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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.
|
||||
|
||||
Therefore, the following plan doesn't assume use of any specific 3rd party encapsulation of UDP communication.
|
||||

|
||||

|
||||
|
||||
# Would using WebRTC for all frontends be a `UDP for all` solution?
|
||||
Theoretically yes.
|
||||
|
||||
## Plan to integrate WebRTC
|
||||
The actual integration of WebRTC to enable `browser v.s. native app w/ WebRTC` requires detailed planning :)
|
||||
|
||||
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.
|
||||
- TURN for UDP tunneling/relay
|
||||
- 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).
|
||||
- STUN for UDP holepunching
|
||||
- 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.
|
||||
- reconnection recovery
|
||||
- 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.
|
||||
|
41
README.md
@@ -2,20 +2,19 @@
|
||||
|
||||
This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md).
|
||||
|
||||
[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!
|
||||
|
||||

|
||||
|
||||
(battle between 2 celluar 4G users using Android phones, [original video here](https://pan.baidu.com/s/1RL-9M-cK8cFS_Q8afMTrJA?pwd=ryzv))
|
||||
|
||||

|
||||
|
||||
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).
|
||||
- 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)
|
||||
@@ -121,6 +120,24 @@ 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
|
||||
|
@@ -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,
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -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
|
||||
InputsBuffer *resolv.RingBuffer // Indices are STRICTLY consecutive
|
||||
InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange, LastIndividuallyConfirmedInputList, player.LastReceivedInputFrameId, player.LastUdpReceivedInputFrameId]
|
||||
RenderFrameBuffer *battle.RingBuffer // Indices are STRICTLY consecutive
|
||||
RenderFrameBuffer *resolv.RingBuffer // Indices are STRICTLY consecutive
|
||||
LatestPlayerUpsyncedInputFrameId int32
|
||||
LastAllConfirmedInputFrameId int32
|
||||
LastAllConfirmedInputFrameIdWithChange int32
|
||||
@@ -162,13 +162,19 @@ type Room struct {
|
||||
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) bool {
|
||||
playerId := pPlayerFromDbInit.Id
|
||||
// TODO: Any thread-safety concern for accessing "pR" here?
|
||||
if RoomBattleStateIns.IDLE != pR.State && RoomBattleStateIns.WAITING != pR.State {
|
||||
@@ -180,7 +186,7 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
|
||||
return false
|
||||
}
|
||||
|
||||
defer pR.onPlayerAdded(playerId)
|
||||
defer pR.onPlayerAdded(playerId, speciesId)
|
||||
|
||||
pPlayerFromDbInit.UdpAddr = nil
|
||||
pPlayerFromDbInit.BattleUdpTunnelAddr = nil
|
||||
@@ -416,24 +422,14 @@ 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"
|
||||
@@ -781,7 +777,7 @@ 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)
|
||||
@@ -804,9 +800,9 @@ func (pR *Room) OnDismissed() {
|
||||
pR.PlayerSignalToCloseDict = make(map[int32]SignalToCloseConnCbType)
|
||||
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.RenderCacheSize = 256
|
||||
pR.RenderFrameBuffer = resolv.NewRingBuffer(pR.RenderCacheSize)
|
||||
pR.InputsBuffer = resolv.NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
|
||||
pR.rdfIdToActuallyUsedInput = make(map[int32]*pb.InputFrameDownsync)
|
||||
pR.LastIndividuallyConfirmedInputList = make([]uint64, pR.Capacity)
|
||||
|
||||
@@ -819,6 +815,24 @@ func (pR *Room) OnDismissed() {
|
||||
pR.CurDynamicsRenderFrameId = 0
|
||||
pR.NstDelayFrames = 24
|
||||
|
||||
pR.collisionHolder = resolv.NewCollision()
|
||||
pR.effPushbacks = make([]*battle.Vec2D, pR.Capacity)
|
||||
for i := 0; i < len(pR.effPushbacks); 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
|
||||
pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME
|
||||
@@ -954,7 +968,7 @@ 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 {
|
||||
@@ -966,8 +980,9 @@ 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".
|
||||
@@ -980,7 +995,10 @@ 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
|
||||
@@ -1361,8 +1379,7 @@ 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.CurDynamicsRenderFrameId++
|
||||
}
|
||||
}
|
||||
@@ -1776,7 +1793,7 @@ 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, 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
|
||||
@@ -1782,7 +1798,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
|
||||
0x0a, 0x19, 0x72, 0x6f, 0x6f, 0x6d, 0x5f, 0x64, 0x6f, 0x77, 0x6e, 0x73, 0x79, 0x6e, 0x63, 0x5f,
|
||||
0x66, 0x72, 0x61, 0x6d, 0x65, 0x2e, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x12, 0x06, 0x70, 0x72, 0x6f,
|
||||
0x74, 0x6f, 0x73, 0x1a, 0x0e, 0x67, 0x65, 0x6f, 0x6d, 0x65, 0x74, 0x72, 0x79, 0x2e, 0x70, 0x72,
|
||||
0x6f, 0x74, 0x6f, 0x22, 0xf3, 0x07, 0x0a, 0x0e, 0x50, 0x6c, 0x61, 0x79, 0x65, 0x72, 0x44, 0x6f,
|
||||
0x6f, 0x74, 0x6f, 0x22, 0xd7, 0x08, 0x0a, 0x0e, 0x50, 0x6c, 0x61, 0x79, 0x65, 0x72, 0x44, 0x6f,
|
||||
0x77, 0x6e, 0x73, 0x79, 0x6e, 0x63, 0x12, 0x0e, 0x0a, 0x02, 0x69, 0x64, 0x18, 0x01, 0x20, 0x01,
|
||||
0x28, 0x05, 0x52, 0x02, 0x69, 0x64, 0x12, 0x22, 0x0a, 0x0c, 0x76, 0x69, 0x72, 0x74, 0x75, 0x61,
|
||||
0x6c, 0x47, 0x72, 0x69, 0x64, 0x58, 0x18, 0x02, 0x20, 0x01, 0x28, 0x05, 0x52, 0x0c, 0x76, 0x69,
|
||||
@@ -1840,319 +1856,325 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
|
||||
0x6e, 0x57, 0x61, 0x6c, 0x6c, 0x4e, 0x6f, 0x72, 0x6d, 0x59, 0x12, 0x2c, 0x0a, 0x11, 0x63, 0x61,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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 {
|
||||
@@ -195,7 +205,7 @@ func Serve(c *gin.Context) {
|
||||
|
||||
if pRoom.ReAddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer) {
|
||||
playerSuccessfullyAddedToRoom = true
|
||||
} else if pRoom.AddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer) {
|
||||
} else if pRoom.AddPlayerIfPossible(pPlayer, speciesId, conn, signalToCloseConnOfThisPlayer) {
|
||||
playerSuccessfullyAddedToRoom = true
|
||||
} else {
|
||||
Logger.Warn("Failed to get:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forExpectedRoomId", expectedRoomId))
|
||||
@@ -219,7 +229,7 @@ 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)
|
||||
res := pRoom.AddPlayerIfPossible(pPlayer, speciesId, conn, signalToCloseConnOfThisPlayer)
|
||||
if !res {
|
||||
signalToCloseConnOfThisPlayer(Constants.RetCode.PlayerNotAddableToRoom, fmt.Sprintf("AddPlayerIfPossible returns false for roomId == %v, playerId == %v!", pRoom.Id, playerId))
|
||||
}
|
||||
|
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: 4.4 MiB |
Before Width: | Height: | Size: 6.7 MiB |
Before Width: | Height: | Size: 3.7 MiB |
@@ -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)
|
||||
}
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97
frontend/assets/resources/animation/Fireball/Fireball2.anim
Normal file
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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
@@ -0,0 +1,103 @@
|
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{
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||||
{
|
||||
"frame": 0.2,
|
||||
"value": {
|
||||
"__uuid__": "f9522b47-812e-4020-845a-5d9f6d9aca90"
|
||||
}
|
||||
},
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||||
{
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||||
"frame": 0.26666666666666666,
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||||
"value": {
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||||
"__uuid__": "1ff63b81-49d8-4d68-9526-5f0dc4c88ef0"
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||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.3333333333333333,
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||||
"value": {
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||||
"__uuid__": "4e96b6fd-2cd1-412b-98a8-7f22040af589"
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}
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},
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{
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"frame": 0.43333333333333335,
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"value": {
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"__uuid__": "a827896b-00b5-4385-9648-2c40414b29c3"
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}
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}
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||||
]
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||||
}
|
||||
}
|
||||
},
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||||
"events": []
|
||||
}
|
@@ -0,0 +1,5 @@
|
||||
{
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||||
"ver": "2.1.0",
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||||
"uuid": "86706adc-e079-4997-883b-3e269d223065",
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"subMetas": {}
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||||
}
|
@@ -59,6 +59,12 @@
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||||
"__uuid__": "0ecf4a0c-0f13-42fa-a214-b4826acd8556"
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}
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},
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{
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"frame": 0.3,
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"value": {
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"__uuid__": "cabf9cb6-99ca-426d-9a23-95cdec6f06b9"
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}
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},
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{
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"frame": 0.3333333333333333,
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"value": {
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|
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",
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||||
"_objFlags": 0,
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||||
"_native": "",
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||||
"_duration": 0.016666666666666666,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
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||||
"cc.Sprite": {
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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__": "d5c1e6b4-1048-43e2-96f9-801dc23cf418"
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}
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}
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]
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}
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}
|
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},
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"events": []
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}
|
@@ -0,0 +1,5 @@
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||||
{
|
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"ver": "2.1.0",
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"uuid": "57358699-1d1b-44db-898c-df0c3ce9aab0",
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"subMetas": {}
|
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}
|
@@ -1,11 +1,11 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
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||||
<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="40" tilewidth="16" tileheight="16" infinite="0" nextlayerid="8" nextobjectid="138">
|
||||
<tileset firstgid="1" source="tiles0.tsx"/>
|
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<tileset firstgid="65" source="tiles1.tsx"/>
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<tileset firstgid="129" source="tiles2.tsx"/>
|
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<layer id="6" name="Ground" width="128" height="64">
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<layer id="7" name="Ground" width="128" height="40">
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<data encoding="base64" compression="zlib">
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</data>
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</layer>
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<objectgroup id="1" name="PlayerStartingPos">
|
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@@ -84,12 +84,12 @@
|
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<property name="boundary_type" value="barrier"/>
|
||||
</properties>
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||||
</object>
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<object id="84" x="640" y="224" width="16" height="800">
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<object id="84" x="640" y="224" width="16" height="416">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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</object>
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<object id="85" x="1680" y="224" width="16" height="800">
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<object id="85" x="1680" y="224" width="16" height="416">
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<properties>
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<property name="boundary_type" value="barrier"/>
|
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</properties>
|
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@@ -149,17 +149,12 @@
|
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<property name="boundary_type" value="barrier"/>
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</properties>
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</object>
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<object id="113" x="640" y="1008" width="1056" height="16">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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</object>
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<object id="114" x="640" y="224" width="1056" height="16">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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</object>
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<object id="119" x="656" y="592" width="1024" height="416">
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<object id="119" x="656" y="592" width="512" height="48">
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<properties>
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<property name="boundary_type" value="barrier"/>
|
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</properties>
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@@ -169,5 +164,10 @@
|
||||
<property name="boundary_type" value="barrier"/>
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</properties>
|
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</object>
|
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<object id="137" x="1168" y="592" width="512" height="48">
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<properties>
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<property name="boundary_type" value="barrier"/>
|
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</properties>
|
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</object>
|
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</objectgroup>
|
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</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;
|
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string displayName = 998;
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|
@@ -25,16 +25,19 @@
|
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},
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{
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"__id__": 8
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},
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{
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"__id__": 22
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}
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],
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"_active": true,
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"_components": [
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{
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"__id__": 22
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"__id__": 29
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}
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],
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"_prefab": {
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"__id__": 23
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"__id__": 30
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},
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"_opacity": 255,
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"_color": {
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@@ -324,8 +327,8 @@
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"_color": {
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"__type__": "cc.Color",
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"r": 255,
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"g": 255,
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"b": 255,
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"g": 0,
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"b": 0,
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"a": 255
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},
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"_contentSize": {
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@@ -483,12 +486,21 @@
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{
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"__uuid__": "e8247e2a-1b5b-4618-86f8-224b25246b55"
