Compare commits

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8 Commits

Author SHA1 Message Date
genxium
b79e2dc935 Enhanced UDP message callback handling. 2023-02-09 23:34:00 +08:00
genxium
7b0c807496 Drafted enhancement of UDP message callback. 2023-02-09 10:18:23 +08:00
genxium
5c611b626d Minor fix. 2023-02-08 19:28:40 +08:00
genxium
38149279bd Drafted hp handling. 2023-02-08 18:32:59 +08:00
genxium
a762c563d9 Updated skill sets and animations. 2023-02-07 11:31:59 +08:00
genxium
6a0d729dee Added more animation resources. 2023-02-06 12:02:44 +08:00
genxium
f10389bf55 Minor update. 2023-02-05 20:24:09 +08:00
genxium
6b3d1ed49a Enhanced UI handling upon battle started. 2023-02-05 18:44:37 +08:00
62 changed files with 8603 additions and 2164 deletions

View File

@@ -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,
}
}

View File

@@ -980,7 +980,10 @@ 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

View File

@@ -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", its 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", its 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", its 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", its 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{
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@@ -1840,319 +1856,325 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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{
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{
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{
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{
"ver": "2.1.0",
"uuid": "337d57ad-118c-40e2-be90-2aa1505c152b",
"subMetas": {}
}

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{
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"_name": "Dying",
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"_native": "",
"_duration": 0.5333333333333333,
"sample": 60,
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}
},
{
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}
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}
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{
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{
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{
"ver": "2.1.0",
"uuid": "657d4193-2224-44ea-94f7-0305a9f2b322",
"subMetas": {}
}

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{
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{
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},
{
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},
{
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"__uuid__": "dd047451-9715-4e68-9ae5-4e4556007190"
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},
{
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},
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"__uuid__": "b378b873-fae7-49dd-8581-15136046e2f1"
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{
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{
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{
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"sample": 60,
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{
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{
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{
"ver": "2.1.0",
"uuid": "d7b6d7c4-d2b5-49c6-bbcb-d8d80f52ae7e",
"subMetas": {}
}

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@@ -0,0 +1,61 @@
{
"__type__": "cc.AnimationClip",
"_name": "Dying",
"_objFlags": 0,
"_native": "",
"_duration": 0.45,
"sample": 60,
"speed": 1,
"wrapMode": 1,
"curveData": {
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}
},
{
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"__uuid__": "c597fb09-4621-4d1f-abf9-6484405a6330"
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"value": {
"__uuid__": "8c8be852-b65d-41d8-800f-04cbb3cad094"
}
},
{
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"__uuid__": "f9522b47-812e-4020-845a-5d9f6d9aca90"
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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 @@
{
"ver": "2.1.0",
"uuid": "86706adc-e079-4997-883b-3e269d223065",
"subMetas": {}
}

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@@ -0,0 +1,25 @@
{
"__type__": "cc.AnimationClip",
"_name": "OnWall",
"_objFlags": 0,
"_native": "",
"_duration": 0.016666666666666666,
"sample": 60,
"speed": 1,
"wrapMode": 1,
"curveData": {
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"value": {
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}

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@@ -0,0 +1,5 @@
{
"ver": "2.1.0",
"uuid": "57358699-1d1b-44db-898c-df0c3ce9aab0",
"subMetas": {}
}

View File

@@ -37,6 +37,8 @@ message PlayerDownsync {
int32 onWallNormY = 28;
bool capturedByInertia = 29; // like "inAir", its by design a standalone field only inferred by the calc result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState"
int32 revivalVirtualGridX = 30;
int32 revivalVirtualGridY = 31;
string name = 997;
string displayName = 998;

