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@@ -75,4 +75,18 @@ Instead of replacing all use of TCP by UDP, it's more reasonable to keep using T
|
||||
It's not a global consensus, but in practice many UDP communications are platform specific due to their paired asynchronous I/O choices, e.g. epoll in Linux and kqueue in BSD-ish. Of course there're many 3rd party higher level encapsulated tools for cross-platform use but that introduces extra debugging when things go wrong.
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Therefore, the following plan doesn't assume use of any specific 3rd party encapsulation of UDP communication.
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|
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# Would using WebRTC for all frontends be a `UDP for all` solution?
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Theoretically yes.
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|
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## Plan to integrate WebRTC
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The actual integration of WebRTC to enable `browser v.s. native app w/ WebRTC` requires detailed planning :)
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|
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In my current implementation, there's only 1 backend process and it's responsible for all of the following things. The plan for integrating/migrating each item is written respectively.
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- TURN for UDP tunneling/relay
|
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- Some minor modification to [Room.PlayerSecondaryDownsyncSessionDict](https://github.com/genxium/DelayNoMore/blob/365177a3af6033f1cd629a4a4d59beb4557cc311/battle_srv/models/room.go#L126) should be enough to yield a WebRTC API friendly TURN. It's interesting that [though UDP based in transport layer, a WebRTC session is stateful and more similar to WebSocket in terms of API](https://developer.mozilla.org/en-US/docs/Web/API/WebRTC_API).
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- STUN for UDP holepunching
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- Some minor modification to [Player.UdpAddr](https://github.com/genxium/DelayNoMore/blob/365177a3af6033f1cd629a4a4d59beb4557cc311/battle_srv/models/player.go#L56) should be enough to yield a WebRTC API friendly STUN.
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- reconnection recovery
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- Not sure whether or not I should separate this feature from STUN and TURN, but if I were to do so, [both `Room.RenderFrameBuffer` and `Room.InputsBuffer`](https://github.com/genxium/DelayNoMore/blob/365177a3af6033f1cd629a4a4d59beb4557cc311/battle_srv/models/room.go) should be moved to a shared fast I/O storage (e.g. using Redis) to achieve the same level of `High Availability` in design as STUN and TURN.
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|
70
README.md
@@ -1,33 +1,38 @@
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Please refer to [DelayNoMoreUnity](https://github.com/genxium/DelayNoMoreUnity) for a Unity rebuild with .net backend.
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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).
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[Demo recorded over INTERNET (Phone-Wifi v.s. PC-Wifi UDP holepunched) using an input delay of 6 frames](https://pan.baidu.com/s/1UArwqDShLoPjYppjjqsTqQ?pwd=10wc), and it feels SMOOTH when playing!
|
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|
||||

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

|
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|
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**Since v1.0.13, smoothness in worst cases (e.g. turn-around on ground, in air and after dashing) is drastically improved due to update of prediction approach. The gifs and corresponding screenrecordings above are not updated because there's no big difference when network is good -- however, `input delay` is now set to `4 frames` -- while `input delay = 6 frames` was used in the screenrecordings -- and smoothness is even better now (well there's [a new screenrecording for PcWifi vs Android4g here](https://pan.baidu.com/s/1iNrQ2l_wqbWkURMIfyG88w?pwd=fe2f)).** Key changes are listed below.
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- [change#1](https://github.com/genxium/DelayNoMore/blob/c582071f4f2e3dd7e83d65562c7c99981252c358/jsexport/battle/battle.go#L647)
|
||||
- [change#2](https://github.com/genxium/DelayNoMore/blob/c582071f4f2e3dd7e83d65562c7c99981252c358/frontend/assets/scripts/Map.js#L1446)
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|
||||
As lots of feedbacks ask for a discussion on using UDP instead, I tried to summarize my personal opinion about it in [ConcerningEdgeCases](./ConcerningEdgeCases.md) -- **since v0.9.25, the project is actually equipped with UDP capabilities as follows**.
|
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- When using the so called `native apps` on `Android` and `Windows` (I'm working casually hard to support `iOS` next), the frontends will try to use UDP hole-punching w/ the help of backend as a registry. If UDP hole-punching is working, the rollback is often less than `turn-around frames to recover` and thus not noticeable, being much better than using websocket alone.
|
||||
- If UDP hole-punching is not working, e.g. for Symmetric NAT like in 4G/5G cellular network, the frontends will use backend as a UDP tunnel (or relay, whatever you like to call it). This video shows how the UDP tunnel performs for a [Phone-4G v.s. PC-Wifi (viewed by PC side)](https://pan.baidu.com/s/1wdUTvRiyrTLWy7mF6G7uyQ?pwd=icmp).
|
||||
- Browser vs `native app` is possible but in that case only websocket is used.
|
||||
- When using the so called `native apps` on `Android` and `Windows` (I'm working casually hard to support `iOS` next), the frontends will try to use UDP hole-punching w/ the help of backend as a registry. If UDP hole-punching is working, the rollback is often less than `turn-around frames to recover` and thus not noticeable, being much better than using websocket alone. This video shows how the UDP holepunched p2p performs for [Phone-Wifi v.s. PC-Wifi (viewed by PC side)](https://pan.baidu.com/s/1K6704bJKlrSBTVqGcXhajA?pwd=l7ok).
|
||||
- If UDP hole-punching is not working, e.g. for Symmetric NAT like in 4G/5G cellular network, the frontends will use backend as a UDP tunnel (or relay, whatever you like to call it). This video shows how the UDP tunnel performs for [Phone-4G v.s. PC-Wifi (merged view@v0.9.34, excellent synchronization)](https://pan.baidu.com/s/1yeIrN5TSf6_av_8-N3vdVg?pwd=7tzw).
|
||||
- Browser vs `native app` is possible but in that case only websocket is used. For WebRTC integration plan please see [ConcerningEdgeCases](./ConcerningEdgeCases.md). You might also be interested in visiting [netplayjs](https://github.com/rameshvarun/netplayjs) to see how others use WebRTC for browser game synchronization as well.
|
||||
|
||||
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 (earlier version)](https://pan.baidu.com/s/1ML6hNupaPHPJRd5rcTvQvw?pwd=8ruc)
|
||||
- [source video of the second gif (added turn-around optimization & dashing)](https://pan.baidu.com/s/1isMcLvxax4NNkDgitV_FDg?pwd=s1i6)
|
||||
|
||||
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.
|
||||
|
||||

|
||||
|
||||

|
||||
|
||||
# Notable Features
|
||||
- Backend dynamics toggle via [Room.BackendDynamicsEnabled](https://github.com/genxium/DelayNoMore/blob/v0.9.14/battle_srv/models/room.go#L786)
|
||||
- Backend dynamics toggle via [Room.BackendDynamicsEnabled](https://github.com/genxium/DelayNoMore/blob/c582071f4f2e3dd7e83d65562c7c99981252c358/battle_srv/models/room.go#L147)
|
||||
- Recovery upon reconnection (only if backend dynamics is ON)
|
||||
- Automatically correction for "slow ticker", especially "active slow ticker" which is well-known to be a headache for input synchronization
|
||||
- Automatic correction for "slow ticker", especially "active slow ticker" which is well-known to be a headache for input synchronization
|
||||
- Frame data logging toggle for both frontend & backend, useful for debugging out of sync entities when developing new features
|
||||
|
||||
_(how input delay roughly works)_
|
||||
|
||||

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

|
||||

|
||||
@@ -93,7 +98,14 @@ The easy way is to try out 2 players with test accounts on a same machine.
|
||||
- Open one browser instance, visit _http://localhost:7456?expectedRoomId=1_, input `add`on the username box and click to request a captcha, this is a test account so a captcha would be returned by the backend and filled automatically (as shown in the figure below), then click and click to proceed to a matching scene.
|
||||
- Open another browser instance, visit _http://localhost:7456?expectedRoomId=1_, input `bdd`on the username box and click to request a captcha, this is another test account so a captcha would be returned by the backend and filled automatically, then click and click to proceed, when matched a `battle`(but no competition rule yet) would start.
|
||||
- Try out the onscreen virtual joysticks to move the cars and see if their movements are in-sync.
|
||||

|
||||
|
||||

|
||||
|
||||

|
||||
|
||||

|
||||
|
||||

|
||||
|
||||
## 2 Troubleshooting
|
||||
|
||||
@@ -108,9 +120,9 @@ Just restart your `redis-server` process.
|
||||
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).
|
||||
- Detection of [prediction mismatch on the frontend](https://github.com/genxium/DelayNoMore/blob/c582071f4f2e3dd7e83d65562c7c99981252c358/frontend/assets/scripts/Map.js#L968).
|
||||
- Detection of [type#1 forceConfirmation on the backend](https://github.com/genxium/DelayNoMore/blob/c582071f4f2e3dd7e83d65562c7c99981252c358/battle_srv/models/room.go#L1315).
|
||||
- Detection of [type#2 forceConfirmation on the backend](https://github.com/genxium/DelayNoMore/blob/c582071f4f2e3dd7e83d65562c7c99981252c358/battle_srv/models/room.go#L1328).
|
||||
|
||||
There's also some useful information displayed on the frontend when `true == Map.showNetworkDoctorInfo`.
|
||||

|
||||
@@ -121,6 +133,24 @@ When building for native platforms, it's much more convenient to trigger the Coc
|
||||
```
|
||||
shell> cd <proj-root>
|
||||
shell> /path/to/CocosCreator.exe --path ./frontend --build "platform=win32;debug=true"
|
||||
shell> cd ./frontend/build/jsb-link/frameworks/runtime-src/proj.win32 && MSBUILD DelayNoMore.vcxproj -property:Configuration=Debug
|
||||
```
|
||||
or
|
||||
```
|
||||
shell> cd <proj-root>
|
||||
shell> /path/to/CocosCreator.exe --path ./frontend --build "platform=win32;debug=false"
|
||||
shell> cd ./frontend/build/jsb-link/frameworks/runtime-src/proj.win32 && MSBUILD DelayNoMore.vcxproj -property:Configuration=Release
|
||||
```
|
||||
|
||||
for release.
|
||||
|
||||
If `MSBUILD` command is not yet added to `PATH`, Use `Get-Command MSBUILD` in `Developer Command Prompt for VS 2017/2019` to see where the command should come from and add it to `PATH`.
|
||||
|
||||
Similarly for Android release build
|
||||
```
|
||||
shell> cd <proj-root>
|
||||
shell> /path/to/CocosCreator.exe --path ./frontend --build "platform=android;debug=false"
|
||||
shell> cd ./frontend/build/jsb-link/frameworks/runtime-src/proj.android-studio && ./gradlew assembleRelease
|
||||
```
|
||||
|
||||
### 2.4 CococCreator native build reloading
|
||||
|
@@ -4,9 +4,24 @@ ROOT_DIR=.
|
||||
GOPROXY=https://goproxy.io
|
||||
all: help
|
||||
|
||||
# To install `gojson` executable
|
||||
# ```
|
||||
# go install github.com/ChimeraCoder/gojson/gojson@latest
|
||||
# ```
|
||||
#
|
||||
# OS detection reference https://stackoverflow.com/a/12099167
|
||||
gen-constants:
|
||||
gojson -pkg common -name constants -input common/constants.json -o common/constants_struct.go
|
||||
ifeq ($(OS),Windows_NT)
|
||||
sed -i 's/int64/int/g' common/constants_struct.go
|
||||
else
|
||||
UNAME_S := $(shell uname -s)
|
||||
ifeq ($(UNAME_S),Darwin)
|
||||
sed -i '' -e 's/int64/int/g' common/constants_struct.go
|
||||
else
|
||||
sed -i 's/int64/int/g' common/constants_struct.go
|
||||
endif
|
||||
endif
|
||||
|
||||
run-test: build
|
||||
ServerEnv=TEST ./$(PROJECTNAME)
|
||||
|
@@ -85,7 +85,6 @@ func (p *playerController) SMSCaptchaGet(c *gin.Context) {
|
||||
c.Set(api.RET, Constants.RetCode.SmsCaptchaRequestedTooFrequently)
|
||||
return
|
||||
}
|
||||
Logger.Info("A new SmsCaptcha record is needed for: ", zap.String("key", redisKey))
|
||||
pass := false
|
||||
var succRet int
|
||||
if Conf.General.ServerEnv == SERVER_ENV_TEST {
|
||||
@@ -93,32 +92,28 @@ func (p *playerController) SMSCaptchaGet(c *gin.Context) {
|
||||
if nil == err && nil != player {
|
||||
pass = true
|
||||
succRet = Constants.RetCode.IsTestAcc
|
||||
Logger.Info("A new SmsCaptcha record is needed for: ", zap.String("key", redisKey), zap.Any("player", player))
|
||||
}
|
||||
}
|
||||
|
||||
if !pass {
|
||||
player, err := models.GetPlayerByName(req.Num)
|
||||
if nil == err && nil != player {
|
||||
pass = true
|
||||
succRet = Constants.RetCode.IsBotAcc
|
||||
}
|
||||
}
|
||||
|
||||
if !pass {
|
||||
if RE_PHONE_NUM.MatchString(req.Num) {
|
||||
succRet = Constants.RetCode.Ok
|
||||
pass = true
|
||||
}
|
||||
if req.CountryCode == "86" {
|
||||
if RE_CHINA_PHONE_NUM.MatchString(req.Num) {
|
||||
succRet = Constants.RetCode.Ok
|
||||
pass = true
|
||||
} else {
|
||||
succRet = Constants.RetCode.InvalidRequestParam
|
||||
pass = false
|
||||
/*
|
||||
// Real phonenum is not supported yet!
|
||||
if !pass {
|
||||
if RE_PHONE_NUM.MatchString(req.Num) {
|
||||
succRet = Constants.RetCode.Ok
|
||||
pass = true
|
||||
}
|
||||
if req.CountryCode == "86" {
|
||||
if RE_CHINA_PHONE_NUM.MatchString(req.Num) {
|
||||
succRet = Constants.RetCode.Ok
|
||||
pass = true
|
||||
} else {
|
||||
succRet = Constants.RetCode.InvalidRequestParam
|
||||
pass = false
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
if !pass {
|
||||
c.Set(api.RET, Constants.RetCode.InvalidRequestParam)
|
||||
return
|
||||
@@ -481,16 +476,6 @@ func (p *playerController) maybeCreateNewPlayer(req smsCaptchaReq) (*models.Play
|
||||
Logger.Info("Got a test env player:", zap.Any("phonenum", req.Num), zap.Any("playerId", player.Id))
|
||||
return player, nil
|
||||
}
|
||||
} else {
|
||||
botPlayer, err := models.GetPlayerByName(req.Num)
|
||||
if err != nil {
|
||||
Logger.Error("Seeking bot player error:", zap.Error(err))
|
||||
return nil, err
|
||||
}
|
||||
if botPlayer != nil {
|
||||
Logger.Info("Got a bot player:", zap.Any("phonenum", req.Num), zap.Any("playerId", botPlayer.Id))
|
||||
return botPlayer, nil
|
||||
}
|
||||
}
|
||||
|
||||
bind, err := models.GetPlayerAuthBinding(Constants.AuthChannel.Sms, extAuthID)
|
||||
|
@@ -74,7 +74,7 @@ func Test_SMSCaptchaGet_illegalPhone(t *testing.T) {
|
||||
|
||||
func Test_SMSCaptchaGet_testAcc(t *testing.T) {
|
||||
player, err := getTestPlayer()
|
||||
if err == nil && player != nil {
|
||||
if nil == err && nil != player {
|
||||
resp := mustDoSmsCaptchaGetReq(fakeSMSCaptchReq(player.Name), t)
|
||||
if resp.Ret != Constants.RetCode.IsTestAcc {
|
||||
t.Fail()
|
||||
|
@@ -44,10 +44,10 @@
|
||||
"PASSWORD_RESET_CODE_GENERATION_PER_EMAIL_TOO_FREQUENTLY": 2020,
|
||||
"TRADE_CREATION_TOO_FREQUENTLY": 2021,
|
||||
"MAP_NOT_UNLOCKED": 2022,
|
||||
|
||||
"GET_SMS_CAPTCHA_RESP_ERROR_CODE": 2023,
|
||||
"SMS_CAPTCHA_REQUESTED_TOO_FREQUENTLY": 2024,
|
||||
"SMS_CAPTCHA_NOT_MATCH": 2025,
|
||||
"SAME_PLAYER_ALREADY_IN_SAME_ROOM": 2026,
|
||||
|
||||
"NOT_IMPLEMENTED_YET": 65535
|
||||
},
|
||||
|
@@ -17,6 +17,7 @@ type constants struct {
|
||||
RetCode struct {
|
||||
ActiveWatchdog int `json:"ACTIVE_WATCHDOG"`
|
||||
BattleStopped int `json:"BATTLE_STOPPED"`
|
||||
ClientMismatchedRenderFrame int `json:"CLIENT_MISMATCHED_RENDER_FRAME"`
|
||||
Duplicated int `json:"DUPLICATED"`
|
||||
FailedToCreate int `json:"FAILED_TO_CREATE"`
|
||||
FailedToDelete int `json:"FAILED_TO_DELETE"`
|
||||
@@ -51,6 +52,7 @@ type constants struct {
|
||||
PlayerNotAddableToRoom int `json:"PLAYER_NOT_ADDABLE_TO_ROOM"`
|
||||
PlayerNotFound int `json:"PLAYER_NOT_FOUND"`
|
||||
PlayerNotReaddableToRoom int `json:"PLAYER_NOT_READDABLE_TO_ROOM"`
|
||||
SamePlayerAlreadyInSameRoom int `json:"SAME_PLAYER_ALREADY_IN_SAME_ROOM"`
|
||||
SendEmailTimeout int `json:"SEND_EMAIL_TIMEOUT"`
|
||||
SmsCaptchaNotMatch int `json:"SMS_CAPTCHA_NOT_MATCH"`
|
||||
SmsCaptchaRequestedTooFrequently int `json:"SMS_CAPTCHA_REQUESTED_TOO_FREQUENTLY"`
|
||||
|
@@ -3,6 +3,7 @@ module battle_srv
|
||||
go 1.18
|
||||
|
||||
require (
|
||||
dnmshared v0.0.0
|
||||
github.com/Masterminds/squirrel v0.0.0-20180815162352-8a7e65843414
|
||||
github.com/davecgh/go-spew v1.1.1
|
||||
github.com/gin-contrib/cors v0.0.0-20180514151808-6f0a820f94be
|
||||
@@ -19,14 +20,12 @@ require (
|
||||
github.com/thoas/go-funk v0.0.0-20180716193722-1060394a7713
|
||||
go.uber.org/zap v1.9.1
|
||||
google.golang.org/protobuf v1.28.1
|
||||
|
||||
dnmshared v0.0.0
|
||||
jsexport v0.0.0
|
||||
resolv v0.0.0
|
||||
jsexport v0.0.0
|
||||
resolv v0.0.0
|
||||
)
|
||||
|
||||
require (
|
||||
github.com/ChimeraCoder/gojson v1.0.0 // indirect
|
||||
github.com/ChimeraCoder/gojson v1.1.0 // indirect
|
||||
github.com/fatih/color v1.7.0 // indirect
|
||||
github.com/gin-contrib/sse v0.0.0-20170109093832-22d885f9ecc7 // indirect
|
||||
github.com/githubnemo/CompileDaemon v1.0.0 // indirect
|
||||
@@ -44,11 +43,11 @@ require (
|
||||
golang.org/x/xerrors v0.0.0-20191204190536-9bdfabe68543 // indirect
|
||||
gopkg.in/check.v1 v0.0.0-20161208181325-20d25e280405 // indirect
|
||||
gopkg.in/go-playground/validator.v8 v8.18.2 // indirect
|
||||
gopkg.in/yaml.v2 v2.2.1 // indirect
|
||||
gopkg.in/yaml.v2 v2.4.0 // indirect
|
||||
)
|
||||
|
||||
replace (
|
||||
dnmshared => ../dnmshared
|
||||
jsexport => ../jsexport
|
||||
resolv => ../resolv_tailored
|
||||
jsexport => ../jsexport
|
||||
resolv => ../resolv_tailored
|
||||
)
|
||||
|
@@ -2,6 +2,8 @@ github.com/ByteArena/box2d v1.0.2 h1:f7f9KEQWhCs1n516DMLzi5w6u0MeeE78Mes4fWMcj9k
|
||||
github.com/ByteArena/box2d v1.0.2/go.mod h1:LzEuxY9iCz+tskfWCY3o0ywYBRafDDugdSj+/YGI6sE=
|
||||
github.com/ChimeraCoder/gojson v1.0.0 h1:gAYKGTV+xfQ4+l/4C/nazPbiQDUidG0G3ukAJnE7LNE=
|
||||
github.com/ChimeraCoder/gojson v1.0.0/go.mod h1:nYbTQlu6hv8PETM15J927yM0zGj3njIldp72UT1MqSw=
|
||||
github.com/ChimeraCoder/gojson v1.1.0 h1:/6S8djl/jColpJGTYniA3xrqJWuKeyEozzPtpr5L4Pw=
|
||||
github.com/ChimeraCoder/gojson v1.1.0/go.mod h1:nYbTQlu6hv8PETM15J927yM0zGj3njIldp72UT1MqSw=
|
||||
github.com/Masterminds/squirrel v0.0.0-20180815162352-8a7e65843414 h1:VHdYPA0V0YgL97gdjHevN6IVPRX+fOoNMqcYvUAzwNU=
|
||||
github.com/Masterminds/squirrel v0.0.0-20180815162352-8a7e65843414/go.mod h1:xnKTFzjGUiZtiOagBsfnvomW+nJg2usB1ZpordQWqNM=
|
||||
github.com/Pallinder/go-randomdata v0.0.0-20180616180521-15df0648130a h1:0OnS8GR4uI3nau+f/juCZlAq+zCrsHXRJlENrUQ4eU8=
|
||||
@@ -92,3 +94,5 @@ gopkg.in/go-playground/validator.v8 v8.18.2 h1:lFB4DoMU6B626w8ny76MV7VX6W2VHct2G
|
||||
gopkg.in/go-playground/validator.v8 v8.18.2/go.mod h1:RX2a/7Ha8BgOhfk7j780h4/u/RRjR0eouCJSH80/M2Y=
|
||||
gopkg.in/yaml.v2 v2.2.1 h1:mUhvW9EsL+naU5Q3cakzfE91YhliOondGd6ZrsDBHQE=
|
||||
gopkg.in/yaml.v2 v2.2.1/go.mod h1:hI93XBmqTisBFMUTm0b8Fm+jr3Dg1NNxqwp+5A1VGuI=
|
||||
gopkg.in/yaml.v2 v2.4.0 h1:D8xgwECY7CYvx+Y2n4sBz93Jn9JRvxdiyyo8CTfuKaY=
|
||||
gopkg.in/yaml.v2 v2.4.0/go.mod h1:RDklbk79AGWmwhnvt/jBztapEOGDOx6ZbXqjP6csGnQ=
|
||||
|
@@ -25,9 +25,16 @@ import (
|
||||
"go.uber.org/zap"
|
||||
|
||||
"net"
|
||||
// _ "net/http/pprof"
|
||||
)
|
||||
|
||||
func main() {
|
||||
/*
|
||||
// Only used for profiling
|
||||
go func() {
|
||||
http.ListenAndServe("0.0.0.0:6060", nil)
|
||||
}()
|
||||
*/
|
||||
MustParseConfig()
|
||||
MustParseConstants()
|
||||
storage.Init()
|
||||
|
@@ -22,34 +22,36 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
|
||||
|
||||
for i, last := range rdf.PlayersArr {
|
||||
pbPlayer := &pb.PlayerDownsync{
|
||||
Id: last.Id,
|
||||
VirtualGridX: last.VirtualGridX,
|
||||
VirtualGridY: last.VirtualGridY,
|
||||
DirX: last.DirX,
|
||||
DirY: last.DirY,
|
||||
VelX: last.VelX,
|
||||
VelY: last.VelY,
|
||||
FramesToRecover: last.FramesToRecover,
|
||||
FramesInChState: last.FramesInChState,
|
||||
ActiveSkillId: last.ActiveSkillId,
|
||||
ActiveSkillHit: last.ActiveSkillHit,
|
||||
FramesInvinsible: last.FramesInvinsible,
|
||||
Speed: last.Speed,
|
||||
BattleState: last.BattleState,
|
||||
CharacterState: last.CharacterState,
|
||||
InAir: last.InAir,
|
||||
OnWall: last.OnWall,
|
||||
OnWallNormX: last.OnWallNormX,
|
||||
OnWallNormY: last.OnWallNormY,
|
||||
CapturedByInertia: last.CapturedByInertia,
|
||||
JoinIndex: last.JoinIndex,
|
||||
BulletTeamId: last.BulletTeamId,
|
||||
ChCollisionTeamId: last.ChCollisionTeamId,
|
||||
Hp: last.Hp,
|
||||
MaxHp: last.MaxHp,
|
||||
ColliderRadius: last.ColliderRadius,
|
||||
Score: last.Score,
|
||||
Removed: last.Removed,
|
||||
Id: last.Id,
|
||||
VirtualGridX: last.VirtualGridX,
|
||||
VirtualGridY: last.VirtualGridY,
|
||||
DirX: last.DirX,
|
||||
DirY: last.DirY,
|
||||
VelX: last.VelX,
|
||||
VelY: last.VelY,
|
||||
FramesToRecover: last.FramesToRecover,
|
||||
FramesInChState: last.FramesInChState,
|
||||
ActiveSkillId: last.ActiveSkillId,
|
||||
ActiveSkillHit: last.ActiveSkillHit,
|
||||
FramesInvinsible: last.FramesInvinsible,
|
||||
Speed: last.Speed,
|
||||
BattleState: last.BattleState,
|
||||
CharacterState: last.CharacterState,
|
||||
InAir: last.InAir,
|
||||
OnWall: last.OnWall,
|
||||
OnWallNormX: last.OnWallNormX,
|
||||
OnWallNormY: last.OnWallNormY,
|
||||
CapturedByInertia: last.CapturedByInertia,
|
||||
JoinIndex: last.JoinIndex,
|
||||
BulletTeamId: last.BulletTeamId,
|
||||
ChCollisionTeamId: last.ChCollisionTeamId,
|
||||
Hp: last.Hp,
|
||||
MaxHp: last.MaxHp,
|
||||
RevivalVirtualGridX: last.RevivalVirtualGridX,
|
||||
RevivalVirtualGridY: last.RevivalVirtualGridY,
|
||||
ColliderRadius: last.ColliderRadius,
|
||||
Score: last.Score,
|
||||
Removed: last.Removed,
|
||||
}
|
||||
ret.PlayersArr[i] = pbPlayer
|
||||
}
|
||||
@@ -147,32 +149,36 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) []*pb.Play
|
||||
|
||||
for _, last := range modelInstances {
|
||||
pbPlayer := &pb.PlayerDownsync{
|
||||
Id: last.Id,
|
||||
VirtualGridX: last.VirtualGridX,
|
||||
VirtualGridY: last.VirtualGridY,
|
||||
DirX: last.DirX,
|
||||
DirY: last.DirY,
|
||||
VelX: last.VelX,
|
||||
VelY: last.VelY,
|
||||
FramesToRecover: last.FramesToRecover,
|
||||
FramesInChState: last.FramesInChState,
|
||||
ActiveSkillId: last.ActiveSkillId,
|
||||
ActiveSkillHit: last.ActiveSkillHit,
|
||||
FramesInvinsible: last.FramesInvinsible,
|
||||
Speed: last.Speed,
|
||||
BattleState: last.BattleState,
|
||||
CharacterState: last.CharacterState,
|
||||
InAir: last.InAir,
|
||||
OnWall: last.OnWall,
|
||||
OnWallNormX: last.OnWallNormX,
|
||||
OnWallNormY: last.OnWallNormY,
|
||||
CapturedByInertia: last.CapturedByInertia,
|
||||
JoinIndex: last.JoinIndex,
|
||||
BulletTeamId: last.BulletTeamId,
|
||||
ChCollisionTeamId: last.ChCollisionTeamId,
|
||||
ColliderRadius: last.ColliderRadius,
|
||||
Score: last.Score,
|
||||
Removed: last.Removed,
|
||||
Id: last.Id,
|
||||
VirtualGridX: last.VirtualGridX,
|
||||
VirtualGridY: last.VirtualGridY,
|
||||
DirX: last.DirX,
|
||||
DirY: last.DirY,
|
||||
VelX: last.VelX,
|
||||
VelY: last.VelY,
|
||||
FramesToRecover: last.FramesToRecover,
|
||||
FramesInChState: last.FramesInChState,
|
||||
ActiveSkillId: last.ActiveSkillId,
|
||||
ActiveSkillHit: last.ActiveSkillHit,
|
||||
FramesInvinsible: last.FramesInvinsible,
|
||||
Speed: last.Speed,
|
||||
BattleState: last.BattleState,
|
||||
CharacterState: last.CharacterState,
|
||||
InAir: last.InAir,
|
||||
OnWall: last.OnWall,
|
||||
OnWallNormX: last.OnWallNormX,
|
||||
OnWallNormY: last.OnWallNormY,
|
||||
CapturedByInertia: last.CapturedByInertia,
|
||||
JoinIndex: last.JoinIndex,
|
||||
BulletTeamId: last.BulletTeamId,
|
||||
ChCollisionTeamId: last.ChCollisionTeamId,
|
||||
Hp: last.Hp,
|
||||
MaxHp: last.MaxHp,
|
||||
RevivalVirtualGridX: last.RevivalVirtualGridX,
|
||||
RevivalVirtualGridY: last.RevivalVirtualGridY,
|
||||
ColliderRadius: last.ColliderRadius,
|
||||
Score: last.Score,
|
||||
Removed: last.Removed,
|
||||
}
|
||||
if withMetaInfo {
|
||||
pbPlayer.Name = last.Name
|
||||
@@ -193,34 +199,36 @@ func toJsPlayers(modelInstances map[int32]*Player) []*battle.PlayerDownsync {
|
||||
|
||||
for _, last := range modelInstances {
|
||||
toRet[last.JoinIndex-1] = &battle.PlayerDownsync{
|
||||
Id: last.Id,
|
||||
VirtualGridX: last.VirtualGridX,
|
||||
VirtualGridY: last.VirtualGridY,
|
||||
DirX: last.DirX,
|
||||
DirY: last.DirY,
|
||||
VelX: last.VelX,
|
||||
VelY: last.VelY,
|
||||
FramesToRecover: last.FramesToRecover,
|
||||
FramesInChState: last.FramesInChState,
|
||||
ActiveSkillId: last.ActiveSkillId,
|
||||
ActiveSkillHit: last.ActiveSkillHit,
|
||||
FramesInvinsible: last.FramesInvinsible,
|
||||
Speed: last.Speed,
|
||||
BattleState: last.BattleState,
|
||||
CharacterState: last.CharacterState,
|
||||
JoinIndex: last.JoinIndex,
|
||||
BulletTeamId: last.BulletTeamId,
|
||||
ChCollisionTeamId: last.ChCollisionTeamId,
|
||||
Hp: last.Hp,
|
||||
MaxHp: last.MaxHp,
|
||||
ColliderRadius: last.ColliderRadius,
|
||||
InAir: last.InAir,
|
||||
OnWall: last.OnWall,
|
||||
OnWallNormX: last.OnWallNormX,
|
||||
OnWallNormY: last.OnWallNormY,
|
||||
CapturedByInertia: last.CapturedByInertia,
|
||||
Score: last.Score,
|
||||
Removed: last.Removed,
|
||||
Id: last.Id,
|
||||
VirtualGridX: last.VirtualGridX,
|
||||
VirtualGridY: last.VirtualGridY,
|
||||
DirX: last.DirX,
|
||||
DirY: last.DirY,
|
||||
VelX: last.VelX,
|
||||
VelY: last.VelY,
|
||||
FramesToRecover: last.FramesToRecover,
|
||||
FramesInChState: last.FramesInChState,
|
||||
ActiveSkillId: last.ActiveSkillId,
|
||||
ActiveSkillHit: last.ActiveSkillHit,
|
||||
FramesInvinsible: last.FramesInvinsible,
|
||||
Speed: last.Speed,
|
||||
BattleState: last.BattleState,
|
||||
CharacterState: last.CharacterState,
|
||||
JoinIndex: last.JoinIndex,
|
||||
BulletTeamId: last.BulletTeamId,
|
||||
ChCollisionTeamId: last.ChCollisionTeamId,
|
||||
Hp: last.Hp,
|
||||
MaxHp: last.MaxHp,
|
||||
RevivalVirtualGridX: last.RevivalVirtualGridX,
|
||||
RevivalVirtualGridY: last.RevivalVirtualGridY,
|
||||
ColliderRadius: last.ColliderRadius,
|
||||
InAir: last.InAir,
|
||||
OnWall: last.OnWall,
|
||||
OnWallNormX: last.OnWallNormX,
|
||||
OnWallNormY: last.OnWallNormY,
|
||||
CapturedByInertia: last.CapturedByInertia,
|
||||
Score: last.Score,
|
||||
Removed: last.Removed,
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -47,10 +47,10 @@ type Player struct {
|
||||
TutorialStage int `db:"tutorial_stage"`
|
||||
|
||||
// other in-battle info fields
|
||||
LastReceivedInputFrameId int32
|
||||
LastSentInputFrameId int32
|
||||
AckingFrameId int32
|
||||
AckingInputFrameId int32
|
||||
LastConsecutiveRecvInputFrameId int32
|
||||
LastSentInputFrameId int32
|
||||
AckingFrameId int32
|
||||
AckingInputFrameId int32
|
||||
|
||||
UdpAddr *PeerUdpAddr
|
||||
BattleUdpTunnelAddr *net.UDPAddr // This addr is used by backend only, not visible to frontend
|
||||
@@ -77,13 +77,14 @@ func getPlayer(cond sq.Eq) (*Player, error) {
|
||||
return nil, err
|
||||
}
|
||||
rows, err := storage.MySQLManagerIns.Queryx(query, args...)