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},
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null,
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null,
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null,
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{
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"__uuid__": "168df303-4b6a-4376-940c-3d36fa9e98d8"
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},
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null,
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{
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"__uuid__": "d7b6d7c4-d2b5-49c6-bbcb-d8d80f52ae7e"
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},
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{
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"__uuid__": "57358699-1d1b-44db-898c-df0c3ce9aab0"
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},
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{
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"__uuid__": "6e1139d4-03dd-4bd4-9510-606e94f629fe"
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},
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{
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"__uuid__": "86706adc-e079-4997-883b-3e269d223065"
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}
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],
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"playOnLoad": false,
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@@ -653,7 +665,9 @@
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{
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"__uuid__": "9b500cb0-8048-4715-81db-cc975c914225"
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},
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null,
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{
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"__uuid__": "2aef91f9-ef47-4bb4-bf43-5441723aa639"
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},
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null,
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{
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"__uuid__": "38b2c892-347b-4009-93f8-65b2ab1614f0"
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@@ -663,6 +677,9 @@
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},
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{
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"__uuid__": "e906322d-a08b-4477-a2e9-98acd42fa034"
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},
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{
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"__uuid__": "ac90c9b8-3b06-4866-89ce-2c953a9d5a9a"
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}
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],
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"playOnLoad": false,
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@@ -833,10 +850,15 @@
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{
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"__uuid__": "0abbd156-980e-475e-9994-3c958bd913fc"
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},
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null,
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{
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"__uuid__": "337d57ad-118c-40e2-be90-2aa1505c152b"
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},
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null,
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{
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"__uuid__": "edd23b2f-1caa-4836-88a7-e4af1f26743e"
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},
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{
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"__uuid__": "657d4193-2224-44ea-94f7-0305a9f2b322"
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}
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],
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"playOnLoad": false,
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@@ -892,6 +914,244 @@
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"fileId": "7aN7Gcc/tBw5EGlTJVBj2+",
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"sync": false
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},
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{
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"__type__": "cc.Node",
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"_name": "HpBar",
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"_objFlags": 0,
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"_parent": {
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"__id__": 1
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},
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"_children": [
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{
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"__id__": 23
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}
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],
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"_active": true,
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"_components": [
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{
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"__id__": 26
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},
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{
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"__id__": 27
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}
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],
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"_prefab": {
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"__id__": 28
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},
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"_opacity": 255,
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"_color": {
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"__type__": "cc.Color",
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"r": 255,
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"g": 255,
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"b": 255,
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"a": 255
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},
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"_contentSize": {
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"__type__": "cc.Size",
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"width": 50,
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"height": 8
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},
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"_anchorPoint": {
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"__type__": "cc.Vec2",
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"y": 0.5
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},
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42.256,
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]
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"_eulerAngles": {
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"__type__": "cc.Vec3",
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"x": 0,
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"z": 0
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},
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"_skewX": 0,
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{
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"_name": "bar",
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"_contentSize": {
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},
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"_anchorPoint": {
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{
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},
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},
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{
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"root": {
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"__id__": 22
|
||||
"__id__": 23
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@@ -1093,7 +1159,7 @@
|
||||
"ctor": "Float64Array",
|
||||
"array": [
|
||||
0,
|
||||
-76.48000000000002,
|
||||
-79.66666666666669,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
@@ -1122,7 +1188,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 21
|
||||
"__id__": 22
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
@@ -1154,23 +1220,23 @@
|
||||
"_name": "RoomIdIndicator",
|
||||
"_objFlags": 0,
|
||||
"_parent": {
|
||||
"__id__": 12
|
||||
"__id__": 11
|
||||
},
|
||||
"_children": [
|
||||
{
|
||||
"__id__": 24
|
||||
"__id__": 25
|
||||
},
|
||||
{
|
||||
"__id__": 26
|
||||
"__id__": 27
|
||||
}
|
||||
],
|
||||
"_active": false,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 28
|
||||
"__id__": 29
|
||||
},
|
||||
{
|
||||
"__id__": 29
|
||||
"__id__": 30
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@@ -1226,13 +1292,13 @@
|
||||
"_name": "label",
|
||||
"_objFlags": 0,
|
||||
"_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
|
||||
},
|
||||
},
|
||||
|
||||
@@ -25,7 +25,7 @@ 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;
|
||||
|
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;
|
||||
@@ -72,7 +78,7 @@ 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() {
|
||||
@@ -80,31 +86,36 @@ NetworkDoctor.prototype.logSkippedRenderFrameCnt = function() {
|
||||
}
|
||||
|
||||
NetworkDoctor.prototype.isTooFast = function(mapIns) {
|
||||
const [sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, skippedRenderFrameCnt] = this.stats();
|
||||
const [inputFrameIdFront, sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, skippedRenderFrameCnt] = this.stats();
|
||||
if (sendingFps >= this.inputRateThreshold + 3) {
|
||||
// Don't send too fast
|
||||
console.log(`Sending too fast, sendingFps=${sendingFps}`);
|
||||
return true;
|
||||
if (CC_DEBUG) {
|
||||
// Printing of this message might induce a performance impact.
|
||||
// console.log(`Sending too fast, sendingFps=${sendingFps}`);
|
||||
}
|
||||
return [true, inputFrameIdFront, sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, skippedRenderFrameCnt];
|
||||
} else {
|
||||
const sendingFpsNormal = (sendingFps >= this.inputRateThreshold);
|
||||
// An outstanding lag within the "inputFrameDownsyncQ" will reduce "srvDownsyncFps", HOWEVER, a constant lag wouldn't impact "srvDownsyncFps"! In native platforms we might use PING value might help as a supplement information to confirm that the "selfPlayer" is not lagged within the time accounted by "inputFrameDownsyncQ".
|
||||
const recvFpsNormal = (srvDownsyncFps >= this.inputRateThreshold || peerUpsyncFps >= this.inputRateThreshold * (window.boundRoomCapacity - 1));
|
||||
if (sendingFpsNormal && recvFpsNormal) {
|
||||
let selfInputFrameIdFront = gopkgs.ConvertToNoDelayInputFrameId(mapIns.renderFrameId);
|
||||
let minInputFrameIdFront = Number.MAX_VALUE;
|
||||
for (let k = 0; k < window.boundRoomCapacity; ++k) {
|
||||
if (k + 1 == mapIns.selfPlayerInfo.JoinIndex) continue;
|
||||
if (mapIns.lastIndividuallyConfirmedInputFrameId[k] >= minInputFrameIdFront) continue;
|
||||
minInputFrameIdFront = mapIns.lastIndividuallyConfirmedInputFrameId[k];
|
||||
}
|
||||
if ((selfInputFrameIdFront > minInputFrameIdFront) && ((selfInputFrameIdFront - minInputFrameIdFront) > (mapIns.inputFrameUpsyncDelayTolerance + 1))) {
|
||||
if ((inputFrameIdFront > minInputFrameIdFront) && ((inputFrameIdFront - minInputFrameIdFront) > (mapIns.inputFrameUpsyncDelayTolerance + 1))) {
|
||||
// first comparison condition is to avoid numeric overflow
|
||||
console.log(`Game logic ticking too fast, selfInputFrameIdFront=${selfInputFrameIdFront}, minInputFrameIdFront=${minInputFrameIdFront}, inputFrameUpsyncDelayTolerance=${mapIns.inputFrameUpsyncDelayTolerance}`);
|
||||
return true;
|
||||
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",
|
||||
|
@@ -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=${JSON.stringify(window.mapIns.selfPlayerInfo)}`);
|
||||
const res1 = DelayNoMore.UdpSession.openUdpSession(8888 + window.mapIns.selfPlayerInfo.JoinIndex);
|
||||
const res1 = DelayNoMore.UdpSession.openUdpSession(8888 + window.mapIns.selfPlayerInfo.joinIndex);
|
||||
window.mapIns.selfPlayerInfo.udpTunnelAuthKey = resp.bciFrame.battleUdpTunnel.authKey;
|
||||
const intAuthToken = window.mapIns.selfPlayerInfo.intAuthToken;
|
||||
const authKey = Math.floor(Math.random() * 65535);
|
||||
@@ -109,7 +121,7 @@ window.handleHbRequirements = function(resp) {
|
||||
}).finish();
|
||||
const udpTunnelHolePunchData = window.pb.protos.WsReq.encode({
|
||||
msgId: Date.now(),
|
||||
playerId: window.mapIns.selfPlayerInfo.Id,
|
||||
playerId: window.mapIns.selfPlayerInfo.id,
|
||||
act: window.UPSYNC_MSG_ACT_PLAYER_CMD,
|
||||
authKey: resp.bciFrame.battleUdpTunnel.authKey,
|
||||
}).finish();
|
||||
@@ -179,6 +191,13 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
|
||||
}
|
||||
}
|
||||
|
||||
if (null == window.chosenSpeciesId) {
|
||||
window.chosenSpeciesId = getChosenSpeciesIdFromPersistentStorage();
|
||||
}
|
||||
if (null != window.chosenSpeciesId) {
|
||||
urlToConnect = urlToConnect + "&speciesId=" + window.chosenSpeciesId;
|
||||
}
|
||||
|
||||
const clientSession = new WebSocket(urlToConnect);
|
||||
clientSession.binaryType = 'arraybuffer'; // Make 'event.data' of 'onmessage' an "ArrayBuffer" instead of a "Blob"
|
||||
|
||||
@@ -230,9 +249,9 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
|
||||
const peerAddrList = resp.rdf.peerUdpAddrList;
|
||||
console.log(`Got DOWNSYNC_MSG_ACT_PEER_UDP_ADDR peerAddrList=${JSON.stringify(peerAddrList)}; boundRoomCapacity=${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);
|
||||
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;
|
||||
|
@@ -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"
|
||||
}
|
@@ -18,11 +18,11 @@
|
||||
"from": "cocos/scripting/js-bindings/manual/jsb_module_register.cpp",
|
||||
"to": "frameworks/runtime-src/Classes/jsb_module_register.cpp"
|
||||
}, {
|
||||
"from": "frameworks/runtime-src/Classes/send_ring_buff.hpp",
|
||||
"to": "frameworks/runtime-src/Classes/send_ring_buff.hpp"
|
||||
"from": "frameworks/runtime-src/Classes/ring_buff.hpp",
|
||||
"to": "frameworks/runtime-src/Classes/ring_buff.hpp"
|
||||
}, {
|
||||
"from": "frameworks/runtime-src/Classes/send_ring_buff.cpp",
|
||||
"to": "frameworks/runtime-src/Classes/send_ring_buff.cpp"
|
||||
"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 +1,102 @@
|
||||
#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
|
||||
void RecvRingBuff::put(char* newBytes, size_t newBytesLen) {
|
||||
RecvWork* slotEle = (&eles[ed.load()]); // Save for later update
|
||||
|
||||
int oldCnt = cnt.load();
|
||||
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;
|
||||
while (n <= oldCnt && !ed.compare_exchange_weak(oldSt, oldSt) && 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();
|
||||
++tried;
|
||||
}
|
||||
if (n <= oldCnt && !ed.compare_exchange_weak(oldSt, oldSt) && 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".
|
||||
ed++;
|
||||
if (ed >= n) {
|
||||
ed -= n; // Deliberately not using "%" operator for performance concern
|
||||
}
|
||||
|
||||
// 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 guard 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;
|
||||
}
|
||||
}
|
@@ -4,6 +4,8 @@
|
||||
#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;
|
||||
@@ -41,4 +43,32 @@ public:
|
||||
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
|
@@ -1,31 +0,0 @@
|
||||
#include <string.h>
|
||||
#include "send_ring_buff.hpp"
|
||||
|
||||
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;
|
||||
}
|
@@ -6,7 +6,7 @@
|
||||
|
||||
int const punchServerCnt = 3;
|
||||
int const punchPeerCnt = 3;
|
||||
int const broadcastUpsyncCnt = 1;
|
||||
int const broadcastUpsyncCnt = 2;
|
||||
|
||||
uv_udp_t *udpRecvSocket = NULL, *udpSendSocket = NULL;
|
||||
uv_thread_t recvTid, sendTid;
|
||||
@@ -16,11 +16,15 @@ 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 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) {
|
||||
@@ -29,6 +33,8 @@ 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);
|
||||
@@ -38,10 +44,8 @@ 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 %u bytes from %s:%d", nread, ip, port);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
@@ -53,37 +57,24 @@ void _onRead(uv_udp_t* req, ssize_t nread, uv_buf_t const* buf, struct sockaddr
|
||||
#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);
|
||||
|
||||
@@ -169,6 +160,7 @@ void startRecvLoop(void* arg) {
|
||||
|
||||
int uvCloseRet = uv_loop_close(l);
|
||||
CCLOG("UDP recv loop is closed in UvRecvThread, uvCloseRet=%d", uvCloseRet);
|
||||
uv_mutex_destroy(&recvRingBuffLock);
|
||||
}
|
||||
|
||||
void startSendLoop(void* arg) {
|
||||
@@ -196,6 +188,10 @@ int initSendLoop(struct sockaddr const* pUdpAddr) {
|
||||
}
|
||||
uv_mutex_init(&sendRingBuffLock);
|
||||
sendRingBuff = new SendRingBuff(maxBuffedMsgs);
|
||||
|
||||
uv_mutex_init(&recvRingBuffLock);
|
||||
recvRingBuff = new RecvRingBuff(maxBuffedMsgs);
|
||||
|
||||
uv_async_init(sendLoop, &uvSendLoopStopSig, _onUvStopSig);
|
||||
uv_async_init(sendLoop, &uvSendLoopTriggerSig, _onUvSthNewToSend);
|
||||
|
||||
@@ -222,6 +218,12 @@ bool DelayNoMore::UdpSession::openUdpSession(int port) {
|
||||
struct sockaddr_in udpAddr;
|
||||
uv_ip4_addr("0.0.0.0", port, &udpAddr);
|
||||
struct sockaddr const* pUdpAddr = (struct sockaddr const*)&udpAddr;
|
||||
|
||||
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.