View File

@@ -25,16 +25,19 @@
},
{
"__id__": 8
},
{
"__id__": 22
}
],
"_active": true,
"_components": [
{
"__id__": 22
"__id__": 29
}
],
"_prefab": {
"__id__": 23
"__id__": 30
},
"_opacity": 255,
"_color": {
@@ -324,8 +327,8 @@
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"g": 0,
"b": 0,
"a": 255
},
"_contentSize": {
@@ -483,12 +486,21 @@
{
"__uuid__": "e8247e2a-1b5b-4618-86f8-224b25246b55"
},
null,
null,
null,
{
"__uuid__": "168df303-4b6a-4376-940c-3d36fa9e98d8"
},
null,
{
"__uuid__": "d7b6d7c4-d2b5-49c6-bbcb-d8d80f52ae7e"
},
{
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},
{
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},
{
"__uuid__": "86706adc-e079-4997-883b-3e269d223065"
}
],
"playOnLoad": false,
@@ -653,7 +665,9 @@
{
"__uuid__": "9b500cb0-8048-4715-81db-cc975c914225"
},
null,
{
"__uuid__": "2aef91f9-ef47-4bb4-bf43-5441723aa639"
},
null,
{
"__uuid__": "38b2c892-347b-4009-93f8-65b2ab1614f0"
@@ -663,6 +677,9 @@
},
{
"__uuid__": "e906322d-a08b-4477-a2e9-98acd42fa034"
},
{
"__uuid__": "ac90c9b8-3b06-4866-89ce-2c953a9d5a9a"
}
],
"playOnLoad": false,
@@ -833,10 +850,15 @@
{
"__uuid__": "0abbd156-980e-475e-9994-3c958bd913fc"
},
null,
{
"__uuid__": "337d57ad-118c-40e2-be90-2aa1505c152b"
},
null,
{
"__uuid__": "edd23b2f-1caa-4836-88a7-e4af1f26743e"
},
{
"__uuid__": "657d4193-2224-44ea-94f7-0305a9f2b322"
}
],
"playOnLoad": false,
@@ -892,6 +914,244 @@
"fileId": "7aN7Gcc/tBw5EGlTJVBj2+",
"sync": false
},
{
"__type__": "cc.Node",
"_name": "HpBar",
"_objFlags": 0,
"_parent": {
"__id__": 1
},
"_children": [
{
"__id__": 23
}
],
"_active": true,
"_components": [
{
"__id__": 26
},
{
"__id__": 27
}
],
"_prefab": {
"__id__": 28
},
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 50,
"height": 8
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
0,
42.256,
0,
0,
0,
0,
1,
1,
1,
1
]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": ""
},
{
"__type__": "cc.Node",
"_name": "bar",
"_objFlags": 0,
"_parent": {
"__id__": 22
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 24
}
],
"_prefab": {
"__id__": 25
},
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 10,
"g": 252,
"b": 0,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 50,
"height": 8
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
-25,
0,
0,
0,
0,
0,
1,
1,
1,
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]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": ""
},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 23
},
"_enabled": true,
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": {
"__uuid__": "67e68bc9-dad5-4ad9-a2d8-7e03d458e32f"
},
"_type": 1,
"_sizeMode": 0,
"_fillType": 0,
"_fillCenter": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": null,
"_id": ""
},
{
"__type__": "cc.PrefabInfo",
"root": {
"__id__": 1
},
"asset": {
"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
},
"fileId": "1b5Rz5KABPK5Nv1wogghs6",
"sync": false
},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 22
},
"_enabled": true,
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": {
"__uuid__": "88e79fd5-96b4-4a77-a1f4-312467171014"
},
"_type": 1,
"_sizeMode": 0,
"_fillType": 0,
"_fillCenter": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": null,
"_id": ""
},
{
"__type__": "cc.ProgressBar",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 22
},
"_enabled": true,
"_N$totalLength": 50,
"_N$barSprite": {
"__id__": 24
},
"_N$mode": 0,
"_N$progress": 1,
"_N$reverse": false,
"_id": ""
},
{
"__type__": "cc.PrefabInfo",
"root": {
"__id__": 1
},
"asset": {
"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
},
"fileId": "1cDdFO9Z5KYIcRR52ZmtqO",
"sync": false
},
{
"__type__": "b74b05YDqZFRo4OkZRFZX8k",
"_name": "",
@@ -910,6 +1170,9 @@
"coordLabel": {
"__id__": 3
},
"hpBar": {
"__id__": 27
},
"_id": ""
},
{

