mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-18 13:06:29 +00:00
Compare commits
3 Commits
Author | SHA1 | Date | |
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365177a3af | ||
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b79e2dc935 | ||
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7b0c807496 |
@@ -6,9 +6,13 @@ This project is a demo for a websocket-based rollback netcode inspired by [GGPO]
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(battle between 2 celluar 4G users using Android phones, [original video here](https://pan.baidu.com/s/1RL-9M-cK8cFS_Q8afMTrJA?pwd=ryzv))
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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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- If UDP hole-punching is not working, e.g. for Symmetric NAT like in 4G/5G cellular network, the frontends will use backend as a UDP tunnel (or relay, whatever you like to call it). This video shows how the UDP tunnel performs for [Phone-4G v.s. PC-Wifi (merged view@v0.9.34, excellent synchronization)](https://pan.baidu.com/s/1yeIrN5TSf6_av_8-N3vdVg?pwd=7tzw).
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- Browser vs `native app` is possible but in that case only websocket is used.
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BIN
charts/Phone4g_battle_spedup.gif
Normal file
BIN
charts/Phone4g_battle_spedup.gif
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Binary file not shown.
After Width: | Height: | Size: 4.4 MiB |
@@ -1084,6 +1084,9 @@ fromUDP=${fromUDP}`);
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}
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try {
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let st = performance.now();
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if (cc.sys.isNative) {
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DelayNoMore.UdpSession.pollUdpRecvRingBuff();
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}
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const noDelayInputFrameId = gopkgs.ConvertToNoDelayInputFrameId(self.renderFrameId);
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let prevSelfInput = null,
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currSelfInput = null;
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|
File diff suppressed because one or more lines are too long
7
frontend/build-templates/.cocos-project.json
Normal file
7
frontend/build-templates/.cocos-project.json
Normal file
@@ -0,0 +1,7 @@
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{
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"engine_version": "2.2.1",
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"has_native": true,
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"project_type": "js",
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"projectName": "DelayNoMore",
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"packageName": "org.genxium.delaynomore"
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}
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@@ -18,11 +18,11 @@
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"from": "cocos/scripting/js-bindings/manual/jsb_module_register.cpp",
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"to": "frameworks/runtime-src/Classes/jsb_module_register.cpp"
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}, {
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"from": "frameworks/runtime-src/Classes/send_ring_buff.hpp",
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"to": "frameworks/runtime-src/Classes/send_ring_buff.hpp"
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"from": "frameworks/runtime-src/Classes/ring_buff.hpp",
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"to": "frameworks/runtime-src/Classes/ring_buff.hpp"
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}, {
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"from": "frameworks/runtime-src/Classes/send_ring_buff.cpp",
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"to": "frameworks/runtime-src/Classes/send_ring_buff.cpp"
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"from": "frameworks/runtime-src/Classes/ring_buff.cpp",
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"to": "frameworks/runtime-src/Classes/ring_buff.cpp"
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}, {
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"from": "frameworks/runtime-src/Classes/udp_session.hpp",
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"to": "frameworks/runtime-src/Classes/udp_session.hpp"
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@@ -0,0 +1,102 @@
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#include <string.h>
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#include "ring_buff.hpp"
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// Sending
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void SendRingBuff::put(BYTEC* const newBytes, size_t newBytesLen, PeerAddr* pNewPeerAddr) {
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while (0 < cnt && cnt >= n) {
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// Make room for the new element
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this->pop();
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}
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eles[ed].bytesLen = newBytesLen;
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memset(eles[ed].bytes, 0, sizeof eles[ed].bytes);
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memcpy(eles[ed].bytes, newBytes, newBytesLen);
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eles[ed].peerAddr = *(pNewPeerAddr);
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ed++;
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cnt++;
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if (ed >= n) {
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ed -= n; // Deliberately not using "%" operator for performance concern
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}
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}
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SendWork* SendRingBuff::pop() {
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if (0 == cnt) {
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return NULL;
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}
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SendWork* ret = &(eles[st]);
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cnt--;
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st++;
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if (st >= n) {
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st -= n;
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}
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return ret;
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}
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// Recving
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void RecvRingBuff::put(char* newBytes, size_t newBytesLen) {
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RecvWork* slotEle = (&eles[ed.load()]); // Save for later update
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int oldCnt = cnt.load();
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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"
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int tried = 0;
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while (n <= oldCnt && !ed.compare_exchange_weak(oldSt, oldSt) && 3 > tried) {
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// Make room for the new element
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this->pop(NULL);
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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
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oldSt = st.load();
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++tried;
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}
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if (n <= oldCnt && !ed.compare_exchange_weak(oldSt, oldSt) && 3 == tried) {
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// Failed silently, UDP packet can be dropped.