|
||||
|
||||
@@ -259,11 +261,8 @@ bool DelayNoMore::UdpSession::closeUdpSession() {
|
||||
uv_thread_join(&recvTid);
|
||||
free(udpRecvSocket);
|
||||
free(recvLoop);
|
||||
delete recvRingBuff;
|
||||
|
||||
for (int i = 0; i < maxPeerCnt; i++) {
|
||||
peerAddrList[i].authKey = -1; // hardcoded for now
|
||||
memset((char*)&peerAddrList[i].sockAddrIn, 0, sizeof(peerAddrList[i].sockAddrIn));
|
||||
}
|
||||
CCLOG("Closed udp session and dealloc all resources in GameThread...");
|
||||
|
||||
return true;
|
||||
@@ -321,8 +320,7 @@ bool DelayNoMore::UdpSession::broadcastInputFrameUpsync(BYTEC* const bytes, size
|
||||
uv_mutex_lock(&sendRingBuffLock);
|
||||
// Might want to send several times for better arrival rate
|
||||
for (int j = 0; j < broadcastUpsyncCnt; j++) {
|
||||
// Send to room udp tunnel in case of hole punching failure
|
||||
sendRingBuff->put(bytes, bytesLen, &udpTunnelAddr);
|
||||
int peerPunchedCnt = 0;
|
||||
for (int i = 0; i < roomCapacity; i++) {
|
||||
if (i + 1 == selfJoinIndex) {
|
||||
continue;
|
||||
@@ -331,8 +329,17 @@ bool DelayNoMore::UdpSession::broadcastInputFrameUpsync(BYTEC* const bytes, size
|
||||
// Peer addr not initialized
|
||||
continue;
|
||||
}
|
||||
if (false == peerPunchedMarks[i]) {
|
||||
// Not punched yet, save some bandwidth
|
||||
continue;
|
||||
}
|
||||
sendRingBuff->put(bytes, bytesLen, &(peerAddrList[i]));
|
||||
++peerPunchedCnt;
|
||||
}
|
||||
|
||||
sendRingBuff->put(bytes, bytesLen, &(peerAddrList[i])); // Content hardcoded for now
|
||||
if (peerPunchedCnt + 1 < roomCapacity) {
|
||||
// Send to room udp tunnel in case of ANY hole punching failure
|
||||
sendRingBuff->put(bytes, bytesLen, &udpTunnelAddr);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -341,3 +348,37 @@ bool DelayNoMore::UdpSession::broadcastInputFrameUpsync(BYTEC* const bytes, size
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool DelayNoMore::UdpSession::pollUdpRecvRingBuff() {
|
||||
// This function is called by GameThread 60 fps.
|
||||
|
||||
//uv_mutex_lock(&recvRingBuffLock);
|
||||
while (true) {
|
||||
RecvWork f;
|
||||
bool res = recvRingBuff->pop(&f);
|
||||
if (!res) return false;
|
||||
|
||||
// [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;
|
||||
}
|
@@ -1,7 +1,7 @@
|
||||
#ifndef udp_session_hpp
|
||||
#define udp_session_hpp
|
||||
|
||||
#include "send_ring_buff.hpp"
|
||||
#include "ring_buff.hpp"
|
||||
|
||||
int const maxPeerCnt = 10;
|
||||
|
||||
@@ -14,6 +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
|
||||
|
@@ -126,6 +126,20 @@ bool upsertPeerUdpAddr(se::State& s) {
|
||||
}
|
||||
SE_BIND_FUNC(upsertPeerUdpAddr)
|
||||
|
||||
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());
|
||||
@@ -158,6 +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" />
|
||||
|
||||
|
@@ -15,7 +15,7 @@ LOCAL_SRC_FILES := hellojavascript/main.cpp \
|
||||
../../../Classes/jsb_module_register.cpp \
|
||||
../../../Classes/udp_session.cpp \
|
||||
../../../Classes/udp_session_bridge.cpp \
|
||||
../../../Classes/send_ring_buff.cpp
|
||||
../../../Classes/ring_buff.cpp
|
||||
|
||||
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../../Classes
|
||||
|
||||
|
@@ -190,11 +190,11 @@ copy "$(ProjectDir)..\..\..\project.json" "$(OutDir)\" /Y</Command>
|
||||
<ClCompile Include="..\Classes\AppDelegate.cpp" />
|
||||
<ClCompile Include="..\Classes\udp_session.cpp" />
|
||||
<ClCompile Include="..\Classes\udp_session_bridge.cpp" />
|
||||
<ClCompile Include="..\Classes\send_ring_buff.cpp" />
|
||||
<ClCompile Include="..\Classes\ring_buff.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="main.h" />
|
||||
<ClInclude Include="..\Classes\send_ring_buff.hpp" />
|
||||
<ClInclude Include="..\Classes\ring_buff.hpp" />
|
||||
<ClInclude Include="..\Classes\udp_session.hpp" />
|
||||
<ClInclude Include="..\Classes\udp_session_bridge.hpp" />
|
||||
<ClInclude Include="..\Classes\AppDelegate.h" />
|
||||
|
@@ -22,7 +22,7 @@
|
||||
<ClCompile Include="..\Classes\jsb_module_register.cpp">
|
||||
<Filter>Classes</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\Classes\send_ring_buff.cpp">
|
||||
<ClCompile Include="..\Classes\ring_buff.cpp">
|
||||
<Filter>Classes</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\Classes\udp_session.cpp">
|
||||
@@ -40,7 +40,7 @@
|
||||
<Filter>win32</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="resource.h" />
|
||||
<ClInclude Include="..\Classes\send_ring_buff.hpp">
|
||||
<ClInclude Include="..\Classes\ring_buff.hpp">
|
||||
<Filter>Classes</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\Classes\udp_session.hpp">
|
||||
|
@@ -33,6 +33,8 @@
|
||||
"design-resolution-height": 640,
|
||||
"design-resolution-width": 960,
|
||||
"excluded-modules": [
|
||||
"Audio",
|
||||
"AudioSource",
|
||||
"Collider",
|
||||
"DragonBones",
|
||||
"Geom Utils",
|
||||
@@ -43,8 +45,11 @@
|
||||
"Physics",
|
||||
"PageView",
|
||||
"PageViewIndicator",
|
||||
"ParticleSystem",
|
||||
"RichText",
|
||||
"Slider",
|
||||
"ScrollBar",
|
||||
"ScrollView",
|
||||
"Spine Skeleton",
|
||||
"StudioComponent",
|
||||
"VideoPlayer",
|
||||
@@ -71,7 +76,7 @@
|
||||
"shelter_z_reducer",
|
||||
"shelter"
|
||||
],
|
||||
"last-module-event-record-time": 1675240036576,
|
||||
"last-module-event-record-time": 1676513919950,
|
||||
"simulator-orientation": false,
|
||||
"simulator-resolution": {
|
||||
"height": 640,
|
||||
|
@@ -51,8 +51,12 @@ var Characters = map[int]*CharacterConfig{
|
||||
|
||||
InertiaFramesToRecover: int32(9),
|
||||
|
||||
DashingEnabled: false,
|
||||
OnWallEnabled: false,
|
||||
DashingEnabled: true,
|
||||
OnWallEnabled: true,
|
||||
WallJumpingFramesToRecover: int32(8), // 8 would be the minimum for an avg human
|
||||
WallJumpingInitVelX: int32(float64(2.8) * WORLD_TO_VIRTUAL_GRID_RATIO), // Default is "appeared facing right", but actually holding ctrl against left
|
||||
WallJumpingInitVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
WallSlidingVelY: int32(float64(-1) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
|
||||
SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int {
|
||||
if 1 == patternId {
|
||||
@@ -75,6 +79,15 @@ var Characters = map[int]*CharacterConfig{
|
||||
}
|
||||
}
|
||||
}
|
||||
} else if 3 == patternId {
|
||||
if 0 == currPlayerDownsync.FramesToRecover && !currPlayerDownsync.InAir {
|
||||
return 15
|
||||
}
|
||||
} else if 5 == patternId {
|
||||
// Dashing is already constrained by "FramesToRecover & CapturedByInertia" in "deriveOpPattern"
|
||||
if !currPlayerDownsync.InAir {
|
||||
return 12
|
||||
}
|
||||
}
|
||||
|
||||
// By default no skill can be fired
|
||||
@@ -94,7 +107,7 @@ var Characters = map[int]*CharacterConfig{
|
||||
GetUpInvinsibleFrames: int32(10),
|
||||
GetUpFramesToRecover: int32(27),
|
||||
|
||||
Speed: int32(float64(2.19) * WORLD_TO_VIRTUAL_GRID_RATIO), // I don't know why "2.2" is so special that it throws a compile error
|
||||
Speed: int32(float64(2.2) * WORLD_TO_VIRTUAL_GRID_RATIO), // I don't know why "2.2" is so special that it throws a compile error
|
||||
JumpingInitVelY: int32(float64(7.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
JumpingFramesToRecover: int32(2),
|
||||
|
||||
@@ -128,9 +141,14 @@ var Characters = map[int]*CharacterConfig{
|
||||
}
|
||||
}
|
||||
}
|
||||
} else if 3 == patternId {
|
||||
if 0 == currPlayerDownsync.FramesToRecover && !currPlayerDownsync.InAir {
|
||||
return 16
|
||||
}
|
||||
} else if 5 == patternId {
|
||||
// Air dash allowed for this character
|
||||
// Dashing is already constrained by "FramesToRecover & CapturedByInertia" in "deriveOpPattern"
|
||||
return 12
|
||||
return 13
|
||||
}
|
||||
|
||||
// By default no skill can be fired
|
||||
@@ -156,7 +174,7 @@ var Characters = map[int]*CharacterConfig{
|
||||
|
||||
InertiaFramesToRecover: int32(9),
|
||||
|
||||
DashingEnabled: false,
|
||||
DashingEnabled: true,
|
||||
OnWallEnabled: false,
|
||||
|
||||
SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int {
|
||||
@@ -188,6 +206,11 @@ var Characters = map[int]*CharacterConfig{
|
||||
if 0 == currPlayerDownsync.FramesToRecover && !currPlayerDownsync.InAir {
|
||||
return 10
|
||||
}
|
||||
} else if 5 == patternId {
|
||||
// Dashing is already constrained by "FramesToRecover & CapturedByInertia" in "deriveOpPattern"
|
||||
if !currPlayerDownsync.InAir {
|
||||
return 14
|
||||
}
|
||||
}
|
||||
|
||||
// By default no skill can be fired
|
||||
@@ -211,7 +234,7 @@ var skills = map[int]*Skill{
|
||||
HitStunFrames: int32(13),
|
||||
BlockStunFrames: int32(9),
|
||||
Damage: int32(5),
|
||||
SelfLockVelX: int32(float64(0.05) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
SelfLockVelX: int32(float64(0.1) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
SelfLockVelY: NO_LOCK_VEL,
|
||||
PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
PushbackVelY: int32(0),
|
||||
@@ -309,7 +332,7 @@ var skills = map[int]*Skill{
|
||||
HitStunFrames: int32(13),
|
||||
BlockStunFrames: int32(9),
|
||||
Damage: int32(5),
|
||||
SelfLockVelX: int32(float64(0.05) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
SelfLockVelX: int32(float64(0.1) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
SelfLockVelY: NO_LOCK_VEL,
|
||||
PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
PushbackVelY: int32(0),
|
||||
@@ -492,30 +515,30 @@ var skills = map[int]*Skill{
|
||||
},
|
||||
},
|
||||
10: &Skill{
|
||||
RecoveryFrames: int32(40),
|
||||
RecoveryFramesOnBlock: int32(40),
|
||||
RecoveryFramesOnHit: int32(40),
|
||||
RecoveryFrames: int32(38),
|
||||
RecoveryFramesOnBlock: int32(38),
|
||||
RecoveryFramesOnHit: int32(38),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_ATK4,
|
||||
Hits: []interface{}{
|
||||
&FireballBullet{
|
||||
Speed: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
Speed: int32(float64(6) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
Bullet: &BulletConfig{
|
||||
StartupFrames: int32(12),
|
||||
StartupFrames: int32(10),
|
||||
ActiveFrames: MAX_INT32,
|
||||
HitStunFrames: int32(15),
|
||||
BlockStunFrames: int32(9),
|
||||
Damage: int32(20),
|
||||