View File

@@ -24,11 +24,11 @@
"_active": true,
"_components": [
{
"__id__": 12
"__id__": 20
}
],
"_prefab": {
"__id__": 13
"__id__": 21
},
"_opacity": 255,
"_color": {
@@ -90,12 +90,18 @@
},
{
"__id__": 7
},
{
"__id__": 11
},
{
"__id__": 15
}
],
"_active": true,
"_components": [],
"_prefab": {
"__id__": 11
"__id__": 19
},
"_opacity": 255,
"_color": {
@@ -211,38 +217,6 @@
"groupIndex": 0,
"_id": ""
},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 3
},
"_enabled": true,
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": null,
"_type": 0,
"_sizeMode": 1,
"_fillType": 0,
"_fillCenter": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": {
"__uuid__": "6dcd5722-8ef9-47fd-9520-861d2713e274"
},
"_id": ""
},
{
"__type__": "cc.Animation",
"_name": "",
@@ -265,6 +239,34 @@
"playOnLoad": false,
"_id": ""
},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 3
},
"_enabled": true,
"_materials": [],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": null,
"_type": 0,
"_sizeMode": 1,
"_fillType": 0,
"_fillCenter": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": {
"__uuid__": "6dcd5722-8ef9-47fd-9520-861d2713e274"
},
"_id": ""
},
{
"__type__": "cc.PrefabInfo",
"root": {
@@ -278,7 +280,7 @@
},
{
"__type__": "cc.Node",
"_name": "MeleeExplosion",
"_name": "Fireball2",
"_objFlags": 0,
"_parent": {
"__id__": 2
@@ -314,6 +316,258 @@
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
0,
0,
0,
0,
0,
0,
1,
0.5,
0.5,
1
]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": ""
},
{
"__type__": "cc.Animation",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 7
},
"_enabled": true,
"_defaultClip": null,
"_clips": [
{
"__uuid__": "d2c65ac4-a5b3-411e-8d2d-18d3980649d7"
},
{
"__uuid__": "14b92f5c-af81-416a-a162-e5822d20fe68"
}
],
"playOnLoad": false,
"_id": ""
},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 7
},
"_enabled": true,
"_materials": [],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": null,
"_type": 0,
"_sizeMode": 1,
"_fillType": 0,
"_fillCenter": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": {
"__uuid__": "725c90f9-56f8-48ea-9159-4d2949cd3ce0"
},
"_id": ""
},
{
"__type__": "cc.PrefabInfo",
"root": {
"__id__": 1
},
"asset": {
"__uuid__": "d92d4831-cd65-4eb5-90bd-b77021aec35b"
},
"fileId": "b0ZpleOHlFqIjwc8HDI9df",
"sync": false
},
{
"__type__": "cc.Node",
"_name": "Fireball3",
"_objFlags": 0,
"_parent": {
"__id__": 2
},
"_children": [],
"_active": false,
"_components": [
{
"__id__": 12
},
{
"__id__": 13
}
],
"_prefab": {
"__id__": 14
},
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 0,
"height": 0
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
0,
0,
0,
0,
0,
0,
1,
1,
1,
1
]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": ""
},
{
"__type__": "cc.Animation",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 11
},
"_enabled": true,
"_defaultClip": null,
"_clips": [
{
"__uuid__": "6aef5812-d16c-4da1-96a3-a38ac227c823"
},
{
"__uuid__": "0dbb90ed-a08a-448c-b06e-4831260e9213"
}
],
"playOnLoad": false,
"_id": ""
},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 11
},
"_enabled": true,
"_materials": [],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": null,
"_type": 0,
"_sizeMode": 1,
"_fillType": 0,
"_fillCenter": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": {
"__uuid__": "579bc0c1-f5e2-4a5d-889b-9d567e53b0e6"
},
"_id": ""
},
{
"__type__": "cc.PrefabInfo",
"root": {
"__id__": 1
},
"asset": {
"__uuid__": "d92d4831-cd65-4eb5-90bd-b77021aec35b"
},
"fileId": "03W6UmKHVAz4hCpMvTCpP9",
"sync": false
},
{
"__type__": "cc.Node",
"_name": "MeleeExplosion",
"_objFlags": 0,
"_parent": {
"__id__": 2
},
"_children": [],
"_active": false,
"_components": [
{
"__id__": 16
},
{
"__id__": 17
}
],
"_prefab": {
"__id__": 18
},
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 0,
"height": 0
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
@@ -348,7 +602,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 7
"__id__": 15
},
"_enabled": true,
"_defaultClip": null,
@@ -371,7 +625,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 7
"__id__": 15
},
"_enabled": true,
"_materials": [],

View File

@@ -77,6 +77,9 @@
],
"_active": true,
"_components": [
{
"__id__": 49
},
{
"__id__": 50
},
@@ -88,9 +91,6 @@
},
{
"__id__": 53
},
{
"__id__": 54
}
],
"_prefab": null,
@@ -156,9 +156,6 @@
},
{
"__id__": 5
},
{
"__id__": 49
}
],
"_prefab": null,
@@ -539,7 +536,7 @@
"array": [
0,
0,
209.6693197428241,
216.50635094610968,
0,
0,
0,
@@ -2301,24 +2298,6 @@
"_originalHeight": 0,
"_id": "2cxYjEIwNO6rUtXX4WcfnV"
},
{
"__type__": "09e1b/tEy5K2qaPIpqHDbae",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 3
},
"_enabled": true,
"BGMEffect": null,
"crashedByTrapBullet": null,
"highScoreTreasurePicked": null,
"treasurePicked": null,
"countDown10SecToEnd": null,
"mapNode": {
"__id__": 3
},
"_id": "3crA1nz5xPSLAnCSLQIPOq"
},
{
"__type__": "cc.Canvas",
"_name": "",

View File

@@ -461,7 +461,7 @@
"array": [
0,
0,
209.6693197428241,
216.50635094610968,
0,
0,
0,

View File

@@ -547,7 +547,7 @@
"array": [
0,
0,
209.6693197428241,
216.50635094610968,
0,
0,
0,

View File

@@ -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 = [];

View File

@@ -10,7 +10,11 @@ cc.Class({
coordLabel: {
type: cc.Label,
default: null
}
},
hpBar: {
type: cc.ProgressBar,
default: null
},
},
onLoad() {