|
||||
if err != nil {
|
||||
if nil != err {
|
||||
return nil, err
|
||||
}
|
||||
cols, err := rows.Columns()
|
||||
if nil != err {
|
||||
panic(err)
|
||||
}
|
||||
cnt := 0
|
||||
for rows.Next() {
|
||||
// TODO: Do it more elegantly, but by now I don't have time to learn reflection of Golang
|
||||
vals := rowValues(rows, cols)
|
||||
@@ -105,9 +106,14 @@ func getPlayer(cond sq.Eq) (*Player, error) {
|
||||
}
|
||||
}
|
||||
Logger.Debug("Queried player from db", zap.Any("cond", cond), zap.Any("p", p), zap.Any("pd", pd), zap.Any("cols", cols), zap.Any("rowValues", vals))
|
||||
cnt++
|
||||
}
|
||||
if 0 < cnt {
|
||||
p.PlayerDownsync = pd
|
||||
return &p, nil
|
||||
} else {
|
||||
return nil, nil
|
||||
}
|
||||
p.PlayerDownsync = pd
|
||||
return &p, nil
|
||||
}
|
||||
|
||||
func (p *Player) Insert(tx *sqlx.Tx) error {
|
||||
|
@@ -135,9 +135,9 @@ type Room struct {
|
||||
CurDynamicsRenderFrameId int32 // [WARNING] The dynamics of backend is ALWAYS MOVING FORWARD BY ALL-CONFIRMED INPUTFRAMES (either by upsync or forced), i.e. no rollback; Moreover when "true == BackendDynamicsEnabled" we always have "Room.CurDynamicsRenderFrameId >= Room.RenderFrameId" because each "all-confirmed inputFrame" is applied on "all applicable renderFrames" in one-go hence often sees a future "renderFrame" earlier
|
||||
EffectivePlayerCount int32
|
||||
DismissalWaitGroup sync.WaitGroup
|
||||
InputsBuffer *battle.RingBuffer // Indices are STRICTLY consecutive
|
||||
InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange, LastIndividuallyConfirmedInputList, player.LastReceivedInputFrameId]
|
||||
RenderFrameBuffer *battle.RingBuffer // Indices are STRICTLY consecutive
|
||||
InputsBuffer *resolv.RingBuffer // Indices are STRICTLY consecutive
|
||||
InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange, LastIndividuallyConfirmedInputFrameId, LastIndividuallyConfirmedInputList, player.LastConsecutiveRecvInputFrameId]
|
||||
RenderFrameBuffer *resolv.RingBuffer // Indices are STRICTLY consecutive
|
||||
LatestPlayerUpsyncedInputFrameId int32
|
||||
LastAllConfirmedInputFrameId int32
|
||||
LastAllConfirmedInputFrameIdWithChange int32
|
||||
@@ -156,31 +156,38 @@ type Room struct {
|
||||
TmxPointsMap StrToVec2DListMap
|
||||
TmxPolygonsMap StrToPolygon2DListMap
|
||||
|
||||
rdfIdToActuallyUsedInput map[int32]*pb.InputFrameDownsync
|
||||
LastIndividuallyConfirmedInputList []uint64
|
||||
rdfIdToActuallyUsedInput map[int32]*pb.InputFrameDownsync
|
||||
LastIndividuallyConfirmedInputFrameId []int32
|
||||
LastIndividuallyConfirmedInputList []uint64
|
||||
|
||||
BattleUdpTunnelLock sync.Mutex
|
||||
BattleUdpTunnelAddr *pb.PeerUdpAddr
|
||||
BattleUdpTunnel *net.UDPConn
|
||||
|
||||
collisionHolder *resolv.Collision
|
||||
effPushbacks []*battle.Vec2D
|
||||
hardPushbackNormsArr [][]*battle.Vec2D
|
||||
jumpedOrNotList []bool
|
||||
dynamicRectangleColliders []*resolv.Object
|
||||
}
|
||||
|
||||
func (pR *Room) updateScore() {
|
||||
pR.Score = calRoomScore(pR.EffectivePlayerCount, pR.Capacity, pR.State)
|
||||
}
|
||||
|
||||
func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocket.Conn, signalToCloseConnOfThisPlayer SignalToCloseConnCbType) bool {
|
||||
func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, speciesId int, session *websocket.Conn, signalToCloseConnOfThisPlayer SignalToCloseConnCbType) int {
|
||||
playerId := pPlayerFromDbInit.Id
|
||||
// TODO: Any thread-safety concern for accessing "pR" here?
|
||||
if RoomBattleStateIns.IDLE != pR.State && RoomBattleStateIns.WAITING != pR.State {
|
||||
Logger.Warn("AddPlayerIfPossible error, roomState:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount))
|
||||
return false
|
||||
return Constants.RetCode.PlayerNotAddableToRoom
|
||||
}
|
||||
if _, existent := pR.Players[playerId]; existent {
|
||||
Logger.Warn("AddPlayerIfPossible error, existing in the room.PlayersDict:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount))
|
||||
return false
|
||||
return Constants.RetCode.SamePlayerAlreadyInSameRoom
|
||||
}
|
||||
|
||||
defer pR.onPlayerAdded(playerId)
|
||||
defer pR.onPlayerAdded(playerId, speciesId)
|
||||
|
||||
pPlayerFromDbInit.UdpAddr = nil
|
||||
pPlayerFromDbInit.BattleUdpTunnelAddr = nil
|
||||
@@ -188,7 +195,7 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
|
||||
pPlayerFromDbInit.AckingFrameId = -1
|
||||
pPlayerFromDbInit.AckingInputFrameId = -1
|
||||
pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
|
||||
pPlayerFromDbInit.LastReceivedInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
|
||||
pPlayerFromDbInit.LastConsecutiveRecvInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
|
||||
pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
|
||||
|
||||
pPlayerFromDbInit.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
|
||||
@@ -203,19 +210,19 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
|
||||
})
|
||||
newWatchdog.Stop()
|
||||
pR.PlayerActiveWatchdogDict[playerId] = newWatchdog
|
||||
return true
|
||||
return Constants.RetCode.Ok
|
||||
}
|
||||
|
||||
func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *websocket.Conn, signalToCloseConnOfThisPlayer SignalToCloseConnCbType) bool {
|
||||
func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *websocket.Conn, signalToCloseConnOfThisPlayer SignalToCloseConnCbType) int {
|
||||
playerId := pTmpPlayerInstance.Id
|
||||
// TODO: Any thread-safety concern for accessing "pR" and "pEffectiveInRoomPlayerInstance" here?
|
||||
if RoomBattleStateIns.PREPARE != pR.State && RoomBattleStateIns.WAITING != pR.State && RoomBattleStateIns.IN_BATTLE != pR.State && RoomBattleStateIns.IN_SETTLEMENT != pR.State && RoomBattleStateIns.IN_DISMISSAL != pR.State {
|
||||
Logger.Warn("ReAddPlayerIfPossible error due to roomState:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount))
|
||||
return false
|
||||
return Constants.RetCode.PlayerNotReaddableToRoom
|
||||
}
|
||||
if _, existent := pR.Players[playerId]; !existent {
|
||||
Logger.Warn("ReAddPlayerIfPossible error due to player nonexistent for room:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount))
|
||||
return false
|
||||
return Constants.RetCode.PlayerNotReaddableToRoom
|
||||
}
|
||||
/*
|
||||
* WARNING: The "pTmpPlayerInstance *Player" used here is a temporarily constructed
|
||||
@@ -230,6 +237,7 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
|
||||
pEffectiveInRoomPlayerInstance.AckingFrameId = -1
|
||||
pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
|
||||
pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
|
||||
// [WARNING] DON'T reset "player.LastConsecutiveRecvInputFrameId" & "pR.LastIndividuallyConfirmedInputFrameId[...]" upon reconnection!
|
||||
pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
|
||||
|
||||
pEffectiveInRoomPlayerInstance.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
|
||||
@@ -243,7 +251,7 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
|
||||
}) // For ReAdded player the new watchdog starts immediately
|
||||
|
||||
Logger.Warn("ReAddPlayerIfPossible finished.", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("joinIndex", pEffectiveInRoomPlayerInstance.JoinIndex), zap.Any("playerBattleState", pEffectiveInRoomPlayerInstance.BattleState), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount), zap.Any("AckingFrameId", pEffectiveInRoomPlayerInstance.AckingFrameId), zap.Any("AckingInputFrameId", pEffectiveInRoomPlayerInstance.AckingInputFrameId), zap.Any("LastSentInputFrameId", pEffectiveInRoomPlayerInstance.LastSentInputFrameId))
|
||||
return true
|
||||
return Constants.RetCode.Ok
|
||||
}
|
||||
|
||||
func (pR *Room) ChooseStage() error {
|
||||
@@ -398,6 +406,9 @@ func (pR *Room) rdfIdToActuallyUsedInputString() string {
|
||||
}
|
||||
fireballsStrBldr := make([]string, 0, len(rdf.FireballBullets))
|
||||
for _, fireball := range rdf.FireballBullets {
|
||||
if 0 > fireball.BattleAttr.BulletLocalId {
|
||||
break
|
||||
}
|
||||
fireballsStrBldr = append(fireballsStrBldr, pR.fireballDownsyncStr(fireball))
|
||||
}
|
||||
s = append(s, fmt.Sprintf("rdfId:%d\nplayers:[%v]\nfireballs:[%v]\nactuallyUsedinputList:{%v}", rdfId, strings.Join(playersStrBldr, ","), strings.Join(fireballsStrBldr, ","), pR.inputFrameDownsyncStr(pR.rdfIdToActuallyUsedInput[rdfId])))
|
||||
@@ -414,24 +425,14 @@ func (pR *Room) StartBattle() {
|
||||
|
||||
pR.RenderFrameId = 0
|
||||
|
||||
for _, player := range pR.Players {
|
||||
speciesId := int(player.JoinIndex - 1) // FIXME: Hardcoded the values for now
|
||||
if player.JoinIndex == 1 {
|
||||
speciesId = 4096
|
||||
}
|
||||
chosenCh := battle.Characters[speciesId]
|
||||
pR.CharacterConfigsArr[player.JoinIndex-1] = chosenCh
|
||||
pR.SpeciesIdList[player.JoinIndex-1] = int32(speciesId)
|
||||
}
|
||||
Logger.Info("[StartBattle] ", zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("SpeciesIdList", pR.SpeciesIdList))
|
||||
|
||||
// Initialize the "collisionSys" as well as "RenderFrameBuffer"
|
||||
pR.CurDynamicsRenderFrameId = 0
|
||||
kickoffFrameJs := &battle.RoomDownsyncFrame{
|
||||
Id: pR.RenderFrameId,
|
||||
PlayersArr: toJsPlayers(pR.Players),
|
||||
CountdownNanos: pR.BattleDurationNanos,
|
||||
}
|
||||
kickoffFrameJs := battle.NewPreallocatedRoomDownsyncFrame(len(pR.Players), 64, 64)
|
||||
battle.CloneRoomDownsyncFrame(pR.RenderFrameId, toJsPlayers(pR.Players), 0, make([]*battle.MeleeBullet, 0), make([]*battle.FireballBullet, 0), kickoffFrameJs)
|
||||
kickoffFrameJs.CountdownNanos = pR.BattleDurationNanos
|
||||
|
||||
pR.RenderFrameBuffer.Put(kickoffFrameJs)
|
||||
|
||||
// Refresh "Colliders"
|
||||
@@ -485,7 +486,7 @@ func (pR *Room) StartBattle() {
|
||||
*/
|
||||
totalElapsedNanos := utils.UnixtimeNano() - battleStartedAt
|
||||
nextRenderFrameId := int32((totalElapsedNanos + pR.dilutedRollbackEstimatedDtNanos - 1) / pR.dilutedRollbackEstimatedDtNanos) // fast ceiling
|
||||
toSleepNanos := int64(0)
|
||||
toSleepNanos := int64(pR.dilutedRollbackEstimatedDtNanos >> 1) // Sleep half-frame time by default
|
||||
if nextRenderFrameId > pR.RenderFrameId {
|
||||
if 0 == pR.RenderFrameId {
|
||||
// It's important to send kickoff frame iff "0 == pR.RenderFrameId && nextRenderFrameId > pR.RenderFrameId", otherwise it might send duplicate kickoff frames
|
||||
@@ -517,7 +518,7 @@ func (pR *Room) StartBattle() {
|
||||
pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano()
|
||||
|
||||
elapsedInCalculation := (utils.UnixtimeNano() - stCalculation)
|
||||
toSleepNanos = pR.dilutedRollbackEstimatedDtNanos - elapsedInCalculation // don't sleep if "nextRenderFrame == pR.RenderFrameId"
|
||||
toSleepNanos = pR.dilutedRollbackEstimatedDtNanos - elapsedInCalculation
|
||||
if elapsedInCalculation > pR.RollbackEstimatedDtNanos {
|
||||
Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v ns, dynamicsDuration=%v ns, RollbackEstimatedDtNanos=%v, dilutedRollbackEstimatedDtNanos=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, pR.RollbackEstimatedDtNanos, pR.dilutedRollbackEstimatedDtNanos))
|
||||
}
|
||||
@@ -546,13 +547,13 @@ func (pR *Room) StartBattle() {
|
||||
}
|
||||
|
||||
select {
|
||||
// [WARNING] DON'T put a "default" block here! Otherwise "for { select {... default: } }" pattern would NEVER block on empty channel and thus consume a lot of CPU time unnecessarily!
|
||||
case inputsBufferSnapshot := <-playerDownsyncChan:
|
||||
pR.downsyncToSinglePlayer(playerId, player, inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, inputsBufferSnapshot.ToSendInputFrameDownsyncs, inputsBufferSnapshot.ShouldForceResync)
|
||||
//Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d)#2", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, playerId))
|
||||
case inputsBufferSnapshot2 := <-playerSecondaryDownsyncChan:
|
||||
pR.downsyncPeerInputFrameUpsyncToSinglePlayer(playerId, player, inputsBufferSnapshot2.ToSendInputFrameDownsyncs, inputsBufferSnapshot2.PeerJoinIndex)
|
||||
//Logger.Info(fmt.Sprintf("Sent secondary inputsBufferSnapshot to for (roomId: %d, playerId:%d)#2", pR.Id, playerId))
|
||||
default:
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -574,7 +575,7 @@ func (pR *Room) StartBattle() {
|
||||
})
|
||||
}
|
||||
|
||||
func (pR *Room) OnBattleCmdReceived(pReq *pb.WsReq) {
|
||||
func (pR *Room) OnBattleCmdReceived(pReq *pb.WsReq, fromUDP bool) {
|
||||
/*
|
||||
[WARNING] This function "OnBattleCmdReceived" could be called by different ws sessions and thus from different threads!
|
||||
|
||||
@@ -619,7 +620,7 @@ func (pR *Room) OnBattleCmdReceived(pReq *pb.WsReq) {
|
||||
//Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock unlocked: roomId=%v, fromPlayerId=%v", pR.Id, playerId))
|
||||
}()
|
||||
|
||||
inputsBufferSnapshot := pR.markConfirmationIfApplicable(inputFrameUpsyncBatch, playerId, player)
|
||||
inputsBufferSnapshot := pR.markConfirmationIfApplicable(inputFrameUpsyncBatch, playerId, player, fromUDP)
|
||||
if nil != inputsBufferSnapshot {
|
||||
pR.downsyncToAllPlayers(inputsBufferSnapshot)
|
||||
} /*else {
|
||||
@@ -779,7 +780,7 @@ func (pR *Room) OnDismissed() {
|
||||
|
||||
// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
|
||||
pR.BulletBattleLocalIdCounter = 0
|
||||
pR.CollisionMinStep = 8 // the approx minimum distance a player can move per frame in world coordinate
|
||||
pR.CollisionMinStep = 16 // the approx minimum distance a player can move per frame in world coordinate
|
||||
pR.Players = make(map[int32]*Player)
|
||||
pR.PlayersArr = make([]*Player, pR.Capacity)
|
||||
pR.SpeciesIdList = make([]int32, pR.Capacity)
|
||||
@@ -803,9 +804,13 @@ func (pR *Room) OnDismissed() {
|
||||
pR.PlayerSecondarySignalToCloseDict = make(map[int32]SignalToCloseConnCbType)
|
||||
pR.JoinIndexBooleanArr = make([]bool, pR.Capacity)
|
||||
pR.RenderCacheSize = 1024
|
||||
pR.RenderFrameBuffer = battle.NewRingBuffer(pR.RenderCacheSize)
|
||||
pR.InputsBuffer = battle.NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
|
||||
pR.RenderFrameBuffer = resolv.NewRingBuffer(pR.RenderCacheSize)
|
||||
pR.InputsBuffer = resolv.NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
|
||||
pR.rdfIdToActuallyUsedInput = make(map[int32]*pb.InputFrameDownsync)
|
||||
pR.LastIndividuallyConfirmedInputFrameId = make([]int32, pR.Capacity)
|
||||
for i := 0; i < pR.Capacity; i++ {
|
||||
pR.LastIndividuallyConfirmedInputFrameId[i] = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
|
||||
}
|
||||
pR.LastIndividuallyConfirmedInputList = make([]uint64, pR.Capacity)
|
||||
|
||||
pR.LatestPlayerUpsyncedInputFrameId = -1
|
||||
@@ -815,7 +820,25 @@ func (pR *Room) OnDismissed() {
|
||||
|
||||
pR.RenderFrameId = 0
|
||||
pR.CurDynamicsRenderFrameId = 0
|
||||
pR.NstDelayFrames = 16
|
||||
pR.NstDelayFrames = 24
|
||||
|
||||
pR.collisionHolder = resolv.NewCollision()
|
||||
pR.effPushbacks = make([]*battle.Vec2D, pR.Capacity)
|
||||
for i := 0; i < pR.Capacity; i++ {
|
||||
pR.effPushbacks[i] = &battle.Vec2D{X: 0, Y: 0}
|
||||
}
|
||||
pR.hardPushbackNormsArr = make([][]*battle.Vec2D, pR.Capacity)
|
||||
for i := 0; i < pR.Capacity; i++ {
|
||||
pR.hardPushbackNormsArr[i] = make([]*battle.Vec2D, 5)
|
||||
for j := 0; j < len(pR.hardPushbackNormsArr[i]); j++ {
|
||||
pR.hardPushbackNormsArr[i][j] = &battle.Vec2D{X: 0, Y: 0}
|
||||
}
|
||||
}
|
||||
pR.jumpedOrNotList = make([]bool, pR.Capacity)
|
||||
pR.dynamicRectangleColliders = make([]*resolv.Object, 64)
|
||||
for i := 0; i < len(pR.dynamicRectangleColliders); i++ {
|
||||
pR.dynamicRectangleColliders[i] = battle.GenerateRectCollider(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, nil, "")
|
||||
}
|
||||
|
||||
serverFps := 60
|
||||
pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript
|
||||
@@ -823,6 +846,7 @@ func (pR *Room) OnDismissed() {
|
||||
dilutedServerFps := float64(58.0) // Don't set this value too small, otherwise we might miss force confirmation needs for slow tickers!