Damage: int32(22),
|
||||
SelfLockVelX: NO_LOCK_VEL,
|
||||
SelfLockVelY: NO_LOCK_VEL,
|
||||
PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
PushbackVelY: int32(0),
|
||||
HitboxOffsetX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxOffsetY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeX: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxOffsetX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxOffsetY: int32(float64(10) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeX: int32(float64(64) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
BlowUp: false,
|
||||
ExplosionFrames: 15,
|
||||
ExplosionFrames: 30,
|
||||
SpeciesId: int32(1),
|
||||
},
|
||||
},
|
||||
@@ -534,7 +557,7 @@ var skills = map[int]*Skill{
|
||||
ActiveFrames: int32(25),
|
||||
HitStunFrames: MAX_INT32,
|
||||
BlockStunFrames: int32(9),
|
||||
Damage: int32(30),
|
||||
Damage: int32(35),
|
||||
SelfLockVelX: int32(float64(1) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
SelfLockVelY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
@@ -551,20 +574,20 @@ var skills = map[int]*Skill{
|
||||
},
|
||||
},
|
||||
12: &Skill{
|
||||
RecoveryFrames: int32(12),
|
||||
RecoveryFramesOnBlock: int32(12),
|
||||
RecoveryFramesOnHit: int32(12),
|
||||
RecoveryFrames: int32(10),
|
||||
RecoveryFramesOnBlock: int32(10),
|
||||
RecoveryFramesOnHit: int32(10),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_DASHING,
|
||||
Hits: []interface{}{
|
||||
&MeleeBullet{
|
||||
Bullet: &BulletConfig{
|
||||
StartupFrames: int32(0),
|
||||
StartupFrames: int32(3),
|
||||
ActiveFrames: int32(0),
|
||||
HitStunFrames: MAX_INT32,
|
||||
HitStunFrames: int32(0),
|
||||
BlockStunFrames: int32(0),
|
||||
Damage: int32(0),
|
||||
SelfLockVelX: int32(float64(9) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
SelfLockVelX: int32(float64(6) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
SelfLockVelY: int32(0),
|
||||
PushbackVelX: NO_LOCK_VEL,
|
||||
PushbackVelY: NO_LOCK_VEL,
|
||||
@@ -577,6 +600,120 @@ var skills = map[int]*Skill{
|
||||
},
|
||||
},
|
||||
},
|
||||
13: &Skill{
|
||||
RecoveryFrames: int32(12),
|
||||
RecoveryFramesOnBlock: int32(12),
|
||||
RecoveryFramesOnHit: int32(12),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_DASHING,
|
||||
Hits: []interface{}{
|
||||
&MeleeBullet{
|
||||
Bullet: &BulletConfig{
|
||||
StartupFrames: int32(3),
|
||||
ActiveFrames: int32(0),
|
||||
HitStunFrames: int32(0),
|
||||
BlockStunFrames: int32(0),
|
||||
Damage: int32(0),
|
||||
SelfLockVelX: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
SelfLockVelY: int32(0),
|
||||
PushbackVelX: NO_LOCK_VEL,
|
||||
PushbackVelY: NO_LOCK_VEL,
|
||||
HitboxOffsetX: int32(0),
|
||||
HitboxOffsetY: int32(0),
|
||||
HitboxSizeX: int32(0),
|
||||
HitboxSizeY: int32(0),
|
||||
BlowUp: false,
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
14: &Skill{
|
||||
RecoveryFrames: int32(8),
|
||||
RecoveryFramesOnBlock: int32(8),
|
||||
RecoveryFramesOnHit: int32(8),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_DASHING,
|
||||
Hits: []interface{}{
|
||||
&MeleeBullet{
|
||||
Bullet: &BulletConfig{
|
||||
StartupFrames: int32(4),
|
||||
ActiveFrames: int32(0),
|
||||
HitStunFrames: MAX_INT32,
|
||||
BlockStunFrames: int32(0),
|
||||
Damage: int32(0),
|
||||
SelfLockVelX: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
SelfLockVelY: int32(0),
|
||||
PushbackVelX: NO_LOCK_VEL,
|
||||
PushbackVelY: NO_LOCK_VEL,
|
||||
HitboxOffsetX: int32(0),
|
||||
HitboxOffsetY: int32(0),
|
||||
HitboxSizeX: int32(0),
|
||||
HitboxSizeY: int32(0),
|
||||
BlowUp: false,
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
15: &Skill{
|
||||
RecoveryFrames: int32(48),
|
||||
RecoveryFramesOnBlock: int32(48),
|
||||
RecoveryFramesOnHit: int32(48),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_ATK4,
|
||||
Hits: []interface{}{
|
||||
&FireballBullet{
|
||||
Speed: int32(float64(4) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
Bullet: &BulletConfig{
|
||||
StartupFrames: int32(12),
|
||||
ActiveFrames: MAX_INT32,
|
||||
HitStunFrames: int32(15),
|
||||
BlockStunFrames: int32(9),
|
||||
Damage: int32(18),
|
||||
SelfLockVelX: NO_LOCK_VEL,
|
||||
SelfLockVelY: NO_LOCK_VEL,
|
||||
PushbackVelX: int32(float64(3) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
PushbackVelY: int32(0),
|
||||
HitboxOffsetX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxOffsetY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeX: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
BlowUp: false,
|
||||
ExplosionFrames: 30,
|
||||
SpeciesId: int32(2),
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
16: &Skill{
|
||||
RecoveryFrames: int32(60),
|
||||
RecoveryFramesOnBlock: int32(60),
|
||||
RecoveryFramesOnHit: int32(60),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_ATK4,
|
||||
Hits: []interface{}{
|
||||
&FireballBullet{
|
||||
Speed: int32(float64(4) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
Bullet: &BulletConfig{
|
||||
StartupFrames: int32(16),
|
||||
ActiveFrames: MAX_INT32,
|
||||
HitStunFrames: MAX_INT32,
|
||||
BlockStunFrames: int32(9),
|
||||
Damage: int32(30),
|
||||
SelfLockVelX: NO_LOCK_VEL,
|
||||
SelfLockVelY: NO_LOCK_VEL,
|
||||
PushbackVelX: int32(float64(3) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
PushbackVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxOffsetX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxOffsetY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeX: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
BlowUp: true,
|
||||
ExplosionFrames: 30,
|
||||
SpeciesId: int32(3),
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
255: &Skill{
|
||||
RecoveryFrames: int32(30),
|
||||
RecoveryFramesOnBlock: int32(30),
|
||||
@@ -644,10 +781,10 @@ var skills = map[int]*Skill{
|
||||
Hits: []interface{}{
|
||||
&MeleeBullet{
|
||||
Bullet: &BulletConfig{
|
||||
StartupFrames: int32(3),
|
||||
StartupFrames: int32(4),
|
||||
ActiveFrames: int32(20),
|
||||
HitStunFrames: int32(18),
|
||||
BlockStunFrames: int32(9),
|
||||
HitStunFrames: int32(9),
|
||||
BlockStunFrames: int32(5),
|
||||
Damage: int32(5),
|
||||
SelfLockVelX: NO_LOCK_VEL,
|
||||
SelfLockVelY: NO_LOCK_VEL,
|
||||
|
264
jsexport/battle/getter.go
Normal file
@@ -0,0 +1,264 @@
|
||||
package battle
|
||||
|
||||
// CharacterConfig
|
||||
func (c *CharacterConfig) GetSpeed() int32 {
|
||||
return c.Speed
|
||||
}
|
||||
func (c *CharacterConfig) GetSpeciesId() int {
|
||||
return c.SpeciesId
|
||||
}
|
||||
func (c *CharacterConfig) GetSpeciesName() string {
|
||||
return c.SpeciesName
|
||||
}
|
||||
|
||||
// InputFrameDownsync
|
||||
func (ifd *InputFrameDownsync) GetInputFrameId() int32 {
|
||||
return ifd.InputFrameId
|
||||
}
|
||||
|
||||
func (ifd *InputFrameDownsync) GetInputList() []uint64 {
|
||||
return ifd.InputList
|
||||
}
|
||||
|
||||
func (ifd *InputFrameDownsync) GetConfirmedList() uint64 {
|
||||
return ifd.ConfirmedList
|
||||
}
|
||||
|
||||
// PlayerDownsync
|
||||
func (p *PlayerDownsync) GetId() int32 {
|
||||
return p.Id
|
||||
}
|
||||
|
||||
func (p *PlayerDownsync) GetJoinIndex() int32 {
|
||||
return p.JoinIndex
|
||||
}
|
||||
|
||||
func (p *PlayerDownsync) GetVirtualGridX() int32 {
|
||||
return p.VirtualGridX
|
||||
}
|
||||
|
||||
func (p *PlayerDownsync) GetVirtualGridY() int32 {
|
||||
return p.VirtualGridY
|
||||
}
|
||||
|
||||
func (p *PlayerDownsync) GetDirX() int32 {
|
||||
return p.DirX
|
||||
}
|
||||
|
||||
func (p *PlayerDownsync) GetDirY() int32 {
|
||||
return p.DirY
|
||||
}
|
||||
|
||||
func (p *PlayerDownsync) GetVelX() int32 {
|
||||
return p.VelX
|
||||
}
|
||||
|
||||
func (p *PlayerDownsync) GetVelY() int32 {
|
||||
return p.VelY
|
||||
}
|
||||
|
||||
func (p *PlayerDownsync) GetSpeed() int32 {
|
||||
return p.Speed
|
||||
}
|
||||
|
||||
func (p *PlayerDownsync) GetHp() int32 {
|
||||
return p.Hp
|
||||
}
|
||||
|
||||
func (p *PlayerDownsync) GetMaxHp() int32 {
|
||||
return p.MaxHp
|
||||
}
|
||||
|
||||
func (p *PlayerDownsync) GetCharacterState() int32 {
|
||||
return p.CharacterState
|
||||
}
|
||||
|
||||
func (p *PlayerDownsync) GetFramesToRecover() int32 {
|
||||
return p.FramesToRecover
|
||||
}
|
||||
|
||||
func (p *PlayerDownsync) GetFramesInChState() int32 {
|
||||
return p.FramesInChState
|
||||
}
|
||||
|
||||
func (p *PlayerDownsync) GetInAir() bool {
|
||||
return p.InAir
|
||||
}
|
||||
|
||||
func (p *PlayerDownsync) GetOnWall() bool {
|
||||
return p.OnWall
|
||||
}
|
||||
|
||||
func (p *PlayerDownsync) GetOnWallNormX() int32 {
|
||||
return p.OnWallNormX
|
||||
}
|
||||
|
||||
func (p *PlayerDownsync) GetColliderRadius() int32 {
|
||||
return p.ColliderRadius
|
||||
}
|
||||
|
||||
// MeleeBullet
|
||||
func (b *MeleeBullet) GetBlState() int32 {
|
||||
return b.BlState
|
||||
}
|
||||
|
||||
func (b *MeleeBullet) GetFramesInBlState() int32 {
|
||||
return b.FramesInBlState
|
||||
}
|
||||
|
||||
func (b *MeleeBullet) GetBulletLocalId() int32 {
|
||||
return b.BattleAttr.BulletLocalId
|
||||
}
|
||||
|
||||
func (b *MeleeBullet) GetOffenderJoinIndex() int32 {
|
||||
return b.BattleAttr.OffenderJoinIndex
|
||||
}
|
||||
|
||||
func (b *MeleeBullet) GetOriginatedRenderFrameId() int32 {
|
||||
return b.BattleAttr.OriginatedRenderFrameId
|
||||
}
|
||||
|
||||
func (b *MeleeBullet) GetStartupFrames() int32 {
|
||||
return b.Bullet.StartupFrames
|
||||
}
|
||||
|
||||
func (b *MeleeBullet) GetActiveFrames() int32 {
|
||||
return b.Bullet.ActiveFrames
|
||||
}
|
||||
|
||||
func (b *MeleeBullet) GetHitboxSizeX() int32 {
|
||||
return b.Bullet.HitboxSizeX
|
||||
}
|
||||
|
||||
func (b *MeleeBullet) GetHitboxSizeY() int32 {
|
||||
return b.Bullet.HitboxSizeY
|
||||
}
|
||||
|
||||
func (b *MeleeBullet) GetHitboxOffsetX() int32 {
|
||||
return b.Bullet.HitboxOffsetX
|
||||
}
|
||||
|
||||
func (b *MeleeBullet) GetHitboxOffsetY() int32 {
|
||||
return b.Bullet.HitboxOffsetY
|
||||
}
|
||||
|
||||
func (b *MeleeBullet) GetExplosionFrames() int32 {
|
||||
return b.Bullet.ExplosionFrames
|
||||
}
|
||||
|
||||
func (b *MeleeBullet) GetSpeciesId() int32 {
|
||||