View File

@@ -658,7 +658,7 @@ cc.Class({
const jsPlayersArr = new Array(pbRdf.playersArr.length).fill(null);
for (let k = 0; k < pbRdf.playersArr.length; ++k) {
const pbPlayer = pbRdf.playersArr[k];
const jsPlayer = gopkgs.NewPlayerDownsyncJs(pbPlayer.id, pbPlayer.virtualGridX, pbPlayer.virtualGridY, pbPlayer.dirX, pbPlayer.dirY, pbPlayer.velX, pbPlayer.velY, pbPlayer.framesToRecover, pbPlayer.framesInChState, pbPlayer.activeSkillId, pbPlayer.activeSkillHit, pbPlayer.framesInvinsible, pbPlayer.speed, pbPlayer.battleState, pbPlayer.characterState, pbPlayer.joinIndex, pbPlayer.hp, pbPlayer.maxHp, pbPlayer.colliderRadius, pbPlayer.inAir, pbPlayer.onWall, pbPlayer.onWallNormX, pbPlayer.onWallNormY, pbPlayer.capturedByInertia, pbPlayer.bulletTeamId, pbPlayer.chCollisionTeamId);
const jsPlayer = gopkgs.NewPlayerDownsyncJs(pbPlayer.id, pbPlayer.virtualGridX, pbPlayer.virtualGridY, pbPlayer.dirX, pbPlayer.dirY, pbPlayer.velX, pbPlayer.velY, pbPlayer.framesToRecover, pbPlayer.framesInChState, pbPlayer.activeSkillId, pbPlayer.activeSkillHit, pbPlayer.framesInvinsible, pbPlayer.speed, pbPlayer.battleState, pbPlayer.characterState, pbPlayer.joinIndex, pbPlayer.hp, pbPlayer.maxHp, pbPlayer.colliderRadius, pbPlayer.inAir, pbPlayer.onWall, pbPlayer.onWallNormX, pbPlayer.onWallNormY, pbPlayer.capturedByInertia, pbPlayer.bulletTeamId, pbPlayer.chCollisionTeamId, pbPlayer.revivalVirtualGridX, pbPlayer.revivalVirtualGridY);
jsPlayersArr[k] = jsPlayer;
}
const jsMeleeBulletsArr = new Array(pbRdf.meleeBullets.length).fill(null);
@@ -735,6 +735,7 @@ cc.Class({
self.hideFindingPlayersGUI();
console.warn('On battle resynced! renderFrameId=', rdf.Id);
}
self.renderFrameId = rdf.Id;
self.lastRenderFrameIdTriggeredAt = performance.now();
// In this case it must be true that "rdf.id > chaserRenderFrameId".
@@ -745,11 +746,16 @@ cc.Class({
self.ctrl = canvasNode.getComponent("TouchEventsManager");
self.enableInputControls();
self.transitToState(ALL_MAP_STATES.VISUAL);
const selfPlayerRichInfo = self.playerRichInfoDict.get(self.selfPlayerInfo.Id);
const newMapPos = cc.v2().sub(selfPlayerRichInfo.node.position);
self.node.setPosition(newMapPos);
self.battleState = ALL_BATTLE_STATES.IN_BATTLE;
}
// [WARNING] "cc.Node.removeChild" would trigger massive update of rendering nodes, thus a performance impact at the beginning of battle, avoid it by just moving the widget to infinitely far away!
if (self.countdownToBeginGameNode && self.countdownToBeginGameNode.parent) {
self.countdownToBeginGameNode.parent.removeChild(self.countdownToBeginGameNode);
self.countdownToBeginGameNode.setPosition(cc.v2(Number.MAX_VALUE, Number.MAX_VALUE));
}
if (null != self.musicEffectManagerScriptIns) {
@@ -925,8 +931,9 @@ batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inpu
fromUDP=${fromUDP}`);
self.chaserRenderFrameId = renderFrameId1;
let rollbackFrames = (self.renderFrameId - self.chaserRenderFrameId);
if (0 > rollbackFrames)
if (0 > rollbackFrames) {
rollbackFrames = 0;
}
self.networkDoctor.logRollbackFrames(rollbackFrames);
},
@@ -1077,6 +1084,9 @@ fromUDP=${fromUDP}`);
}
try {
let st = performance.now();
if (cc.sys.isNative) {
DelayNoMore.UdpSession.pollUdpRecvRingBuff();
}
const noDelayInputFrameId = gopkgs.ConvertToNoDelayInputFrameId(self.renderFrameId);
let prevSelfInput = null,
currSelfInput = null;
@@ -1111,7 +1121,12 @@ fromUDP=${fromUDP}`);
// Inside the following "self.rollbackAndChase" actually ROLLS FORWARD w.r.t. the corresponding delayedInputFrame, REGARDLESS OF whether or not "self.chaserRenderFrameId == self.renderFrameId" now.
const latestRdfResults = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.gopkgsCollisionSys, self.gopkgsCollisionSysMap, false);
self.networkDoctor.logRollbackFrames(self.renderFrameId - self.chaserRenderFrameId);
let rollbackFrames = (self.renderFrameId - self.chaserRenderFrameId);
if (0 > rollbackFrames) {
rollbackFrames = 0;
}
self.networkDoctor.logRollbackFrames(rollbackFrames);
let prevRdf = latestRdfResults[0],
rdf = latestRdfResults[1];
/*
@@ -1233,8 +1248,10 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
hideFindingPlayersGUI(rdf) {
const self = this;
if (null == self.findingPlayerNode.parent) return;
self.findingPlayerNode.parent.removeChild(self.findingPlayerNode);
// [WARNING] "cc.Node.removeChild" would trigger massive update of rendering nodes, thus a performance impact at the beginning of battle, avoid it by just moving the widget to infinitely far away!
if (self.findingPlayerNode && self.findingPlayerNode.parent) {
self.findingPlayerNode.setPosition(cc.v2(Number.MAX_VALUE, Number.MAX_VALUE));
}
},
onBattleReadyToStart(rdf /* pb.RoomDownsyncFrame */ ) {
@@ -1278,6 +1295,7 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
playerRichInfo.node.setPosition(wx, wy);
playerRichInfo.scriptIns.updateSpeed(currPlayerDownsync.Speed);
playerRichInfo.scriptIns.updateCharacterAnim(currPlayerDownsync, prevRdfPlayer, false, chConfig);
playerRichInfo.scriptIns.hpBar.progress = (currPlayerDownsync.Hp * 1.0) / currPlayerDownsync.MaxHp;
}
// Move all to infinitely far away first