|
||||
pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(serverFps) / dilutedServerFps)
|
||||
pR.BattleDurationFrames = int32(60 * serverFps)
|
||||
//pR.BattleDurationFrames = int32(20 * serverFps)
|
||||
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
|
||||
pR.InputFrameUpsyncDelayTolerance = battle.ConvertToNoDelayInputFrameId(pR.NstDelayFrames) - 1 // this value should be strictly smaller than (NstDelayFrames >> InputScaleFrames), otherwise "type#1 forceConfirmation" might become a lag avalanche
|
||||
pR.MaxChasingRenderFramesPerUpdate = 9 // Don't set this value too high to avoid exhausting frontend CPU within a single frame, roughly as the "turn-around frames to recover" is empirically OK
|
||||
@@ -951,7 +975,7 @@ func (pR *Room) clearPlayerNetworkSession(playerId int32) {
|
||||
}
|
||||
}
|
||||
|
||||
func (pR *Room) onPlayerAdded(playerId int32) {
|
||||
func (pR *Room) onPlayerAdded(playerId int32, speciesId int) {
|
||||
pR.EffectivePlayerCount++
|
||||
|
||||
if 1 == pR.EffectivePlayerCount {
|
||||
@@ -963,8 +987,9 @@ func (pR *Room) onPlayerAdded(playerId int32) {
|
||||
pR.Players[playerId].JoinIndex = int32(index) + 1
|
||||
pR.JoinIndexBooleanArr[index] = true
|
||||
|
||||
speciesId := index // FIXME
|
||||
pR.SpeciesIdList[index] = int32(speciesId)
|
||||
chosenCh := battle.Characters[speciesId]
|
||||
pR.CharacterConfigsArr[index] = chosenCh
|
||||
pR.Players[playerId].Speed = chosenCh.Speed
|
||||
|
||||
// Lazily assign the initial position of "Player" for "RoomDownsyncFrame".
|
||||
@@ -977,7 +1002,10 @@ func (pR *Room) onPlayerAdded(playerId int32) {
|
||||
if nil == playerPos {
|
||||
panic(fmt.Sprintf("onPlayerAdded error, nil == playerPos, roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
|
||||
}
|
||||
pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = battle.WorldToVirtualGridPos(playerPos.X, playerPos.Y)
|
||||
pR.Players[playerId].RevivalVirtualGridX, pR.Players[playerId].RevivalVirtualGridY = battle.WorldToVirtualGridPos(playerPos.X, playerPos.Y)
|
||||
pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = pR.Players[playerId].RevivalVirtualGridX, pR.Players[playerId].RevivalVirtualGridY
|
||||
pR.Players[playerId].MaxHp = 100 // Hardcoded for now
|
||||
pR.Players[playerId].Hp = pR.Players[playerId].MaxHp
|
||||
// Hardcoded initial character orientation/facing
|
||||
if 0 == (pR.Players[playerId].JoinIndex % 2) {
|
||||
pR.Players[playerId].DirX = -2
|
||||
@@ -1159,7 +1187,7 @@ func (pR *Room) getOrPrefabInputFrameDownsync(inputFrameId int32) *battle.InputF
|
||||
return currInputFrameDownsync
|
||||
}
|
||||
|
||||
func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFrameUpsync, playerId int32, player *Player) *pb.InputsBufferSnapshot {
|
||||
func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFrameUpsync, playerId int32, player *Player, fromUDP bool) *pb.InputsBufferSnapshot {
|
||||
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
|
||||
// Step#1, put the received "inputFrameUpsyncBatch" into "pR.InputsBuffer"
|
||||
for _, inputFrameUpsync := range inputFrameUpsyncBatch {
|
||||
@@ -1169,8 +1197,10 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
|
||||
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#1: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
|
||||
continue
|
||||
}
|
||||
if clientInputFrameId < player.LastReceivedInputFrameId {
|
||||
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, playerLastReceivedInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, player.LastReceivedInputFrameId, pR.InputsBufferString(false)))
|
||||
if clientInputFrameId < player.LastConsecutiveRecvInputFrameId {
|
||||
// [WARNING] It's important for correctness that we use "player.LastConsecutiveRecvInputFrameId" instead of "pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1]" here!
|
||||
//Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, playerLastConsecutiveRecvInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, player.LastConsecutiveRecvInputFrameId, pR.InputsBufferString(false)))
|
||||
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, playerLastConsecutiveRecvInputFrameId=%v", pR.Id, playerId, clientInputFrameId, player.LastConsecutiveRecvInputFrameId))
|
||||
continue
|
||||
}
|
||||
if clientInputFrameId > pR.InputsBuffer.EdFrameId {
|
||||
@@ -1182,11 +1212,25 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
|
||||
targetInputFrameDownsync.InputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
|
||||
targetInputFrameDownsync.ConfirmedList |= uint64(1 << uint32(player.JoinIndex-1))
|
||||
|
||||
player.LastReceivedInputFrameId = clientInputFrameId
|
||||
pR.LastIndividuallyConfirmedInputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
|
||||
if false == fromUDP {
|
||||
/**
|
||||
[WARNING] We have to distinguish whether or not the incoming batch is from UDP here, otherwise "pR.LatestPlayerUpsyncedInputFrameId - pR.LastAllConfirmedInputFrameId" might become unexpectedly large in case of "UDP packet loss + slow ws session"!
|
||||
|
||||
if clientInputFrameId > pR.LatestPlayerUpsyncedInputFrameId {
|
||||
pR.LatestPlayerUpsyncedInputFrameId = clientInputFrameId
|
||||
Moreover, only ws session upsyncs should advance "player.LastConsecutiveRecvInputFrameId" & "pR.LatestPlayerUpsyncedInputFrameId".
|
||||
|
||||
Kindly note that the updates of "player.LastConsecutiveRecvInputFrameId" could be discrete before and after reconnection.
|
||||
*/
|
||||
player.LastConsecutiveRecvInputFrameId = clientInputFrameId
|
||||
if clientInputFrameId > pR.LatestPlayerUpsyncedInputFrameId {
|
||||
pR.LatestPlayerUpsyncedInputFrameId = clientInputFrameId
|
||||
}
|
||||
}
|
||||
|
||||
if clientInputFrameId > pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1] {
|
||||
// No need to update "pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1]" only when "true == fromUDP", we should keep "pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1] >= player.LastConsecutiveRecvInputFrameId" at any moment.
|
||||
pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1] = clientInputFrameId
|
||||
// It's safe (in terms of getting an eventually correct "RenderFrameBuffer") to put the following update of "pR.LastIndividuallyConfirmedInputList" which is ONLY used for prediction in "InputsBuffer" out of "false == fromUDP" block.
|
||||
pR.LastIndividuallyConfirmedInputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1214,7 +1258,7 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
|
||||
shouldBreakConfirmation = true // Could be an `ACTIVE SLOW TICKER` here, but no action needed for now
|
||||
break
|
||||
}
|
||||
Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable for roomId=%v, skipping UNCONFIRMED BUT INACTIVE player(id:%v, joinIndex:%v) while checking inputFrameId=[%v, %v): InputsBuffer=%v", pR.Id, player.Id, player.JoinIndex, inputFrameId1, pR.InputsBuffer.EdFrameId, pR.InputsBufferString(false)))
|
||||
//Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable for roomId=%v, skipping UNCONFIRMED BUT INACTIVE player(id:%v, joinIndex:%v) while checking inputFrameId=[%v, %v): InputsBuffer=%v", pR.Id, player.Id, player.JoinIndex, inputFrameId1, pR.InputsBuffer.EdFrameId, pR.InputsBufferString(false)))
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1238,7 +1282,7 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
|
||||
snapshotStFrameId := (pR.LastAllConfirmedInputFrameId - newAllConfirmedCount)
|
||||
refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
|
||||
refSnapshotStFrameId := battle.ConvertToDelayedInputFrameId(refRenderFrameIdIfNeeded)
|
||||
if refSnapshotStFrameId < snapshotStFrameId {
|
||||
if pR.BackendDynamicsEnabled && refSnapshotStFrameId < snapshotStFrameId {
|
||||
snapshotStFrameId = refSnapshotStFrameId
|
||||
}
|
||||
Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable for roomId=%v returning newAllConfirmedCount=%d: InputsBuffer=%v", pR.Id, newAllConfirmedCount, pR.InputsBufferString(false)))
|
||||
@@ -1253,6 +1297,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
|
||||
totPlayerCnt := uint32(pR.Capacity)
|
||||
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
|
||||
unconfirmedMask := uint64(0)
|
||||
// As "pR.LastAllConfirmedInputFrameId" can be advanced by UDP but "pR.LatestPlayerUpsyncedInputFrameId" could only be advanced by ws session, when the following condition is met we know that the slow ticker is really in trouble!
|
||||
if pR.LatestPlayerUpsyncedInputFrameId > (pR.LastAllConfirmedInputFrameId + pR.InputFrameUpsyncDelayTolerance + 1) {
|
||||
// Type#1 check whether there's a significantly slow ticker among players
|
||||
oldLastAllConfirmedInputFrameId := pR.LastAllConfirmedInputFrameId
|
||||
@@ -1267,7 +1312,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
|
||||
pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
|
||||
}
|
||||
if 0 < unconfirmedMask {
|
||||
Logger.Info(fmt.Sprintf("[type#1 forceConfirmation] For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, oldLastAllConfirmedInputFrameId:%d, newLastAllConfirmedInputFrameId:%d, InputFrameUpsyncDelayTolerance:%d, unconfirmedMask=%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, oldLastAllConfirmedInputFrameId, pR.LastAllConfirmedInputFrameId, pR.InputFrameUpsyncDelayTolerance, unconfirmedMask))
|
||||
Logger.Info(fmt.Sprintf("[type#1 forceConfirmation] For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, LastAllConfirmedInputFrameId:%d -> %d, InputFrameUpsyncDelayTolerance:%d, unconfirmedMask=%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, oldLastAllConfirmedInputFrameId, pR.LastAllConfirmedInputFrameId, pR.InputFrameUpsyncDelayTolerance, unconfirmedMask))
|
||||
}
|
||||
} else {
|
||||
// Type#2 helps resolve the edge case when all players are disconnected temporarily
|
||||
@@ -1291,7 +1336,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
|
||||
func (pR *Room) produceInputsBufferSnapshotWithCurDynamicsRenderFrameAsRef(unconfirmedMask uint64, snapshotStFrameId, snapshotEdFrameId int32) *pb.InputsBufferSnapshot {
|
||||
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
|
||||
refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
|
||||
if 0 > refRenderFrameIdIfNeeded {
|
||||
if pR.BackendDynamicsEnabled && 0 > refRenderFrameIdIfNeeded {
|
||||
return nil
|
||||
}
|
||||
// Duplicate downsynced inputFrameIds will be filtered out by frontend.
|
||||
@@ -1342,8 +1387,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
|
||||
}
|
||||
}
|
||||
|
||||
nextRenderFrame := battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame, pR.Space, pR.CollisionSysMap, pR.SpaceOffsetX, pR.SpaceOffsetY, pR.CharacterConfigsArr)
|
||||
pR.RenderFrameBuffer.Put(nextRenderFrame)
|
||||
battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame.Id, pR.Space, pR.CollisionSysMap, pR.SpaceOffsetX, pR.SpaceOffsetY, pR.CharacterConfigsArr, pR.RenderFrameBuffer, pR.collisionHolder, pR.effPushbacks, pR.hardPushbackNormsArr, pR.jumpedOrNotList, pR.dynamicRectangleColliders, pR.LastIndividuallyConfirmedInputFrameId, pR.LastIndividuallyConfirmedInputList, false, MAGIC_JOIN_INDEX_INVALID) // DON'T mutate inputs upon dynamics on backend to avoid complicating the edge cases
|
||||
pR.CurDynamicsRenderFrameId++
|
||||
}
|
||||
}
|
||||
@@ -1494,6 +1538,7 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *pb.InputsBufferSnapsh
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
for _, player := range pR.PlayersArr {
|
||||
@@ -1510,11 +1555,16 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *pb.InputsBufferSnapsh
|
||||
|
||||
if playerDownsyncChan, existent := pR.PlayerDownsyncChanDict[player.Id]; existent {
|
||||
playerDownsyncChan <- (*inputsBufferSnapshot)
|
||||
//Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d, playerDownsyncChan:%p)#1", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, player.Id, playerDownsyncChan))
|
||||
//Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot{refRenderFrameId:%d, unconfirmedMask:%v} to {roomId: %d, playerId:%d, playerDownsyncChan:%p}#1", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, player.Id, playerDownsyncChan))
|
||||
} else {
|
||||
Logger.Warn(fmt.Sprintf("playerDownsyncChan for (roomId: %d, playerId:%d) is gone", pR.Id, player.Id))
|
||||
}
|
||||
}
|
||||
/*
|
||||
toSendInputFrameDownsyncs := inputsBufferSnapshot.ToSendInputFrameDownsyncs
|
||||
toSendInputFrameIdSt, toSendInputFrameIdEd := toSendInputFrameDownsyncs[0].InputFrameId, toSendInputFrameDownsyncs[len(toSendInputFrameDownsyncs)-1].InputFrameId+1
|
||||
Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot{refRenderFrameId:%d, unconfirmedMask:%v, inputFrameIdRange:[%d, %d)} to {roomId: %d}", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id))
|
||||
*/
|
||||
}
|
||||
|
||||
func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRenderFrameId int32, unconfirmedMask uint64, toSendInputFrameDownsyncsSnapshot []*pb.InputFrameDownsync, shouldForceResync bool) {
|
||||
@@ -1557,9 +1607,10 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
|
||||
pbRefRenderFrame := toPbRoomDownsyncFrame(refRenderFrame)
|
||||
pbRefRenderFrame.SpeciesIdList = pR.SpeciesIdList
|
||||
pR.sendSafely(pbRefRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false, MAGIC_JOIN_INDEX_DEFAULT)
|
||||
//Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: InputsBuffer=%v", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, pR.InputsBufferString(false)))
|
||||
if shouldResync1 || shouldResync3 {
|
||||
Logger.Debug(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: shouldResync1=%v, shouldResync2=%v, shouldResync3=%v, playerBattleState=%d", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, shouldResync1, shouldResync2, shouldResync3, playerBattleState))
|
||||
} else {
|
||||
//Logger.Debug(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: InputsBuffer=%v", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, pR.InputsBufferString(false)))
|
||||
}
|
||||
} else {
|
||||
pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false, MAGIC_JOIN_INDEX_DEFAULT)
|
||||
@@ -1730,7 +1781,7 @@ func (pR *Room) startBattleUdpTunnel() {
|
||||
pReq := new(pb.WsReq)
|
||||
bytes := message[0:rlen]
|
||||
if unmarshalErr := proto.Unmarshal(bytes, pReq); nil != unmarshalErr {
|
||||
Logger.Warn("`BattleUdpTunnel` for roomId=%d failed to unmarshal", zap.Error(unmarshalErr))
|
||||
Logger.Warn(fmt.Sprintf("`BattleUdpTunnel` for roomId=%d failed to unmarshal %d bytes", pR.Id, rlen), zap.Error(unmarshalErr))
|
||||
continue
|
||||
}
|
||||
playerId := pReq.PlayerId
|
||||
@@ -1757,10 +1808,10 @@ func (pR *Room) startBattleUdpTunnel() {
|
||||
}
|
||||
_, wrerr := conn.WriteTo(bytes, otherPlayer.BattleUdpTunnelAddr)
|
||||
if nil != wrerr {
|
||||
Logger.Warn(fmt.Sprintf("`BattleUdpTunnel` for roomId=%d failed to forward upsync from (playerId:%d, joinIndex:%d, addr:%s) to (otherPlayerId:%d, otherPlayerJoinIndex:%d, otherPlayerAddr:%s)\n", pR.Id, playerId, peerJoinIndex, remote, otherPlayer.Id, otherPlayer.JoinIndex, otherPlayer.BattleUdpTunnelAddr))
|
||||
//Logger.Debug(fmt.Sprintf("`BattleUdpTunnel` for roomId=%d failed to forward upsync from (playerId:%d, joinIndex:%d, addr:%s) to (otherPlayerId:%d, otherPlayerJoinIndex:%d, otherPlayerAddr:%s)\n", pR.Id, playerId, peerJoinIndex, remote, otherPlayer.Id, otherPlayer.JoinIndex, otherPlayer.BattleUdpTunnelAddr))
|
||||
}
|
||||
}
|
||||
pR.OnBattleCmdReceived(pReq) // To help advance "pR.LastAllConfirmedInputFrameId" asap
|
||||
pR.OnBattleCmdReceived(pReq, true) // To help advance "pR.LastAllConfirmedInputFrameId" asap, and even if "pR.LastAllConfirmedInputFrameId" is not advanced due to packet loss, these UDP packets would help prefill the "InputsBuffer" with correct player "future inputs (compared to ws session)" such that when "forceConfirmation" occurs we have as many correct predictions as possible
|
||||
}
|
||||
|
||||
}
|
||||
|
@@ -26,38 +26,40 @@ type PlayerDownsync struct {
|
||||
sizeCache protoimpl.SizeCache
|
||||
unknownFields protoimpl.UnknownFields
|
||||
|
||||
Id int32 `protobuf:"varint,1,opt,name=id,proto3" json:"id,omitempty"`
|
||||
VirtualGridX int32 `protobuf:"varint,2,opt,name=virtualGridX,proto3" json:"virtualGridX,omitempty"`
|
||||
VirtualGridY int32 `protobuf:"varint,3,opt,name=virtualGridY,proto3" json:"virtualGridY,omitempty"`
|
||||
DirX int32 `protobuf:"varint,4,opt,name=dirX,proto3" json:"dirX,omitempty"`
|
||||
DirY int32 `protobuf:"varint,5,opt,name=dirY,proto3" json:"dirY,omitempty"`
|
||||
VelX int32 `protobuf:"varint,6,opt,name=velX,proto3" json:"velX,omitempty"`
|
||||
VelY int32 `protobuf:"varint,7,opt,name=velY,proto3" json:"velY,omitempty"` // "velX" and "velY" is used to record the accumulated effect by inertia and accelerations (including gravity)
|
||||
Speed int32 `protobuf:"varint,8,opt,name=speed,proto3" json:"speed,omitempty"` // this is the instantaneous scalar attribute of a character, different from but will be accounted in "velX" and "velY"
|
||||
BattleState int32 `protobuf:"varint,9,opt,name=battleState,proto3" json:"battleState,omitempty"`
|
||||
JoinIndex int32 `protobuf:"varint,10,opt,name=joinIndex,proto3" json:"joinIndex,omitempty"`
|
||||
ColliderRadius int32 `protobuf:"varint,11,opt,name=colliderRadius,proto3" json:"colliderRadius,omitempty"`
|
||||
Removed bool `protobuf:"varint,12,opt,name=removed,proto3" json:"removed,omitempty"`
|
||||
Score int32 `protobuf:"varint,13,opt,name=score,proto3" json:"score,omitempty"`
|
||||
LastMoveGmtMillis int32 `protobuf:"varint,14,opt,name=lastMoveGmtMillis,proto3" json:"lastMoveGmtMillis,omitempty"`
|
||||
FramesToRecover int32 `protobuf:"varint,15,opt,name=framesToRecover,proto3" json:"framesToRecover,omitempty"`
|
||||
Hp int32 `protobuf:"varint,16,opt,name=hp,proto3" json:"hp,omitempty"`
|
||||
MaxHp int32 `protobuf:"varint,17,opt,name=maxHp,proto3" json:"maxHp,omitempty"`
|
||||
CharacterState int32 `protobuf:"varint,18,opt,name=characterState,proto3" json:"characterState,omitempty"`
|
||||
InAir bool `protobuf:"varint,19,opt,name=inAir,proto3" json:"inAir,omitempty"` // by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "inAir (prev -> curr)"
|
||||
FramesInChState int32 `protobuf:"varint,20,opt,name=framesInChState,proto3" json:"framesInChState,omitempty"` // number of frames elapsed in the current character state
|
||||
ActiveSkillId int32 `protobuf:"varint,21,opt,name=activeSkillId,proto3" json:"activeSkillId,omitempty"`
|
||||
ActiveSkillHit int32 `protobuf:"varint,22,opt,name=activeSkillHit,proto3" json:"activeSkillHit,omitempty"`
|
||||
FramesInvinsible int32 `protobuf:"varint,23,opt,name=framesInvinsible,proto3" json:"framesInvinsible,omitempty"`
|
||||
BulletTeamId int32 `protobuf:"varint,24,opt,name=bulletTeamId,proto3" json:"bulletTeamId,omitempty"`
|
||||
ChCollisionTeamId int32 `protobuf:"varint,25,opt,name=chCollisionTeamId,proto3" json:"chCollisionTeamId,omitempty"`
|
||||
OnWall bool `protobuf:"varint,26,opt,name=onWall,proto3" json:"onWall,omitempty"` // like "inAir", it’s by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "onWall (prev -> curr)"
|
||||
OnWallNormX int32 `protobuf:"varint,27,opt,name=onWallNormX,proto3" json:"onWallNormX,omitempty"`
|
||||
OnWallNormY int32 `protobuf:"varint,28,opt,name=onWallNormY,proto3" json:"onWallNormY,omitempty"`
|
||||
CapturedByInertia bool `protobuf:"varint,29,opt,name=capturedByInertia,proto3" json:"capturedByInertia,omitempty"` // like "inAir", it’s by design a standalone field only inferred by the calc result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState"
|
||||
Name string `protobuf:"bytes,997,opt,name=name,proto3" json:"name,omitempty"`
|
||||
DisplayName string `protobuf:"bytes,998,opt,name=displayName,proto3" json:"displayName,omitempty"`
|
||||
Avatar string `protobuf:"bytes,999,opt,name=avatar,proto3" json:"avatar,omitempty"`
|
||||
Id int32 `protobuf:"varint,1,opt,name=id,proto3" json:"id,omitempty"`
|
||||
VirtualGridX int32 `protobuf:"varint,2,opt,name=virtualGridX,proto3" json:"virtualGridX,omitempty"`
|
||||
VirtualGridY int32 `protobuf:"varint,3,opt,name=virtualGridY,proto3" json:"virtualGridY,omitempty"`
|
||||
DirX int32 `protobuf:"varint,4,opt,name=dirX,proto3" json:"dirX,omitempty"`
|
||||
DirY int32 `protobuf:"varint,5,opt,name=dirY,proto3" json:"dirY,omitempty"`
|
||||
VelX int32 `protobuf:"varint,6,opt,name=velX,proto3" json:"velX,omitempty"`
|
||||
VelY int32 `protobuf:"varint,7,opt,name=velY,proto3" json:"velY,omitempty"` // "velX" and "velY" is used to record the accumulated effect by inertia and accelerations (including gravity)
|
||||
Speed int32 `protobuf:"varint,8,opt,name=speed,proto3" json:"speed,omitempty"` // this is the instantaneous scalar attribute of a character, different from but will be accounted in "velX" and "velY"
|
||||
BattleState int32 `protobuf:"varint,9,opt,name=battleState,proto3" json:"battleState,omitempty"`
|
||||
JoinIndex int32 `protobuf:"varint,10,opt,name=joinIndex,proto3" json:"joinIndex,omitempty"`
|
||||
ColliderRadius int32 `protobuf:"varint,11,opt,name=colliderRadius,proto3" json:"colliderRadius,omitempty"`
|
||||
Removed bool `protobuf:"varint,12,opt,name=removed,proto3" json:"removed,omitempty"`
|
||||
Score int32 `protobuf:"varint,13,opt,name=score,proto3" json:"score,omitempty"`
|
||||
LastMoveGmtMillis int32 `protobuf:"varint,14,opt,name=lastMoveGmtMillis,proto3" json:"lastMoveGmtMillis,omitempty"`
|
||||
FramesToRecover int32 `protobuf:"varint,15,opt,name=framesToRecover,proto3" json:"framesToRecover,omitempty"`
|
||||
Hp int32 `protobuf:"varint,16,opt,name=hp,proto3" json:"hp,omitempty"`
|
||||
MaxHp int32 `protobuf:"varint,17,opt,name=maxHp,proto3" json:"maxHp,omitempty"`
|
||||
CharacterState int32 `protobuf:"varint,18,opt,name=characterState,proto3" json:"characterState,omitempty"`
|
||||
InAir bool `protobuf:"varint,19,opt,name=inAir,proto3" json:"inAir,omitempty"` // by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "inAir (prev -> curr)"
|
||||
FramesInChState int32 `protobuf:"varint,20,opt,name=framesInChState,proto3" json:"framesInChState,omitempty"` // number of frames elapsed in the current character state
|
||||
ActiveSkillId int32 `protobuf:"varint,21,opt,name=activeSkillId,proto3" json:"activeSkillId,omitempty"`
|
||||
ActiveSkillHit int32 `protobuf:"varint,22,opt,name=activeSkillHit,proto3" json:"activeSkillHit,omitempty"`
|
||||
FramesInvinsible int32 `protobuf:"varint,23,opt,name=framesInvinsible,proto3" json:"framesInvinsible,omitempty"`
|
||||
BulletTeamId int32 `protobuf:"varint,24,opt,name=bulletTeamId,proto3" json:"bulletTeamId,omitempty"`
|
||||
ChCollisionTeamId int32 `protobuf:"varint,25,opt,name=chCollisionTeamId,proto3" json:"chCollisionTeamId,omitempty"`
|
||||
OnWall bool `protobuf:"varint,26,opt,name=onWall,proto3" json:"onWall,omitempty"` // like "inAir", it’s by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "onWall (prev -> curr)"
|
||||
OnWallNormX int32 `protobuf:"varint,27,opt,name=onWallNormX,proto3" json:"onWallNormX,omitempty"`
|
||||
OnWallNormY int32 `protobuf:"varint,28,opt,name=onWallNormY,proto3" json:"onWallNormY,omitempty"`
|
||||
CapturedByInertia bool `protobuf:"varint,29,opt,name=capturedByInertia,proto3" json:"capturedByInertia,omitempty"` // like "inAir", it’s by design a standalone field only inferred by the calc result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState"
|
||||
RevivalVirtualGridX int32 `protobuf:"varint,30,opt,name=revivalVirtualGridX,proto3" json:"revivalVirtualGridX,omitempty"`
|
||||
RevivalVirtualGridY int32 `protobuf:"varint,31,opt,name=revivalVirtualGridY,proto3" json:"revivalVirtualGridY,omitempty"`
|
||||
Name string `protobuf:"bytes,997,opt,name=name,proto3" json:"name,omitempty"`
|
||||
DisplayName string `protobuf:"bytes,998,opt,name=displayName,proto3" json:"displayName,omitempty"`
|
||||
Avatar string `protobuf:"bytes,999,opt,name=avatar,proto3" json:"avatar,omitempty"`
|
||||
}
|
||||
|
||||
func (x *PlayerDownsync) Reset() {
|
||||
@@ -295,6 +297,20 @@ func (x *PlayerDownsync) GetCapturedByInertia() bool {
|
||||
return false
|
||||
}
|
||||
|
||||
func (x *PlayerDownsync) GetRevivalVirtualGridX() int32 {
|
||||
if x != nil {
|
||||
return x.RevivalVirtualGridX
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
func (x *PlayerDownsync) GetRevivalVirtualGridY() int32 {
|
||||
if x != nil {
|
||||
return x.RevivalVirtualGridY
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
func (x *PlayerDownsync) GetName() string {
|
||||
if x != nil {
|
||||
return x.Name
|
||||
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0x65, 0x72, 0x4a, 0x6f, 0x69, 0x6e, 0x49, 0x6e, 0x64, 0x65, 0x78, 0x42, 0x13, 0x5a, 0x11, 0x62,
|
||||
0x61, 0x74, 0x74, 0x6c, 0x65, 0x5f, 0x73, 0x72, 0x76, 0x2f, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x73,
|
||||
0x62, 0x06, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x33,
|
||||
}
|
||||
|
||||
var (
|
||||
|
@@ -50,7 +50,17 @@ func Serve(c *gin.Context) {
|
||||
|
||||
boundRoomId := 0
|
||||
expectedRoomId := 0
|
||||
speciesId := 0
|
||||
var err error
|
||||
if speciesIdStr, hasSpeciesId := c.GetQuery("speciesId"); hasSpeciesId {
|
||||
speciesId, err = strconv.Atoi(speciesIdStr)
|
||||
if err != nil {
|
||||
// TODO: Abort with specific message.