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return;
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}
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slotEle->bytesLen = newBytesLen;
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memset(slotEle->ui8Arr, 0, sizeof slotEle->ui8Arr);
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for (int i = 0; i < newBytesLen; i++) {
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*(slotEle->ui8Arr + i) = *(newBytes + i);
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}
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// No need to compare-and-swap, only "UvRecvThread" will access "RecvRingBuff.ed".
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ed++;
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if (ed >= n) {
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ed -= n; // Deliberately not using "%" operator for performance concern
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}
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// Only increment cnt when the putting of new element is fully done.
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cnt++;
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}
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bool RecvRingBuff::pop(RecvWork* out) {
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int oldCnt = std::atomic_fetch_sub(&cnt, 1);
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/*
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[WARNING]
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After here, two cases should be taken care of.
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1. If "n == oldCnt", we need guard against "put" to avoid contaminating "ret" by the "putting".
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2. If "0 >= oldCnt", we need guard against another "pop" to avoid over-popping.
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*/
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if (0 >= oldCnt) {
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// "pop" could be accessed by either "GameThread/pollUdpRecvRingBuff" or "UvRecvThread/put", thus we should be proactively guard against concurrent popping while "1 == cnt"
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++cnt;
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return false;
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}
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// When concurrent "pop"s reach here, over-popping is definitely avoided.
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int oldSt = st.load();
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if (out) {
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RecvWork* src = (&eles[oldSt]);
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memset(out->ui8Arr, 0, sizeof out->ui8Arr);
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memcpy(out->ui8Arr, src, src->bytesLen);
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out->bytesLen = src->bytesLen;
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}
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int newSt = oldSt + 1;
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if (newSt >= n) {
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newSt -= n;
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}
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if (st.compare_exchange_weak(oldSt, newSt)) {
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return true;
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} else {
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// Failed concurrent access should recover the "cnt"
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++cnt;
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return false;
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}
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}
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@@ -4,6 +4,8 @@
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#include "uv/uv.h"
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#define __SSIZE_T // Otherwise "ssize_t" would have conflicting macros error that stops compiling
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#include <atomic>
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int const RING_BUFF_CONSECUTIVE_SET = 0;
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int const RING_BUFF_NON_CONSECUTIVE_SET = 1;
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int const RING_BUFF_FAILED_TO_SET = 2;
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@@ -41,4 +43,32 @@ public:
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SendWork* pop();
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};
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// TODO: Move "RecvXxxx" to a dedicated class.
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class RecvWork {
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public:
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uint8_t ui8Arr[maxUdpPayloadBytes]; // Wasting some RAM here thus no need for explicit recursive destruction
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size_t bytesLen;
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};
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/*
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[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.
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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.
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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.