View File

@@ -98,7 +98,7 @@ 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 = [4096, 0];
const chConfigsOrderedByJoinIndex = gopkgs.GetCharacterConfigsOrderedByJoinIndex(speciesIdList);
const startRdf = window.pb.protos.RoomDownsyncFrame.create({
@@ -109,6 +109,8 @@ cc.Class({
joinIndex: 1,
virtualGridX: p1Vpos[0],
virtualGridY: p1Vpos[1],
revivalVirtualGridX: p1Vpos[0],
revivalVirtualGridY: p1Vpos[1],
speed: chConfigsOrderedByJoinIndex[0].Speed,
colliderRadius: colliderRadiusV[0],
characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0],
@@ -119,12 +121,16 @@ 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],
revivalVirtualGridX: p2Vpos[0],
revivalVirtualGridY: p2Vpos[1],
speed: chConfigsOrderedByJoinIndex[1].Speed,
colliderRadius: colliderRadiusV[0],
characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0],
@@ -135,6 +141,8 @@ cc.Class({
velY: 0,
inAir: true,
onWall: false,
hp: 100,
maxHp: 100,
}),
],
speciesIdList: speciesIdList,

File diff suppressed because one or more lines are too long

View File

@@ -1,7 +1,7 @@
{
"ver": "1.0.5",
"uuid": "22e2b0ab-1350-4f5e-9960-f2b45b0bf353",
"isPlugin": false,
"uuid": "171e2c96-28b4-4225-bdcc-5e464f07d91a",
"isPlugin": true,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,

View File

@@ -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"))

View File

@@ -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();
}

View File

@@ -1,6 +1,7 @@
#include <string.h>
#include "send_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
@@ -29,3 +30,73 @@ SendWork* SendRingBuff::pop() {
}
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 (int 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 NULL;
}
// 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;
}
}

View File

@@ -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

View File

@@ -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;
}

View File

@@ -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

View File

@@ -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();

View File

@@ -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

View File

@@ -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": 1675852779064,
"simulator-orientation": false,
"simulator-resolution": {
"height": 640,