|
||||
c.AbortWithStatus(http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
if boundRoomIdStr, hasBoundRoomId := c.GetQuery("boundRoomId"); hasBoundRoomId {
|
||||
boundRoomId, err = strconv.Atoi(boundRoomIdStr)
|
||||
if err != nil {
|
||||
@@ -178,34 +188,33 @@ func Serve(c *gin.Context) {
|
||||
}()
|
||||
Logger.Debug("Acquired RoomHeapMux for player:", zap.Any("playerId", playerId))
|
||||
// Logger.Info("The RoomHeapManagerIns has:", zap.Any("addr", fmt.Sprintf("%p", models.RoomHeapManagerIns)), zap.Any("size", len(*(models.RoomHeapManagerIns))))
|
||||
playerSuccessfullyAddedToRoom := false
|
||||
playerRoomRelation := Constants.RetCode.UnknownError
|
||||
if 0 < boundRoomId {
|
||||
if tmpPRoom, existent := (*models.RoomMapManagerIns)[int32(boundRoomId)]; existent {
|
||||
pRoom = tmpPRoom
|
||||
res := pRoom.ReAddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer)
|
||||
if !res {
|
||||
playerRoomRelation = pRoom.ReAddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer)
|
||||
if Constants.RetCode.Ok != playerRoomRelation {
|
||||
Logger.Warn("Failed to get:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forBoundRoomId", boundRoomId))
|
||||
} else {
|
||||
playerSuccessfullyAddedToRoom = true
|
||||
}
|
||||
}
|
||||
} else if 0 < expectedRoomId {
|
||||
if tmpRoom, existent := (*models.RoomMapManagerIns)[int32(expectedRoomId)]; existent {
|
||||
pRoom = tmpRoom
|
||||
|
||||
if pRoom.ReAddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer) {
|
||||
playerSuccessfullyAddedToRoom = true
|
||||
} else if pRoom.AddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer) {
|
||||
playerSuccessfullyAddedToRoom = true
|
||||
} else {
|
||||
Logger.Warn("Failed to get:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forExpectedRoomId", expectedRoomId))
|
||||
playerSuccessfullyAddedToRoom = false
|
||||
playerRoomRelation = pRoom.ReAddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer)
|
||||
if Constants.RetCode.Ok != playerRoomRelation {
|
||||
playerRoomRelation = pRoom.AddPlayerIfPossible(pPlayer, speciesId, conn, signalToCloseConnOfThisPlayer)
|
||||
}
|
||||
if Constants.RetCode.Ok != playerRoomRelation {
|
||||
Logger.Warn("Failed to get:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forExpectedRoomId", expectedRoomId))
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if false == playerSuccessfullyAddedToRoom {
|
||||
if Constants.RetCode.SamePlayerAlreadyInSameRoom == playerRoomRelation {
|
||||
signalToCloseConnOfThisPlayer(playerRoomRelation, fmt.Sprintf("playerId == %v is already in a room, this account is possibly stolen!", playerId))
|
||||
}
|
||||
|
||||
if Constants.RetCode.Ok != playerRoomRelation {
|
||||
defer func() {
|
||||
if pRoom != nil {
|
||||
heap.Push(models.RoomHeapManagerIns, pRoom)
|
||||
@@ -219,9 +228,9 @@ func Serve(c *gin.Context) {
|
||||
} else {
|
||||
pRoom = tmpRoom
|
||||
Logger.Info("Successfully popped:\n", zap.Any("roomId", pRoom.Id), zap.Any("forPlayerId", playerId))
|
||||
res := pRoom.AddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer)
|
||||
if !res {
|
||||
signalToCloseConnOfThisPlayer(Constants.RetCode.PlayerNotAddableToRoom, fmt.Sprintf("AddPlayerIfPossible returns false for roomId == %v, playerId == %v!", pRoom.Id, playerId))
|
||||
playerRoomRelation = pRoom.AddPlayerIfPossible(pPlayer, speciesId, conn, signalToCloseConnOfThisPlayer)
|
||||
if Constants.RetCode.Ok != playerRoomRelation {
|
||||
signalToCloseConnOfThisPlayer(playerRoomRelation, fmt.Sprintf("AddPlayerIfPossible returns false for roomId == %v, playerId == %v!", pRoom.Id, playerId))
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -388,7 +397,7 @@ func Serve(c *gin.Context) {
|
||||
startOrFeedHeartbeatWatchdog(conn)
|
||||
case models.UPSYNC_MSG_ACT_PLAYER_CMD:
|
||||
startOrFeedHeartbeatWatchdog(conn)
|
||||
pRoom.OnBattleCmdReceived(pReq)
|
||||
pRoom.OnBattleCmdReceived(pReq, false)
|
||||
case models.UPSYNC_MSG_ACT_PLAYER_COLLIDER_ACK:
|
||||
res := pRoom.OnPlayerBattleColliderAcked(int32(playerId))
|
||||
if false == res {
|
||||
|
BIN
charts/How-to-play-1.png
Normal file
After Width: | Height: | Size: 24 KiB |
BIN
charts/How-to-play-2.png
Normal file
After Width: | Height: | Size: 24 KiB |
BIN
charts/How-to-play-3.png
Normal file
After Width: | Height: | Size: 92 KiB |
BIN
charts/How-to-play-4.png
Normal file
After Width: | Height: | Size: 64 KiB |
BIN
charts/Merged_cut_annotated_spedup.gif
Normal file
After Width: | Height: | Size: 7.4 MiB |
BIN
charts/Phone4g_battle_spedup.gif
Normal file
After Width: | Height: | Size: 22 MiB |
Before Width: | Height: | Size: 6.7 MiB |
Before Width: | Height: | Size: 3.7 MiB |
Before Width: | Height: | Size: 684 KiB |
@@ -12,8 +12,9 @@ func NormVec2D(dx, dy float64) Vec2D {
|
||||
}
|
||||
|
||||
func ConvexPolygonStr(body *resolv.ConvexPolygon) string {
|
||||
var s []string = make([]string, len(body.Points))
|
||||
for i, p := range body.Points {
|
||||
var s []string = make([]string, body.Points.Cnt)
|
||||
for i := int32(0); i < body.Points.Cnt; i++ {
|
||||
p := body.GetPointByOffset(i)
|
||||
s[i] = fmt.Sprintf("[%.2f, %.2f]", p[0]+body.X, p[1]+body.Y)
|
||||
}
|
||||
|
||||
|
@@ -109,6 +109,7 @@ var constants = {
|
||||
"GET_SMS_CAPTCHA_RESP_ERROR_CODE": 2023,
|
||||
"SMS_CAPTCHA_REQUESTED_TOO_FREQUENTLY": 2024,
|
||||
"SMS_CAPTCHA_NOT_MATCH": 2025,
|
||||
"SAME_PLAYER_ALREADY_IN_SAME_ROOM": 2026,
|
||||
|
||||
"NOT_IMPLEMENTED_YET": 65535
|
||||
},
|
||||
|
@@ -3,7 +3,7 @@
|
||||
"_name": "Fireball1Explosion",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.26666666666666666,
|
||||
"_duration": 0.5,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
@@ -30,19 +30,19 @@
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.15,
|
||||
"frame": 0.16666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "8b566f26-b34d-4da6-bdaa-078358a5b685"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.2,
|
||||
"frame": 0.31666666666666665,
|
||||
"value": {
|
||||
"__uuid__": "6ec5f75d-307e-4292-b667-cbbb5a52c2f6"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.25,
|
||||
"frame": 0.48333333333333334,
|
||||
"value": {
|
||||
"__uuid__": "d89977f1-d927-4a08-9591-9feb1daf68c8"
|
||||
}
|
||||
|
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Fireball2Explosion",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.5,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "a1979f05-3ecc-4d70-9ea9-7822e35602c3"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.05,
|
||||
"value": {
|
||||
"__uuid__": "850884ca-2e6a-4d04-94d9-fd929ac33942"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.08333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "88b9c254-1fd8-451f-902e-4a43a7ef5d51"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.13333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "566342a3-cfde-44c9-afbe-7d9469653ccb"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.18333333333333332,
|
||||
"value": {
|
||||
"__uuid__": "d1620a98-de62-4069-8910-122f361d22a4"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.23333333333333334,
|
||||
"value": {
|
||||
"__uuid__": "2e9ed070-e592-4e77-8fa1-c5250deb006b"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.2833333333333333,
|
||||
"value": {
|
||||
"__uuid__": "a3e8357d-39da-42e8-b26b-f5ae7a68aed7"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.3333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "3f3cb45c-732d-4bea-89b4-5495fb0d2c37"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.38333333333333336,
|
||||
"value": {
|
||||
"__uuid__": "d7aeb01a-4e04-4037-a2c4-ba72f45f69f3"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.43333333333333335,
|
||||
"value": {
|
||||
"__uuid__": "fe4a97a0-1207-4b81-a541-c2da0bf0a6f3"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.48333333333333334,
|
||||
"value": {
|
||||
"__uuid__": "97014ab9-8bdd-4b71-9f61-0639327f9159"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "14b92f5c-af81-416a-a162-e5822d20fe68",
|
||||
"subMetas": {}
|
||||
}
|
@@ -0,0 +1,79 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Fireball3Explosion",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.5,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "0e003318-f8c2-40f7-b144-140b5ca1e46a"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.06666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "9c2b0cc2-9a52-4052-b796-cd6c6bd940d4"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.11666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "76fe0c09-d2d6-432d-bacb-20d297eb4966"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.2,
|
||||
"value": {
|
||||
"__uuid__": "0735a7ff-0e50-472a-b0f9-8e2cc97be7e7"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.2833333333333333,
|
||||
"value": {
|
||||
"__uuid__": "993199a8-54a9-40d1-8d2f-12bf16af934c"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.35,
|
||||
"value": {
|
||||
"__uuid__": "5d8d9ffc-b4d6-4518-9946-953929ec055c"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.38333333333333336,
|
||||
"value": {
|
||||
"__uuid__": "6501ae08-b0ff-43ad-b5c5-cb6dc67f989d"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.4166666666666667,
|
||||
"value": {
|
||||
"__uuid__": "616cfa00-1dba-4a71-8141-36774933b6a9"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.45,
|
||||
"value": {
|
||||
"__uuid__": "4b296e86-2e96-4276-b6de-6a6b22530344"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.48333333333333334,
|
||||
"value": {
|
||||
"__uuid__": "f9cc8e37-c9c2-4f20-9d7e-4533c4e859fe"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "0dbb90ed-a08a-448c-b06e-4831260e9213",
|
||||
"subMetas": {}
|
||||
}
|
97
frontend/assets/resources/animation/Fireball/Fireball2.anim
Normal file
@@ -0,0 +1,97 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Fireball2",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.21666666666666667,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 2,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "db4c7e6f-9bee-4e7a-8628-d41b8bcaff42"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.016666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "42796576-72b3-49c2-8c5a-ea946fbe1525"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.03333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "0aa5a52f-a92a-4a4a-b49b-aee2b5a3eb55"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.05,
|
||||
"value": {
|
||||
"__uuid__": "0a7b5e41-acdc-4af3-beff-0a42aca9f91a"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.06666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "de0b22b7-65ca-455f-bcd1-2ddd6cc114e2"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.08333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "e9ce1383-9e3d-4d44-9f80-ab5fa2224138"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.1,
|
||||
"value": {
|
||||
"__uuid__": "5b22df7e-414b-44a3-989f-640c5b9417b9"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.11666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "f459615c-70a4-421b-b649-a28460332364"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.13333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "c2723b9d-fbd8-4524-a0dd-b110451e4e32"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.15,
|
||||
"value": {
|
||||
"__uuid__": "4286b3d1-fea2-41fd-8829-7635f546def4"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.16666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "4e0d6419-62df-4382-893e-dd7cc47f7770"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.18333333333333332,
|
||||
"value": {
|
||||
"__uuid__": "f0cd9259-b323-4fba-ad8b-02d5e56c2cd4"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.2,
|
||||
"value": {
|
||||
"__uuid__": "0193b66d-06bb-49f9-b2f5-51fff8b16015"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "d2c65ac4-a5b3-411e-8d2d-18d3980649d7",
|
||||
"subMetas": {}
|
||||
}
|
73
frontend/assets/resources/animation/Fireball/Fireball3.anim
Normal file
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73
frontend/assets/resources/animation/KnifeGirl/Atk4.anim
Normal file
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103
frontend/assets/resources/animation/KnifeGirl/Dying.anim
Normal file
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61
frontend/assets/resources/animation/Monk/Dashing.anim
Normal file
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115
frontend/assets/resources/animation/Monk/Dying.anim
Normal file
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5
frontend/assets/resources/animation/Monk/Dying.anim.meta
Normal file
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91
frontend/assets/resources/animation/MonkGirl/Atk4.anim
Normal file
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"spriteFrame": [
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{
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||||
"frame": 0,
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"value": {
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"__uuid__": "a9a10466-1e80-4fb8-9c32-2019ee2c988d"
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}
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},
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{
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||||
"frame": 0.05,
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"value": {
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"__uuid__": "e0e3907f-520c-4c4c-991a-ec554e24f368"
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||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.1,
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||||
"value": {
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"__uuid__": "e4bec6fe-db19-4cf6-a8cc-bfcc3e892d5e"
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||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.15,
|
||||
"value": {
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||||
"__uuid__": "c36ceda7-2e5d-42f4-ae7b-02064348a1c2"
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||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.18333333333333332,
|
||||
"value": {
|
||||
"__uuid__": "07004da9-abd4-4a05-baee-447235dcdf2d"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.23333333333333334,
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||||
"value": {
|
||||
"__uuid__": "dd047451-9715-4e68-9ae5-4e4556007190"
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||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.2833333333333333,
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||||
"value": {
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||||
"__uuid__": "7b2acb5e-3ee8-4c26-b950-f201346cefde"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.31666666666666665,
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||||
"value": {
|
||||
"__uuid__": "b378b873-fae7-49dd-8581-15136046e2f1"
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||||
}
|
||||
},
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{
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||||
"frame": 0.36666666666666664,
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"value": {
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"__uuid__": "845b1de6-648f-422a-8289-98222175b787"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.4166666666666667,
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||||
"value": {
|
||||
"__uuid__": "df09902a-52d8-4dec-9d05-62d3428c4625"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.4666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "da55a31c-ce4a-4003-a119-8c76fd6d1a80"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.5166666666666667,
|
||||
"value": {
|
||||
"__uuid__": "bd3f63fb-6d6d-47d2-9d96-2b58292fccfa"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "168df303-4b6a-4376-940c-3d36fa9e98d8",
|
||||
"subMetas": {}
|
||||
}
|
55
frontend/assets/resources/animation/MonkGirl/Dashing.anim
Normal file
@@ -0,0 +1,55 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Dashing",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.18333333333333332,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "b8c177cf-013e-4936-a031-2d3480cf975b"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.03333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "ae2d8041-e7ee-4300-b3d6-3e85b146f33c"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.06666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "f0518811-8fc9-4f9c-9ec4-401abdb3917d"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.1,
|
||||
"value": {
|
||||
"__uuid__": "3117e445-fe0f-425f-83af-5b719bf8a009"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.13333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "f9d00d7d-2143-4893-be61-32cf1490c9f2"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.16666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "daff32df-5e22-4d4e-94d2-6e4522a02138"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "d7b6d7c4-d2b5-49c6-bbcb-d8d80f52ae7e",
|
||||
"subMetas": {}
|
||||
}
|
61
frontend/assets/resources/animation/MonkGirl/Dying.anim
Normal file
@@ -0,0 +1,61 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Dying",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.45,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "0b31e6af-6d24-4915-b87b-772c6eb10ca7"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.06666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "c597fb09-4621-4d1f-abf9-6484405a6330"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.13333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "8c8be852-b65d-41d8-800f-04cbb3cad094"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.2,
|
||||
"value": {
|
||||
"__uuid__": "f9522b47-812e-4020-845a-5d9f6d9aca90"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.26666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "1ff63b81-49d8-4d68-9526-5f0dc4c88ef0"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.3333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "4e96b6fd-2cd1-412b-98a8-7f22040af589"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.43333333333333335,
|
||||
"value": {
|
||||
"__uuid__": "a827896b-00b5-4385-9648-2c40414b29c3"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "86706adc-e079-4997-883b-3e269d223065",
|
||||
"subMetas": {}
|
||||
}
|
@@ -59,6 +59,12 @@
|
||||
"__uuid__": "0ecf4a0c-0f13-42fa-a214-b4826acd8556"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.3,
|
||||
"value": {
|
||||
"__uuid__": "cabf9cb6-99ca-426d-9a23-95cdec6f06b9"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.3333333333333333,
|
||||
"value": {
|
||||
|
Before Width: | Height: | Size: 98 KiB After Width: | Height: | Size: 227 KiB |
25
frontend/assets/resources/animation/MonkGirl/OnWall.anim
Normal file
@@ -0,0 +1,25 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "OnWall",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.016666666666666666,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "d5c1e6b4-1048-43e2-96f9-801dc23cf418"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "57358699-1d1b-44db-898c-df0c3ce9aab0",
|
||||
"subMetas": {}
|
||||
}
|
@@ -1,11 +1,11 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.2" tiledversion="1.2.3" orientation="orthogonal" renderorder="right-down" width="128" height="64" tilewidth="16" tileheight="16" infinite="0" nextlayerid="7" nextobjectid="137">
|
||||
<map version="1.2" tiledversion="1.2.3" orientation="orthogonal" renderorder="right-down" width="128" height="64" tilewidth="16" tileheight="16" infinite="0" nextlayerid="9" nextobjectid="138">
|
||||
<tileset firstgid="1" source="tiles0.tsx"/>
|
||||
<tileset firstgid="65" source="tiles1.tsx"/>
|
||||
<tileset firstgid="129" source="tiles2.tsx"/>
|
||||
<layer id="6" name="Ground" width="128" height="64">
|
||||
<layer id="8" name="Ground" width="128" height="64">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJzt201uwjAQhuEIxCY7KugeqTepumHXC/T+xyCqYimy4sQ4E2bE9y6eDf+e1w4bOHZddwQAAAAAAAAAAACAF/jBP+8Onv29P4M35Rkor50ZaK+dGWivnRlor50ZtK39UmnL5/owegz94/X/on8Ykfsv9V27n/72a0/drPqfBucZeeMSjxm8m5b+W1m9Dv3fv//c9eG88f3p397fytr1vNR9j31A/1hq21vtg4gziNz/ZvQY+vubrr0fefdv3QOt+0O9/3cm3ZffntwqlZ4fTZqBdwuv/odROv9/g3vBwUDpjFq8dst7q5//vP/0O2B6m1V/T/Qv979nvedY9/jcwTPXHPov9+lXZldjrb/1fqL/c/2vo6W5bTn/S3tg7/Nfsz/pX+5v+Z1L/3i8f3cdhXcHz/6/4uivjf7a6K+N/tror43+2uivjf7a6K+N/tror43+2uivjf7a6K+N/tror43+2uivjf7a6K+N/trSf6C8W9Cf/vSn/6v7Y7/+Dyz1uAA=
|
||||
eJzt2j1uwkAQgFEESkNHlKRHyk2iNHRcIPc/RlCEJWSxtrHHmRX7itfw651v1zTsNpvNDgAAAAAAAOAffPMnu0Nm/+xryNbyDFpeuxm0vXYzaHvtZtD22s1g3trfJlpyXa9Br9G/vv6f+lej5v5Dfcee1z9+7V23qP4vF4c7+o1LMmbwbOb0Xyrqc/R//v737g+Hhd+v//z+Ucbu56Xua+wD/esytX3UPqhxBjX3Pwa9Rv98t2vfX2X3n7sH5u6P1vt/9XTP9R/vHCcqvb823QyyW2T131515//n4lSwDVA6oxGfPee7Wz///f63vwG3j0X1z6R/uf+p1/ue6B4fK3jknqP/cJ/9yOymGOsfvZ/0f6z/+9XQ3Jac/6E9sPb5n7I/9S/3j/zN1b8+2f+7rkV2h8z+58bp37Y1+x8qlz37WmR30F9//fXXX38AAAAAAAAAAAAg1y8jXMSV
|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup id="1" name="PlayerStartingPos">
|
||||
@@ -84,12 +84,12 @@
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="84" x="640" y="224" width="16" height="800">
|
||||
<object id="84" x="640" y="224" width="16" height="416">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="85" x="1680" y="224" width="16" height="800">
|
||||
<object id="85" x="1680" y="224" width="16" height="416">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
@@ -149,17 +149,12 @@
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="113" x="640" y="1008" width="1056" height="16">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="114" x="640" y="224" width="1056" height="16">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="119" x="656" y="592" width="1024" height="416">
|
||||
<object id="119" x="656" y="592" width="512" height="48">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
@@ -169,5 +164,10 @@
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="137" x="1168" y="592" width="512" height="48">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
|
@@ -37,6 +37,8 @@ message PlayerDownsync {
|
||||
int32 onWallNormY = 28;
|
||||
|
||||
bool capturedByInertia = 29; // like "inAir", it’s by design a standalone field only inferred by the calc result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState"
|
||||
int32 revivalVirtualGridX = 30;
|
||||
int32 revivalVirtualGridY = 31;
|
||||
|
||||
string name = 997;
|
||||
string displayName = 998;
|
||||
|
@@ -25,16 +25,19 @@
|
||||
},
|
||||
{
|
||||
"__id__": 8
|
||||
},
|
||||
{
|
||||
"__id__": 22
|
||||
}
|
||||
],
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 22
|
||||
"__id__": 29
|
||||
}
|
||||
],
|
||||
"_prefab": {
|
||||
"__id__": 23
|
||||
"__id__": 30
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
||||
@@ -324,8 +327,8 @@
|
||||
"_color": {
|
||||
"__type__": "cc.Color",
|
||||
"r": 255,
|
||||
"g": 255,
|
||||
"b": 255,
|
||||
"g": 0,
|
||||
"b": 0,
|
||||
"a": 255
|
||||
},
|
||||
"_contentSize": {
|
||||
@@ -483,12 +486,21 @@
|
||||
{
|
||||
"__uuid__": "e8247e2a-1b5b-4618-86f8-224b25246b55"
|
||||
},
|
||||
null,
|
||||
null,
|
||||
null,
|
||||
{
|
||||
"__uuid__": "168df303-4b6a-4376-940c-3d36fa9e98d8"
|
||||
},
|
||||
null,
|
||||
{
|
||||
"__uuid__": "d7b6d7c4-d2b5-49c6-bbcb-d8d80f52ae7e"
|
||||
},
|
||||
{
|
||||
"__uuid__": "57358699-1d1b-44db-898c-df0c3ce9aab0"
|
||||
},
|
||||
{
|
||||
"__uuid__": "6e1139d4-03dd-4bd4-9510-606e94f629fe"
|
||||
},
|
||||
{
|
||||
"__uuid__": "86706adc-e079-4997-883b-3e269d223065"
|
||||
}
|
||||
],
|
||||
"playOnLoad": false,
|
||||
@@ -653,7 +665,9 @@
|
||||
{
|
||||
"__uuid__": "9b500cb0-8048-4715-81db-cc975c914225"
|
||||
},
|
||||
null,
|
||||
{
|
||||
"__uuid__": "2aef91f9-ef47-4bb4-bf43-5441723aa639"
|
||||
},
|
||||
null,
|
||||
{
|
||||
"__uuid__": "38b2c892-347b-4009-93f8-65b2ab1614f0"
|
||||
@@ -663,6 +677,9 @@
|
||||
},
|
||||
{
|
||||
"__uuid__": "e906322d-a08b-4477-a2e9-98acd42fa034"
|
||||
},
|
||||
{
|
||||
"__uuid__": "ac90c9b8-3b06-4866-89ce-2c953a9d5a9a"
|
||||
}
|
||||
],
|
||||
"playOnLoad": false,
|
||||
@@ -833,10 +850,15 @@
|
||||
{
|
||||
"__uuid__": "0abbd156-980e-475e-9994-3c958bd913fc"
|
||||
},
|
||||
null,
|
||||
{
|
||||
"__uuid__": "337d57ad-118c-40e2-be90-2aa1505c152b"
|
||||
},
|
||||
null,
|
||||
{
|
||||
"__uuid__": "edd23b2f-1caa-4836-88a7-e4af1f26743e"
|
||||
},
|
||||
{
|
||||
"__uuid__": "657d4193-2224-44ea-94f7-0305a9f2b322"
|
||||
}
|
||||
],
|
||||
"playOnLoad": false,
|
||||
@@ -892,6 +914,244 @@
|
||||
"fileId": "7aN7Gcc/tBw5EGlTJVBj2+",
|
||||
"sync": false
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Node",
|
||||
"_name": "HpBar",
|
||||
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"_parent": {
|
||||
"__id__": 23
|
||||
"__id__": 24
|
||||
},
|
||||
"_children": [],
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 25
|
||||
"__id__": 26
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@@ -1288,7 +1354,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 24
|
||||
"__id__": 25
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [],
|
||||
@@ -1316,13 +1382,13 @@
|
||||
"_name": "BoundRoomIdLabel",
|
||||
"_objFlags": 0,
|
||||
"_parent": {
|
||||
"__id__": 23
|
||||
"__id__": 24
|
||||
},
|
||||
"_children": [],
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 27
|
||||
"__id__": 28
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@@ -1378,7 +1444,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 26
|
||||
"__id__": 27
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [],
|
||||
@@ -1406,7 +1472,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 23
|
||||
"__id__": 24
|
||||
},
|
||||
"_enabled": true,
|
||||
"_layoutSize": {
|
||||
@@ -1439,7 +1505,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 23
|
||||
"__id__": 24
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [],
|
||||
@@ -1469,7 +1535,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 12
|
||||
"__id__": 11
|
||||
},
|
||||
"_enabled": true,
|
||||
"_layoutSize": {
|
||||
@@ -1502,7 +1568,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 9
|
||||
"__id__": 8
|
||||
},
|
||||
"_enabled": true,
|
||||
"alignMode": 1,
|
||||
@@ -1529,13 +1595,13 @@
|
||||
"_name": "CountdownSeconds",
|
||||
"_objFlags": 0,
|
||||
"_parent": {
|
||||
"__id__": 8
|
||||
"__id__": 7
|
||||
},
|
||||
"_children": [],
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 33
|
||||
"__id__": 34
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@@ -1591,7 +1657,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 32
|
||||
"__id__": 33
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
@@ -1621,11 +1687,11 @@
|
||||
"_name": "BtnA",
|
||||
"_objFlags": 0,
|
||||
"_parent": {
|
||||
"__id__": 8
|
||||
"__id__": 7
|
||||
},
|
||||
"_children": [
|
||||
{
|
||||
"__id__": 35
|
||||
"__id__": 36
|
||||
}
|
||||
],
|
||||
"_active": true,
|
||||
@@ -1683,16 +1749,16 @@
|
||||
"_name": "Background",
|
||||
"_objFlags": 0,
|
||||
"_parent": {
|
||||
"__id__": 34
|
||||
"__id__": 35
|
||||
},
|
||||
"_children": [],
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 36
|
||||
"__id__": 37
|
||||
},
|
||||
{
|
||||
"__id__": 37
|
||||
"__id__": 38
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@@ -1748,7 +1814,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 35
|
||||
"__id__": 36
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
@@ -1782,7 +1848,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 35
|
||||
"__id__": 36
|
||||
},
|
||||
"_enabled": true,
|
||||
"alignMode": 0,
|
||||
@@ -1809,11 +1875,11 @@
|
||||
"_name": "BtnB",
|
||||
"_objFlags": 0,
|
||||
"_parent": {
|
||||
"__id__": 8
|
||||
"__id__": 7
|
||||
},
|
||||
"_children": [
|
||||
{
|
||||
"__id__": 39
|
||||
"__id__": 40
|
||||
}
|
||||
],
|
||||
"_active": true,
|
||||
@@ -1871,16 +1937,16 @@
|
||||
"_name": "Background",
|
||||
"_objFlags": 0,
|
||||
"_parent": {
|
||||
"__id__": 38
|
||||
"__id__": 39
|
||||
},
|
||||
"_children": [],
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 40
|
||||
"__id__": 41
|
||||
},
|
||||
{
|
||||
"__id__": 41
|
||||
"__id__": 42
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@@ -1936,7 +2002,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 39
|
||||
"__id__": 40
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
@@ -1970,7 +2036,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 39
|
||||
"__id__": 40
|
||||
},
|
||||
"_enabled": true,
|
||||
"alignMode": 0,
|
||||
@@ -1997,7 +2063,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 8
|
||||
"__id__": 7
|
||||
},
|
||||
"_enabled": true,
|
||||
"alignMode": 1,
|
||||
@@ -2024,20 +2090,20 @@
|
||||
"_name": "JoystickBG",
|
||||
"_objFlags": 0,
|
||||
"_parent": {
|
||||
"__id__": 7
|
||||
"__id__": 6
|
||||
},
|
||||
"_children": [
|
||||
{
|
||||
"__id__": 44
|
||||
"__id__": 45
|
||||
}
|
||||
],
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 46
|
||||
"__id__": 47
|
||||
},
|
||||
{
|
||||
"__id__": 47
|
||||
"__id__": 48
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@@ -2093,13 +2159,13 @@
|
||||
"_name": "Joystick",
|
||||
"_objFlags": 0,
|
||||
"_parent": {
|
||||
"__id__": 43
|
||||
"__id__": 44
|
||||
},
|
||||
"_children": [],
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 45
|
||||
"__id__": 46
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@@ -2155,7 +2221,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 44
|
||||
"__id__": 45
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
@@ -2189,7 +2255,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 43
|
||||
"__id__": 44
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
@@ -2223,7 +2289,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 43
|
||||
"__id__": 44
|
||||
},
|
||||
"_enabled": true,
|
||||
"alignMode": 0,
|
||||
@@ -2250,7 +2316,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 7
|
||||
"__id__": 6
|
||||
},
|
||||
"_enabled": true,
|
||||
"alignMode": 0,
|
||||
@@ -2313,7 +2379,7 @@
|
||||
"mapNode": {
|
||||
"__id__": 3
|
||||
},
|
||||
"speed": 5000,
|
||||
"speed": 500,
|
||||
"_id": "76ImpM7XtPSbiLHDXdsJa+"
|
||||
},
|
||||
{
|
||||
@@ -2352,16 +2418,16 @@
|
||||
},
|
||||
"_enabled": true,
|
||||
"translationListenerNode": {
|
||||
"__id__": 7
|
||||
"__id__": 6
|
||||
},
|
||||
"zoomingListenerNode": {
|
||||
"__id__": 3
|
||||
},
|
||||
"stickhead": {
|
||||
"__id__": 44
|
||||
"__id__": 45
|
||||
},
|
||||
"base": {
|
||||
"__id__": 43
|
||||
"__id__": 44
|
||||
},
|
||||
"joyStickEps": 0.1,
|
||||
"magicLeanLowerBound": 0.414,
|
||||
@@ -2382,10 +2448,10 @@
|
||||
"linearMovingEps": 0.1,
|
||||
"scaleByEps": 0.0375,
|
||||
"btnA": {
|
||||
"__id__": 34
|
||||
"__id__": 35
|
||||
},
|
||||
"btnB": {
|
||||
"__id__": 38
|
||||
"__id__": 39
|
||||
},
|
||||
"_id": "e9oVYTr7ROlpp/IrNjBUmR"
|
||||
}
|
||||
|
@@ -19,6 +19,7 @@ window.ATK_CHARACTER_STATE = {
|
||||
Dashing: [15, "Dashing"],
|
||||
OnWall: [16, "OnWall"],
|
||||
TurnAround1: [17, "TurnAround1"],
|
||||
Dying: [18, "Dying"],
|
||||
};
|
||||
|
||||
window.ATK_CHARACTER_STATE_ARR = [];
|
||||
@@ -63,9 +64,6 @@ cc.Class({
|
||||
|
||||
ctor() {
|
||||
this.speciesName = null;
|
||||
this.hp = 100;
|
||||
this.maxHp = 100;
|
||||
this.inAir = true;
|
||||
},
|
||||
|
||||
setSpecies(speciesName) {
|
||||
@@ -85,17 +83,17 @@ cc.Class({
|
||||
updateCharacterAnim(rdfPlayer, prevRdfPlayer, forceAnimSwitch, chConfig) {
|
||||
// As this function might be called after many frames of a rollback, it's possible that the playing animation was predicted, different from "prevRdfPlayer.CharacterState" but same as "newCharacterState". More granular checks are needed to determine whether we should interrupt the playing animation.