return b.Bullet.SpeciesId
|
||||
}
|
||||
|
||||
// FireballBullet
|
||||
func (p *FireballBullet) GetVirtualGridX() int32 {
|
||||
return p.VirtualGridX
|
||||
}
|
||||
|
||||
func (p *FireballBullet) GetVirtualGridY() int32 {
|
||||
return p.VirtualGridY
|
||||
}
|
||||
|
||||
func (p *FireballBullet) GetDirX() int32 {
|
||||
return p.DirX
|
||||
}
|
||||
|
||||
func (p *FireballBullet) GetDirY() int32 {
|
||||
return p.DirY
|
||||
}
|
||||
|
||||
func (p *FireballBullet) GetVelX() int32 {
|
||||
return p.VelX
|
||||
}
|
||||
|
||||
func (p *FireballBullet) GetVelY() int32 {
|
||||
return p.VelY
|
||||
}
|
||||
|
||||
func (p *FireballBullet) GetSpeed() int32 {
|
||||
return p.Speed
|
||||
}
|
||||
func (b *FireballBullet) GetBlState() int32 {
|
||||
return b.BlState
|
||||
}
|
||||
|
||||
func (b *FireballBullet) GetFramesInBlState() int32 {
|
||||
return b.FramesInBlState
|
||||
}
|
||||
|
||||
func (b *FireballBullet) GetBulletLocalId() int32 {
|
||||
return b.BattleAttr.BulletLocalId
|
||||
}
|
||||
|
||||
func (b *FireballBullet) GetOffenderJoinIndex() int32 {
|
||||
return b.BattleAttr.OffenderJoinIndex
|
||||
}
|
||||
|
||||
func (b *FireballBullet) GetOriginatedRenderFrameId() int32 {
|
||||
return b.BattleAttr.OriginatedRenderFrameId
|
||||
}
|
||||
|
||||
func (b *FireballBullet) GetStartupFrames() int32 {
|
||||
return b.Bullet.StartupFrames
|
||||
}
|
||||
|
||||
func (b *FireballBullet) GetActiveFrames() int32 {
|
||||
return b.Bullet.ActiveFrames
|
||||
}
|
||||
|
||||
func (b *FireballBullet) GetHitboxSizeX() int32 {
|
||||
return b.Bullet.HitboxSizeX
|
||||
}
|
||||
|
||||
func (b *FireballBullet) GetHitboxSizeY() int32 {
|
||||
return b.Bullet.HitboxSizeY
|
||||
}
|
||||
|
||||
func (b *FireballBullet) GetHitboxOffsetX() int32 {
|
||||
return b.Bullet.HitboxOffsetX
|
||||
}
|
||||
|
||||
func (b *FireballBullet) GetHitboxOffsetY() int32 {
|
||||
return b.Bullet.HitboxOffsetY
|
||||
}
|
||||
|
||||
func (b *FireballBullet) GetExplosionFrames() int32 {
|
||||
return b.Bullet.ExplosionFrames
|
||||
}
|
||||
|
||||
func (b *FireballBullet) GetSpeciesId() int32 {
|
||||
return b.Bullet.SpeciesId
|
||||
}
|
||||
|
||||
// RoomDownsyncFrame
|
||||
func (r *RoomDownsyncFrame) GetId() int32 {
|
||||
return r.Id
|
||||
}
|
||||
|
||||
func (r *RoomDownsyncFrame) GetCountdownNanos() int64 {
|
||||
return r.CountdownNanos
|
||||
}
|
||||
|
||||
func (r *RoomDownsyncFrame) GetBackendUnconfirmedMask() uint64 {
|
||||
return r.BackendUnconfirmedMask
|
||||
}
|
||||
|
||||
func (r *RoomDownsyncFrame) GetBulletLocalIdCounter() int32 {
|
||||
return r.BulletLocalIdCounter
|
||||
}
|
||||
|
||||
func (r *RoomDownsyncFrame) GetShouldForceResync() bool {
|
||||
return r.ShouldForceResync
|
||||
}
|
||||
|
||||
func (r *RoomDownsyncFrame) GetPlayersArr() []*PlayerDownsync {
|
||||
return r.PlayersArr
|
||||
}
|
||||
|
||||
func (r *RoomDownsyncFrame) GetMeleeBullets() []*MeleeBullet {
|
||||
return r.MeleeBullets
|
||||
}
|
||||
|
||||
func (r *RoomDownsyncFrame) GetFireballBullets() []*FireballBullet {
|
||||
return r.FireballBullets
|
||||
}
|
@@ -46,6 +46,9 @@ type PlayerDownsync struct {
|
||||
|
||||
BulletTeamId int32
|
||||
ChCollisionTeamId int32 // not the same as "BulletTeamId", because even in the same team, we should allow inter-character collisions
|
||||
|
||||
RevivalVirtualGridX int32
|
||||
RevivalVirtualGridY int32
|
||||
}
|
||||
|
||||
type InputFrameDecoded struct {
|
||||
|
212
jsexport/main.go
@@ -6,8 +6,23 @@ import (
|
||||
"resolv"
|
||||
)
|
||||
|
||||
/*
|
||||
[WARNING] Should avoid using "MakeFullWrapper" as much as possible, and completely remove its usage in 60fps calls like "update(dt)" on frontend!
|
||||
*/
|
||||
func NewDynamicRectangleColliders(cnt int) []*js.Object {
|
||||
ret := make([]*js.Object, cnt)
|
||||
for i := 0; i < cnt; i++ {
|
||||
ret[i] = js.MakeWrapper(GenerateRectCollider(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, nil, ""))
|
||||
}
|
||||
return ret
|
||||
}
|
||||
|
||||
func NewCollisionHolder() *js.Object {
|
||||
return js.MakeWrapper(resolv.NewCollision())
|
||||
}
|
||||
|
||||
func NewInputFrameDownsync(inputFrameId int32, inputList []uint64, confirmedList uint64) *js.Object {
|
||||
return js.MakeFullWrapper(&InputFrameDownsync{
|
||||
return js.MakeWrapper(&InputFrameDownsync{
|
||||
InputFrameId: inputFrameId,
|
||||
InputList: inputList,
|
||||
ConfirmedList: confirmedList,
|
||||
@@ -15,7 +30,7 @@ func NewInputFrameDownsync(inputFrameId int32, inputList []uint64, confirmedList
|
||||
}
|
||||
|
||||
func NewRingBufferJs(n int32) *js.Object {
|
||||
return js.MakeFullWrapper(NewRingBuffer(n))
|
||||
return js.MakeWrapper(resolv.NewRingBuffer(n))
|
||||
}
|
||||
|
||||
func NewCollisionSpaceJs(spaceW, spaceH, minStepW, minStepH int) *js.Object {
|
||||
@@ -23,14 +38,14 @@ func NewCollisionSpaceJs(spaceW, spaceH, minStepW, minStepH int) *js.Object {
|
||||
}
|
||||
|
||||
func NewVec2DJs(x, y float64) *js.Object {
|
||||
return js.MakeFullWrapper(&Vec2D{
|
||||
return js.MakeWrapper(&Vec2D{
|
||||
X: x,
|
||||
Y: y,
|
||||
})
|
||||
}
|
||||
|
||||
func NewPolygon2DJs(anchor *Vec2D, points []*Vec2D) *js.Object {
|
||||
return js.MakeFullWrapper(&Polygon2D{
|
||||
return js.MakeWrapper(&Polygon2D{
|
||||
Anchor: anchor,
|
||||
Points: points,
|
||||
})
|
||||
@@ -42,35 +57,8 @@ func NewBarrierJs(boundary *Polygon2D) *js.Object {
|
||||
})
|
||||
}
|
||||
|
||||
func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, framesInChState, activeSkillId, activeSkillHit, framesInvinsible, speed, battleState, characterState, joinIndex, hp, maxHp, colliderRadius int32, inAir, onWall bool, onWallNormX, onWallNormY int32, capturedByInertia bool, bulletTeamId, chCollisionTeamId int32) *js.Object {
|
||||
return js.MakeWrapper(&PlayerDownsync{
|
||||
Id: id,
|
||||
VirtualGridX: virtualGridX,
|
||||
VirtualGridY: virtualGridY,
|
||||
DirX: dirX,
|
||||
DirY: dirY,
|
||||
VelX: velX,
|
||||
VelY: velY,
|
||||
FramesToRecover: framesToRecover,
|
||||
FramesInChState: framesInChState,
|
||||
ActiveSkillId: activeSkillId,
|
||||
ActiveSkillHit: activeSkillHit,
|
||||
FramesInvinsible: framesInvinsible,
|
||||
Speed: speed,
|
||||
BattleState: battleState,
|
||||
CharacterState: characterState,
|
||||
JoinIndex: joinIndex,
|
||||
Hp: hp,
|
||||
MaxHp: maxHp,
|
||||
ColliderRadius: colliderRadius,
|
||||
InAir: inAir,
|
||||
OnWall: onWall,
|
||||
OnWallNormX: onWallNormX,
|
||||
OnWallNormY: onWallNormY,
|
||||
CapturedByInertia: capturedByInertia,
|
||||
BulletTeamId: bulletTeamId,
|
||||
ChCollisionTeamId: chCollisionTeamId,
|
||||
})
|
||||
func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, framesInChState, activeSkillId, activeSkillHit, framesInvinsible, speed, battleState, characterState, joinIndex, hp, maxHp, colliderRadius int32, inAir, onWall bool, onWallNormX, onWallNormY int32, capturedByInertia bool, bulletTeamId, chCollisionTeamId int32, revivalVirtualGridX, revivalVirtualGridY int32) *js.Object {
|
||||
return js.MakeWrapper(NewPlayerDownsync(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, framesInChState, activeSkillId, activeSkillHit, framesInvinsible, speed, battleState, characterState, joinIndex, hp, maxHp, colliderRadius, inAir, onWall, onWallNormX, onWallNormY, capturedByInertia, bulletTeamId, chCollisionTeamId, revivalVirtualGridX, revivalVirtualGridY))
|
||||
}
|
||||
|
||||
func NewMeleeBulletJs(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId, blState, framesInBlState, explosionFrames, speciesId int32) *js.Object {
|
||||
@@ -82,7 +70,7 @@ func NewFireballBulletJs(bulletLocalId, originatedRenderFrameId, offenderJoinInd
|
||||
}
|
||||
|
||||
func NewNpcPatrolCue(flAct, frAct uint64, x, y float64) *js.Object {
|
||||
return js.MakeFullWrapper(&NpcPatrolCue{
|
||||
return js.MakeWrapper(&NpcPatrolCue{
|
||||
FlAct: flAct,
|
||||
FrAct: frAct,
|
||||
X: x,
|
||||
@@ -91,45 +79,23 @@ func NewNpcPatrolCue(flAct, frAct uint64, x, y float64) *js.Object {
|
||||
}
|
||||
|
||||
func NewRoomDownsyncFrameJs(id int32, playersArr []*PlayerDownsync, bulletLocalIdCounter int32, meleeBullets []*MeleeBullet, fireballBullets []*FireballBullet) *js.Object {
|
||||
// [WARNING] Avoid using "pb.RoomDownsyncFrame" here, in practive "MakeFullWrapper" doesn't expose the public fields for a "protobuf struct" as expected and requires helper functions like "GetCollisionSpaceObjsJs".
|
||||
return js.MakeFullWrapper(&RoomDownsyncFrame{
|
||||
Id: id,
|
||||
PlayersArr: playersArr,
|
||||
BulletLocalIdCounter: bulletLocalIdCounter,
|
||||
MeleeBullets: meleeBullets,
|
||||
FireballBullets: fireballBullets,
|
||||
})
|
||||
preallocatedRdf := NewPreallocatedRoomDownsyncFrame(len(playersArr), 64, 64)
|
||||
CloneRoomDownsyncFrame(id, playersArr, bulletLocalIdCounter, meleeBullets, fireballBullets, preallocatedRdf)
|
||||
return js.MakeWrapper(preallocatedRdf)
|
||||
}
|
||||
|
||||
func GetCollisionSpaceObjsJs(space *resolv.Space) []*js.Object {
|
||||
// [WARNING] We couldn't just use the existing method "space.Objects()" to access them in JavaScript, there'd a stackoverflow error
|
||||
objs := space.Objects()
|
||||
ret := make([]*js.Object, 0, len(objs))
|
||||
for _, obj := range objs {
|
||||
ret = append(ret, js.MakeFullWrapper(obj))
|
||||
ret := make([]*js.Object, len(objs))
|
||||
for i, obj := range objs {
|
||||
ret[i] = js.MakeWrapper(obj)
|
||||
}
|
||||
return ret
|
||||
}
|
||||
|
||||
func GenerateRectColliderJs(wx, wy, w, h, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *js.Object {
|
||||
/*
|
||||
[WARNING] It's important to note that we don't need "js.MakeFullWrapper" for a call sequence as follows.
|
||||
```
|
||||
var space = gopkgs.NewCollisionSpaceJs(2048, 2048, 8, 8);
|
||||
var a = gopkgs.GenerateRectColliderJs(189, 497, 48, 48, spaceOffsetX, spaceOffsetY, "Player");
|
||||
space.Add(a);
|
||||
```
|
||||
The "space" variable doesn't need access to the field of "a" in JavaScript level to run "space.Add(...)" method, which is good.
|
||||
|
||||
However, the full wrapper access here is used for updating "collider.X/collider.Y" at JavaScript runtime.