View File

@@ -22,7 +22,12 @@ const (
GRAVITY_X = int32(0)
GRAVITY_Y = -int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
INPUT_DELAY_FRAMES = int32(6) // in the count of render frames
INPUT_DELAY_FRAMES = int32(6) // in the count of render frames
/*
[WARNING]
Experimentally having an input rate > 15 (e.g., 60 >> 2) doesn't improve multiplayer smoothness, in fact higher input rate often results in higher packet loss (both TCP and UDP) thus higher wrong prediction rate!
*/
INPUT_SCALE_FRAMES = uint32(2) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
SP_ATK_LOOKUP_FRAMES = int32(5)
@@ -32,6 +37,8 @@ const (
VERTICAL_PLATFORM_THRESHOLD = float64(0.9)
MAGIC_FRAMES_TO_BE_ONWALL = int32(12)
DYING_FRAMES_TO_RECOVER = int32(60) // MUST BE SAME FOR EVERY CHARACTER FOR FAIRNESS!
NO_SKILL = -1
NO_SKILL_HIT = -1
@@ -79,6 +86,7 @@ const (
ATK_CHARACTER_STATE_ONWALL = int32(16)
ATK_CHARACTER_STATE_TURNAROUND = int32(17)
ATK_CHARACTER_STATE_DYING = int32(18)
)
var inAirSet = map[int32]bool{
@@ -95,13 +103,15 @@ var noOpSet = map[int32]bool{
ATK_CHARACTER_STATE_INAIR_ATKED1: true,
ATK_CHARACTER_STATE_BLOWN_UP1: true,
ATK_CHARACTER_STATE_LAY_DOWN1: true,
// During the invinsible frames of GET_UP1, the player is allowed to take any action
// [WARNING] During the invinsible frames of GET_UP1, the player is allowed to take any action
ATK_CHARACTER_STATE_DYING: true,
}
var invinsibleSet = map[int32]bool{
ATK_CHARACTER_STATE_BLOWN_UP1: true,
ATK_CHARACTER_STATE_LAY_DOWN1: true,
ATK_CHARACTER_STATE_GET_UP1: true,
ATK_CHARACTER_STATE_DYING: true,
}
var nonAttackingSet = map[int32]bool{
@@ -114,6 +124,7 @@ var nonAttackingSet = map[int32]bool{
ATK_CHARACTER_STATE_BLOWN_UP1: true,
ATK_CHARACTER_STATE_LAY_DOWN1: true,
ATK_CHARACTER_STATE_GET_UP1: true,
ATK_CHARACTER_STATE_DYING: true,
}
func intAbs(x int32) int32 {
@@ -487,7 +498,7 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
canJumpWithinInertia := currPlayerDownsync.CapturedByInertia && ((chConfig.InertiaFramesToRecover >> 1) > currPlayerDownsync.FramesToRecover)
if 0 == currPlayerDownsync.FramesToRecover || canJumpWithinInertia {
if decodedInput.BtnBLevel > prevBtnBLevel {
if chConfig.DashingEnabled && 0 > decodedInput.Dy {
if chConfig.DashingEnabled && 0 > decodedInput.Dy && ATK_CHARACTER_STATE_DASHING != currPlayerDownsync.CharacterState {
// Checking "DashingEnabled" here to allow jumping when dashing-disabled players pressed "DOWN + BtnB"
patternId = 5
} else if _, existent := inAirSet[currPlayerDownsync.CharacterState]; !existent {
@@ -517,7 +528,31 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
return patternId, jumpedOrNot, effDx, effDy
}
// [WARNING] The params of this method is carefully tuned such that only "battle.RoomDownsyncFrame" is a necessary custom struct.
/*
[LONG TERM PERFORMANCE ENHANCEMENT PLAN]
The function "ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame" is creating new heap-memory blocks at 60fps, e.g. nextRenderFramePlayers & nextRenderFrameMeleeBullets & nextRenderFrameFireballBullets & effPushbacks & hardPushbackNorms & jumpedOrNotList & playerColliders & bulletColliders, which would induce "possibly performance impacting garbage collections" when many rooms are running simultaneously.
It's not easy to remove all of the dynamic heap-memory blocks allocation/deallocation, but we can reduce them to some extent. For example, the creation of new "RoomDownsyncFrame" in heap-memory can be avoided by adding
```
func overwriteRoomDownsyncFrame(src *RoomDownsyncFrame, dst *RoomDownsyncFrame) {
// Copy "src" into "dst" down to every primitive field; as for a same room, the "RenderFrameBuffer" is always accessed (R & W) by a same kernel thread (both frontend & backend), no thread-safety concern here
}
type Room struct {
newRoomDownsyncFrameHolder *RoomDownsyncFrame
}
func (pR *Room) provisionNewRoomDownsyncFrameHolder(src *RoomDownsyncFrame) {
overwriteRoomDownsyncFrame(src, pR.newRoomDownsyncFrameHolder)
}
```
then pass in the whole "renderFrameBuffer *SpecificRingBuffer" to this function and overwrite the target slot IN-PLACE, i.e. need write new "SpecificRingBuffer.Put/SetByFrameId" to use the new function "overwriteRoomDownsyncFrame(src, dst)" to keep "%p of every SpecificRingBuffer.Eles[i]" constant.
However, the enhancement for "playerColliders & bulletColliders" of each room is even more difficult, because the feasibility of doing in-place overwrites depends on the collision library in use.
*/
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, collisionSpaceOffsetX, collisionSpaceOffsetY float64, chConfigsOrderedByJoinIndex []*CharacterConfig) *RoomDownsyncFrame {
// [WARNING] On backend this function MUST BE called while "InputsBufferLock" is locked!
roomCapacity := len(currRenderFrame.PlayersArr)
@@ -525,32 +560,36 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
// Make a copy first
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
nextRenderFramePlayers[i] = &PlayerDownsync{
Id: currPlayerDownsync.Id,
VirtualGridX: currPlayerDownsync.VirtualGridX,
VirtualGridY: currPlayerDownsync.VirtualGridY,
DirX: currPlayerDownsync.DirX,
DirY: currPlayerDownsync.DirY,
VelX: currPlayerDownsync.VelX,
VelY: currPlayerDownsync.VelY,
CharacterState: currPlayerDownsync.CharacterState,
InAir: true,
OnWall: false,
Speed: currPlayerDownsync.Speed,
BattleState: currPlayerDownsync.BattleState,
Score: currPlayerDownsync.Score,
Removed: currPlayerDownsync.Removed,
JoinIndex: currPlayerDownsync.JoinIndex,
Hp: currPlayerDownsync.Hp,
MaxHp: currPlayerDownsync.MaxHp,
FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
FramesInChState: currPlayerDownsync.FramesInChState + 1,