|
||||
|
||||
let newCharacterState = rdfPlayer.CharacterState;
|
||||
let newCharacterState = rdfPlayer.GetCharacterState();
|
||||
|
||||
// Update directions
|
||||
if (this.animComp && this.animComp.node) {
|
||||
if (0 > rdfPlayer.DirX) {
|
||||
if (0 > rdfPlayer.GetDirX()) {
|
||||
this.animNode.scaleX = (-1.0);
|
||||
} else if (0 < rdfPlayer.DirX) {
|
||||
} else if (0 < rdfPlayer.GetDirX()) {
|
||||
this.animNode.scaleX = (+1.0);
|
||||
}
|
||||
if (ATK_CHARACTER_STATE.OnWall[0] == newCharacterState || ATK_CHARACTER_STATE.TurnAround1[0] == newCharacterState) {
|
||||
if (0 < rdfPlayer.OnWallNormX) {
|
||||
if (0 < rdfPlayer.GetOnWallNormX()) {
|
||||
this.animNode.scaleX = (-1.0);
|
||||
} else {
|
||||
this.animNode.scaleX = (+1.0);
|
||||
@@ -115,7 +113,6 @@ cc.Class({
|
||||
playingAnimName = (!underlyingAnimationCtrl ? null : underlyingAnimationCtrl.name);
|
||||
//}
|
||||
|
||||
// It turns out that "prevRdfPlayer.CharacterState" is not useful in this function :)
|
||||
if (newAnimName == playingAnimName && window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
|
||||
// No need to interrupt
|
||||
// console.warn(`JoinIndex=${rdfPlayer.joinIndex}, not interrupting ${newAnimName} while the playing anim is also ${playingAnimName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, to: ${JSON.stringify(rdfPlayer)}`);
|
||||
@@ -150,7 +147,7 @@ cc.Class({
|
||||
}
|
||||
// The "playTimes" counterpart is managed by each "cc.AnimationClip.wrapMode", already preset in the editor.
|
||||
const targetClip = this.animComp.getClips()[newCharacterState]; // The clips follow the exact order in ATK_CHARACTER_STATE
|
||||
let frameIdxInAnim = rdfPlayer.FramesInChState;
|
||||
let frameIdxInAnim = rdfPlayer.GetFramesInChState();
|
||||
if (window.ATK_CHARACTER_STATE.InAirIdle1ByJump == newCharacterState && null != chConfig) {
|
||||
frameIdxInAnim = chConfig.InAirIdleFrameIdxTurningPoint + (frameIdxInAnim - chConfig.InAirIdleFrameIdxTurningPoint) % chConfig.InAirIdleFrameIdxTurnedCycle; // TODO: Anyway to avoid using division here?
|
||||
}
|
||||
|
@@ -8,7 +8,7 @@ cc.Class({
|
||||
},
|
||||
speed: {
|
||||
type: cc.Float,
|
||||
default: 500
|
||||
default: 100
|
||||
},
|
||||
},
|
||||
|
||||
@@ -25,10 +25,19 @@ cc.Class({
|
||||
if (!self.mapScriptIns) return;
|
||||
if (!self.mapScriptIns.selfPlayerInfo) return;
|
||||
if (!self.mapScriptIns.playerRichInfoDict) return;
|
||||
const selfPlayerRichInfo = self.mapScriptIns.playerRichInfoDict.get(self.mapScriptIns.selfPlayerInfo.Id);
|
||||
const selfPlayerRichInfo = self.mapScriptIns.playerRichInfoDict.get(self.mapScriptIns.selfPlayerInfo.id);
|
||||
if (!selfPlayerRichInfo) return;
|
||||
const selfPlayerNode = selfPlayerRichInfo.node;
|
||||
if (!selfPlayerNode) return;
|
||||
self.mapNode.setPosition(cc.v2().sub(selfPlayerNode.position));
|
||||
const dst = cc.v2().sub(selfPlayerNode.position);
|
||||
const pDiff = dst.sub(self.mapNode.position);
|
||||
const stepLength = dt * self.speed;
|
||||
if (stepLength > pDiff.mag()) {
|
||||
self.mapNode.setPosition(dst);
|
||||
} else {
|
||||
pDiff.normalizeSelf();
|
||||
const newMapPos = self.mapNode.position.add(pDiff.mul(dt * self.speed));
|
||||
self.mapNode.setPosition(newMapPos);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
41
frontend/assets/scripts/CharacterSelectCell.js
Normal file
@@ -0,0 +1,41 @@
|
||||
cc.Class({
|
||||
extends: cc.Component,
|
||||
properties: {
|
||||
panelNode: {
|
||||
type: cc.Node,
|
||||
default: null
|
||||
},
|
||||
chosenFlag: {
|
||||
type: cc.Sprite,
|
||||
default: null
|
||||
},
|
||||
avatarNode: {
|
||||
type: cc.Button,
|
||||
default: null
|
||||
},
|
||||
animNode: {
|
||||
type: cc.Node,
|
||||
default: null
|
||||
},
|
||||
speciesId: {
|
||||
type: cc.Integer,
|
||||
default: 0
|
||||
},
|
||||
},
|
||||
|
||||
ctor() {},
|
||||
|
||||
setInteractable(enabled) {
|
||||
this.avatarNode.interactable = enabled;
|
||||
},
|
||||
|
||||
onLoad() {
|
||||
const avatarNodeClickEventHandler = new cc.Component.EventHandler();
|
||||
avatarNodeClickEventHandler.target = this.panelNode;
|
||||
avatarNodeClickEventHandler.component = "GameRule";
|
||||
avatarNodeClickEventHandler.handler = "onSpeciesSelected";
|
||||
avatarNodeClickEventHandler.customEventData = this.speciesId;
|
||||
this.avatarNode.clickEvents.push(avatarNodeClickEventHandler);
|
||||
},
|
||||
});
|
||||
|
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "09e1bfed-132e-4ada-a68f-229a870db69e",
|
||||
"uuid": "6dd2c047-fa5c-4080-8221-27fabfd275d6",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
@@ -10,7 +10,11 @@ cc.Class({
|
||||
coordLabel: {
|
||||
type: cc.Label,
|
||||
default: null
|
||||
}
|
||||
},
|
||||
hpBar: {
|
||||
type: cc.ProgressBar,
|
||||
default: null
|
||||
},
|
||||
},
|
||||
|
||||
onLoad() {
|
||||
|
@@ -47,7 +47,7 @@ cc.Class({
|
||||
},
|
||||
|
||||
hideExitButton() {
|
||||
if (null == this.exitBtnNode != null) {
|
||||
if (null == this.exitBtnNode) {
|
||||
return;
|
||||
}
|
||||
this.exitBtnNode.active = false;
|
||||
|
@@ -13,9 +13,9 @@ cc.Class({
|
||||
if (speciesName == this.speciesName) return;
|
||||
if (null != this.speciesName) {
|
||||
for (let k in this.animNode.children) {
|
||||
const child = this.children[k];
|
||||
const child = this.animNode.children[k];
|
||||
if (!child.active) continue;
|
||||
if (child == effAnimNode || child.name == speciesName) continue;
|
||||
if (child == this.effAnimNode || child.name == speciesName) continue;
|
||||
child.active = false;
|
||||
}
|
||||
}
|
||||
|
@@ -10,15 +10,46 @@ cc.Class({
|
||||
type: cc.Node,
|
||||
default: null
|
||||
},
|
||||
characterSelectCells: {
|
||||
type: cc.Node,
|
||||
default: []
|
||||
},
|
||||
chosenSpeciesId: {
|
||||
type: cc.Integer,
|
||||
default: 0
|
||||
},
|
||||
loadingNode: {
|
||||
default: null,
|
||||
type: cc.Node
|
||||
},
|
||||
},
|
||||
|
||||
// LIFE-CYCLE CALLBACKS:
|
||||
onLoad() {
|
||||
const modeBtnClickEventHandler = new cc.Component.EventHandler();
|
||||
modeBtnClickEventHandler.target = this.mapNode;
|
||||
modeBtnClickEventHandler.component = "Map";
|
||||
modeBtnClickEventHandler.handler = "onGameRule1v1ModeClicked";
|
||||
this.modeButton.clickEvents.push(modeBtnClickEventHandler);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
onSpeciesSelected(evt, val) {
|
||||
for (let cell of this.characterSelectCells) {
|
||||
const comp = cell.getComponent("CharacterSelectCell");
|
||||
if (comp.speciesId != val) {
|
||||
comp.chosenFlag.node.active = false;
|
||||
} else {
|
||||
comp.chosenFlag.node.active = true;
|
||||
this.chosenSpeciesId = val;
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
onModeButtonClicked(evt) {
|
||||
for (let cell of this.characterSelectCells) {
|
||||
const comp = cell.getComponent("CharacterSelectCell");
|
||||
comp.setInteractable(false);
|
||||
}
|
||||
this.modeButton.node.active = false;
|
||||
this.loadingNode.active = true;
|
||||
this.loadingNode.runAction(
|
||||
cc.repeatForever(cc.rotateBy(1.0, 360))
|
||||
);
|
||||
this.mapNode.getComponent("Map").onGameRule1v1ModeClicked(this.chosenSpeciesId);
|
||||
},
|
||||
});
|
||||
|
@@ -337,6 +337,7 @@ cc.Class({
|
||||
const date = Number(res.expiresAt);
|
||||
const selfPlayer = {
|
||||
expiresAt: date,
|
||||
id: res.playerId,
|
||||
playerId: res.playerId,
|
||||
intAuthToken: res.intAuthToken,
|
||||
avatar: res.avatar,
|
||||
@@ -354,6 +355,7 @@ cc.Class({
|
||||
self.loadingNode.getChildByName('loadingSprite').runAction(
|
||||
cc.repeatForever(cc.rotateBy(1.0, 360))
|
||||
);
|
||||
self.loadingNode.getChildByName('loadingLabel').active = true;
|
||||
cc.director.loadScene('default_map');
|
||||
} else {
|
||||
console.log("OnLoggedIn failed, about to remove `selfPlayer` in local cache.")
|
||||
|
@@ -1,66 +0,0 @@
|
||||
cc.Class({
|
||||
extends: cc.Component,
|
||||
|
||||
properties: {
|
||||
BGMEffect: {
|
||||
type: cc.AudioClip,
|
||||
default: null
|
||||
},
|
||||
crashedByTrapBullet: {
|
||||
type: cc.AudioClip,
|
||||
default: null
|
||||
},
|
||||
highScoreTreasurePicked: {
|
||||
type: cc.AudioClip,
|
||||
default: null
|
||||
},
|
||||
treasurePicked: {
|
||||
type: cc.AudioClip,
|
||||
default: null
|
||||
},
|
||||
countDown10SecToEnd: {
|
||||
type: cc.AudioClip,
|
||||
default: null
|
||||
},
|
||||
mapNode: {
|
||||
type: cc.Node,
|
||||
default: null
|
||||
},
|
||||
},
|
||||
|
||||
// LIFE-CYCLE CALLBACKS:
|
||||
|
||||
onLoad() {
|
||||
cc.audioEngine.setEffectsVolume(1);
|
||||
cc.audioEngine.setMusicVolume(0.5);
|
||||
},
|
||||
stopAllMusic() {
|
||||
cc.audioEngine.stopAll();
|
||||
},
|
||||
playBGM() {
|
||||
if(this.BGMEffect) {
|
||||
cc.audioEngine.playMusic(this.BGMEffect, true);
|
||||
}
|
||||
},
|
||||
playCrashedByTrapBullet() {
|
||||
if(this.crashedByTrapBullet) {
|
||||
cc.audioEngine.playEffect(this.crashedByTrapBullet, false);
|
||||
}
|
||||
},
|
||||
playHighScoreTreasurePicked() {
|
||||
if(this.highScoreTreasurePicked) {
|
||||
cc.audioEngine.playEffect(this.highScoreTreasurePicked, false);
|
||||
}
|
||||
},
|
||||
playTreasurePicked() {
|
||||
if(this.treasurePicked) {
|
||||
cc.audioEngine.playEffect(this.treasurePicked, false);
|
||||
}
|
||||
},
|
||||
playCountDown10SecToEnd() {
|
||||
if(this.countDown10SecToEnd) {
|
||||
cc.audioEngine.playEffect(this.countDown10SecToEnd, false);
|
||||
}
|
||||
},
|
||||
});
|
||||
|
@@ -5,6 +5,7 @@ var NetworkDoctor = function(capacity) {
|
||||
};
|
||||
|
||||
NetworkDoctor.prototype.reset = function(capacity) {
|
||||
this.inputFrameIdFront = 0;
|
||||
this.sendingQ = new RingBuffer(capacity);
|
||||
this.inputFrameDownsyncQ = new RingBuffer(capacity);
|
||||
this.peerInputFrameUpsyncQ = new RingBuffer(capacity);
|
||||
@@ -17,6 +18,10 @@ NetworkDoctor.prototype.reset = function(capacity) {
|
||||
this.rollbackFramesThreshold = 8; // Roughly the minimum "TurnAroundFramesToRecover".
|
||||
};
|
||||
|
||||
NetworkDoctor.prototype.logInputFrameIdFront = function(inputFrameId) {
|
||||
this.inputFrameIdFront = inputFrameId;
|
||||
};
|
||||
|
||||
NetworkDoctor.prototype.logSending = function(stFrameId, edFrameId) {
|
||||
this.sendingQ.put({
|
||||
i: stFrameId,
|
||||
@@ -50,7 +55,8 @@ NetworkDoctor.prototype.logRollbackFrames = function(x) {
|
||||
};
|
||||
|
||||
NetworkDoctor.prototype.stats = function() {
|
||||
let sendingFps = 0,
|
||||
let inputFrameIdFront = this.inputFrameIdFront,
|
||||
sendingFps = 0,
|
||||
srvDownsyncFps = 0,
|
||||
peerUpsyncFps = 0,
|
||||
rollbackFrames = this.immediateRollbackFrames;
|
||||
@@ -72,27 +78,44 @@ NetworkDoctor.prototype.stats = function() {
|
||||
const elapsedMillis = ed.t - st.t;
|
||||
peerUpsyncFps = Math.round(this.peerInputFrameUpsyncCnt * 1000 / elapsedMillis);
|
||||
}
|
||||
return [sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, this.skippedRenderFrameCnt];
|
||||
return [inputFrameIdFront, sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, this.skippedRenderFrameCnt];
|
||||
};
|
||||
|
||||
NetworkDoctor.prototype.logSkippedRenderFrameCnt = function() {
|
||||
this.skippedRenderFrameCnt += 1;
|
||||
}
|
||||
|
||||
NetworkDoctor.prototype.isTooFast = function() {
|
||||
return false;
|
||||
const [sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, skippedRenderFrameCnt] = this.stats();
|
||||
if (sendingFps >= this.inputRateThreshold + 2) {
|
||||
NetworkDoctor.prototype.isTooFast = function(mapIns) {
|
||||
const [inputFrameIdFront, sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, skippedRenderFrameCnt] = this.stats();
|
||||
if (sendingFps >= this.inputRateThreshold + 3) {
|
||||
// Don't send too fast
|
||||
return true;
|
||||
} else if (sendingFps >= this.inputRateThreshold && srvDownsyncFps >= this.inputRateThreshold) {
|
||||
if (CC_DEBUG) {
|
||||
// Printing of this message might induce a performance impact.
|
||||
// console.log(`Sending too fast, sendingFps=${sendingFps}`);
|
||||
}
|
||||
return [true, inputFrameIdFront, sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, skippedRenderFrameCnt];
|
||||
} else {
|
||||
const sendingFpsNormal = (sendingFps >= this.inputRateThreshold);
|
||||
// An outstanding lag within the "inputFrameDownsyncQ" will reduce "srvDownsyncFps", HOWEVER, a constant lag wouldn't impact "srvDownsyncFps"! In native platforms we might use PING value might help as a supplement information to confirm that the "selfPlayer" is not lagged within the time accounted by "inputFrameDownsyncQ".
|
||||
if (rollbackFrames >= this.rollbackFramesThreshold) {
|
||||
// I got many frames rolled back while none of my peers effectively helped my preciction. Deliberately not using "peerUpsyncThreshold" here because when using UDP p2p upsync broadcasting, we expect to receive effective p2p upsyncs from every other player.
|
||||
return true;
|
||||
const recvFpsNormal = (srvDownsyncFps >= this.inputRateThreshold || peerUpsyncFps >= this.inputRateThreshold * (window.boundRoomCapacity - 1));
|
||||
if (sendingFpsNormal && recvFpsNormal) {
|
||||
let minInputFrameIdFront = Number.MAX_VALUE;
|
||||
for (let k = 0; k < window.boundRoomCapacity; ++k) {
|
||||
if (k + 1 == mapIns.selfPlayerInfo.JoinIndex) continue;
|
||||
if (mapIns.lastIndividuallyConfirmedInputFrameId[k] >= minInputFrameIdFront) continue;
|
||||
minInputFrameIdFront = mapIns.lastIndividuallyConfirmedInputFrameId[k];
|
||||
}
|
||||
if ((inputFrameIdFront > minInputFrameIdFront) && ((inputFrameIdFront - minInputFrameIdFront) > (mapIns.inputFrameUpsyncDelayTolerance + 1))) {
|
||||
// first comparison condition is to avoid numeric overflow
|
||||
if (CC_DEBUG) {
|
||||
// Printing of this message might induce a performance impact.