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*/
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class RecvRingBuff {
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public:
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int n;
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std::atomic_int ed, st, cnt;
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RecvWork eles[maxBuffedMsgs]; // preallocated on stack to save heap alloc/dealloc time
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RecvRingBuff(int newN) {
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this->n = newN;
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this->st = this->ed = this->cnt = 0;
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}
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void put(char* newBytes, size_t newBytesLen);
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bool pop(RecvWork* out);
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};
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#endif
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@@ -1,31 +0,0 @@
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#include <string.h>
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#include "send_ring_buff.hpp"
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void SendRingBuff::put(BYTEC* const newBytes, size_t newBytesLen, PeerAddr* pNewPeerAddr) {
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while (0 < cnt && cnt >= n) {
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// Make room for the new element
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this->pop();
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}
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eles[ed].bytesLen = newBytesLen;
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memset(eles[ed].bytes, 0, sizeof eles[ed].bytes);
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memcpy(eles[ed].bytes, newBytes, newBytesLen);
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eles[ed].peerAddr = *(pNewPeerAddr);
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ed++;
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cnt++;
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if (ed >= n) {
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ed -= n; // Deliberately not using "%" operator for performance concern
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}
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}
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SendWork* SendRingBuff::pop() {
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if (0 == cnt) {
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return NULL;
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}
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SendWork* ret = &(eles[st]);
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cnt--;
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st++;
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if (st >= n) {
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st -= n;
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}
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return ret;
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}
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@@ -16,11 +16,15 @@ uv_loop_t *recvLoop = NULL, *sendLoop = NULL;
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uv_mutex_t sendRingBuffLock; // used along with "uvSendLoopTriggerSig" as a "uv_cond_t"
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SendRingBuff* sendRingBuff = NULL;
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uv_mutex_t recvRingBuffLock;
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RecvRingBuff* recvRingBuff = NULL;
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char SRV_IP[256];
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int SRV_PORT = 0;
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int UDP_TUNNEL_SRV_PORT = 0;
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struct PeerAddr udpPunchingServerAddr, udpTunnelAddr;
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struct PeerAddr peerAddrList[maxPeerCnt];
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bool peerPunchedMarks[maxPeerCnt];
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void _onRead(uv_udp_t* req, ssize_t nread, uv_buf_t const* buf, struct sockaddr const* addr, unsigned flags) {
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if (nread < 0) {
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@@ -29,6 +33,8 @@ void _onRead(uv_udp_t* req, ssize_t nread, uv_buf_t const* buf, struct sockaddr
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free(buf->base);
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return;
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}
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struct sockaddr_in const* sockAddr = (struct sockaddr_in const*)addr;
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#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
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char ip[INET_ADDRSTRLEN];
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memset(ip, 0, sizeof ip);
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@@ -38,10 +44,8 @@ void _onRead(uv_udp_t* req, ssize_t nread, uv_buf_t const* buf, struct sockaddr
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// The null check for "addr" is necessary, on Android there'd be such mysterious call to "_onRead"!
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switch (addr->sa_family) {
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case AF_INET: {
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struct sockaddr_in const* sockAddr = (struct sockaddr_in const*)addr;
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uv_inet_ntop(sockAddr->sin_family, &(sockAddr->sin_addr), ip, INET_ADDRSTRLEN);
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port = ntohs(sockAddr->sin_port);
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CCLOG("UDP received %u bytes from %s:%d", nread, ip, port);
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break;
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}
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default:
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@@ -53,37 +57,24 @@ void _onRead(uv_udp_t* req, ssize_t nread, uv_buf_t const* buf, struct sockaddr
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#endif
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if (6 == nread) {
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// holepunching
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} else if (0 < nread) {
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// 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...
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uint8_t* const ui8Arr = (uint8_t*)malloc(maxUdpPayloadBytes*sizeof(uint8_t));
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memset(ui8Arr, 0, sizeof(ui8Arr));
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for (int i = 0; i < nread; i++) {
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*(ui8Arr+i) = *(buf->base + i);
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// Peer holepunching
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for (int i = 0; i < maxPeerCnt; i++) {
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if (peerAddrList[i].sockAddrIn.sin_addr.s_addr != sockAddr->sin_addr.s_addr) continue;
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if (peerAddrList[i].sockAddrIn.sin_port != sockAddr->sin_port) continue;
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peerPunchedMarks[i] = true;
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#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
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CCLOG("UDP received peer-holepunching from %s:%d", ip, port);
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#endif
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break;
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}
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cocos2d::Application::getInstance()->getScheduler()->performFunctionInCocosThread([=]() {
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// [WARNING] Use of the "ScriptEngine" is only allowed in "GameThread a.k.a. CocosThread"!
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se::Value onUdpMessageCb;
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se::ScriptEngine::getInstance()->getGlobalObject()->getProperty("onUdpMessage", &onUdpMessageCb);
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// [WARNING] Declaring "AutoHandleScope" is critical here, otherwise "onUdpMessageCb.toObject()" wouldn't be recognized as a function of the ScriptEngine!
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se::AutoHandleScope hs;
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//CCLOG("UDP received %d bytes upsync -- 1", nread);
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se::Object* const gameThreadMsg = se::Object::createTypedArray(se::Object::TypedArrayType::UINT8, ui8Arr, nread);
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//CCLOG("UDP received %d bytes upsync -- 2", nread);
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se::ValueArray args = { se::Value(gameThreadMsg) };
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if (onUdpMessageCb.isObject() && onUdpMessageCb.toObject()->isFunction()) {
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// Temporarily assume that the "this" ptr within callback is NULL.
