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https://github.com/genxium/DelayNoMore
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README.md
13
README.md
@@ -2,20 +2,15 @@
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This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md).
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[Demo recorded over INTERNET (Phone-Wifi v.s. PC-Wifi UDP holepunched) using an input delay of 6 frames](https://pan.baidu.com/s/1UArwqDShLoPjYppjjqsTqQ?pwd=10wc), and it feels SMOOTH when playing!
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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. This video shows how the UDP holepunched p2p performs for [Phone-Wifi v.s. PC-Wifi (viewed by PC side)](https://pan.baidu.com/s/1K6704bJKlrSBTVqGcXhajA?pwd=l7ok).
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- If UDP hole-punching is not working, e.g. for Symmetric NAT like in 4G/5G cellular network, the frontends will use backend as a UDP tunnel (or relay, whatever you like to call it). This video shows how the UDP tunnel performs for [Phone-4G v.s. PC-Wifi (viewed by PC side)](https://pan.baidu.com/s/1IZVa5wVgAdeH6D-xsZYFUw?pwd=dgkj).
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- Browser vs `native app` is possible but in that case only websocket is used.
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The following video is recorded over INTERNET using an input delay of 4 frames and it feels SMOOTH when playing! Please also checkout these demo videos
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- [source video of the first gif (earlier version)](https://pan.baidu.com/s/1ML6hNupaPHPJRd5rcTvQvw?pwd=8ruc)
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- [source video of the second gif (added turn-around optimization & dashing)](https://pan.baidu.com/s/1isMcLvxax4NNkDgitV_FDg?pwd=s1i6)
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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.
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# Notable Features
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- 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 @@
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"array": [
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0,
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0,
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209.73151519075364,
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210.27555739078596,
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0,
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0,
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0,
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@@ -2313,7 +2313,7 @@
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"mapNode": {
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"__id__": 3
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},
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"speed": 5000,
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"speed": 500,
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"_id": "76ImpM7XtPSbiLHDXdsJa+"
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},
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{
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@@ -8,7 +8,7 @@ cc.Class({
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},
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speed: {
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type: cc.Float,
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default: 500
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default: 100
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},
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},
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File diff suppressed because one or more lines are too long
@@ -1,6 +1,6 @@
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{
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"ver": "1.0.5",
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"uuid": "40edd08e-316c-44b8-a50f-bd173554c554",
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"uuid": "22e2b0ab-1350-4f5e-9960-f2b45b0bf353",
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"isPlugin": false,
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"loadPluginInWeb": true,
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"loadPluginInNative": true,
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@@ -30,6 +30,7 @@ const (
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SNAP_INTO_PLATFORM_OVERLAP = float64(0.1)
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SNAP_INTO_PLATFORM_THRESHOLD = float64(0.5)
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VERTICAL_PLATFORM_THRESHOLD = float64(0.9)
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MAGIC_FRAMES_TO_BE_ONWALL = int32(12)
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NO_SKILL = -1
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NO_SKILL_HIT = -1
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@@ -939,11 +940,6 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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break
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}
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}
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if !currPlayerDownsync.OnWall && thatPlayerInNextFrame.OnWall {
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// To avoid mysterious climbing up the wall after sticking on it
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thatPlayerInNextFrame.VelY = 0
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}
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}
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}
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if !thatPlayerInNextFrame.OnWall {
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@@ -1071,9 +1067,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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oldNextCharacterState := thatPlayerInNextFrame.CharacterState
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switch oldNextCharacterState {
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case ATK_CHARACTER_STATE_IDLE1, ATK_CHARACTER_STATE_WALKING, ATK_CHARACTER_STATE_TURNAROUND:
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if thatPlayerInNextFrame.OnWall {
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ONWALL
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} else if jumpedOrNotList[i] || ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP == currPlayerDownsync.CharacterState {
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if jumpedOrNotList[i] || ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP == currPlayerDownsync.CharacterState {
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP
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} else {
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP
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@@ -1086,6 +1080,17 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
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}
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}
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if thatPlayerInNextFrame.OnWall {
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switch thatPlayerInNextFrame.CharacterState {
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case ATK_CHARACTER_STATE_WALKING, ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP, ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP:
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hasBeenOnWallChState := (ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState)
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hasBeenOnWallCollisionResultForSameChState := (currPlayerDownsync.OnWall && MAGIC_FRAMES_TO_BE_ONWALL <= thatPlayerInNextFrame.FramesInChState)
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if hasBeenOnWallChState || hasBeenOnWallCollisionResultForSameChState {
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ONWALL
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}
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}
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}
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// Reset "FramesInChState" if "CharacterState" is changed
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if thatPlayerInNextFrame.CharacterState != currPlayerDownsync.CharacterState {
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thatPlayerInNextFrame.FramesInChState = 0
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