|
||||
// console.log(`Game logic ticking too fast, selfInputFrameIdFront=${inputFrameIdFront}, minInputFrameIdFront=${minInputFrameIdFront}, inputFrameUpsyncDelayTolerance=${mapIns.inputFrameUpsyncDelayTolerance}`);
|
||||
}
|
||||
return [true, inputFrameIdFront, sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, skippedRenderFrameCnt];
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
return [false, inputFrameIdFront, sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, skippedRenderFrameCnt];
|
||||
};
|
||||
|
||||
module.exports = NetworkDoctor;
|
||||
|
@@ -11,13 +11,13 @@ cc.Class({
|
||||
},
|
||||
|
||||
onLoad() {
|
||||
cc.game.setFrameRate(60);
|
||||
cc.game.setFrameRate(59.9);
|
||||
cc.view.setOrientation(cc.macro.ORIENTATION_LANDSCAPE);
|
||||
cc.view.enableAutoFullScreen(true);
|
||||
const self = this;
|
||||
window.mapIns = self;
|
||||
self.showCriticalCoordinateLabels = false;
|
||||
self.showNetworkDoctorInfo = true;
|
||||
self.showNetworkDoctorInfo = false;
|
||||
|
||||
const mapNode = self.node;
|
||||
const canvasNode = mapNode.parent;
|
||||
@@ -33,9 +33,9 @@ cc.Class({
|
||||
/** Init required prefab ended. */
|
||||
|
||||
self.inputFrameUpsyncDelayTolerance = 2;
|
||||
self.collisionMinStep = 2;
|
||||
self.collisionMinStep = 16;
|
||||
|
||||
self.renderCacheSize = 1024;
|
||||
self.renderCacheSize = 128;
|
||||
self.serverFps = 60;
|
||||
self.rollbackEstimatedDt = 0.016667;
|
||||
self.rollbackEstimatedDtMillis = 16.667;
|
||||
@@ -73,6 +73,7 @@ cc.Class({
|
||||
self.spaceOffsetX = ((newMapSize.width * newTileSize.width) >> 1);
|
||||
self.spaceOffsetY = ((newMapSize.height * newTileSize.height) >> 1);
|
||||
|
||||
window.boundRoomCapacity = 2;
|
||||
self._resetCurrentMatch();
|
||||
let barrierIdCounter = 0;
|
||||
const boundaryObjs = tileCollisionManager.extractBoundaryObjects(self.node);
|
||||
@@ -98,7 +99,7 @@ cc.Class({
|
||||
const p2Vpos = gopkgs.WorldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y);
|
||||
const colliderRadiusV = gopkgs.WorldToVirtualGridPos(12.0, 0);
|
||||
|
||||
const speciesIdList = [1, 4096];
|
||||
const speciesIdList = [1, 0];
|
||||
const chConfigsOrderedByJoinIndex = gopkgs.GetCharacterConfigsOrderedByJoinIndex(speciesIdList);
|
||||
|
||||
const startRdf = window.pb.protos.RoomDownsyncFrame.create({
|
||||
@@ -109,7 +110,9 @@ cc.Class({
|
||||
joinIndex: 1,
|
||||
virtualGridX: p1Vpos[0],
|
||||
virtualGridY: p1Vpos[1],
|
||||
speed: chConfigsOrderedByJoinIndex[0].Speed,
|
||||
revivalVirtualGridX: p1Vpos[0],
|
||||
revivalVirtualGridY: p1Vpos[1],
|
||||
speed: chConfigsOrderedByJoinIndex[0].GetSpeed(),
|
||||
colliderRadius: colliderRadiusV[0],
|
||||
characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0],
|
||||
framesToRecover: 0,
|
||||
@@ -119,13 +122,17 @@ cc.Class({
|
||||
velY: 0,
|
||||
inAir: true,
|
||||
onWall: false,
|
||||
hp: 100,
|
||||
maxHp: 100,
|
||||
}),
|
||||
window.pb.protos.PlayerDownsync.create({
|
||||
id: 11,
|
||||
joinIndex: 2,
|
||||
virtualGridX: p2Vpos[0],
|
||||
virtualGridY: p2Vpos[1],
|
||||
speed: chConfigsOrderedByJoinIndex[1].Speed,
|
||||
revivalVirtualGridX: p2Vpos[0],
|
||||
revivalVirtualGridY: p2Vpos[1],
|
||||
speed: chConfigsOrderedByJoinIndex[1].GetSpeed(),
|
||||
colliderRadius: colliderRadiusV[0],
|
||||
characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0],
|
||||
framesToRecover: 0,
|
||||
@@ -135,14 +142,16 @@ cc.Class({
|
||||
velY: 0,
|
||||
inAir: true,
|
||||
onWall: false,
|
||||
hp: 100,
|
||||
maxHp: 100,
|
||||
}),
|
||||
],
|
||||
speciesIdList: speciesIdList,
|
||||
});
|
||||
|
||||
self.selfPlayerInfo = {
|
||||
Id: 10,
|
||||
JoinIndex: 1,
|
||||
id: 10,
|
||||
joinIndex: 1,
|
||||
};
|
||||
if (cc.sys.isNative) {
|
||||
window.onUdpMessage = (args) => {
|
||||
@@ -155,7 +164,7 @@ cc.Class({
|
||||
const echoed = window.pb.protos.HolePunchUpsync.decode(ui8Arr);
|
||||
cc.log(`#2 Js called back by CPP: onUdpMessage: ${JSON.stringify(echoed)}`);
|
||||
};
|
||||
const res1 = DelayNoMore.UdpSession.openUdpSession(8888 + self.selfPlayerInfo.JoinIndex);
|
||||
const res1 = DelayNoMore.UdpSession.openUdpSession(8888 + self.selfPlayerInfo.joinIndex);
|
||||
const holePunchData = window.pb.protos.HolePunchUpsync.encode({
|
||||
boundRoomId: 22,
|
||||
intAuthToken: "foobar",
|
||||
@@ -189,7 +198,7 @@ cc.Class({
|
||||
currSelfInput = null;
|
||||
const noDelayInputFrameId = gopkgs.ConvertToNoDelayInputFrameId(self.renderFrameId); // It's important that "inputDelayFrames == 0" here
|
||||
if (gopkgs.ShouldGenerateInputFrameUpsync(self.renderFrameId)) {
|
||||
const prevAndCurrInputs = self.getOrPrefabInputFrameUpsync(noDelayInputFrameId);
|
||||
const prevAndCurrInputs = self.getOrPrefabInputFrameUpsync(noDelayInputFrameId, true);
|
||||
prevSelfInput = prevAndCurrInputs[0];
|
||||
currSelfInput = prevAndCurrInputs[1];
|
||||
}
|
||||
|
@@ -58,10 +58,21 @@ window.getBoundRoomCapacityFromPersistentStorage = function() {
|
||||
return (null == boundRoomCapacityStr ? null : parseInt(boundRoomCapacityStr));
|
||||
};
|
||||
|
||||
window.getChosenSpeciesIdFromPersistentStorage = function() {
|
||||
const boundRoomIdExpiresAt = parseInt(cc.sys.localStorage.getItem("boundRoomIdExpiresAt"));
|
||||
if (!boundRoomIdExpiresAt || Date.now() >= boundRoomIdExpiresAt) {
|
||||
window.clearBoundRoomIdInBothVolatileAndPersistentStorage();
|
||||
return null;
|
||||
}
|
||||
const chosenSpeciesIdStr = cc.sys.localStorage.getItem("chosenSpeciesId");
|
||||
return (null == chosenSpeciesIdStr ? 0 : parseInt(chosenSpeciesIdStr));
|
||||
};
|
||||
|
||||
window.clearBoundRoomIdInBothVolatileAndPersistentStorage = function() {
|
||||
window.boundRoomId = null;
|
||||
cc.sys.localStorage.removeItem("boundRoomId");
|
||||
cc.sys.localStorage.removeItem("boundRoomCapacity");
|
||||
cc.sys.localStorage.removeItem("chosenSpeciesId");
|
||||
cc.sys.localStorage.removeItem("boundRoomIdExpiresAt");
|
||||
};
|
||||
|
||||
@@ -76,14 +87,15 @@ window.handleHbRequirements = function(resp) {
|
||||
if (constants.RET_CODE.OK != resp.ret) return;
|
||||
// The assignment of "window.mapIns" is inside "Map.onLoad", which precedes "initPersistentSessionClient".
|
||||
window.mapIns.selfPlayerInfo = JSON.parse(cc.sys.localStorage.getItem('selfPlayer')); // This field is kept for distinguishing "self" and "others".
|
||||
window.mapIns.selfPlayerInfo.Id = window.mapIns.selfPlayerInfo.playerId;
|
||||
window.mapIns.selfPlayerInfo.JoinIndex = resp.peerJoinIndex;
|
||||
window.mapIns.selfPlayerInfo.id = window.mapIns.selfPlayerInfo.playerId;
|
||||
window.mapIns.selfPlayerInfo.joinIndex = resp.peerJoinIndex;
|
||||
console.log(`Handle hb requirements #2`);
|
||||
if (null == window.boundRoomId || null == window.boundRoomCapacity) {
|
||||
window.boundRoomId = resp.bciFrame.boundRoomId;
|
||||
window.boundRoomCapacity = resp.bciFrame.boundRoomCapacity;
|
||||
cc.sys.localStorage.setItem('boundRoomId', window.boundRoomId);
|
||||
cc.sys.localStorage.setItem('boundRoomCapacity', window.boundRoomCapacity);
|
||||
cc.sys.localStorage.setItem('chosenSpeciesId', window.chosenSpeciesId);
|
||||
cc.sys.localStorage.setItem('boundRoomIdExpiresAt', Date.now() + 10 * 60 * 1000); // Temporarily hardcoded, for `boundRoomId` only.
|
||||
}
|
||||
console.log(`Handle hb requirements #3`);
|
||||
@@ -97,7 +109,7 @@ window.handleHbRequirements = function(resp) {
|
||||
window.initSecondarySession(null, window.boundRoomId);
|
||||
} else {
|
||||
console.log(`Handle hb requirements #5, native, bciFrame.battleUdpTunnel=${resp.bciFrame.battleUdpTunnel}, selfPlayerInfo=${JSON.stringify(window.mapIns.selfPlayerInfo)}`);
|
||||
const res1 = DelayNoMore.UdpSession.openUdpSession(8888 + window.mapIns.selfPlayerInfo.JoinIndex);
|
||||
const res1 = DelayNoMore.UdpSession.openUdpSession(8888 + window.mapIns.selfPlayerInfo.joinIndex);
|
||||
window.mapIns.selfPlayerInfo.udpTunnelAuthKey = resp.bciFrame.battleUdpTunnel.authKey;
|
||||
const intAuthToken = window.mapIns.selfPlayerInfo.intAuthToken;
|
||||
const authKey = Math.floor(Math.random() * 65535);
|
||||
@@ -109,7 +121,7 @@ window.handleHbRequirements = function(resp) {
|
||||
}).finish();
|
||||
const udpTunnelHolePunchData = window.pb.protos.WsReq.encode({
|
||||
msgId: Date.now(),
|
||||
playerId: window.mapIns.selfPlayerInfo.Id,
|
||||
playerId: window.mapIns.selfPlayerInfo.id,
|
||||
act: window.UPSYNC_MSG_ACT_PLAYER_CMD,
|
||||
authKey: resp.bciFrame.battleUdpTunnel.authKey,
|
||||
}).finish();
|
||||
@@ -179,6 +191,13 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
|
||||
}
|
||||
}
|
||||
|
||||
if (null == window.chosenSpeciesId) {
|
||||
window.chosenSpeciesId = getChosenSpeciesIdFromPersistentStorage();
|
||||
}
|
||||
if (null != window.chosenSpeciesId) {
|
||||
urlToConnect = urlToConnect + "&speciesId=" + window.chosenSpeciesId;
|
||||
}
|
||||
|
||||
const clientSession = new WebSocket(urlToConnect);
|
||||
clientSession.binaryType = 'arraybuffer'; // Make 'event.data' of 'onmessage' an "ArrayBuffer" instead of a "Blob"
|
||||
|
||||
@@ -229,7 +248,11 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
|
||||
const peerJoinIndex = resp.peerJoinIndex;
|
||||
const peerAddrList = resp.rdf.peerUdpAddrList;
|
||||
console.log(`Got DOWNSYNC_MSG_ACT_PEER_UDP_ADDR peerAddrList=${JSON.stringify(peerAddrList)}; boundRoomCapacity=${window.boundRoomCapacity}`);
|
||||
DelayNoMore.UdpSession.upsertPeerUdpAddr(peerAddrList, window.boundRoomCapacity, window.mapIns.selfPlayerInfo.JoinIndex); // In C++ impl it actually broadcasts the peer-punching message to all known peers within "window.boundRoomCapacity"
|
||||
for (let j = 0; j < 3; ++j) {
|
||||
setTimeout(() => {
|
||||
DelayNoMore.UdpSession.upsertPeerUdpAddr(peerAddrList, window.boundRoomCapacity, window.mapIns.selfPlayerInfo.joinIndex); // In C++ impl it actually broadcasts the peer-punching message to all known peers within "window.boundRoomCapacity"
|
||||
}, j * 500);
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
@@ -250,7 +273,8 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
|
||||
console.warn(`The WS clientSession is closed: evt=${JSON.stringify(evt)}, evt.code=${evt.code}`);
|
||||
if (cc.sys.isNative) {
|
||||
if (mapIns.frameDataLoggingEnabled) {
|
||||
console.warn(`${mapIns._stringifyRdfIdToActuallyUsedInput()}`);
|
||||
console.warn(`${mapIns._stringifyRdfIdToActuallyUsedInput()}
|
||||
`);
|
||||
}
|
||||
DelayNoMore.UdpSession.closeUdpSession();
|
||||
}
|
||||
@@ -260,16 +284,25 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
|
||||
case constants.RET_CODE.BATTLE_STOPPED:
|
||||
// deliberately do nothing
|
||||
if (mapIns.frameDataLoggingEnabled) {
|
||||
console.warn(`${mapIns._stringifyRdfIdToActuallyUsedInput()}`);
|
||||
console.warn(`${mapIns._stringifyRdfIdToActuallyUsedInput()}
|
||||
`);
|
||||
}
|
||||
break;
|
||||
case constants.RET_CODE.SAME_PLAYER_ALREADY_IN_SAME_ROOM:
|
||||
mapIns.popupSimplePressToGo("You just logged into a conflicting account, please use a different account to retry", false, () => {
|
||||
window.clearLocalStorageAndBackToLoginScene(true);
|
||||
});
|
||||
break;
|
||||
case constants.RET_CODE.PLAYER_NOT_ADDABLE_TO_ROOM:
|
||||
case constants.RET_CODE.PLAYER_NOT_READDABLE_TO_ROOM:
|
||||
window.clearBoundRoomIdInBothVolatileAndPersistentStorage(); // To favor the player to join other rooms
|
||||
mapIns.onManualRejoinRequired("Couldn't join any room at the moment, please retry");
|
||||
mapIns.popupSimplePressToGo("Couldn't join any room at the moment, please retry", false, () => {
|
||||
window.clearLocalStorageAndBackToLoginScene(true);
|
||||
});
|
||||
break;
|
||||
case constants.RET_CODE.ACTIVE_WATCHDOG:
|
||||
mapIns.onManualRejoinRequired("Disconnected due to long-time inactivity, please rejoin");
|
||||
mapIns.popupSimplePressToGo("Couldn't join any room at the moment, please retry", false, () => {
|
||||
window.clearLocalStorageAndBackToLoginScene(true);
|
||||
});
|
||||
break;
|
||||
case constants.RET_CODE.UNKNOWN_ERROR:
|
||||
case constants.RET_CODE.MYSQL_ERROR:
|
||||
@@ -277,11 +310,22 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
|
||||
case constants.RET_CODE.PLAYER_CHEATING:
|
||||
case 1006: // Peer(i.e. the backend) gone unexpectedly, but not working for "cc.sys.isNative"
|
||||
if (mapIns.frameDataLoggingEnabled) {
|
||||
console.warn(`${mapIns._stringifyRdfIdToActuallyUsedInput()}`);
|
||||
console.warn(`${mapIns._stringifyRdfIdToActuallyUsedInput()}
|
||||
`);
|
||||
}
|
||||
window.clearLocalStorageAndBackToLoginScene(true);
|
||||
break;
|
||||
mapIns.popupSimplePressToGo("Disconnected unexpectedly, please retry", false, () => {
|
||||
window.clearLocalStorageAndBackToLoginScene(true);
|
||||
});
|
||||
default:
|
||||
if (cc.sys.isNative) {
|
||||
// [WARNING] This could be a BUG in CocosCreator JSB implementation of WebSocket client, the "evt.code" is always "undefined" in the "onclose" callback!
|
||||
if (window.ALL_BATTLE_STATES.IN_SETTLEMENT != mapIns.battleState && window.ALL_BATTLE_STATES.IN_DISMISSAL != mapIns.battleState) {
|
||||
|
||||
mapIns.popupSimplePressToGo("Disconnected unexpectedly, please retry", false, () => {
|
||||
window.clearLocalStorageAndBackToLoginScene(true);
|
||||
});
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
};
|
||||
@@ -335,7 +379,7 @@ window.initSecondarySession = function(onopenCb, boundRoomId) {
|
||||
//console.log(`Got non-empty onmessage decoded: resp.act=${resp.act}`);
|
||||
switch (resp.act) {
|
||||
case window.DOWNSYNC_MSG_ACT_PEER_INPUT_BATCH:
|
||||
mapIns.onPeerInputFrameUpsync(resp.peerJoinIndex, resp.inputFrameDownsyncBatch);
|
||||
mapIns.onPeerInputFrameUpsync(resp.peerJoinIndex, resp.inputFrameDownsyncBatch, false);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
|
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "40edd08e-316c-44b8-a50f-bd173554c554",
|
||||
"isPlugin": false,
|
||||
"uuid": "02c5cdc1-9797-49ab-bc11-963215909926",
|
||||
"isPlugin": true,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
|
@@ -1220,6 +1220,8 @@ $root.protos = (function() {
|
||||
* @property {number|null} [onWallNormX] PlayerDownsync onWallNormX
|
||||
* @property {number|null} [onWallNormY] PlayerDownsync onWallNormY
|
||||
* @property {boolean|null} [capturedByInertia] PlayerDownsync capturedByInertia
|
||||
* @property {number|null} [revivalVirtualGridX] PlayerDownsync revivalVirtualGridX
|
||||
* @property {number|null} [revivalVirtualGridY] PlayerDownsync revivalVirtualGridY
|
||||
* @property {string|null} [name] PlayerDownsync name
|
||||
* @property {string|null} [displayName] PlayerDownsync displayName
|
||||
* @property {string|null} [avatar] PlayerDownsync avatar
|
||||
@@ -1472,6 +1474,22 @@ $root.protos = (function() {
|
||||
*/
|
||||
PlayerDownsync.prototype.capturedByInertia = false;
|
||||
|
||||
/**
|
||||
* PlayerDownsync revivalVirtualGridX.
|
||||
* @member {number} revivalVirtualGridX
|
||||
* @memberof protos.PlayerDownsync
|
||||
* @instance
|
||||
*/
|
||||
PlayerDownsync.prototype.revivalVirtualGridX = 0;
|
||||
|
||||
/**
|
||||
* PlayerDownsync revivalVirtualGridY.
|
||||
* @member {number} revivalVirtualGridY
|
||||
* @memberof protos.PlayerDownsync
|
||||
* @instance
|
||||
*/
|
||||
PlayerDownsync.prototype.revivalVirtualGridY = 0;
|
||||
|
||||
/**
|
||||
* PlayerDownsync name.
|
||||
* @member {string} name
|
||||
@@ -1578,6 +1596,10 @@ $root.protos = (function() {
|
||||
writer.uint32(/* id 28, wireType 0 =*/224).int32(message.onWallNormY);
|
||||
if (message.capturedByInertia != null && Object.hasOwnProperty.call(message, "capturedByInertia"))
|
||||
writer.uint32(/* id 29, wireType 0 =*/232).bool(message.capturedByInertia);
|
||||
if (message.revivalVirtualGridX != null && Object.hasOwnProperty.call(message, "revivalVirtualGridX"))
|
||||
writer.uint32(/* id 30, wireType 0 =*/240).int32(message.revivalVirtualGridX);
|
||||
if (message.revivalVirtualGridY != null && Object.hasOwnProperty.call(message, "revivalVirtualGridY"))
|
||||
writer.uint32(/* id 31, wireType 0 =*/248).int32(message.revivalVirtualGridY);
|
||||
if (message.name != null && Object.hasOwnProperty.call(message, "name"))
|
||||
writer.uint32(/* id 997, wireType 2 =*/7978).string(message.name);
|
||||
if (message.displayName != null && Object.hasOwnProperty.call(message, "displayName"))
|
||||
@@ -1734,6 +1756,14 @@ $root.protos = (function() {
|
||||
message.capturedByInertia = reader.bool();
|
||||
break;
|
||||
}
|
||||
case 30: {
|
||||
message.revivalVirtualGridX = reader.int32();
|
||||
break;
|
||||
}
|
||||
case 31: {
|
||||
message.revivalVirtualGridY = reader.int32();
|
||||
break;
|
||||
}
|
||||
case 997: {
|
||||
message.name = reader.string();
|
||||
break;
|
||||
@@ -1868,6 +1898,12 @@ $root.protos = (function() {
|
||||
if (message.capturedByInertia != null && message.hasOwnProperty("capturedByInertia"))
|
||||
if (typeof message.capturedByInertia !== "boolean")
|
||||
return "capturedByInertia: boolean expected";
|
||||
if (message.revivalVirtualGridX != null && message.hasOwnProperty("revivalVirtualGridX"))
|
||||
if (!$util.isInteger(message.revivalVirtualGridX))
|
||||
return "revivalVirtualGridX: integer expected";
|
||||
if (message.revivalVirtualGridY != null && message.hasOwnProperty("revivalVirtualGridY"))
|
||||
if (!$util.isInteger(message.revivalVirtualGridY))
|
||||
return "revivalVirtualGridY: integer expected";
|
||||
if (message.name != null && message.hasOwnProperty("name"))
|
||||
if (!$util.isString(message.name))
|
||||
return "name: string expected";
|
||||
@@ -1950,6 +1986,10 @@ $root.protos = (function() {
|
||||
message.onWallNormY = object.onWallNormY | 0;
|
||||
if (object.capturedByInertia != null)
|
||||
message.capturedByInertia = Boolean(object.capturedByInertia);
|
||||
if (object.revivalVirtualGridX != null)
|
||||
message.revivalVirtualGridX = object.revivalVirtualGridX | 0;
|
||||
if (object.revivalVirtualGridY != null)
|
||||
message.revivalVirtualGridY = object.revivalVirtualGridY | 0;
|
||||
if (object.name != null)
|
||||
message.name = String(object.name);
|
||||
if (object.displayName != null)
|
||||
@@ -2002,6 +2042,8 @@ $root.protos = (function() {
|
||||
object.onWallNormX = 0;
|
||||
object.onWallNormY = 0;
|
||||
object.capturedByInertia = false;
|
||||
object.revivalVirtualGridX = 0;
|
||||
object.revivalVirtualGridY = 0;
|
||||
object.name = "";
|
||||
object.displayName = "";
|
||||
object.avatar = "";
|
||||
@@ -2064,6 +2106,10 @@ $root.protos = (function() {
|
||||
object.onWallNormY = message.onWallNormY;
|
||||
if (message.capturedByInertia != null && message.hasOwnProperty("capturedByInertia"))
|
||||
object.capturedByInertia = message.capturedByInertia;
|
||||
if (message.revivalVirtualGridX != null && message.hasOwnProperty("revivalVirtualGridX"))
|
||||
object.revivalVirtualGridX = message.revivalVirtualGridX;
|
||||
if (message.revivalVirtualGridY != null && message.hasOwnProperty("revivalVirtualGridY"))
|
||||
object.revivalVirtualGridY = message.revivalVirtualGridY;
|
||||
if (message.name != null && message.hasOwnProperty("name"))
|
||||
object.name = message.name;
|
||||
if (message.displayName != null && message.hasOwnProperty("displayName"))
|
||||
|
7
frontend/build-templates/.cocos-project.json
Normal file
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"engine_version": "2.2.1",
|
||||
"has_native": true,
|
||||
"project_type": "js",
|
||||
"projectName": "DelayNoMore",
|
||||
"packageName": "org.genxium.delaynomore"
|
||||
}
|
@@ -17,6 +17,12 @@
|
||||
"append_file": [{
|
||||
"from": "cocos/scripting/js-bindings/manual/jsb_module_register.cpp",
|
||||
"to": "frameworks/runtime-src/Classes/jsb_module_register.cpp"
|
||||
}, {
|
||||
"from": "frameworks/runtime-src/Classes/ring_buff.hpp",
|
||||
"to": "frameworks/runtime-src/Classes/ring_buff.hpp"
|
||||
}, {
|
||||
"from": "frameworks/runtime-src/Classes/ring_buff.cpp",
|
||||
"to": "frameworks/runtime-src/Classes/ring_buff.cpp"
|
||||
}, {
|
||||
"from": "frameworks/runtime-src/Classes/udp_session.hpp",
|
||||
"to": "frameworks/runtime-src/Classes/udp_session.hpp"
|
||||
|
@@ -27,7 +27,7 @@
|
||||
|
||||
#include "cocos2d.h"
|
||||
|
||||
#include "cocos/audio/include/AudioEngine.h"
|
||||
//#include "cocos/audio/include/AudioEngine.h"
|
||||
#include "cocos/scripting/js-bindings/manual/jsb_module_register.hpp"
|
||||
#include "cocos/scripting/js-bindings/manual/jsb_global.h"
|
||||
#include "cocos/scripting/js-bindings/jswrapper/SeApi.h"
|
||||
@@ -81,13 +81,13 @@ void AppDelegate::applicationDidEnterBackground()
|
||||
{
|
||||
EventDispatcher::dispatchEnterBackgroundEvent();
|
||||
// Ensure that handle AudioEngine enter background after all enter background events are handled
|
||||
AudioEngine::onEnterBackground();
|
||||
//AudioEngine::onEnterBackground();
|
||||
}
|
||||
|
||||
// this function will be called when the app is active again
|
||||
void AppDelegate::applicationWillEnterForeground()
|
||||
{
|
||||
// Ensure that handle AudioEngine enter foreground before all enter foreground events are handled
|
||||
AudioEngine::onEnterForeground();
|
||||
//AudioEngine::onEnterForeground();
|
||||
EventDispatcher::dispatchEnterForegroundEvent();
|
||||
}
|
||||
|
@@ -0,0 +1,127 @@
|
||||
#include <string.h>
|
||||
#include "ring_buff.hpp"
|
||||
|
||||
// Sending
|
||||
void SendRingBuff::put(BYTEC* const newBytes, size_t newBytesLen, PeerAddr* pNewPeerAddr) {
|
||||
while (0 < cnt && cnt >= n) {
|
||||
// Make room for the new element
|
||||
this->pop();
|
||||
}
|
||||
eles[ed].bytesLen = newBytesLen;
|
||||
memset(eles[ed].bytes, 0, sizeof eles[ed].bytes);
|
||||
memcpy(eles[ed].bytes, newBytes, newBytesLen);
|
||||
eles[ed].peerAddr = *(pNewPeerAddr);
|
||||
ed++;
|
||||
cnt++;
|
||||
if (ed >= n) {
|
||||
ed -= n; // Deliberately not using "%" operator for performance concern
|
||||
}
|
||||
}
|
||||
|
||||
SendWork* SendRingBuff::pop() {
|
||||
if (0 == cnt) {
|
||||
return NULL;
|
||||
}
|
||||
SendWork* ret = &(eles[st]);
|
||||
cnt--;
|
||||
st++;
|
||||
if (st >= n) {
|
||||
st -= n;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Recving
|
||||
bool isFullWithLoadedVals(int n, int oldCnt, int oldSt, int oldEd) {
|
||||
return (n <= oldCnt && oldEd == oldSt) || (n > oldCnt && 0 < oldCnt && oldEd == oldSt);
|
||||
}
|
||||
|
||||
void RecvRingBuff::put(char* newBytes, size_t newBytesLen) {
|
||||
RecvWork* slotEle = (&eles[ed.load()]); // Save for later update
|
||||
|
||||
// "RecvRingBuff.ed" is only accessed in "UvRecvThread", thus the order of it relative to the other two is not important.
|
||||
int oldEd = ed.load();
|
||||
|
||||
// We want to increase the success rate of "pop()" if it's being executed by "GameThread/pollUdpRecvRingBuff", thus the below order of loading is IMPORTANT, i.e. load "cnt" first because it's decremented earlier than "st" being incremented.
|
||||
int oldCnt = cnt.load();
|
||||
/*
|
||||
[WARNING]
|
||||
|
||||
Note that "RecvRingBuff.st" might have decremented in "GameThread" by a successful "pop()" between "cnt.load()" and "st.load()" here in "UvRecvThread"! Therefore "n <= oldCnt" doesn't necessarily imply "oldEd == oldSt"!
|
||||
*/
|
||||
int oldSt = st.load(); // Used to guard against "cnt decremented in pop(...), but st not yet incremented and thus return value not yet copied to avoid contamination"
|
||||
int tried = 0;
|
||||
/*
|
||||
1. When "n <= oldCnt", it might still be true "oldEd != oldSt" (see the note above);
|
||||
2. When "n > oldCnt", it might still be true that "oldEd == oldSt" if "pop()" hasn't successfully incremented "st" due to any reason;
|
||||
3. When "oldEd == oldSt", it doesn't imply anything useful, because any of the following could be true
|
||||
- a. "n <= oldCnt", i.e. the ringbuff is full
|
||||
- b. "n > oldCnt && 0 < oldCnt" during the execution of "pop()", i.e. the ringbuff is still effectively full
|
||||
- c. "n > oldCnt && 0 == oldCnt", i.e. the ringbuff is empty
|
||||
*/
|
||||
bool isFull = isFullWithLoadedVals(n, oldCnt, oldSt, oldEd);
|
||||
while (isFull && 3 > tried) {
|
||||
// Make room for the new element
|
||||
this->pop(NULL);
|
||||
oldCnt = cnt.load(); // If "pop()" above failed, it'd only be due to concurrent calls to "pop()", either way the updated "cnt" should be good to go
|
||||
oldSt = st.load();
|
||||
isFull = isFullWithLoadedVals(n, oldCnt, oldSt, oldEd);
|
||||
++tried;
|
||||
}
|
||||
if (isFull && 3 == tried) {
|
||||
// Failed silently, UDP packet can be dropped.
