingListenerNode.inTouchPoints = new Map();
*/
if (self.btnA) {
self.btnA.on(cc.Node.EventType.TOUCH_START, function(evt) {
self.cachedBtnALevel = 1;
evt.target.runAction(cc.scaleTo(0.1, 0.3));
});
self.btnA.on(cc.Node.EventType.TOUCH_END, function(evt) {
self.cachedBtnALevel = 0;
evt.target.runAction(cc.scaleTo(0.1, 1.0));
});
self.btnA.on(cc.Node.EventType.TOUCH_CANCEL, function(evt) {
self.cachedBtnALevel = 0;
evt.target.runAction(cc.scaleTo(0.1, 1.0));
});
}
if (self.btnB) {
self.btnB.on(cc.Node.EventType.TOUCH_START, function(evt) {
self.cachedBtnBLevel = 1;
evt.target.runAction(cc.scaleTo(0.1, 0.3));
});
self.btnB.on(cc.Node.EventType.TOUCH_END, function(evt) {
self.cachedBtnBLevel = 0;
evt.target.runAction(cc.scaleTo(0.1, 1.0));
});
self.btnB.on(cc.Node.EventType.TOUCH_CANCEL, function(evt) {
self.cachedBtnBLevel = 0;
evt.target.runAction(cc.scaleTo(0.1, 1.0));
});
}
// Setup keyboard controls for the ease of attach debugging
cc.systemEvent.on(cc.SystemEvent.EventType.KEY_DOWN, function(evt) {

View File

@@ -144,9 +144,10 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
if (null == evt || null == evt.data) {
return;
}
// FIXME: In practice, it seems like the thread invoking "onmessage" could be different from "Map.update(dt)", which makes it necessary to guard "recentRenderCache & recentInputCache" for "_generateInputFrameUpsync & rollbackAndChase & onRoomDownsyncFrame & onInputFrameDownsyncBatch" to avoid mysterious RAM contamination, but there's no explicit mutex in JavaScript for browsers.
try {
const resp = window.pb.protos.WsResp.decode(new Uint8Array(evt.data));
// console.log(`Got non-empty onmessage decoded: resp.act=${resp.act}`);
//console.log(`Got non-empty onmessage decoded: resp.act=${resp.act}`);
switch (resp.act) {
case window.DOWNSYNC_MSG_ACT_HB_REQ:
window.handleHbRequirements(resp);

View File

@@ -17,13 +17,13 @@
},
"encryptJs": true,
"excludeScenes": [
"475b849b-44b3-4390-982d-bd0d9e695093"
"368b10b6-88fc-423c-9fcd-545d9fc673bd"
],
"fb-instant-games": {},
"includeSDKBox": false,
"inlineSpriteFrames": true,
"inlineSpriteFrames_native": true,
"md5Cache": true,
"md5Cache": false,
"mergeStartScene": true,
"optimizeHotUpdate": false,
"orientation": {

View File

@@ -34,7 +34,6 @@
"design-resolution-width": 960,
"excluded-modules": [
"Collider",
"DragonBones",
"Geom Utils",
"Mesh",
"MotionStreak",
@@ -69,7 +68,7 @@
"shelter_z_reducer",
"shelter"
],
"last-module-event-record-time": 1579766511782,
"last-module-event-record-time": 1671346284377,
"simulator-orientation": false,
"simulator-resolution": {
"height": 640,