|
||||
*/
|
||||
topPadding, bottomPadding, leftPadding, rightPadding := SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP
|
||||
return js.MakeFullWrapper(GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, data, tag))
|
||||
|
||||
}
|
||||
|
||||
func GenerateConvexPolygonColliderJs(unalignedSrc *Polygon2D, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *js.Object {
|
||||
return js.MakeFullWrapper(GenerateConvexPolygonCollider(unalignedSrc, spaceOffsetX, spaceOffsetY, data, tag))
|
||||
return js.MakeWrapper(GenerateConvexPolygonCollider(unalignedSrc, spaceOffsetX, spaceOffsetY, data, tag))
|
||||
}
|
||||
|
||||
func GetCharacterConfigsOrderedByJoinIndex(speciesIdList []int) []*js.Object {
|
||||
@@ -140,41 +106,111 @@ func GetCharacterConfigsOrderedByJoinIndex(speciesIdList []int) []*js.Object {
|
||||
return ret
|
||||
}
|
||||
|
||||
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(inputsBuffer *RingBuffer, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, collisionSpaceOffsetX, collisionSpaceOffsetY float64, chConfigsOrderedByJoinIndex []*CharacterConfig) *js.Object {
|
||||
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(inputsBuffer *resolv.RingBuffer, currRenderFrameId int32, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, collisionSpaceOffsetX, collisionSpaceOffsetY float64, chConfigsOrderedByJoinIndex []*CharacterConfig, renderFrameBuffer *resolv.RingBuffer, collision *resolv.Collision, effPushbacks []*Vec2D, hardPushbackNormsArr [][]*Vec2D, jumpedOrNotList []bool, dynamicRectangleColliders []*resolv.Object) bool {
|
||||
// We need access to all fields of RoomDownsyncFrame for displaying in frontend
|
||||
return js.MakeFullWrapper(ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer, currRenderFrame, collisionSys, collisionSysMap, collisionSpaceOffsetX, collisionSpaceOffsetY, chConfigsOrderedByJoinIndex))
|
||||
return ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer, currRenderFrameId, collisionSys, collisionSysMap, collisionSpaceOffsetX, collisionSpaceOffsetY, chConfigsOrderedByJoinIndex, renderFrameBuffer, collision, effPushbacks, hardPushbackNormsArr, jumpedOrNotList, dynamicRectangleColliders)
|
||||
}
|
||||
|
||||
func GetRoomDownsyncFrame(renderFrameBuffer *resolv.RingBuffer, frameId int32) *js.Object {
|
||||
// [WARNING] Calling "renderFrameBuffer.GetByFrameId(frameId)" directly from transpiled frontend code would automatically invoke the expensive "$externalize" and "$mapArray"! See profiling result for more details.
|
||||
candidate := renderFrameBuffer.GetByFrameId(frameId)
|
||||
if nil == candidate {
|
||||
return nil
|
||||
}
|
||||
return js.MakeWrapper(candidate.(*RoomDownsyncFrame))
|
||||
}
|
||||
|
||||
func GetInputFrameDownsync(inputsBuffer *resolv.RingBuffer, inputFrameId int32) *js.Object {
|
||||
candidate := inputsBuffer.GetByFrameId(inputFrameId)
|
||||
if nil == candidate {
|
||||
return nil
|
||||
}
|
||||
return js.MakeWrapper(candidate.(*InputFrameDownsync))
|
||||
}
|
||||
|
||||
func GetInput(ifd *InputFrameDownsync, i int) uint64 {
|
||||
// [WARNING] Calling "ifd.GetInputList()" directly from transpiled frontend code would make a copy of the array.
|
||||
return ifd.InputList[i]
|
||||
}
|
||||
|
||||
func SetInputFrameId(ifd *InputFrameDownsync, newVal int32) bool {
|
||||
// [WARNING] This function should be only used by frontend which is single-threaded; on the backend more rigorous thread-safety concerns are taken care of by proper locking.
|
||||
ifd.InputFrameId = newVal
|
||||
return true
|
||||
}
|
||||
|
||||
func SetInput(ifd *InputFrameDownsync, i int, newVal uint64) bool {
|
||||
// [WARNING] This function should be only used by frontend which is single-threaded; on the backend more rigorous thread-safety concerns are taken care of by proper locking.
|
||||
if i >= len(ifd.InputList) {
|
||||
return false
|
||||
}
|
||||
|
||||
ifd.InputList[i] = newVal
|
||||
return true
|
||||
}
|
||||
|
||||
func SetConfirmedList(ifd *InputFrameDownsync, newVal uint64) bool {
|
||||
// [WARNING] This function should be only used by frontend which is single-threaded; on the backend more rigorous thread-safety concerns are taken care of by proper locking.
|
||||
ifd.ConfirmedList = newVal
|
||||
return true
|
||||
}
|
||||
|
||||
func GetPlayer(rdf *RoomDownsyncFrame, i int) *js.Object {
|
||||
// [WARNING] Calling "rdf.GetPlayersArr()" directly from transpiled frontend code would automatically invoke the expensive "$externalize" and "$mapArray"! See profiling result for more details.
|
||||
return js.MakeWrapper(rdf.PlayersArr[i])
|
||||
}
|
||||
|
||||
func GetMeleeBullet(rdf *RoomDownsyncFrame, i int) *js.Object {
|
||||
if TERMINATING_BULLET_LOCAL_ID == rdf.MeleeBullets[i].GetBulletLocalId() {
|
||||
return nil
|
||||
}
|
||||
return js.MakeWrapper(rdf.MeleeBullets[i])
|
||||
}
|
||||
|
||||
func GetFireballBullet(rdf *RoomDownsyncFrame, i int) *js.Object {
|
||||
if TERMINATING_BULLET_LOCAL_ID == rdf.FireballBullets[i].GetBulletLocalId() {
|
||||
return nil
|
||||
}
|
||||
return js.MakeWrapper(rdf.FireballBullets[i])
|
||||
}
|
||||
|
||||
func main() {
|
||||
js.Global.Set("gopkgs", map[string]interface{}{
|
||||
"NewVec2DJs": NewVec2DJs,
|
||||
"NewPolygon2DJs": NewPolygon2DJs,
|
||||
"NewBarrierJs": NewBarrierJs,
|
||||
"NewPlayerDownsyncJs": NewPlayerDownsyncJs,
|
||||
"NewMeleeBulletJs": NewMeleeBulletJs,
|
||||
"NewFireballBulletJs": NewFireballBulletJs,
|
||||
"NewNpcPatrolCue": NewNpcPatrolCue,
|
||||
"NewRoomDownsyncFrameJs": NewRoomDownsyncFrameJs,
|
||||
"NewCollisionSpaceJs": NewCollisionSpaceJs,
|
||||
"NewInputFrameDownsync": NewInputFrameDownsync,
|
||||
"NewRingBufferJs": NewRingBufferJs,
|
||||
"GenerateRectColliderJs": GenerateRectColliderJs,
|
||||
"GenerateConvexPolygonColliderJs": GenerateConvexPolygonColliderJs,
|
||||
"GetCollisionSpaceObjsJs": GetCollisionSpaceObjsJs,
|
||||
"WorldToPolygonColliderBLPos": WorldToPolygonColliderBLPos, // No need to wrap primitive return types
|
||||
"PolygonColliderBLToWorldPos": PolygonColliderBLToWorldPos,
|
||||
"WorldToVirtualGridPos": WorldToVirtualGridPos,
|
||||
"VirtualGridToWorldPos": VirtualGridToWorldPos,
|
||||
"GetCharacterConfigsOrderedByJoinIndex": GetCharacterConfigsOrderedByJoinIndex,
|
||||
"NewVec2DJs": NewVec2DJs,
|
||||
"NewPolygon2DJs": NewPolygon2DJs,
|
||||
"NewBarrierJs": NewBarrierJs,
|
||||
"NewPlayerDownsyncJs": NewPlayerDownsyncJs,
|
||||
"NewMeleeBulletJs": NewMeleeBulletJs,
|
||||
"NewFireballBulletJs": NewFireballBulletJs,
|
||||
"NewNpcPatrolCue": NewNpcPatrolCue,
|
||||
"NewRoomDownsyncFrameJs": NewRoomDownsyncFrameJs,
|
||||
"NewCollisionSpaceJs": NewCollisionSpaceJs,
|
||||
"NewCollisionHolder": NewCollisionHolder,
|
||||
"NewInputFrameDownsync": NewInputFrameDownsync,
|
||||
"NewRingBufferJs": NewRingBufferJs,
|
||||
"GenerateConvexPolygonColliderJs": GenerateConvexPolygonColliderJs,
|
||||
"GetCollisionSpaceObjsJs": GetCollisionSpaceObjsJs,
|
||||
"WorldToPolygonColliderBLPos": WorldToPolygonColliderBLPos, // No need to wrap primitive return types
|
||||
"PolygonColliderBLToWorldPos": PolygonColliderBLToWorldPos,
|
||||
"WorldToVirtualGridPos": WorldToVirtualGridPos,
|
||||
"VirtualGridToWorldPos": VirtualGridToWorldPos,
|
||||
"GetCharacterConfigsOrderedByJoinIndex": GetCharacterConfigsOrderedByJoinIndex,
|
||||
"ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs": ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs,
|
||||
"ConvertToDelayedInputFrameId": ConvertToDelayedInputFrameId,
|
||||
"ConvertToNoDelayInputFrameId": ConvertToNoDelayInputFrameId,
|
||||
"ConvertToFirstUsedRenderFrameId": ConvertToFirstUsedRenderFrameId,
|
||||
"ConvertToLastUsedRenderFrameId": ConvertToLastUsedRenderFrameId,
|
||||
"ShouldGenerateInputFrameUpsync": ShouldGenerateInputFrameUpsync,
|
||||
"IsMeleeBulletActive": IsMeleeBulletActive,
|
||||
"IsMeleeBulletAlive": IsMeleeBulletAlive,
|
||||
"IsFireballBulletActive": IsFireballBulletActive,
|
||||
"IsFireballBulletAlive": IsFireballBulletAlive,
|
||||
"IsGeneralBulletActive": IsGeneralBulletActive,
|
||||
"GetRoomDownsyncFrame": GetRoomDownsyncFrame,
|
||||
"GetInputFrameDownsync": GetInputFrameDownsync,
|
||||
"GetPlayer": GetPlayer,
|
||||
"GetMeleeBullet": GetMeleeBullet,
|
||||
"GetFireballBullet": GetFireballBullet,
|
||||
"GetInput": GetInput,
|
||||
"NewDynamicRectangleColliders": NewDynamicRectangleColliders,
|
||||
"SetInputFrameId": SetInputFrameId,
|
||||
"SetInput": SetInput,
|
||||
"SetConfirmedList": SetConfirmedList,
|
||||
})
|
||||
}
|
||||
|
@@ -1,3 +1,5 @@
|
||||
# TODO: For websocket traffic, use a "consistent hash" on "expectedRoomId" and "boundRoomId"!
|
||||
|
||||
server {
|
||||
listen 80;
|
||||
server_name tsrht.lokcol.com;
|
||||
|
@@ -2,8 +2,8 @@ package resolv
|
||||
|
||||
// Cell is used to contain and organize Object information.
|
||||
type Cell struct {
|
||||
X, Y int // The X and Y position of the cell in the Space - note that this is in Grid position, not World position.
|
||||
Objects []*Object // The Objects that a Cell contains.
|
||||
X, Y int // The X and Y position of the cell in the Space - note that this is in Grid position, not World position.
|
||||
Objects *RingBuffer // The Objects that a Cell contains.
|
||||
}
|
||||
|
||||
// newCell creates a new cell at the specified X and Y position. Should not be used directly.
|
||||
@@ -11,25 +11,27 @@ func newCell(x, y int) *Cell {
|
||||
return &Cell{
|
||||
X: x,
|
||||
Y: y,
|
||||
Objects: []*Object{},
|
||||
Objects: NewRingBuffer(16), // A single cell is so small thus wouldn't have many touching objects simultaneously
|
||||
}
|
||||
}
|
||||
|
||||
// register registers an object with a Cell. Should not be used directly.
|
||||
func (cell *Cell) register(obj *Object) {
|
||||
if !cell.Contains(obj) {
|
||||
cell.Objects = append(cell.Objects, obj)
|
||||
cell.Objects.Put(obj)
|
||||
}
|
||||
}
|
||||
|
||||
// unregister unregisters an object from a Cell. Should not be used directly.
|
||||
func (cell *Cell) unregister(obj *Object) {
|
||||
|
||||
for i, o := range cell.Objects {
|
||||
|
||||
rb := cell.Objects
|
||||
for i := rb.StFrameId; i < rb.EdFrameId; i++ {
|
||||
o := rb.GetByFrameId(i).(*Object)
|
||||
if o == obj {
|
||||
cell.Objects[i] = cell.Objects[len(cell.Objects)-1]
|
||||
cell.Objects = cell.Objects[:len(cell.Objects)-1]
|
||||
// swap with the st element
|
||||
rb.SetByFrameId(rb.GetByFrameId(rb.StFrameId), i)
|
||||
// pop the current st element
|
||||
rb.Pop()
|
||||
break
|
||||
}
|
||||
|
||||
@@ -39,7 +41,9 @@ func (cell *Cell) unregister(obj *Object) {
|
||||
|
||||
// Contains returns whether a Cell contains the specified Object at its position.