ActiveSkillId: currPlayerDownsync.ActiveSkillId,
ActiveSkillHit: currPlayerDownsync.ActiveSkillHit,
FramesInvinsible: currPlayerDownsync.FramesInvinsible - 1,
ColliderRadius: currPlayerDownsync.ColliderRadius,
OnWallNormX: currPlayerDownsync.OnWallNormX,
OnWallNormY: currPlayerDownsync.OnWallNormY,
CapturedByInertia: currPlayerDownsync.CapturedByInertia,
Id: currPlayerDownsync.Id,
VirtualGridX: currPlayerDownsync.VirtualGridX,
VirtualGridY: currPlayerDownsync.VirtualGridY,
DirX: currPlayerDownsync.DirX,
DirY: currPlayerDownsync.DirY,
VelX: currPlayerDownsync.VelX,
VelY: currPlayerDownsync.VelY,
CharacterState: currPlayerDownsync.CharacterState,
InAir: true,
OnWall: false,
Speed: currPlayerDownsync.Speed,
BattleState: currPlayerDownsync.BattleState,
Score: currPlayerDownsync.Score,
Removed: currPlayerDownsync.Removed,
JoinIndex: currPlayerDownsync.JoinIndex,
Hp: currPlayerDownsync.Hp,
MaxHp: currPlayerDownsync.MaxHp,
FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
FramesInChState: currPlayerDownsync.FramesInChState + 1,
ActiveSkillId: currPlayerDownsync.ActiveSkillId,
ActiveSkillHit: currPlayerDownsync.ActiveSkillHit,
FramesInvinsible: currPlayerDownsync.FramesInvinsible - 1,
BulletTeamId: currPlayerDownsync.BulletTeamId,
ChCollisionTeamId: currPlayerDownsync.ChCollisionTeamId,
RevivalVirtualGridX: currPlayerDownsync.RevivalVirtualGridX,
RevivalVirtualGridY: currPlayerDownsync.RevivalVirtualGridY,
ColliderRadius: currPlayerDownsync.ColliderRadius,
OnWallNormX: currPlayerDownsync.OnWallNormX,
OnWallNormY: currPlayerDownsync.OnWallNormY,
CapturedByInertia: currPlayerDownsync.CapturedByInertia,
}
if nextRenderFramePlayers[i].FramesToRecover < 0 {
nextRenderFramePlayers[i].FramesToRecover = 0
@@ -715,6 +754,12 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
chConfig := chConfigsOrderedByJoinIndex[i]
// Reset playerCollider position from the "virtual grid position"
newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
if 0 >= thatPlayerInNextFrame.Hp && 0 == thatPlayerInNextFrame.FramesToRecover {
// Revive from Dying
newVx, newVy = currPlayerDownsync.RevivalVirtualGridX, currPlayerDownsync.RevivalVirtualGridY
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
thatPlayerInNextFrame.Hp = currPlayerDownsync.MaxHp
}
if jumpedOrNotList[i] {
// We haven't proceeded with "OnWall" calculation for "thatPlayerInNextFrame", thus use "currPlayerDownsync.OnWall" for checking
if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState {
@@ -768,38 +813,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
}
// 3. Add bullet colliders into collision system
// [WARNING] For rollback compatibility, static data of "BulletConfig" & "BattleAttr(static since instantiated)" can just be copies of the pointers in "RenderFrameBuffer", however, FireballBullets movement data as well as bullet animation data must be copies of instances for each RenderFrame!
bulletColliders := make([]*resolv.Object, 0, len(currRenderFrame.MeleeBullets)) // Will all be removed at the end of this function due to the need for being rollback-compatible
for _, prevMelee := range currRenderFrame.MeleeBullets {
meleeBullet := &MeleeBullet{
Bullet: prevMelee.Bullet,
BattleAttr: prevMelee.BattleAttr,
FramesInBlState: prevMelee.FramesInBlState + 1,
BlState: prevMelee.BlState,
}
if IsMeleeBulletAlive(meleeBullet, currRenderFrame) {
if IsMeleeBulletActive(meleeBullet, currRenderFrame) {
offender := currRenderFrame.PlayersArr[meleeBullet.BattleAttr.OffenderJoinIndex-1]
xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender.DirX {
xfac = -xfac
}
bulletWx, bulletWy := VirtualGridToWorldPos(offender.VirtualGridX+xfac*meleeBullet.Bullet.HitboxOffsetX, offender.VirtualGridY)
hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(meleeBullet.Bullet.HitboxSizeX, meleeBullet.Bullet.HitboxSizeY)
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
collisionSys.Add(newBulletCollider)
bulletColliders = append(bulletColliders, newBulletCollider)
meleeBullet.BlState = BULLET_ACTIVE
if meleeBullet.BlState != prevMelee.BlState {
meleeBullet.FramesInBlState = 0
}
}
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
}
}
bulletColliders := make([]*resolv.Object, 0, ((len(currRenderFrame.MeleeBullets) + len(currRenderFrame.FireballBullets)) << 1)) // Will all be removed at the end of this function due to the need for being rollback-compatible
for _, prevFireball := range currRenderFrame.FireballBullets {
fireballBullet := &FireballBullet{
VirtualGridX: prevFireball.VirtualGridX,
@@ -828,12 +843,49 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
fireballBullet.VirtualGridX, fireballBullet.VirtualGridY = fireballBullet.VirtualGridX+fireballBullet.VelX, fireballBullet.VirtualGridY+fireballBullet.VelY
//fmt.Printf("Pushing active fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY, fireballBullet.BlState)
} else {
offender := currRenderFrame.PlayersArr[fireballBullet.BattleAttr.OffenderJoinIndex-1]
if _, existent := noOpSet[offender.CharacterState]; existent {
// If a fireball is not yet active but the offender got attacked, remove it
continue
}
//fmt.Printf("Pushing non-active fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY, fireballBullet.BlState)
}
nextRenderFrameFireballBullets = append(nextRenderFrameFireballBullets, fireballBullet)
}
}
for _, prevMelee := range currRenderFrame.MeleeBullets {
meleeBullet := &MeleeBullet{
Bullet: prevMelee.Bullet,
BattleAttr: prevMelee.BattleAttr,
FramesInBlState: prevMelee.FramesInBlState + 1,
BlState: prevMelee.BlState,
}
if IsMeleeBulletAlive(meleeBullet, currRenderFrame) {
offender := currRenderFrame.PlayersArr[meleeBullet.BattleAttr.OffenderJoinIndex-1]
