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Author SHA1 Message Date
genxium
d38d4b4ec9 Updated README. 2023-02-05 00:16:09 +08:00
genxium
03828db6ff Reverted input scale. 2023-02-04 21:41:58 +08:00
genxium
917fca2bcd Improved on wall dynamics. 2023-02-04 18:33:49 +08:00
9 changed files with 22 additions and 22 deletions

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@@ -2,20 +2,15 @@
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!
![Merged_cut_annotated_spedup](./charts/Merged_cut_annotated_spedup.gif)
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**.
- 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 (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.
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.
![gif_demo_1](./charts/internet_fireball_explosion_wallmove_spedup.gif)
![gif_demo_2](./charts/internet_dash_turnaround_cut_spedup.gif)
# Notable Features
- Backend dynamics toggle via [Room.BackendDynamicsEnabled](https://github.com/genxium/DelayNoMore/blob/v0.9.14/battle_srv/models/room.go#L786)

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@@ -547,7 +547,7 @@
"array": [
0,
0,
209.73151519075364,
210.27555739078596,
0,
0,
0,
@@ -2313,7 +2313,7 @@
"mapNode": {
"__id__": 3
},
"speed": 5000,
"speed": 500,
"_id": "76ImpM7XtPSbiLHDXdsJa+"
},
{

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@@ -8,7 +8,7 @@ cc.Class({
},
speed: {
type: cc.Float,
default: 500
default: 100
},
},

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@@ -1,6 +1,6 @@
{
"ver": "1.0.5",
"uuid": "40edd08e-316c-44b8-a50f-bd173554c554",
"uuid": "22e2b0ab-1350-4f5e-9960-f2b45b0bf353",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,

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@@ -30,6 +30,7 @@ const (
SNAP_INTO_PLATFORM_OVERLAP = float64(0.1)
SNAP_INTO_PLATFORM_THRESHOLD = float64(0.5)
VERTICAL_PLATFORM_THRESHOLD = float64(0.9)
MAGIC_FRAMES_TO_BE_ONWALL = int32(12)
NO_SKILL = -1
NO_SKILL_HIT = -1
@@ -939,11 +940,6 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
break
}
}
if !currPlayerDownsync.OnWall && thatPlayerInNextFrame.OnWall {
// To avoid mysterious climbing up the wall after sticking on it
thatPlayerInNextFrame.VelY = 0
}
}
}
if !thatPlayerInNextFrame.OnWall {
@@ -1071,9 +1067,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
oldNextCharacterState := thatPlayerInNextFrame.CharacterState
switch oldNextCharacterState {
case ATK_CHARACTER_STATE_IDLE1, ATK_CHARACTER_STATE_WALKING, ATK_CHARACTER_STATE_TURNAROUND:
if thatPlayerInNextFrame.OnWall {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ONWALL
} else if jumpedOrNotList[i] || ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP == currPlayerDownsync.CharacterState {
if jumpedOrNotList[i] || ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP == currPlayerDownsync.CharacterState {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP
} else {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP
@@ -1086,6 +1080,17 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
}
}
if thatPlayerInNextFrame.OnWall {
switch thatPlayerInNextFrame.CharacterState {
case ATK_CHARACTER_STATE_WALKING, ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP, ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP:
hasBeenOnWallChState := (ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState)
hasBeenOnWallCollisionResultForSameChState := (currPlayerDownsync.OnWall && MAGIC_FRAMES_TO_BE_ONWALL <= thatPlayerInNextFrame.FramesInChState)
if hasBeenOnWallChState || hasBeenOnWallCollisionResultForSameChState {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ONWALL
}
}
}
// Reset "FramesInChState" if "CharacterState" is changed
if thatPlayerInNextFrame.CharacterState != currPlayerDownsync.CharacterState {
thatPlayerInNextFrame.FramesInChState = 0