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https://github.com/genxium/DelayNoMore
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2 Commits
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680e4f1f59 | ||
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f367609276 |
@@ -3,8 +3,8 @@
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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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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.
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- 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/1IZVa5wVgAdeH6D-xsZYFUw?pwd=dgkj).
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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. 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).
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- 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 (viewed by PC side)](https://pan.baidu.com/s/1IZVa5wVgAdeH6D-xsZYFUw?pwd=dgkj).
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- Browser vs `native app` is possible but in that case only websocket is used.
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The following video is recorded over INTERNET using an input delay of 4 frames and it feels SMOOTH when playing! Please also checkout these demo videos
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@@ -394,6 +394,8 @@ cc.Class({
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self.networkDoctor = new NetworkDoctor(20);
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self.skipRenderFrameFlag = false;
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self.allowRollbackOnPeerUpsync = true;
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self.countdownNanos = null;
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if (self.countdownLabel) {
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self.countdownLabel.string = "";
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@@ -950,18 +952,8 @@ fromUDP=${fromUDP}`);
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const inputFrame = batch[k]; // could be either "pb.InputFrameDownsync" or "pb.InputFrameUpsync", depending on "fromUDP"
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const inputFrameId = inputFrame.inputFrameId;
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const peerEncodedInput = (true == fromUDP ? inputFrame.encoded : inputFrame.inputList[peerJoinIndex - 1]);
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if (inputFrameId <= renderedInputFrameIdUpper) {
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if (false == self.allowRollbackOnPeerUpsync && inputFrameId <= renderedInputFrameIdUpper) {
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// [WARNING] Avoid obfuscating already rendered history, even at "inputFrameId == renderedInputFrameIdUpper", due to the use of "INPUT_SCALE_FRAMES" some previous render frames might already be rendered with "inputFrameId"!
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// TODO: Shall we update the "chaserRenderFrameId" if the rendered history was wrong? It doesn't seem to impact eventual correctness if we allow the update of "chaserRenderFrameId" upon "inputFrameId <= renderedInputFrameIdUpper" here, however UDP upsync doesn't reserve order from a same sender and there might be multiple other senders, hence it might result in unnecessarily frequent chasing.
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const localInputFrame = self.recentInputCache.GetByFrameId(inputFrameId);
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if (null != localInputFrame
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&&
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null == firstPredictedYetIncorrectInputFrameId
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&&
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localInputFrame.InputList[peerJoinIndex - 1] != peerEncodedInput
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) {
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firstPredictedYetIncorrectInputFrameId = inputFrameId;
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}
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continue;
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}
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if (inputFrameId <= self.lastAllConfirmedInputFrameId) {
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@@ -986,12 +978,26 @@ fromUDP=${fromUDP}`);
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const newInputFrameDownsyncLocal = gopkgs.NewInputFrameDownsync(inputFrameId, newInputList, newConfirmedList);
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//console.log(`Updated encoded input of peerJoinIndex=${peerJoinIndex} to ${peerEncodedInput} for inputFrameId=${inputFrameId}/renderedInputFrameIdUpper=${renderedInputFrameIdUpper} from ${JSON.stringify(inputFrame)}; newInputFrameDownsyncLocal=${self.gopkgsInputFrameDownsyncStr(newInputFrameDownsyncLocal)}; existingInputFrame=${self.gopkgsInputFrameDownsyncStr(existingInputFrame)}`);
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self.recentInputCache.SetByFrameId(newInputFrameDownsyncLocal, inputFrameId);
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if (self.allowRollbackOnPeerUpsync) {
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// Reaching here implies that "true == self.allowRollbackOnPeerUpsync".
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// Shall we update the "chaserRenderFrameId" if the rendered history was wrong? It doesn't seem to impact eventual correctness if we allow the update of "chaserRenderFrameId" upon "inputFrameId <= renderedInputFrameIdUpper" here, however UDP upsync doesn't reserve order from a same sender and there might be multiple other senders, hence it might result in unnecessarily frequent chasing.
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if (
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null == firstPredictedYetIncorrectInputFrameId
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&&
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existingInputFrame.InputList[peerJoinIndex - 1] != peerEncodedInput
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) {
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firstPredictedYetIncorrectInputFrameId = inputFrameId;
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}
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}
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}
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if (0 < effCnt) {
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//self._markConfirmationIfApplicable();
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self.networkDoctor.logPeerInputFrameUpsync(batch[0].inputFrameId, batch[batch.length - 1].inputFrameId);
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}
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self._handleIncorrectlyRenderedPrediction(firstPredictedYetIncorrectInputFrameId, batch, fromUDP);
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if (true == self.allowRollbackOnPeerUpsync) {
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self._handleIncorrectlyRenderedPrediction(firstPredictedYetIncorrectInputFrameId, batch, fromUDP);
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}
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},
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onPlayerAdded(rdf /* pb.RoomDownsyncFrame */ ) {
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@@ -6,7 +6,7 @@
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int const punchServerCnt = 3;
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int const punchPeerCnt = 3;
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int const broadcastUpsyncCnt = 1;
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int const broadcastUpsyncCnt = 2;
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uv_udp_t *udpRecvSocket = NULL, *udpSendSocket = NULL;
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uv_thread_t recvTid, sendTid;
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