if _, existent := noOpSet[offender.CharacterState]; existent {
// If a melee is alive but the offender got attacked, remove it even if it's active
continue
}
if IsMeleeBulletActive(meleeBullet, currRenderFrame) {
xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender.DirX {
xfac = -xfac
}
bulletWx, bulletWy := VirtualGridToWorldPos(offender.VirtualGridX+xfac*meleeBullet.Bullet.HitboxOffsetX, offender.VirtualGridY)
hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(meleeBullet.Bullet.HitboxSizeX, meleeBullet.Bullet.HitboxSizeY)
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
collisionSys.Add(newBulletCollider)
bulletColliders = append(bulletColliders, newBulletCollider)
meleeBullet.BlState = BULLET_ACTIVE
if meleeBullet.BlState != prevMelee.BlState {
meleeBullet.FramesInBlState = 0
}
}
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
}
}
// 4. Calc pushbacks for each player (after its movement) w/o bullets
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
joinIndex := currPlayerDownsync.JoinIndex
@@ -893,7 +945,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
if fallStopping {
thatPlayerInNextFrame.VelY = 0
thatPlayerInNextFrame.VelX = 0
if ATK_CHARACTER_STATE_BLOWN_UP1 == thatPlayerInNextFrame.CharacterState {
if ATK_CHARACTER_STATE_DYING == thatPlayerInNextFrame.CharacterState {
} else if ATK_CHARACTER_STATE_BLOWN_UP1 == thatPlayerInNextFrame.CharacterState {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_LAY_DOWN1
thatPlayerInNextFrame.FramesToRecover = chConfig.LayDownFramesToRecover
} else {
@@ -908,9 +961,11 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
thatPlayerInNextFrame.FramesToRecover = 0
}
} else {
// landedOnGravityPushback not fallStopping, could be in LayDown or GetUp
// landedOnGravityPushback not fallStopping, could be in LayDown or GetUp or Dying
if _, existent := nonAttackingSet[thatPlayerInNextFrame.CharacterState]; existent {
if ATK_CHARACTER_STATE_LAY_DOWN1 == thatPlayerInNextFrame.CharacterState {
if ATK_CHARACTER_STATE_DYING == thatPlayerInNextFrame.CharacterState {
// No update needed for Dying
} else if ATK_CHARACTER_STATE_LAY_DOWN1 == thatPlayerInNextFrame.CharacterState {
if 0 == thatPlayerInNextFrame.FramesToRecover {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_GET_UP1
thatPlayerInNextFrame.FramesToRecover = chConfig.GetUpFramesToRecover
@@ -985,18 +1040,26 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
if 0 > offender.DirX {
xfac = -xfac
}
pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
atkedPlayerInNextFrame.VelX = pushbackVelX
atkedPlayerInNextFrame.VelY = pushbackVelY
if v.Bullet.BlowUp {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
atkedPlayerInNextFrame.Hp -= v.Bullet.Damage
if 0 >= atkedPlayerInNextFrame.Hp {
// [WARNING] We don't have "dying in air" animation for now, and for better graphical recognition, play the same dying animation even in air
atkedPlayerInNextFrame.Hp = 0
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_DYING
atkedPlayerInNextFrame.FramesToRecover = DYING_FRAMES_TO_RECOVER
} else {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
}
oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
if v.Bullet.HitStunFrames > oldFramesToRecover {
atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
atkedPlayerInNextFrame.VelX = pushbackVelX
atkedPlayerInNextFrame.VelY = pushbackVelY
if v.Bullet.BlowUp {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
} else {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
}
oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
if v.Bullet.HitStunFrames > oldFramesToRecover {
atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
}
}
}
}
@@ -1025,18 +1088,26 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
if 0 > offender.DirX {
xfac = -xfac
}
pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
atkedPlayerInNextFrame.VelX = pushbackVelX
atkedPlayerInNextFrame.VelY = pushbackVelY
if v.Bullet.BlowUp {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
atkedPlayerInNextFrame.Hp -= v.Bullet.Damage
if 0 >= atkedPlayerInNextFrame.Hp {
// [WARNING] We don't have "dying in air" animation for now, and for better graphical recognition, play the same dying animation even in air
atkedPlayerInNextFrame.Hp = 0
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_DYING
atkedPlayerInNextFrame.FramesToRecover = DYING_FRAMES_TO_RECOVER
} else {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
}
oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
if v.Bullet.HitStunFrames > oldFramesToRecover {
atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
atkedPlayerInNextFrame.VelX = pushbackVelX
atkedPlayerInNextFrame.VelY = pushbackVelY
if v.Bullet.BlowUp {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
} else {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
}
oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
if v.Bullet.HitStunFrames > oldFramesToRecover {
atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
}
}
default:
exploded = true

View File

@@ -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
@@ -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
@@ -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: 10,
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),

View File

@@ -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 {

View File

@@ -42,34 +42,36 @@ 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 {
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(&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,
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,
RevivalVirtualGridX: revivalVirtualGridX,
RevivalVirtualGridY: revivalVirtualGridY,
})
}