|
||||
func (cell *Cell) Contains(obj *Object) bool {
|
||||
for _, o := range cell.Objects {
|
||||
rb := cell.Objects
|
||||
for i := rb.StFrameId; i < rb.EdFrameId; i++ {
|
||||
o := rb.GetByFrameId(i).(*Object)
|
||||
if o == obj {
|
||||
return true
|
||||
}
|
||||
@@ -49,7 +53,9 @@ func (cell *Cell) Contains(obj *Object) bool {
|
||||
|
||||
// ContainsTags returns whether a Cell contains an Object that has the specified tag at its position.
|
||||
func (cell *Cell) ContainsTags(tags ...string) bool {
|
||||
for _, o := range cell.Objects {
|
||||
rb := cell.Objects
|
||||
for i := rb.StFrameId; i < rb.EdFrameId; i++ {
|
||||
o := rb.GetByFrameId(i).(*Object)
|
||||
if o.HasTags(tags...) {
|
||||
return true
|
||||
}
|
||||
@@ -59,5 +65,5 @@ func (cell *Cell) ContainsTags(tags ...string) bool {
|
||||
|
||||
// Occupied returns whether a Cell contains any Objects at all.
|
||||
func (cell *Cell) Occupied() bool {
|
||||
return len(cell.Objects) > 0
|
||||
return 0 < cell.Objects.Cnt
|
||||
}
|
||||
|
@@ -3,23 +3,39 @@ package resolv
|
||||
// Collision contains the results of an Object.Check() call, and represents a collision between an Object and cells that contain other Objects.
|
||||
// The Objects array indicate the Objects collided with.
|
||||
type Collision struct {
|
||||
checkingObject *Object // The checking object
|
||||
dx, dy float64 // The delta the checking object was moving on that caused this collision
|
||||
Objects []*Object // Slice of objects that were collided with; sorted according to distance to calling Object.
|
||||
Cells []*Cell // Slice of cells that were collided with; sorted according to distance to calling Object.
|
||||
checkingObject *Object // The checking object
|
||||
dx, dy float64 // The delta the checking object was moving on that caused this collision
|
||||
Objects *RingBuffer // Slice of objects that were collided with; sorted according to distance to calling Object.
|
||||
Cells *RingBuffer // Slice of cells that were collided with; sorted according to distance to calling Object.
|
||||
}
|
||||
|
||||
func NewCollision() *Collision {
|
||||
return &Collision{
|
||||
Objects: []*Object{},
|
||||
Objects: NewRingBuffer(16), // I don't expect it to exceed 10 actually
|
||||
Cells: NewRingBuffer(16),
|
||||
}
|
||||
}
|
||||
|
||||
func (cc *Collision) Clear() {
|
||||
cc.checkingObject = nil
|
||||
cc.dx = 0
|
||||
cc.dy = 0
|
||||
cc.Objects.Clear()
|
||||
cc.Cells.Clear()
|
||||
}
|
||||
|
||||
func (cc *Collision) PopFirstCollidedObject() *Object {
|
||||
if 0 >= cc.Objects.Cnt {
|
||||
return nil
|
||||
}
|
||||
return cc.Objects.Pop().(*Object)
|
||||
}
|
||||
|
||||
// HasTags returns whether any objects within the Collision have all of the specified tags. This slice does not contain the Object that called Check().
|
||||
func (cc *Collision) HasTags(tags ...string) bool {
|
||||
|
||||
for _, o := range cc.Objects {
|
||||
|
||||
rb := cc.Objects
|
||||
for i := rb.StFrameId; i < rb.EdFrameId; i++ {
|
||||
o := rb.GetByFrameId(i).(*Object)
|
||||
if o == cc.checkingObject {
|
||||
continue
|
||||
}
|
||||
@@ -38,8 +54,9 @@ func (cc *Collision) ObjectsByTags(tags ...string) []*Object {
|
||||
|
||||
objects := []*Object{}
|
||||
|
||||
for _, o := range cc.Objects {
|
||||
|
||||
rb := cc.Objects
|
||||
for i := rb.StFrameId; i < rb.EdFrameId; i++ {
|
||||
o := rb.GetByFrameId(i).(*Object)
|
||||
if o == cc.checkingObject {
|
||||
continue
|
||||
}
|
||||
@@ -105,7 +122,7 @@ func (cc *Collision) SlideAgainstCell(cell *Cell, avoidTags ...string) Vector {
|
||||
|
||||
sp := cc.checkingObject.Space
|
||||
|
||||
collidingCell := cc.Cells[0]
|
||||
collidingCell := cc.Cells.GetByFrameId(cc.Cells.StFrameId).(*Cell)
|
||||
ccX, ccY := sp.SpaceToWorld(collidingCell.X, collidingCell.Y)
|
||||
hX := float64(sp.CellWidth) / 2.0
|
||||
hY := float64(sp.CellHeight) / 2.0
|
||||
|
@@ -2,7 +2,6 @@ package resolv
|
||||
|
||||
import (
|
||||
"math"
|
||||
//"sort"
|
||||
)
|
||||
|
||||
// Object represents an object that can be spread across one or more Cells in a Space. An Object is essentially an AABB (Axis-Aligned Bounding Box) Rectangle.
|
||||
@@ -10,21 +9,36 @@ type Object struct {
|
||||
Shape Shape // A shape for more specific collision-checking.
|
||||
Space *Space // Reference to the Space the Object exists within
|
||||
X, Y, W, H float64 // Position and size of the Object in the Space
|
||||
TouchingCells []*Cell // An array of Cells the Object is touching
|
||||
TouchingCells *RingBuffer // An array of Cells the Object is touching
|
||||
Data interface{} // A pointer to a user-definable object
|
||||
ignoreList map[*Object]bool // Set of Objects to ignore when checking for collisions
|
||||
tags []string // A list of tags the Object has
|
||||
}
|
||||
|
||||
// NewObject returns a new Object of the specified position and size.
|
||||
func NewObjectSingleTag(x, y, w, h float64, tag string) *Object {
|
||||
o := &Object{
|
||||
X: x,
|
||||
Y: y,
|
||||
W: w,
|
||||
H: h,
|
||||
TouchingCells: NewRingBuffer(512), // [WARNING] Should make N large enough to cover all "TouchingCells", otherwise some cells would fail to unregister an object, resulting in memory corruption and incorrect detection result!
|
||||
tags: []string{tag},
|
||||
ignoreList: map[*Object]bool{},
|
||||
}
|
||||
|
||||
return o
|
||||
}
|
||||
|
||||
func NewObject(x, y, w, h float64, tags ...string) *Object {
|
||||
o := &Object{
|
||||
X: x,
|
||||
Y: y,
|
||||
W: w,
|
||||
H: h,
|
||||
tags: []string{},
|
||||
ignoreList: map[*Object]bool{},
|
||||
X: x,
|
||||
Y: y,
|
||||
W: w,
|
||||
H: h,
|
||||
TouchingCells: NewRingBuffer(512),
|
||||
tags: []string{},
|
||||
ignoreList: map[*Object]bool{},
|
||||
}
|
||||
|
||||
if len(tags) > 0 {
|
||||
@@ -34,6 +48,18 @@ func NewObject(x, y, w, h float64, tags ...string) *Object {
|
||||
return o
|
||||
}
|
||||
|
||||
func (obj *Object) GetData() interface{} {
|
||||
return obj.Data
|
||||
}
|
||||
|
||||
func (obj *Object) GetShape() *Shape {
|
||||
return &(obj.Shape)
|
||||
}
|
||||
|
||||
func (obj *Object) Position() (float64, float64) {
|
||||
return obj.X, obj.Y
|
||||
}
|
||||
|
||||
// Clone clones the Object with its properties into another Object. It also clones the Object's Shape (if it has one).
|
||||
func (obj *Object) Clone() *Object {
|
||||
newObj := NewObject(obj.X, obj.Y, obj.W, obj.H, obj.Tags()...)
|
||||
@@ -59,7 +85,7 @@ func (obj *Object) Update() {
|
||||
|
||||
space := obj.Space
|
||||
|
||||
obj.Space.Remove(obj)
|
||||
obj.Space.RemoveSingle(obj)
|
||||
|
||||
obj.Space = space
|
||||
|
||||
@@ -73,7 +99,7 @@ func (obj *Object) Update() {
|
||||
|
||||
if c != nil {
|
||||
c.register(obj)
|
||||
obj.TouchingCells = append(obj.TouchingCells, c)
|
||||
obj.TouchingCells.Put(c)
|
||||
}
|
||||
|
||||
}
|
||||
@@ -154,17 +180,22 @@ func (obj *Object) BoundsToSpace(dx, dy float64) (int, int, int, int) {
|
||||
|
||||
// SharesCells returns whether the Object occupies a cell shared by the specified other Object.
|
||||
func (obj *Object) SharesCells(other *Object) bool {
|
||||
for _, cell := range obj.TouchingCells {
|
||||
rb := obj.TouchingCells
|
||||
for i := rb.StFrameId; i < rb.EdFrameId; i++ {
|
||||
cell := rb.GetByFrameId(i).(*Cell)
|
||||
if cell.Contains(other) {
|
||||
return true
|
||||
}
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
// SharesCellsTags returns if the Cells the Object occupies have an object with the specified tags.
|
||||
func (obj *Object) SharesCellsTags(tags ...string) bool {
|
||||
for _, cell := range obj.TouchingCells {
|
||||
rb := obj.TouchingCells
|
||||
for i := rb.StFrameId; i < rb.EdFrameId; i++ {
|
||||
cell := rb.GetByFrameId(i).(*Cell)
|
||||
if cell.ContainsTags(tags...) {
|
||||
return true
|
||||
}
|
||||
@@ -218,13 +249,12 @@ func (obj *Object) SetBounds(topLeft, bottomRight Vector) {
|
||||
// Check checks the space around the object using the designated delta movement (dx and dy). This is done by querying the containing Space's Cells
|
||||
// so that it can see if moving it would coincide with a cell that houses another Object (filtered using the given selection of tag strings). If so,
|
||||
// Check returns a Collision. If no objects are found or the Object does not exist within a Space, this function returns nil.
|
||||
func (obj *Object) Check(dx, dy float64, tags ...string) *Collision {
|
||||
func (obj *Object) CheckAllWithHolder(dx, dy float64, cc *Collision) bool {
|
||||
|
||||
if obj.Space == nil {
|
||||
return nil
|
||||
return false
|
||||
}
|
||||
|
||||
cc := NewCollision()
|
||||
cc.Clear()
|
||||
cc.checkingObject = obj
|
||||
|
||||
if dx < 0 {
|
||||
@@ -253,63 +283,36 @@ func (obj *Object) Check(dx, dy float64, tags ...string) *Collision {
|
||||
|
||||
if c := obj.Space.Cell(x, y); c != nil {
|
||||
|
||||
for _, o := range c.Objects {
|
||||
|
||||
rb := c.Objects
|
||||
for i := rb.StFrameId; i < rb.EdFrameId; i++ {
|
||||
o := rb.GetByFrameId(i).(*Object)
|
||||
// We only want cells that have objects other than the checking object, or that aren't on the ignore list.
|
||||
if ignored := obj.ignoreList[o]; o == obj || ignored {
|
||||
continue
|
||||
}
|
||||
|
||||
if _, added := objectsAdded[o]; (len(tags) == 0 || o.HasTags(tags...)) && !added {
|
||||
|
||||
cc.Objects = append(cc.Objects, o)
|
||||
if _, added := objectsAdded[o]; !added {
|
||||
cc.Objects.Put(o)
|
||||
objectsAdded[o] = true
|
||||
if _, added := cellsAdded[c]; !added {
|
||||
cc.Cells = append(cc.Cells, c)
|
||||
cc.Cells.Put(c)
|
||||
cellsAdded[c] = true
|
||||
}
|
||||
continue
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if len(cc.Objects) == 0 {
|
||||
return nil
|
||||
if 0 >= cc.Objects.Cnt {
|
||||
return false
|
||||
}
|
||||
|
||||
/*
|
||||
// In my use case, order of objects within a collision instance is not needed, and this also favors both runtime performance & size reduction of `jsexport.js`.
|
||||
|
||||
ox, oy := cc.checkingObject.Center()
|
||||
oc := Vector{ox, oy}
|
||||
sort.Slice(cc.Objects, func(i, j int) bool {
|
||||
|
||||
ix, iy := cc.Objects[i].Center()
|
||||
jx, jy := cc.Objects[j].Center()
|
||||
return Vector{ix, iy}.Sub(oc).Magnitude2() < Vector{jx, jy}.Sub(oc).Magnitude2()
|
||||
|
||||
})
|
||||
|
||||
cw := cc.checkingObject.Space.CellWidth
|
||||
ch := cc.checkingObject.Space.CellHeight
|
||||
|
||||
sort.Slice(cc.Cells, func(i, j int) bool {
|
||||
|
||||
return Vector{float64(cc.Cells[i].X*cw + (cw / 2)), float64(cc.Cells[i].Y*ch + (ch / 2))}.Sub(oc).Magnitude2() <
|
||||
Vector{float64(cc.Cells[j].X*cw + (cw / 2)), float64(cc.Cells[j].Y*ch + (ch / 2))}.Sub(oc).Magnitude2()
|
||||
|
||||
})
|
||||
*/
|
||||
|
||||
return cc
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// Overlaps returns if an Object overlaps another Object.