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bool ok = onUdpMessageCb.toObject()->call(args, NULL);
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if (!ok) {
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se::ScriptEngine::getInstance()->clearException();
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}
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}
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//CCLOG("UDP received %d bytes upsync -- 3", nread);
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gameThreadMsg->decRef(); // Reference http://docs.cocos.com/creator/2.2/manual/en/advanced-topics/JSB2.0-learning.html#seobject
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//CCLOG("UDP received %d bytes upsync -- 4", nread);
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free(ui8Arr);
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//CCLOG("UDP received %d bytes upsync -- 5", nread);
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});
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} else if (0 < nread) {
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// 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
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#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
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CCLOG("UDP received %u bytes inputFrameUpsync from %s:%d", nread, ip, port);
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#endif
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//uv_mutex_lock(&recvRingBuffLock);
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recvRingBuff->put(buf->base, nread);
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//uv_mutex_unlock(&recvRingBuffLock);
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}
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free(buf->base);
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@@ -169,6 +160,7 @@ void startRecvLoop(void* arg) {
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int uvCloseRet = uv_loop_close(l);
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CCLOG("UDP recv loop is closed in UvRecvThread, uvCloseRet=%d", uvCloseRet);
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uv_mutex_destroy(&recvRingBuffLock);
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}
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void startSendLoop(void* arg) {
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@@ -196,6 +188,10 @@ int initSendLoop(struct sockaddr const* pUdpAddr) {
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}
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uv_mutex_init(&sendRingBuffLock);
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sendRingBuff = new SendRingBuff(maxBuffedMsgs);
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uv_mutex_init(&recvRingBuffLock);
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recvRingBuff = new RecvRingBuff(maxBuffedMsgs);
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uv_async_init(sendLoop, &uvSendLoopStopSig, _onUvStopSig);
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uv_async_init(sendLoop, &uvSendLoopTriggerSig, _onUvSthNewToSend);
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@@ -222,6 +218,12 @@ bool DelayNoMore::UdpSession::openUdpSession(int port) {
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struct sockaddr_in udpAddr;
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uv_ip4_addr("0.0.0.0", port, &udpAddr);
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struct sockaddr const* pUdpAddr = (struct sockaddr const*)&udpAddr;
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memset(peerPunchedMarks, false, sizeof(peerPunchedMarks));
|
||||
for (int i = 0; i < maxPeerCnt; i++) {
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||||
peerAddrList[i].authKey = -1; // hardcoded for now
|
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memset((char*)&peerAddrList[i].sockAddrIn, 0, sizeof(peerAddrList[i].sockAddrIn));
|
||||
}
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||||
/*
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[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.
|
||||
|
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@@ -259,11 +261,8 @@ bool DelayNoMore::UdpSession::closeUdpSession() {
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uv_thread_join(&recvTid);
|
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free(udpRecvSocket);
|
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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;
|
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@@ -321,8 +320,7 @@ bool DelayNoMore::UdpSession::broadcastInputFrameUpsync(BYTEC* const bytes, size
|
||||
uv_mutex_lock(&sendRingBuffLock);
|
||||
// Might want to send several times for better arrival rate
|
||||
for (int j = 0; j < broadcastUpsyncCnt; j++) {
|
||||
// Send to room udp tunnel in case of hole punching failure
|
||||
sendRingBuff->put(bytes, bytesLen, &udpTunnelAddr);
|
||||
int peerPunchedCnt = 0;
|
||||
for (int i = 0; i < roomCapacity; i++) {
|
||||
if (i + 1 == selfJoinIndex) {
|
||||
continue;
|
||||
@@ -331,8 +329,17 @@ bool DelayNoMore::UdpSession::broadcastInputFrameUpsync(BYTEC* const bytes, size
|
||||
// Peer addr not initialized
|
||||
continue;
|
||||
}
|
||||
if (false == peerPunchedMarks[i]) {
|
||||
// Not punched yet, save some bandwidth
|
||||
continue;
|
||||
}
|
||||
sendRingBuff->put(bytes, bytesLen, &(peerAddrList[i]));
|
||||
++peerPunchedCnt;
|
||||
}
|
||||
|
||||
sendRingBuff->put(bytes, bytesLen, &(peerAddrList[i])); // Content hardcoded for now
|
||||
if (peerPunchedCnt + 1 < roomCapacity) {
|
||||
// Send to room udp tunnel in case of ANY hole punching failure
|
||||
sendRingBuff->put(bytes, bytesLen, &udpTunnelAddr);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -341,3 +348,37 @@ bool DelayNoMore::UdpSession::broadcastInputFrameUpsync(BYTEC* const bytes, size
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool DelayNoMore::UdpSession::pollUdpRecvRingBuff() {
|
||||
// This function is called by GameThread 60 fps.