|
||||
return;
|
||||
}
|
||||
slotEle->bytesLen = newBytesLen;
|
||||
memset(slotEle->ui8Arr, 0, sizeof slotEle->ui8Arr);
|
||||
for (size_t i = 0; i < newBytesLen; i++) {
|
||||
*(slotEle->ui8Arr + i) = *(newBytes + i);
|
||||
}
|
||||
|
||||
// No need to compare-and-swap, only "UvRecvThread" will access "RecvRingBuff.ed".
|
||||
int newEd = oldEd+1;
|
||||
if (newEd >= n) {
|
||||
newEd -= n; // Deliberately not using "%" operator for performance concern
|
||||
}
|
||||
|
||||
ed.compare_exchange_weak(oldEd, newEd); // Definitely succeeds because "RecvRingBuff.ed" is only accessed in "UvRecvThread"
|
||||
|
||||
// Only increment cnt when the putting of new element is fully done.
|
||||
cnt++;
|
||||
}
|
||||
|
||||
bool RecvRingBuff::pop(RecvWork* out) {
|
||||
int oldCnt = std::atomic_fetch_sub(&cnt, 1);
|
||||
/*
|
||||
[WARNING]
|
||||
|
||||
After here, two cases should be taken care of.
|
||||
1. If "n == oldCnt", we need guard against "put" to avoid contaminating "ret" by the "putting".
|
||||
2. If "0 >= oldCnt", we need guard against another "pop" to avoid over-popping.
|
||||
*/
|
||||
if (0 >= oldCnt) {
|
||||
// "pop" could be accessed by either "GameThread/pollUdpRecvRingBuff" or "UvRecvThread/put", thus we should be proactively guarding against concurrent popping while "1 == cnt"
|
||||
++cnt;
|
||||
return false;
|
||||
}
|
||||
|
||||
// When concurrent "pop"s reach here, over-popping is definitely avoided.
|
||||
int oldSt = st.load();
|
||||
if (out) {
|
||||
RecvWork* src = (&eles[oldSt]);
|
||||
memset(out->ui8Arr, 0, sizeof out->ui8Arr);
|
||||
memcpy(out->ui8Arr, src, src->bytesLen);
|
||||
out->bytesLen = src->bytesLen;
|
||||
}
|
||||
int newSt = oldSt + 1;
|
||||
if (newSt >= n) {
|
||||
newSt -= n;
|
||||
}
|
||||
if (st.compare_exchange_weak(oldSt, newSt)) {
|
||||
return true;
|
||||
} else {
|
||||
// Failed concurrent access should recover the "cnt"
|
||||
++cnt;
|
||||
return false;
|
||||
}
|
||||
}
|
@@ -0,0 +1,74 @@
|
||||
#ifndef send_ring_buff_hpp
|
||||
#define send_ring_buff_hpp
|
||||
|
||||
#include "uv/uv.h"
|
||||
#define __SSIZE_T // Otherwise "ssize_t" would have conflicting macros error that stops compiling
|
||||
|
||||
#include <atomic>
|
||||
|
||||
int const RING_BUFF_CONSECUTIVE_SET = 0;
|
||||
int const RING_BUFF_NON_CONSECUTIVE_SET = 1;
|
||||
int const RING_BUFF_FAILED_TO_SET = 2;
|
||||
|
||||
typedef char BYTEC;
|
||||
typedef char const CHARC;
|
||||
int const maxUdpPayloadBytes = 128;
|
||||
int const maxBuffedMsgs = 512;
|
||||
|
||||
struct PeerAddr {
|
||||
struct sockaddr_in sockAddrIn;
|
||||
uint32_t authKey;
|
||||
};
|
||||
|
||||
class SendWork {
|
||||
public:
|
||||
BYTEC bytes[maxUdpPayloadBytes]; // Wasting some RAM here thus no need for explicit recursive destruction
|
||||
size_t bytesLen;
|
||||
PeerAddr peerAddr;
|
||||
};
|
||||
|
||||
// [WARNING] This class is specific to "SendWork", designed and implemented only to use in multithreading env and save heap alloc/dealloc timecomplexity, it's by no means comparable to the Golang or JavaScript versions!
|
||||
class SendRingBuff {
|
||||
public:
|
||||
int ed, st, n, cnt;
|
||||
SendWork eles[maxBuffedMsgs]; // preallocated on stack to save heap alloc/dealloc time
|
||||
SendRingBuff(int newN) {
|
||||
this->n = newN;
|
||||
this->st = this->ed = this->cnt = 0;
|
||||
}
|
||||
|
||||
void put(BYTEC* const newBytes, size_t newBytesLen, PeerAddr* pNewPeerAddr);
|
||||
|
||||
// Sending is always sequential in UvSendThread, no need to return a copy of "SendWork" instance
|
||||
SendWork* pop();
|
||||
};
|
||||
|
||||
// TODO: Move "RecvXxxx" to a dedicated class.
|
||||
class RecvWork {
|
||||
public:
|
||||
uint8_t ui8Arr[maxUdpPayloadBytes]; // Wasting some RAM here thus no need for explicit recursive destruction
|
||||
size_t bytesLen;
|
||||
};
|
||||
|
||||
/*
|
||||
[WARNING] This class is specific to "RecvWork"; its "put" and "pop" methods are designed to be thread-safe & lock-free for our particular case, i.e. only concurrent access from "UvRecvThread" & "GameThread", in a sense more sophisticated than the Golang or JavaScript versions.
|
||||
|
||||
There's yet no plan to support thread-safe & lock-free "getByFrameId/setByFrameId" -- being thread-safe is easy by use of mutex, which is very SLOWWWWW when used in 60fps race-conditions.
|
||||
|
||||
The generic "thread-safe, lock-free ring buffer or circular buffer" is a big problem, widely discussed over the internet and in literatures, search "lock-free circular buffer" for more information.
|
||||
*/
|
||||
class RecvRingBuff {
|
||||
public:
|
||||
int n;
|
||||
std::atomic_int ed, st, cnt;
|
||||
RecvWork eles[maxBuffedMsgs]; // preallocated on stack to save heap alloc/dealloc time
|
||||
RecvRingBuff(int newN) {
|
||||
this->n = newN;
|
||||
this->st = this->ed = this->cnt = 0;
|
||||
}
|
||||
|
||||
void put(char* newBytes, size_t newBytesLen);
|
||||
|
||||
bool pop(RecvWork* out);
|
||||
};
|
||||
#endif
|
@@ -4,18 +4,27 @@
|
||||
#include "cocos/base/CCScheduler.h"
|
||||
#include "cocos/scripting/js-bindings/jswrapper/SeApi.h"
|
||||
|
||||
uv_udp_t* udpSocket = NULL;
|
||||
uv_thread_t recvTid;
|
||||
uv_timer_t peerPunchTimer;
|
||||
uv_async_t uvLoopStopSig;
|
||||
uv_loop_t* loop = NULL; // Only this loop is used for this simple PoC
|
||||
int const punchServerCnt = 3;
|
||||
int const punchPeerCnt = 3;
|
||||
int const broadcastUpsyncCnt = 2;
|
||||
|
||||
struct PeerAddr peerAddrList[maxPeerCnt];
|
||||
uv_udp_t *udpRecvSocket = NULL, *udpSendSocket = NULL;
|
||||
uv_thread_t recvTid, sendTid;
|
||||
uv_async_t uvRecvLoopStopSig, uvSendLoopStopSig, uvSendLoopTriggerSig;
|
||||
uv_loop_t *recvLoop = NULL, *sendLoop = NULL;
|
||||
|
||||
uv_mutex_t sendRingBuffLock; // used along with "uvSendLoopTriggerSig" as a "uv_cond_t"
|
||||
SendRingBuff* sendRingBuff = NULL;
|
||||
|
||||
uv_mutex_t recvRingBuffLock;
|
||||
RecvRingBuff* recvRingBuff = NULL;
|
||||
|
||||
char SRV_IP[256];
|
||||
int SRV_PORT = 0;
|
||||
int UDP_TUNNEL_SRV_PORT = 0;
|
||||
struct PeerAddr udpTunnelAddr;
|
||||
struct PeerAddr udpPunchingServerAddr, udpTunnelAddr;
|
||||
struct PeerAddr peerAddrList[maxPeerCnt];
|
||||
bool peerPunchedMarks[maxPeerCnt];
|
||||
|
||||
void _onRead(uv_udp_t* req, ssize_t nread, uv_buf_t const* buf, struct sockaddr const* addr, unsigned flags) {
|
||||
if (nread < 0) {
|
||||
@@ -24,6 +33,9 @@ void _onRead(uv_udp_t* req, ssize_t nread, uv_buf_t const* buf, struct sockaddr
|
||||
free(buf->base);
|
||||
return;
|
||||
}
|
||||
struct sockaddr_in const* sockAddr = (struct sockaddr_in const*)addr;
|
||||
|
||||
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
|
||||
char ip[INET_ADDRSTRLEN];
|
||||
memset(ip, 0, sizeof ip);
|
||||
int port = 0;
|
||||
@@ -32,52 +44,37 @@ void _onRead(uv_udp_t* req, ssize_t nread, uv_buf_t const* buf, struct sockaddr
|
||||
// The null check for "addr" is necessary, on Android there'd be such mysterious call to "_onRead"!
|
||||
switch (addr->sa_family) {
|
||||
case AF_INET: {
|
||||
struct sockaddr_in const* sockAddr = (struct sockaddr_in const*)addr;
|
||||
uv_inet_ntop(sockAddr->sin_family, &(sockAddr->sin_addr), ip, INET_ADDRSTRLEN);
|
||||
port = ntohs(sockAddr->sin_port);
|
||||
//CCLOG("UDP received %d bytes from %s:%d", nread, ip, port);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
CCLOG("UDP received %d bytes from unknown sender", nread);
|
||||
CCLOG("UDP received %u bytes from unknown sender", nread);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (6 == nread) {
|
||||
// holepunching
|
||||
} else if (0 < nread) {
|
||||
// Non-holepunching; it might be more effective in RAM usage to use a threadsafe RingBuff to pass msg to GameThread here, but as long as it's not a performance blocker don't bother optimize here...
|
||||
uint8_t* const ui8Arr = (uint8_t*)malloc(maxUdpPayloadBytes*sizeof(uint8_t));
|
||||
memset(ui8Arr, 0, sizeof ui8Arr);
|
||||
for (int i = 0; i < nread; i++) {
|
||||
*(ui8Arr+i) = *(buf->base + i);
|
||||
// Peer holepunching
|
||||
for (int i = 0; i < maxPeerCnt; i++) {
|
||||
if (peerAddrList[i].sockAddrIn.sin_addr.s_addr != sockAddr->sin_addr.s_addr) continue;
|
||||
if (peerAddrList[i].sockAddrIn.sin_port != sockAddr->sin_port) continue;
|
||||
peerPunchedMarks[i] = true;
|
||||
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
|
||||
CCLOG("UDP received peer-holepunching from %s:%d", ip, port);
|
||||
#endif
|
||||
break;
|
||||
}
|
||||
cocos2d::Application::getInstance()->getScheduler()->performFunctionInCocosThread([=]() {
|
||||
// [WARNING] Use of the "ScriptEngine" is only allowed in "GameThread a.k.a. CocosThread"!
|
||||
se::Value onUdpMessageCb;
|
||||
se::ScriptEngine::getInstance()->getGlobalObject()->getProperty("onUdpMessage", &onUdpMessageCb);
|
||||
// [WARNING] Declaring "AutoHandleScope" is critical here, otherwise "onUdpMessageCb.toObject()" wouldn't be recognized as a function of the ScriptEngine!
|
||||
se::AutoHandleScope hs;
|
||||
//CCLOG("UDP received %d bytes upsync -- 1", nread);
|
||||
se::Object* const gameThreadMsg = se::Object::createTypedArray(se::Object::TypedArrayType::UINT8, ui8Arr, nread);
|
||||
//CCLOG("UDP received %d bytes upsync -- 2", nread);
|
||||
se::ValueArray args = { se::Value(gameThreadMsg) };
|
||||
if (onUdpMessageCb.isObject() && onUdpMessageCb.toObject()->isFunction()) {
|
||||
// Temporarily assume that the "this" ptr within callback is NULL.
|
||||
bool ok = onUdpMessageCb.toObject()->call(args, NULL);
|
||||
if (!ok) {
|
||||
se::ScriptEngine::getInstance()->clearException();
|
||||
}
|
||||
}
|
||||
//CCLOG("UDP received %d bytes upsync -- 3", nread);
|
||||
gameThreadMsg->decRef(); // Reference http://docs.cocos.com/creator/2.2/manual/en/advanced-topics/JSB2.0-learning.html#seobject
|
||||
//CCLOG("UDP received %d bytes upsync -- 4", nread);
|
||||
free(ui8Arr);
|
||||
CCLOG("UDP received %d bytes upsync -- 5", nread);
|
||||
|
||||
});
|
||||
} else if (0 < nread) {
|
||||
// Non-holepunching; the previously used "cocos2d::Application::getInstance()->getScheduler()->performFunctionInCocosThread(...)" approach was so non-deterministic in terms of the lag till GameThread actually recognizes this latest received packet due to scheduler uncertainty -- and was also heavier in RAM due to lambda usage
|
||||
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
|
||||
CCLOG("UDP received %u bytes inputFrameUpsync from %s:%d", nread, ip, port);
|
||||
#endif
|
||||
//uv_mutex_lock(&recvRingBuffLock);
|
||||
recvRingBuff->put(buf->base, nread);
|
||||
//uv_mutex_unlock(&recvRingBuffLock);
|
||||
}
|
||||
free(buf->base);
|
||||
|
||||
@@ -95,198 +92,56 @@ static void _allocBuffer(uv_handle_t* handle, size_t suggested_size, uv_buf_t* b
|
||||
}
|
||||
|
||||
void _onUvStopSig(uv_async_t* handle) {
|
||||
uv_stop(loop);
|
||||
CCLOG("UDP recv loop is signaled to stop in UvThread");
|
||||
if (!handle) return;
|
||||
uv_stop(handle->loop);
|
||||
CCLOG("UDP loop %p is signaled to stop in UvXxxxThread", handle->loop);
|
||||
}
|
||||
|
||||
void _onSend(uv_udp_send_t* req, int status) {
|
||||
CCLOG("UDP send about to free req for status:%d...", status);
|
||||
free(req); // No need to free "req->base", it'll be handled in each "_afterXxx" callback
|
||||
CCLOG("UDP send freed req for status:%d...", status);
|
||||
void _afterSend(uv_udp_send_t* req, int status) {
|
||||
if (req) {
|
||||
free(req);
|
||||
}
|
||||
if (status) {
|
||||
CCLOGERROR("uv_udp_send_cb error: %s\n", uv_strerror(status));
|
||||
}
|
||||
}
|
||||
|
||||
void _onUvTimerClosed(uv_handle_t* timer) {
|
||||
free(timer);
|
||||
}
|
||||
|
||||
int const punchServerCnt = 3;
|
||||
class PunchServerWork {
|
||||
public:
|
||||
BYTEC bytes[maxUdpPayloadBytes]; // Wasting some RAM here thus no need for explicit recursive destruction
|
||||
size_t bytesLen;
|
||||
|
||||
BYTEC udpTunnelBytes[maxUdpPayloadBytes];
|
||||
size_t udpTunnelBytesLen;
|
||||
|
||||
PunchServerWork(BYTEC* const newBytes, size_t newBytesLen, BYTEC* const newUdpTunnelBytes, size_t newUdpTunnelBytesLen) {
|
||||
memset(this->bytes, 0, sizeof(this->bytes));
|
||||
memcpy(this->bytes, newBytes, newBytesLen);
|
||||
|
||||
this->bytesLen = newBytesLen;
|
||||
|
||||
memset(this->udpTunnelBytes, 0, sizeof(this->udpTunnelBytes));
|
||||
memcpy(this->udpTunnelBytes, newUdpTunnelBytes, newUdpTunnelBytesLen);
|
||||
|
||||
this->udpTunnelBytesLen = newUdpTunnelBytesLen;
|
||||
}
|
||||
};
|
||||
void _punchServerOnUvThread(uv_work_t* wrapper) {
|
||||
PunchServerWork* work = (PunchServerWork*)wrapper->data;
|
||||
for (int i = 0; i < punchServerCnt; i++) {
|
||||
uv_udp_send_t* req = (uv_udp_send_t*)malloc(sizeof(uv_udp_send_t));
|
||||
uv_buf_t sendBuffer = uv_buf_init(work->bytes, work->bytesLen);
|
||||
struct sockaddr_in destAddr;
|
||||
uv_ip4_addr(SRV_IP, SRV_PORT, &destAddr);
|
||||
uv_udp_send(req, udpSocket, &sendBuffer, 1, (struct sockaddr const*)&destAddr, _onSend);
|
||||
|
||||
uv_udp_send_t* udpTunnelReq = (uv_udp_send_t*)malloc(sizeof(uv_udp_send_t));
|
||||
uv_buf_t udpTunnelSendBuffer = uv_buf_init(work->udpTunnelBytes, work->udpTunnelBytesLen);
|
||||
struct sockaddr_in udpTunnelDestAddr;
|
||||
uv_ip4_addr(SRV_IP, UDP_TUNNEL_SRV_PORT, &udpTunnelDestAddr);
|
||||
udpTunnelAddr.sockAddrIn = udpTunnelDestAddr;
|
||||
uv_udp_send(udpTunnelReq, udpSocket, &udpTunnelSendBuffer, 1, (struct sockaddr const*)&udpTunnelDestAddr, _onSend);
|
||||
}
|
||||
}
|
||||
void _afterPunchServer(uv_work_t* wrapper, int status) {
|
||||
CCLOG("UDP send about to free PunchServerWork for status:%d...", status);
|
||||
PunchServerWork* work = (PunchServerWork*)wrapper->data;
|
||||
delete work;
|
||||
CCLOG("UDP freed PunchServerWork for status:%d...", status);
|
||||
}
|
||||
|
||||
class PunchPeerWork {
|
||||
public:
|
||||
int roomCapacity;
|
||||
int selfJoinIndex;
|
||||
int naiveRefCnt;
|
||||
PunchPeerWork(int newRoomCapacity, int newSelfJoinIndex) {
|
||||
this->roomCapacity = newRoomCapacity;
|
||||
this->selfJoinIndex = newSelfJoinIndex;
|
||||
this->naiveRefCnt = 0;
|
||||
}
|
||||
void refInc() {
|
||||
++this->naiveRefCnt;
|
||||
}
|
||||
void refDecAndDelIfZero() {
|
||||
--this->naiveRefCnt;
|
||||
if (0 >= this->naiveRefCnt) {
|
||||
delete this;
|
||||
}
|
||||
}
|
||||
virtual ~PunchPeerWork() {
|
||||
CCLOG("PunchPeerWork instance deleted...");
|
||||
}
|
||||
};
|
||||
void _punchPeerOnUvThreadDelayed(uv_timer_t* timer, int status) {
|
||||
//CCLOG("_punchPeerOnUvThreadDelayed started...");
|
||||
PunchPeerWork* work = (PunchPeerWork*)timer->data;
|
||||
int roomCapacity = work->roomCapacity;
|
||||
int selfJoinIndex = work->selfJoinIndex;
|
||||
|
||||
for (int i = 0; i < roomCapacity; i++) {
|
||||
if (i + 1 == selfJoinIndex) {
|
||||
continue;
|
||||
}
|
||||
if (0 == peerAddrList[i].sockAddrIn.sin_port) {
|
||||
// Peer addr not initialized
|
||||
continue;
|
||||
}
|
||||
//CCLOG("UDP about to punch peer joinIndex:%d", i);
|
||||
char peerIp[17] = { 0 };
|
||||
uv_ip4_name((struct sockaddr_in*)&(peerAddrList[i].sockAddrIn), peerIp, sizeof peerIp);
|
||||
int peerPortSt = ntohs(peerAddrList[i].sockAddrIn.sin_port);
|
||||
int peerPortEd = ntohs(peerAddrList[i].sockAddrIn.sin_port) + 1; // Use tunnel of backend instead of sweeping ports blindly!
|
||||
for (int peerPort = peerPortSt; peerPort < peerPortEd; peerPort++) {
|
||||
if (0 > peerPort) continue;
|
||||
uv_udp_send_t* req = (uv_udp_send_t*)malloc(sizeof(uv_udp_send_t));
|
||||
uv_buf_t sendBuffer = uv_buf_init("foobar", 6); // hardcoded for now
|
||||
struct sockaddr_in testPeerAddr;
|
||||
uv_ip4_addr(peerIp, peerPort, &testPeerAddr);
|
||||
uv_udp_send(req, udpSocket, &sendBuffer, 1, (struct sockaddr const*)&testPeerAddr, _onSend);
|
||||
CCLOG("UDP punched peer %s:%d by 6 bytes", peerIp, peerPort);
|
||||
}
|
||||
}
|
||||
uv_timer_stop(timer);
|
||||
uv_close((uv_handle_t*)timer, _onUvTimerClosed);
|
||||
//CCLOG("_punchPeerOnUvThreadDelayed stopped...");
|
||||
work->refDecAndDelIfZero();
|
||||
}
|
||||
int const punchPeerCnt = 3;
|
||||
void _startPunchPeerTimerOnUvThread(uv_work_t* wrapper) {
|
||||
PunchPeerWork* work = (PunchPeerWork*)wrapper->data;
|
||||
int roomCapacity = work->roomCapacity;
|
||||
int selfJoinIndex = work->selfJoinIndex;
|
||||
|
||||
for (int j = 0; j < punchPeerCnt; j++) {
|
||||
work->refInc();
|
||||
}
|
||||
for (int j = 0; j < punchPeerCnt; j++) {
|
||||
uv_timer_t* punchTimer = (uv_timer_t*)malloc(sizeof(uv_timer_t)); // I don't think libuv timer is safe to be called from GameThread, thus calling it within UvThread here
|
||||
uv_timer_init(loop, punchTimer);
|
||||
punchTimer->data = work;
|
||||
uv_timer_start(punchTimer, (uv_timer_cb)&_punchPeerOnUvThreadDelayed, j * 500, 0);
|
||||
}
|
||||
}
|
||||
void _afterPunchPeerTimerStarted(uv_work_t* wrapper, int status) {
|
||||
// RAM of PunchPeerWork handled by "naiveRefCnt"
|
||||
}
|
||||
|
||||
class BroadcastInputFrameUpsyncWork {
|
||||
public:
|
||||
BYTEC bytes[maxUdpPayloadBytes]; // Wasting some RAM here thus no need for explicit recursive destruction
|
||||
size_t bytesLen;
|
||||
int roomCapacity;
|
||||
int selfJoinIndex;
|
||||
|
||||
BroadcastInputFrameUpsyncWork(BYTEC* const newBytes, size_t newBytesLen, int newRoomCapacity, int newSelfJoinIndex) {
|
||||
memset(this->bytes, 0, sizeof(this->bytes));
|
||||
memcpy(this->bytes, newBytes, newBytesLen);
|
||||
|
||||
this->bytesLen = newBytesLen;
|
||||
|
||||
this->roomCapacity = newRoomCapacity;
|
||||
this->selfJoinIndex = newSelfJoinIndex;
|
||||
}
|
||||
};
|
||||
int const broadcastUpsyncCnt = 1;
|
||||
void _broadcastInputFrameUpsyncOnUvThread(uv_work_t* wrapper) {
|
||||
BroadcastInputFrameUpsyncWork* work = (BroadcastInputFrameUpsyncWork*)wrapper->data;
|
||||
int roomCapacity = work->roomCapacity;
|
||||
int selfJoinIndex = work->selfJoinIndex;
|
||||
// Send to room udp tunnel in case of hole punching failure
|
||||
for (int j = 0; j < broadcastUpsyncCnt; j++) {
|
||||
uv_udp_send_t* req = (uv_udp_send_t*)malloc(sizeof(uv_udp_send_t));
|
||||
uv_buf_t sendBuffer = uv_buf_init(work->bytes, work->bytesLen);
|
||||
uv_udp_send(req, udpSocket, &sendBuffer, 1, (struct sockaddr const*)&(udpTunnelAddr.sockAddrIn), _onSend);
|
||||
CCLOG("UDP sent upsync to udp tunnel %s:%d by %u bytes round-%d", SRV_IP, UDP_TUNNEL_SRV_PORT, work->bytesLen, j);
|
||||
}
|
||||
void _onUvSthNewToSend(uv_async_t* handle) {
|
||||
|
||||
for (int i = 0; i < roomCapacity; i++) {
|
||||
if (i + 1 == selfJoinIndex) {
|
||||
continue;
|
||||
bool hasNext = true;
|
||||
while (NULL != handle && true == hasNext) {
|
||||
SendWork* work = NULL;
|
||||
uv_mutex_lock(&sendRingBuffLock);
|
||||
work = sendRingBuff->pop();
|
||||
|
||||
if (NULL == work) {
|
||||
hasNext = false;
|
||||
}
|
||||
if (0 == peerAddrList[i].sockAddrIn.sin_port) {
|
||||
// Peer addr not initialized
|
||||
continue;
|
||||
}
|
||||
char peerIp[17] = { 0 };
|
||||
uv_ip4_name((struct sockaddr_in*)&(peerAddrList[i].sockAddrIn), peerIp, sizeof peerIp);
|
||||
// Might want to send several times for better arrival rate
|
||||
for (int j = 0; j < broadcastUpsyncCnt; j++) {
|
||||
/*
|
||||
[WARNING] The following "uv_udp_try_send" might block I / O for a long time, hence unlock "as soon as possible" to avoid blocking the "GameThread" which is awaiting to acquire this mutex!
|
||||
|
||||
There's a very small chance where "sendRingBuff->put(...)" could contaminate the just popped "work" in "sendRingBuff->eles", thus "sendRingBuff->n" is made quite large to avoid that, moreover in terms of protecting "work" we're also unlocking "as late as possible"!
|
||||
*/
|
||||
uv_mutex_unlock(&sendRingBuffLock);
|
||||
if (NULL != work) {
|
||||
|
||||
// [WARNING] If "uv_udp_send" is to be used instead of "uv_udp_try_send", as UvSendThread will always be terminated from GameThread, it's a MUST to use the following heap-alloc form to initialize "uv_udp_send_t* req" such that "_afterSend" is guaranteed to be called, otherwise "int uvRunRet2 = uv_run(l, UV_RUN_DEFAULT);" for UvSendThread would block forever due to residual active handles.