|
||||
|
@@ -1,4 +1,4 @@
|
||||
package battle
|
||||
package resolv
|
||||
|
||||
const (
|
||||
RING_BUFF_CONSECUTIVE_SET = int32(0)
|
||||
@@ -18,11 +18,26 @@ type RingBuffer struct {
|
||||
|
||||
func NewRingBuffer(n int32) *RingBuffer {
|
||||
return &RingBuffer{
|
||||
Ed: 0,
|
||||
St: 0,
|
||||
N: n,
|
||||
Cnt: 0,
|
||||
Eles: make([]interface{}, n),
|
||||
Ed: 0,
|
||||
St: 0,
|
||||
EdFrameId: 0,
|
||||
StFrameId: 0,
|
||||
N: n,
|
||||
Cnt: 0,
|
||||
Eles: make([]interface{}, n),
|
||||
}
|
||||
}
|
||||
|
||||
func (rb *RingBuffer) DryPut() {
|
||||
for 0 < rb.Cnt && rb.Cnt >= rb.N {
|
||||
// Make room for the new element
|
||||
rb.Pop()
|
||||
}
|
||||
rb.EdFrameId++
|
||||
rb.Cnt++
|
||||
rb.Ed++
|
||||
if rb.Ed >= rb.N {
|
||||
rb.Ed -= rb.N // Deliberately not using "%" operator for performance concern
|
||||
}
|
||||
}
|
||||
|
||||
@@ -122,3 +137,25 @@ func (rb *RingBuffer) SetByFrameId(pItem interface{}, frameId int32) (int32, int
|
||||
|
||||
return ret, oldStFrameId, oldEdFrameId
|
||||
}
|
||||
|
||||
func (rb *RingBuffer) Clear() {
|
||||
for 0 < rb.Cnt {
|
||||
rb.Pop()
|
||||
}
|
||||
rb.St = 0
|
||||
rb.Ed = 0
|
||||
rb.StFrameId = 0
|
||||
rb.EdFrameId = 0
|
||||
}
|
||||
|
||||
func (rb *RingBuffer) GetStFrameId() int32 {
|
||||
return rb.StFrameId
|
||||
}
|
||||
|
||||
func (rb *RingBuffer) GetEdFrameId() int32 {
|
||||
return rb.EdFrameId
|
||||
}
|
||||
|
||||
func (rb *RingBuffer) GetCnt() int32 {
|
||||
return rb.Cnt
|
||||
}
|
@@ -38,8 +38,9 @@ func (line *Line) Project(axis Vector) Vector {
|
||||
}
|
||||
|
||||
func (line *Line) Normal() Vector {
|
||||
v := line.Vector()
|
||||
return Vector{v[1], -v[0]}.Unit()
|
||||
dy := line.End[1] - line.Start[1]
|
||||
dx := line.End[0] - line.Start[0]
|
||||
return Vector{dy, -dx}.Unit()
|
||||
}
|
||||
|
||||
func (line *Line) Vector() Vector {
|
||||
@@ -124,7 +125,7 @@ func (line *Line) IntersectionPointsCircle(circle *Circle) []Vector {
|
||||
}
|
||||
|
||||
type ConvexPolygon struct {
|
||||
Points []Vector
|
||||
Points *RingBuffer
|
||||
X, Y float64
|
||||
Closed bool
|
||||
}
|
||||
@@ -134,67 +135,89 @@ type ConvexPolygon struct {
|
||||
// polygon square, with the vertices at {0,0}, {10,0}, {10, 10}, and {0, 10}.
|
||||
func NewConvexPolygon(points ...float64) *ConvexPolygon {
|
||||
|
||||
// if len(points)/2 < 2 {
|
||||
// return nil
|
||||
// }
|
||||
|
||||
cp := &ConvexPolygon{Points: []Vector{}, Closed: true}
|
||||
cp := &ConvexPolygon{
|
||||
Points: NewRingBuffer(6), // I don't expected more points to be coped with in this particular game
|
||||
Closed: true,
|
||||
}
|
||||
|
||||
cp.AddPoints(points...)
|
||||
|
||||
return cp
|
||||
}
|
||||
|
||||
func (cp *ConvexPolygon) Clone() Shape {
|
||||
|
||||
points := []Vector{}
|
||||
|
||||
for _, point := range cp.Points {
|
||||
points = append(points, point.Clone())
|
||||
func (cp *ConvexPolygon) GetPointByOffset(offset int32) Vector {
|
||||
if cp.Points.Cnt <= offset {
|
||||
return nil
|
||||
}
|
||||
return cp.Points.GetByFrameId(cp.Points.StFrameId + offset).(Vector)
|
||||
}
|
||||
|
||||
func (cp *ConvexPolygon) Clone() Shape {
|
||||
|
||||
newPoly := NewConvexPolygon()
|
||||
newPoly.X = cp.X
|
||||
newPoly.Y = cp.Y
|
||||
newPoly.AddPointsVec(points...)
|
||||
for i := int32(0); i < cp.Points.Cnt; i++ {
|
||||
newPoly.Points.Put(cp.GetPointByOffset(i))
|
||||
}
|
||||
newPoly.Closed = cp.Closed
|
||||
return newPoly
|
||||
}
|
||||
|
||||
// AddPointsVec allows you to add points to the ConvexPolygon with a slice of Vectors, each indicating a point / vertex.
|
||||
func (cp *ConvexPolygon) AddPointsVec(points ...Vector) {
|
||||
cp.Points = append(cp.Points, points...)
|
||||
}
|
||||
|
||||
// AddPoints allows you to add points to the ConvexPolygon with a slice or selection of float64s, with each pair indicating an X or Y value for
|
||||
// a point / vertex (i.e. AddPoints(0, 1, 2, 3) would add two points - one at {0, 1}, and another at {2, 3}).
|
||||
func (cp *ConvexPolygon) AddPoints(vertexPositions ...float64) {
|
||||
for v := 0; v < len(vertexPositions); v += 2 {
|
||||
cp.Points = append(cp.Points, Vector{vertexPositions[v], vertexPositions[v+1]})
|
||||
// "resolv.Vector" is an alias of "[]float64", thus already a pointer type
|
||||
cp.Points.Put(Vector{vertexPositions[v], vertexPositions[v+1]})
|
||||
}
|
||||
}
|
||||
|
||||
func (cp *ConvexPolygon) UpdateAsRectangle(x, y, w, h float64) bool {
|
||||
// This function might look ugly but it's a fast in-place update!
|
||||
if 4 != cp.Points.Cnt {
|
||||
panic("ConvexPolygon not having exactly 4 vertices to form a rectangle#1!")
|
||||
}
|
||||
for i := int32(0); i < cp.Points.Cnt; i++ {
|
||||
thatVec := cp.GetPointByOffset(i)
|
||||
if nil == thatVec {
|
||||
panic("ConvexPolygon not having exactly 4 vertices to form a rectangle#2!")
|
||||
}
|
||||
switch i {
|
||||
case 0:
|
||||
thatVec[0] = x
|
||||
thatVec[1] = y
|
||||
case 1:
|
||||
thatVec[0] = x + w
|
||||
thatVec[1] = y
|
||||
case 2:
|
||||
thatVec[0] = x + w
|
||||
thatVec[1] = y + h
|
||||
case 3:
|
||||
thatVec[0] = x
|
||||
thatVec[1] = y + h
|
||||
}
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
// Lines returns a slice of transformed Lines composing the ConvexPolygon.
|
||||
func (cp *ConvexPolygon) Lines() []*Line {
|
||||
|
||||
lines := []*Line{}
|
||||
|
||||
vertices := cp.Transformed()
|
||||
linesCnt := len(vertices)
|
||||
if !cp.Closed {
|
||||
linesCnt -= 1
|
||||
}
|
||||
lines := make([]*Line, linesCnt)
|
||||
|
||||
for i := 0; i < len(vertices); i++ {
|
||||
|
||||
for i := 0; i < linesCnt; i++ {
|
||||
start, end := vertices[i], vertices[0]
|
||||
|
||||
if i < len(vertices)-1 {
|
||||
end = vertices[i+1]
|
||||
} else if !cp.Closed {
|
||||
break
|
||||
}
|
||||
|
||||
line := NewLine(start[0], start[1], end[0], end[1])
|
||||
|
||||
lines = append(lines, line)
|
||||
|
||||
lines[i] = line
|
||||
}
|
||||
|
||||
return lines
|
||||
@@ -203,9 +226,10 @@ func (cp *ConvexPolygon) Lines() []*Line {
|
||||
|
||||
// Transformed returns the ConvexPolygon's points / vertices, transformed according to the ConvexPolygon's position.
|
||||
func (cp *ConvexPolygon) Transformed() []Vector {
|
||||
transformed := []Vector{}
|
||||
for _, point := range cp.Points {
|
||||
transformed = append(transformed, Vector{point[0] + cp.X, point[1] + cp.Y})
|
||||
transformed := make([]Vector, cp.Points.Cnt)
|
||||
for i := int32(0); i < cp.Points.Cnt; i++ {
|
||||
point := cp.GetPointByOffset(i)
|
||||
transformed[i] = Vector{point[0] + cp.X, point[1] + cp.Y}
|
||||
}
|
||||
return transformed
|
||||
}
|
||||
@@ -275,12 +299,14 @@ func (cp *ConvexPolygon) Center() Vector {
|
||||
|
||||
pos := Vector{0, 0}
|
||||
|
||||
for _, v := range cp.Transformed() {
|
||||
vertices := cp.Transformed()
|
||||
for _, v := range vertices {
|
||||
pos.Add(v)
|
||||
}
|
||||
|
||||
pos[0] /= float64(len(cp.Transformed()))
|
||||
pos[1] /= float64(len(cp.Transformed()))
|
||||
denom := float64(len(vertices))
|
||||
pos[0] /= denom
|
||||
pos[1] /= denom
|
||||
|
||||
return pos
|
||||
|
||||
@@ -305,10 +331,10 @@ func (cp *ConvexPolygon) Project(axis Vector) Projection {
|
||||
|
||||
// SATAxes returns the axes of the ConvexPolygon for SAT intersection testing.
|
||||
func (cp *ConvexPolygon) SATAxes() []Vector {
|
||||
|
||||
axes := []Vector{}
|
||||
for _, line := range cp.Lines() {
|
||||
axes = append(axes, line.Normal())
|
||||
lines := cp.Lines()
|
||||
axes := make([]Vector, len(lines))
|
||||
for i, line := range lines {
|
||||
axes[i] = line.Normal()
|
||||
}
|
||||
return axes
|
||||
|
||||
@@ -550,42 +576,6 @@ func (cp *ConvexPolygon) ContainedBy(otherShape Shape) bool {
|
||||
return true
|
||||
}
|
||||
|
||||
// FlipH flips the ConvexPolygon's vertices horizontally according to their initial offset when adding the points.
|
||||
func (cp *ConvexPolygon) FlipH() {
|
||||
|
||||
for _, v := range cp.Points {
|
||||
v[0] = -v[0]
|
||||
}
|
||||
// We have to reverse vertex order after flipping the vertices to ensure the winding order is consistent between Objects (so that the normals are consistently outside or inside, which is important
|
||||
// when doing Intersection tests). If we assume that the normal of a line, going from vertex A to vertex B, is one direction, then the normal would be inverted if the vertices were flipped in position,
|
||||
// but not in order. This would make Intersection tests drive objects into each other, instead of giving the delta to move away.
|
||||
cp.ReverseVertexOrder()
|
||||
|
||||
}
|
||||
|
||||
// FlipV flips the ConvexPolygon's vertices vertically according to their initial offset when adding the points.
|
||||
func (cp *ConvexPolygon) FlipV() {
|
||||
|
||||
for _, v := range cp.Points {
|
||||
v[1] = -v[1]
|
||||
}
|
||||
cp.ReverseVertexOrder()
|
||||
|
||||
}
|
||||
|
||||
// ReverseVertexOrder reverses the vertex ordering of the ConvexPolygon.
|
||||
func (cp *ConvexPolygon) ReverseVertexOrder() {
|
||||
|
||||
verts := []Vector{cp.Points[0]}
|
||||
|
||||
for i := len(cp.Points) - 1; i >= 1; i-- {
|
||||
verts = append(verts, cp.Points[i])
|
||||
}
|
||||
|
||||
cp.Points = verts
|
||||
|
||||
}
|
||||
|
||||
// NewRectangle returns a rectangular ConvexPolygon with the vertices in clockwise order. In actuality, an AABBRectangle should be its own
|
||||
// "thing" with its own optimized Intersection code check.
|
||||
func NewRectangle(x, y, w, h float64) *ConvexPolygon {
|
||||
|