|
||||
|
||||
//uv_mutex_lock(&recvRingBuffLock);
|
||||
while (true) {
|
||||
RecvWork f;
|
||||
bool res = recvRingBuff->pop(&f);
|
||||
if (!res) return false;
|
||||
|
||||
// [WARNING] Declaring "AutoHandleScope" is critical here, otherwise "onUdpMessageCb.toObject()" wouldn't be recognized as a function of the ScriptEngine!
|
||||
se::AutoHandleScope hs;
|
||||
// [WARNING] Use of the "ScriptEngine" is only allowed in "GameThread a.k.a. CocosThread"!
|
||||
se::Value onUdpMessageCb;
|
||||
se::ScriptEngine::getInstance()->getGlobalObject()->getProperty("onUdpMessage", &onUdpMessageCb);
|
||||
if (onUdpMessageCb.isObject() && onUdpMessageCb.toObject()->isFunction()) {
|
||||
//CCLOG("UDP received %d bytes upsync -- 1", nread);
|
||||
se::Object* const gameThreadMsg = se::Object::createTypedArray(se::Object::TypedArrayType::UINT8, f.ui8Arr, f.bytesLen);
|
||||
//CCLOG("UDP received %d bytes upsync -- 2", nread);
|
||||
se::ValueArray args = { se::Value(gameThreadMsg) };
|
||||
|
||||
// Temporarily assume that the "this" ptr within callback is NULL.
|
||||
bool ok = onUdpMessageCb.toObject()->call(args, NULL);
|
||||
if (!ok) {
|
||||
se::ScriptEngine::getInstance()->clearException();
|
||||
}
|
||||
//CCLOG("UDP received %d bytes upsync -- 3", nread);
|
||||
gameThreadMsg->decRef(); // Reference http://docs.cocos.com/creator/2.2/manual/en/advanced-topics/JSB2.0-learning.html#seobject
|
||||
//CCLOG("UDP received %d bytes upsync -- 4", nread);
|
||||
}
|
||||
}
|
||||
//uv_mutex_unlock(&recvRingBuffLock);
|
||||
return true;
|
||||
}
|
@@ -1,7 +1,7 @@
|
||||
#ifndef udp_session_hpp
|
||||
#define udp_session_hpp
|
||||
|
||||
#include "send_ring_buff.hpp"
|
||||
#include "ring_buff.hpp"
|
||||
|
||||
int const maxPeerCnt = 10;
|
||||
|
||||
@@ -14,6 +14,7 @@ namespace DelayNoMore {
|
||||
//static bool clearPeerUDPAddrList();
|
||||
static bool punchToServer(CHARC* const srvIp, int const srvPort, BYTEC* const bytes, size_t bytesLen, int const udpTunnelSrvPort, BYTEC* const udpTunnelBytes, size_t udpTunnelBytesBytesLen);
|
||||
static bool broadcastInputFrameUpsync(BYTEC* const bytes, size_t bytesLen, int roomCapacity, int selfJoinIndex);
|
||||
static bool pollUdpRecvRingBuff();
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
@@ -126,6 +126,20 @@ bool upsertPeerUdpAddr(se::State& s) {
|
||||
}
|
||||
SE_BIND_FUNC(upsertPeerUdpAddr)
|
||||
|
||||
bool pollUdpRecvRingBuff(se::State& s) {
|
||||
const auto& args = s.args();
|
||||
size_t argc = args.size();
|
||||
CC_UNUSED bool ok = true;
|
||||
if (0 == argc) {
|
||||
SE_PRECONDITION2(ok, false, "upsertPeerUdpAddr: Error processing arguments");
|
||||
return DelayNoMore::UdpSession::pollUdpRecvRingBuff();
|
||||
}
|
||||
SE_REPORT_ERROR("wrong number of arguments: %d, was expecting %d; or wrong arg type!", (int)argc, 0);
|
||||
|
||||
return false;
|
||||
}
|
||||
SE_BIND_FUNC(pollUdpRecvRingBuff)
|
||||
|
||||
static bool udpSessionFinalize(se::State& s) {
|
||||
CCLOGINFO("jsbindings: finalizing JS object %p (DelayNoMore::UdpSession)", s.nativeThisObject());
|
||||
auto iter = se::NonRefNativePtrCreatedByCtorMap::find(s.nativeThisObject());