|
||||
|
||||
uv_udp_send_t* req = (uv_udp_send_t*)malloc(sizeof(uv_udp_send_t));
|
||||
uv_buf_t sendBuffer = uv_buf_init(work->bytes, work->bytesLen);
|
||||
uv_udp_send(req, udpSocket, &sendBuffer, 1, (struct sockaddr const*)&(peerAddrList[i].sockAddrIn), _onSend);
|
||||
CCLOG("UDP broadcasted upsync to peer %s:%d by %u bytes round-%d", peerIp, ntohs(peerAddrList[i].sockAddrIn.sin_port), work->bytesLen, j);
|
||||
uv_udp_send(req, udpSendSocket, &sendBuffer, 1, (struct sockaddr const*)&(work->peerAddr.sockAddrIn), _afterSend);
|
||||
|
||||
//uv_buf_t sendBuffer = uv_buf_init(work->bytes, work->bytesLen);
|
||||
//uv_udp_try_send(udpSendSocket, &sendBuffer, 1, (struct sockaddr const*)&(work->peerAddr.sockAddrIn));
|
||||
#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
|
||||
char ip[INET_ADDRSTRLEN];
|
||||
memset(ip, 0, sizeof ip);
|
||||
uv_inet_ntop(work->peerAddr.sockAddrIn.sin_family, &(work->peerAddr.sockAddrIn.sin_addr), ip, INET_ADDRSTRLEN);
|
||||
int port = ntohs(work->peerAddr.sockAddrIn.sin_port);
|
||||
CCLOG("UDP sent %d bytes to %s:%d", sendBuffer.len, ip, port);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
void _afterBroadcastInputFrameUpsync(uv_work_t* wrapper, int status) {
|
||||
BroadcastInputFrameUpsyncWork* work = (BroadcastInputFrameUpsyncWork*)wrapper->data;
|
||||
delete work;
|
||||
}
|
||||
|
||||
void _onWalkCleanup(uv_handle_t* handle, void* data) {
|
||||
@@ -297,35 +152,92 @@ void _onWalkCleanup(uv_handle_t* handle, void* data) {
|
||||
void startRecvLoop(void* arg) {
|
||||
uv_loop_t* l = (uv_loop_t*)arg;
|
||||
int uvRunRet1 = uv_run(l, UV_RUN_DEFAULT);
|
||||
CCLOG("UDP recv loop is ended in UvThread, uvRunRet1=%d", uvRunRet1);
|
||||
CCLOG("UDP recv loop is ended in UvRecvThread, uvRunRet1=%d", uvRunRet1);
|
||||
uv_walk(l, _onWalkCleanup, NULL);
|
||||
CCLOG("UDP recv loop is walked in UvRecvThread");
|
||||
int uvRunRet2 = uv_run(l, UV_RUN_DEFAULT);
|
||||
CCLOG("UDP recv loop is run after walking in UvRecvThread, uvRunRet2=%d", uvRunRet2);
|
||||
|
||||
int uvCloseRet = uv_loop_close(l);
|
||||
CCLOG("UDP recv loop is closed in UvThread, uvRunRet2=%d, uvCloseRet=%d", uvRunRet2, uvCloseRet);
|
||||
CCLOG("UDP recv loop is closed in UvRecvThread, uvCloseRet=%d", uvCloseRet);
|
||||
}
|
||||
|
||||
void startSendLoop(void* arg) {
|
||||
uv_loop_t* l = (uv_loop_t*)arg;
|
||||
int uvRunRet1 = uv_run(l, UV_RUN_DEFAULT);
|
||||
CCLOG("UDP send loop is ended in UvSendThread, uvRunRet1=%d", uvRunRet1);
|
||||
uv_walk(l, _onWalkCleanup, NULL);
|
||||
CCLOG("UDP send loop is walked in UvSendThread");
|
||||
int uvRunRet2 = uv_run(l, UV_RUN_DEFAULT);
|
||||
CCLOG("UDP send loop is run after walking in UvSendThread, uvRunRet2=%d", uvRunRet2);
|
||||
|
||||
int uvCloseRet = uv_loop_close(l);
|
||||
CCLOG("UDP send loop is closed in UvSendThread, uvCloseRet=%d", uvCloseRet);
|
||||
}
|
||||
|
||||
int initSendLoop(struct sockaddr const* pUdpAddr) {
|
||||
sendLoop = uv_loop_new();
|
||||
udpSendSocket = (uv_udp_t*)malloc(sizeof(uv_udp_t));
|
||||
int sendSockInitRes = uv_udp_init(sendLoop, udpSendSocket); // "uv_udp_init" must precede that of "uv_udp_bind" for successful binding!
|
||||
int sendBindRes = uv_udp_bind(udpSendSocket, pUdpAddr, UV_UDP_REUSEADDR);
|
||||
if (0 != sendBindRes) {
|
||||
CCLOGERROR("Failed to bind send; sendSockInitRes=%d, sendBindRes=%d, reason=%s", sendSockInitRes, sendBindRes, uv_strerror(sendBindRes));
|
||||
exit(-1);
|
||||
}
|
||||
uv_mutex_init(&sendRingBuffLock);
|
||||
sendRingBuff = new SendRingBuff(maxBuffedMsgs);
|
||||
|
||||
uv_async_init(sendLoop, &uvSendLoopStopSig, _onUvStopSig);
|
||||
uv_async_init(sendLoop, &uvSendLoopTriggerSig, _onUvSthNewToSend);
|
||||
|
||||
return sendBindRes;
|
||||
}
|
||||
|
||||
bool initRecvLoop(struct sockaddr const* pUdpAddr) {
|
||||
recvLoop = uv_loop_new();
|
||||
udpRecvSocket = (uv_udp_t*)malloc(sizeof(uv_udp_t));
|
||||
|
||||
int recvSockInitRes = uv_udp_init(recvLoop, udpRecvSocket);
|
||||
int recvbindRes = uv_udp_bind(udpRecvSocket, pUdpAddr, UV_UDP_REUSEADDR);
|
||||
if (0 != recvbindRes) {
|
||||
CCLOGERROR("Failed to bind recv; recvSockInitRes=%d, recvbindRes=%d, reason=%s", recvSockInitRes, recvbindRes, uv_strerror(recvbindRes));
|
||||
exit(-1);
|
||||
}
|
||||
uv_mutex_init(&recvRingBuffLock);
|
||||
recvRingBuff = new RecvRingBuff(maxBuffedMsgs);
|
||||
|
||||
uv_udp_recv_start(udpRecvSocket, _allocBuffer, _onRead);
|
||||
uv_async_init(recvLoop, &uvRecvLoopStopSig, _onUvStopSig);
|
||||
|
||||
return recvbindRes;
|
||||
}
|
||||
|
||||
bool DelayNoMore::UdpSession::openUdpSession(int port) {
|
||||
loop = uv_loop_new();
|
||||
udpSocket = (uv_udp_t*)malloc(sizeof(uv_udp_t));
|
||||
struct sockaddr_in udpAddr;
|
||||
uv_ip4_addr("0.0.0.0", port, &udpAddr);
|
||||
struct sockaddr const* pUdpAddr = (struct sockaddr const*)&udpAddr;
|
||||
|
||||
int sockInitRes = uv_udp_init(loop, udpSocket); // "uv_udp_init" must precede that of "uv_udp_bind" for successful binding!
|
||||
|
||||
struct sockaddr_in recv_addr;
|
||||
uv_ip4_addr("0.0.0.0", port, &recv_addr);
|
||||
int bindRes = uv_udp_bind(udpSocket, (struct sockaddr const*)&recv_addr, UV_UDP_REUSEADDR);
|
||||
if (0 != bindRes) {
|
||||
CCLOGERROR("Failed to bind port=%d; bind result=%d, reason=%s", port, bindRes, uv_strerror(bindRes));
|
||||
exit(-1);
|
||||
memset(peerPunchedMarks, false, sizeof(peerPunchedMarks));
|
||||
for (int i = 0; i < maxPeerCnt; i++) {
|
||||
peerAddrList[i].authKey = -1; // hardcoded for now
|
||||
memset((char*)&peerAddrList[i].sockAddrIn, 0, sizeof(peerAddrList[i].sockAddrIn));
|
||||
}
|
||||
/*
|
||||
[WARNING] On Android, the libuv documentation of "UV_UDP_REUSEADDR" is true, i.e. only the socket that binds later on the same port will be triggered the recv callback; however on Windows, experiment shows that the exact reverse is true instead.
|
||||
|
||||
uv_async_init(loop, &uvLoopStopSig, _onUvStopSig);
|
||||
It's feasible to use a same socket instance for both receiving and sending in different threads, however not knowing the exact thread-safety concerns for "uv_udp_send/uv_udp_try_send" & "uv recv callback" stops me from doing so, I'd prefer to stick to using different socket instances in different threads.
|
||||
*/
|
||||
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
|
||||
initSendLoop(pUdpAddr);
|
||||
initRecvLoop(pUdpAddr);
|
||||
#else
|
||||
initRecvLoop(pUdpAddr);
|
||||
initSendLoop(pUdpAddr);
|
||||
#endif
|
||||
CCLOG("About to open UDP session at port=%d; recvLoop=%p, sendLoop=%p...", port, recvLoop, sendLoop);
|
||||
|
||||
CCLOG("About to open UDP session at port=%d; bind result=%d, sock init result=%d...", port, bindRes, sockInitRes);
|
||||
|
||||
uv_udp_recv_start(udpSocket, _allocBuffer, _onRead);
|
||||
|
||||
uv_thread_create(&recvTid, startRecvLoop, loop);
|
||||
uv_thread_create(&recvTid, startRecvLoop, recvLoop);
|
||||
uv_thread_create(&sendTid, startSendLoop, sendLoop);
|
||||
|
||||
CCLOG("Finished opening UDP session at port=%d", port);
|
||||
|
||||
@@ -334,18 +246,41 @@ bool DelayNoMore::UdpSession::openUdpSession(int port) {
|
||||
|
||||
bool DelayNoMore::UdpSession::closeUdpSession() {
|
||||
CCLOG("About to close udp session and dealloc all resources...");
|
||||
|
||||
/*
|
||||
[WARNING] It's possible that "closeUdpSession" is called when "openUdpSession" was NEVER CALLED, thus we have to avoid program crash in this case.
|
||||
|
||||
for (int i = 0; i < maxPeerCnt; i++) {
|
||||
peerAddrList[i].authKey = -1; // hardcoded for now
|
||||
memset((char*)&peerAddrList[i].sockAddrIn, 0, sizeof(peerAddrList[i].sockAddrIn));
|
||||
In general one shouldn't just check the state of "sendTid" by whether or not "NULL == sendLoop", but in this particular game, both "openUdpSession" and "closeUdpSession" are only called from "GameThread", no thread-safety concern here, i.e. if "openUdpSession" was ever called earlier, then "sendLoop" wouldn't be NULL when "closeUdpSession" is later called.
|
||||
*/
|
||||
if (NULL != sendLoop) {
|
||||
uv_async_send(&uvSendLoopStopSig);
|
||||
CCLOG("Signaling UvSendThread to end in GameThread...");
|
||||
uv_thread_join(&sendTid);
|
||||
free(udpSendSocket);
|
||||
free(sendLoop);
|
||||
delete sendRingBuff;
|
||||
|
||||
udpSendSocket = NULL;
|
||||
sendLoop = NULL;
|
||||
sendRingBuff = NULL;
|
||||
|
||||
uv_mutex_destroy(&sendRingBuffLock);
|
||||
}
|
||||
uv_async_send(&uvLoopStopSig); // The few if not only guaranteed thread safe utility of libuv :) See http://docs.libuv.org/en/v1.x/async.html#c.uv_async_send
|
||||
CCLOG("Signaling UvThread to end in GameThread...");
|
||||
|
||||
uv_thread_join(&recvTid);
|
||||
if (NULL != recvLoop) {
|
||||
uv_async_send(&uvRecvLoopStopSig); // The few if not only guaranteed thread safe utility of libuv :) See http://docs.libuv.org/en/v1.x/async.html#c.uv_async_send
|
||||
CCLOG("Signaling UvRecvThread to end in GameThread...");
|
||||
uv_thread_join(&recvTid);
|
||||
free(udpRecvSocket);
|
||||
free(recvLoop);
|
||||
delete recvRingBuff;
|
||||
|
||||
free(udpSocket);
|
||||
free(loop);
|
||||
udpRecvSocket = NULL;
|
||||
recvLoop = NULL;
|
||||
recvRingBuff = NULL;
|
||||
|
||||
uv_mutex_destroy(&recvRingBuffLock);
|
||||
}
|
||||
|
||||
CCLOG("Closed udp session and dealloc all resources in GameThread...");
|
||||
|
||||
@@ -353,46 +288,118 @@ bool DelayNoMore::UdpSession::closeUdpSession() {
|
||||
}
|
||||
|
||||
bool DelayNoMore::UdpSession::punchToServer(CHARC* const srvIp, int const srvPort, BYTEC* const bytes, size_t bytesLen, int const udpTunnelSrvPort, BYTEC* const udpTunnelBytes, size_t udpTunnelBytesBytesLen) {
|
||||
/*
|
||||
[WARNING] The RAM space used for "bytes", either on stack or in heap, is preallocatedand managed by the caller which runs on the GameThread. Actual sending will be made on UvThread.
|
||||
|
||||
Therefore we make a copy of this message before dispatching it "GameThread -> UvThread".
|
||||
*/
|
||||
memset(SRV_IP, 0, sizeof SRV_IP);
|
||||
memcpy(SRV_IP, srvIp, strlen(srvIp));
|
||||
SRV_PORT = srvPort;
|
||||
UDP_TUNNEL_SRV_PORT = udpTunnelSrvPort;
|
||||
PunchServerWork* work = new PunchServerWork(bytes, bytesLen, udpTunnelBytes, udpTunnelBytesBytesLen);
|
||||
uv_work_t* wrapper = (uv_work_t*)malloc(sizeof(uv_work_t));
|
||||
wrapper->data = work;
|
||||
uv_queue_work(loop, wrapper, _punchServerOnUvThread, _afterPunchServer);
|
||||
|
||||
struct sockaddr_in udpPunchingServerDestAddr;
|
||||
uv_ip4_addr(SRV_IP, SRV_PORT, &udpPunchingServerDestAddr);
|
||||
udpPunchingServerAddr.sockAddrIn = udpPunchingServerDestAddr;
|
||||
|
||||
struct sockaddr_in udpTunnelDestAddr;
|
||||
uv_ip4_addr(SRV_IP, UDP_TUNNEL_SRV_PORT, &udpTunnelDestAddr);
|
||||
udpTunnelAddr.sockAddrIn = udpTunnelDestAddr;
|
||||
|
||||
/*
|
||||
Libuv is really inconvenient here, neither "uv_queue_work" nor "uv_async_init" is threadsafe(http ://docs.libuv.org/en/v1.x/threadpool.html#c.uv_queue_work)! What's the point of such a queue? It's even more difficult than writing my own implementation -- again a threadsafe RingBuff could be used to the rescue, yet I'd like to investigate more into how to make the following threadsafe APIs with minimum cross-platform C++ codes
|
||||
- _sendMessage(...), should be both non-blocking & threadsafe, called from GameThread
|
||||
- _onRead(...), should be called first in UvRecvThread in an edge-triggered manner like idiomatic "epoll" or "kqueue", then dispatch the received message to GameThread by a threadsafe RingBuff
|
||||
*/
|
||||
|
||||
uv_mutex_lock(&sendRingBuffLock);
|
||||
sendRingBuff->put(bytes, bytesLen, &udpPunchingServerAddr);
|
||||
sendRingBuff->put(udpTunnelBytes, udpTunnelBytesBytesLen, &udpTunnelAddr);
|
||||
uv_mutex_unlock(&sendRingBuffLock);
|
||||
uv_async_send(&uvSendLoopTriggerSig);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool DelayNoMore::UdpSession::upsertPeerUdpAddr(struct PeerAddr* newPeerAddrList, int roomCapacity, int selfJoinIndex) {
|
||||
// Call timer for multiple sendings from JavaScript?
|
||||
CCLOG("upsertPeerUdpAddr called by js for roomCapacity=%d, selfJoinIndex=%d.", roomCapacity, selfJoinIndex);
|
||||
|
||||
// Punching between existing peer-pairs for Address/Port-restricted Cone NAT (not need for Full Cone NAT); UvThread never writes into "peerAddrList", so I assume that it's safe to skip locking for them
|
||||
uv_mutex_lock(&sendRingBuffLock);
|
||||
for (int i = 0; i < roomCapacity; i++) {
|
||||
if (i == selfJoinIndex - 1) continue;
|
||||
peerAddrList[i].sockAddrIn = (*(newPeerAddrList + i)).sockAddrIn;
|
||||
peerAddrList[i].authKey = (*(newPeerAddrList + i)).authKey;
|
||||
struct PeerAddr* cand = (newPeerAddrList + i);
|
||||
if (NULL == cand || 0 == cand->sockAddrIn.sin_port) continue; // Not initialized
|
||||
peerAddrList[i].sockAddrIn = cand->sockAddrIn;
|
||||
peerAddrList[i].authKey = cand->authKey;
|
||||
sendRingBuff->put("foobar", 6, &(peerAddrList[i])); // Content hardcoded for now
|
||||
}
|
||||
|
||||
PunchPeerWork* work = new PunchPeerWork(roomCapacity, selfJoinIndex);
|
||||
uv_work_t* wrapper = (uv_work_t*)malloc(sizeof(uv_work_t));
|
||||
wrapper->data = work;
|
||||
uv_queue_work(loop, wrapper, _startPunchPeerTimerOnUvThread, _afterPunchPeerTimerStarted);
|
||||
uv_mutex_unlock(&sendRingBuffLock);
|
||||
uv_async_send(&uvSendLoopTriggerSig);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool DelayNoMore::UdpSession::broadcastInputFrameUpsync(BYTEC* const bytes, size_t bytesLen, int roomCapacity, int selfJoinIndex) {
|
||||
BroadcastInputFrameUpsyncWork* work = new BroadcastInputFrameUpsyncWork(bytes, bytesLen, roomCapacity, selfJoinIndex);
|
||||
uv_work_t* wrapper = (uv_work_t*)malloc(sizeof(uv_work_t));
|
||||
wrapper->data = work;
|
||||
uv_queue_work(loop, wrapper, _broadcastInputFrameUpsyncOnUvThread, _afterBroadcastInputFrameUpsync);
|
||||
uv_mutex_lock(&sendRingBuffLock);
|
||||
// Might want to send several times for better arrival rate
|
||||
for (int j = 0; j < broadcastUpsyncCnt; j++) {
|
||||
int peerPunchedCnt = 0;
|
||||
for (int i = 0; i < roomCapacity; i++) {
|
||||
if (i + 1 == selfJoinIndex) {
|
||||
continue;
|
||||
}
|
||||
if (0 == peerAddrList[i].sockAddrIn.sin_port) {
|
||||
// Peer addr not initialized
|
||||
continue;
|
||||
}
|
||||
if (false == peerPunchedMarks[i]) {
|
||||
// Not punched yet, save some bandwidth
|
||||
continue;
|
||||
}
|
||||
sendRingBuff->put(bytes, bytesLen, &(peerAddrList[i]));
|
||||
++peerPunchedCnt;
|
||||
}
|
||||
|
||||
if (peerPunchedCnt + 1 < roomCapacity) {
|
||||
// Send to room udp tunnel in case of ANY hole punching failure
|
||||
sendRingBuff->put(bytes, bytesLen, &udpTunnelAddr);
|
||||
}
|
||||
}
|
||||
|
||||
uv_mutex_unlock(&sendRingBuffLock);
|
||||
uv_async_send(&uvSendLoopTriggerSig);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool DelayNoMore::UdpSession::pollUdpRecvRingBuff() {
|
||||
// This function is called by GameThread 60 fps.
|
||||
|
||||
//uv_mutex_lock(&recvRingBuffLock);
|
||||
while (true && NULL != recvLoop) {
|
||||
RecvWork f;
|
||||
bool res = recvRingBuff->pop(&f);
|
||||
if (!res) {
|
||||
// Deliberately returning "true" here to prevent "jswrapper" from printing "Failed to invoke Xxx..." too frequently
|
||||
return true;
|
||||
}
|
||||
// [WARNING] Declaring "AutoHandleScope" is critical here, otherwise "onUdpMessageCb.toObject()" wouldn't be recognized as a function of the ScriptEngine!
|
||||
se::AutoHandleScope hs;
|
||||
// [WARNING] Use of the "ScriptEngine" is only allowed in "GameThread a.k.a. CocosThread"!
|
||||
se::Value onUdpMessageCb;
|
||||
se::ScriptEngine::getInstance()->getGlobalObject()->getProperty("onUdpMessage", &onUdpMessageCb);
|
||||
if (onUdpMessageCb.isObject() && onUdpMessageCb.toObject()->isFunction()) {
|
||||
//CCLOG("UDP received %d bytes upsync -- 1", nread);
|
||||
se::Object* const gameThreadMsg = se::Object::createTypedArray(se::Object::TypedArrayType::UINT8, f.ui8Arr, f.bytesLen);
|
||||
//CCLOG("UDP received %d bytes upsync -- 2", nread);
|
||||
se::ValueArray args = { se::Value(gameThreadMsg) };
|
||||
|
||||
// Temporarily assume that the "this" ptr within callback is NULL.
|
||||
bool ok = onUdpMessageCb.toObject()->call(args, NULL);
|
||||
if (!ok) {
|
||||
se::ScriptEngine::getInstance()->clearException();
|
||||
}
|
||||
//CCLOG("UDP received %d bytes upsync -- 3", nread);
|
||||
gameThreadMsg->decRef(); // Reference http://docs.cocos.com/creator/2.2/manual/en/advanced-topics/JSB2.0-learning.html#seobject
|
||||
//CCLOG("UDP received %d bytes upsync -- 4", nread);
|
||||
}
|
||||
}
|
||||
//uv_mutex_unlock(&recvRingBuffLock);
|
||||
return true;
|
||||
}
|
||||
|
@@ -1,18 +1,9 @@
|
||||
#include "uv/uv.h"
|
||||
#define __SSIZE_T // Otherwise "ssize_t" would have conflicting macros error that stops compiling
|
||||
|
||||
#ifndef udp_session_hpp
|
||||
#define udp_session_hpp
|
||||
|
||||
typedef char BYTEC;
|
||||
typedef char const CHARC;
|
||||
int const maxUdpPayloadBytes = 128;
|
||||
#include "ring_buff.hpp"
|
||||
|
||||
int const maxPeerCnt = 10;
|
||||
struct PeerAddr {
|
||||
struct sockaddr_in sockAddrIn;
|
||||
uint32_t authKey;
|
||||
};
|
||||
|
||||
namespace DelayNoMore {
|
||||
class UdpSession {
|
||||
@@ -23,6 +14,7 @@ namespace DelayNoMore {
|
||||
//static bool clearPeerUDPAddrList();
|
||||
static bool punchToServer(CHARC* const srvIp, int const srvPort, BYTEC* const bytes, size_t bytesLen, int const udpTunnelSrvPort, BYTEC* const udpTunnelBytes, size_t udpTunnelBytesBytesLen);
|
||||
static bool broadcastInputFrameUpsync(BYTEC* const bytes, size_t bytesLen, int roomCapacity, int selfJoinIndex);
|
||||
static bool pollUdpRecvRingBuff();
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
@@ -126,8 +126,21 @@ bool upsertPeerUdpAddr(se::State& s) {
|
||||
}
|
||||
SE_BIND_FUNC(upsertPeerUdpAddr)
|
||||
|
||||
static bool udpSessionFinalize(se::State& s)
|
||||
{
|
||||
bool pollUdpRecvRingBuff(se::State& s) {
|
||||
const auto& args = s.args();
|
||||
size_t argc = args.size();
|
||||
CC_UNUSED bool ok = true;
|
||||
if (0 == argc) {
|
||||
SE_PRECONDITION2(ok, false, "upsertPeerUdpAddr: Error processing arguments");
|
||||
return DelayNoMore::UdpSession::pollUdpRecvRingBuff();
|
||||
}
|
||||
SE_REPORT_ERROR("wrong number of arguments: %d, was expecting %d; or wrong arg type!", (int)argc, 0);
|
||||
|
||||
return false;
|
||||
}
|
||||
SE_BIND_FUNC(pollUdpRecvRingBuff)
|
||||
|
||||
static bool udpSessionFinalize(se::State& s) {
|
||||
CCLOGINFO("jsbindings: finalizing JS object %p (DelayNoMore::UdpSession)", s.nativeThisObject());
|
||||
auto iter = se::NonRefNativePtrCreatedByCtorMap::find(s.nativeThisObject());
|
||||
if (iter != se::NonRefNativePtrCreatedByCtorMap::end()) {
|
||||
@@ -141,8 +154,7 @@ SE_BIND_FINALIZE_FUNC(udpSessionFinalize)
|
||||
|
||||
se::Object* __jsb_udp_session_proto = nullptr;
|
||||
se::Class* __jsb_udp_session_class = nullptr;
|
||||
bool registerUdpSession(se::Object* obj)
|
||||
{
|
||||
bool registerUdpSession(se::Object* obj) {
|
||||
// Get the ns
|
||||
se::Value nsVal;
|
||||
if (!obj->getProperty("DelayNoMore", &nsVal))
|
||||
@@ -160,6 +172,7 @@ bool registerUdpSession(se::Object* obj)
|
||||
cls->defineStaticFunction("broadcastInputFrameUpsync", _SE(broadcastInputFrameUpsync));
|
||||
cls->defineStaticFunction("closeUdpSession", _SE(closeUdpSession));
|
||||
cls->defineStaticFunction("upsertPeerUdpAddr", _SE(upsertPeerUdpAddr));
|
||||
cls->defineStaticFunction("pollUdpRecvRingBuff", _SE(pollUdpRecvRingBuff));
|
||||
cls->defineFinalizeFunction(_SE(udpSessionFinalize));
|
||||
cls->install();
|
||||
|
||||
|
@@ -15,5 +15,5 @@ SE_DECLARE_FUNC(punchToServer);
|
||||
SE_DECLARE_FUNC(broadcastInputFrameUpsync);
|
||||
SE_DECLARE_FUNC(closeUdpSession);
|
||||
SE_DECLARE_FUNC(upsertPeerUdpAddr);
|
||||
|
||||
SE_DECLARE_FUNC(pollUdpRecvRingBuff);
|
||||
#endif
|
||||
|
@@ -27,8 +27,7 @@
|
||||
android:label="@string/app_name"
|
||||
android:usesCleartextTraffic="true"
|
||||
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
|
||||
android:launchMode="singleTask"
|
||||
android:taskAffinity="" >
|
||||
android:launchMode="singleTask">
|
||||
<intent-filter>
|
||||
<action android:name="android.intent.action.MAIN" />
|
||||
|
||||
|
@@ -15,6 +15,7 @@ LOCAL_SRC_FILES := hellojavascript/main.cpp \
|
||||
../../../Classes/jsb_module_register.cpp \
|
||||
../../../Classes/udp_session.cpp \
|
||||
../../../Classes/udp_session_bridge.cpp \
|
||||
../../../Classes/ring_buff.cpp
|
||||
|
||||
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../../Classes
|
||||
|
||||
|