|
||||
@@ -158,6 +172,7 @@ bool registerUdpSession(se::Object* obj) {
|
||||
cls->defineStaticFunction("broadcastInputFrameUpsync", _SE(broadcastInputFrameUpsync));
|
||||
cls->defineStaticFunction("closeUdpSession", _SE(closeUdpSession));
|
||||
cls->defineStaticFunction("upsertPeerUdpAddr", _SE(upsertPeerUdpAddr));
|
||||
cls->defineStaticFunction("pollUdpRecvRingBuff", _SE(pollUdpRecvRingBuff));
|
||||
cls->defineFinalizeFunction(_SE(udpSessionFinalize));
|
||||
cls->install();
|
||||
|
||||
|
@@ -15,5 +15,5 @@ SE_DECLARE_FUNC(punchToServer);
|
||||
SE_DECLARE_FUNC(broadcastInputFrameUpsync);
|
||||
SE_DECLARE_FUNC(closeUdpSession);
|
||||
SE_DECLARE_FUNC(upsertPeerUdpAddr);
|
||||
|
||||
SE_DECLARE_FUNC(pollUdpRecvRingBuff);
|
||||
#endif
|
||||
|
@@ -15,7 +15,7 @@ LOCAL_SRC_FILES := hellojavascript/main.cpp \
|
||||
../../../Classes/jsb_module_register.cpp \
|
||||
../../../Classes/udp_session.cpp \
|
||||
../../../Classes/udp_session_bridge.cpp \
|
||||
../../../Classes/send_ring_buff.cpp
|
||||
../../../Classes/ring_buff.cpp
|
||||
|
||||
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../../Classes
|
||||
|
||||
|
@@ -190,11 +190,11 @@ copy "$(ProjectDir)..\..\..\project.json" "$(OutDir)\" /Y</Command>
|
||||
<ClCompile Include="..\Classes\AppDelegate.cpp" />
|
||||
<ClCompile Include="..\Classes\udp_session.cpp" />
|
||||
<ClCompile Include="..\Classes\udp_session_bridge.cpp" />
|
||||
<ClCompile Include="..\Classes\send_ring_buff.cpp" />
|
||||
<ClCompile Include="..\Classes\ring_buff.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="main.h" />
|
||||
<ClInclude Include="..\Classes\send_ring_buff.hpp" />
|
||||
<ClInclude Include="..\Classes\ring_buff.hpp" />
|
||||
<ClInclude Include="..\Classes\udp_session.hpp" />
|
||||
<ClInclude Include="..\Classes\udp_session_bridge.hpp" />
|
||||
<ClInclude Include="..\Classes\AppDelegate.h" />
|
||||
|
@@ -22,7 +22,7 @@
|
||||
<ClCompile Include="..\Classes\jsb_module_register.cpp">
|
||||
<Filter>Classes</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\Classes\send_ring_buff.cpp">
|
||||
<ClCompile Include="..\Classes\ring_buff.cpp">
|
||||
<Filter>Classes</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\Classes\udp_session.cpp">
|
||||
@@ -40,7 +40,7 @@
|
||||
<Filter>win32</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="resource.h" />
|
||||
<ClInclude Include="..\Classes\send_ring_buff.hpp">
|
||||
<ClInclude Include="..\Classes\ring_buff.hpp">
|
||||
<Filter>Classes</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\Classes\udp_session.hpp">
|
||||
|
@@ -755,7 +755,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
// 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
|
||||
// Revive from Dying
|
||||
newVx, newVy = currPlayerDownsync.RevivalVirtualGridX, currPlayerDownsync.RevivalVirtualGridY
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
||||
thatPlayerInNextFrame.Hp = currPlayerDownsync.MaxHp
|
||||
@@ -945,7 +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 {
|
||||
@@ -960,9 +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
|
||||
|
Reference in New Issue
Block a user