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7 Commits

Author SHA1 Message Date
genxium
2751569e0c Fixed data path for character select. 2023-02-12 23:04:20 +08:00
genxium
d623916b3c Minor fix. 2023-02-12 22:10:42 +08:00
genxium
efd070a11b Merge branch 'main' of github.com:genxium/DelayNoMore 2023-02-12 18:46:13 +08:00
genxium
d111de0a7a Drafted character selection. 2023-02-12 18:45:57 +08:00
yflu
c2fa251e69 Updated documentation. 2023-02-12 12:10:20 +08:00
genxium
de16e8e8de Simplified bullet handling. 2023-02-11 12:08:01 +08:00
genxium
365177a3af Renamed CPP files. 2023-02-10 11:38:21 +08:00
28 changed files with 2710 additions and 176 deletions

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@@ -75,4 +75,18 @@ Instead of replacing all use of TCP by UDP, it's more reasonable to keep using T
It's not a global consensus, but in practice many UDP communications are platform specific due to their paired asynchronous I/O choices, e.g. epoll in Linux and kqueue in BSD-ish. Of course there're many 3rd party higher level encapsulated tools for cross-platform use but that introduces extra debugging when things go wrong.
Therefore, the following plan doesn't assume use of any specific 3rd party encapsulation of UDP communication.
![UDP_secondary_session](./charts/UDPEssentials.jpg)
![UDP_secondary_session](./charts/UDPEssentials.jpg)
# Would using WebRTC for all frontends be a `UDP for all` solution?
Theoretically yes.
## Plan to integrate WebRTC
The actual integration of WebRTC to enable `browser v.s. native app w/ WebRTC` requires detailed planning :)
In my current implementation, there's only 1 backend process and it's responsible for all of the following things. The plan for integrating/migrating each item is written respectively.
- TURN for UDP tunneling/relay
- Some minor modification to [Room.PlayerSecondaryDownsyncSessionDict](https://github.com/genxium/DelayNoMore/blob/365177a3af6033f1cd629a4a4d59beb4557cc311/battle_srv/models/room.go#L126) should be enough to yield a WebRTC API friendly TURN. It's interesting that [though UDP based in transport layer, a WebRTC session is stateful and more similar to WebSocket in terms of API](https://developer.mozilla.org/en-US/docs/Web/API/WebRTC_API).
- STUN for UDP holepunching
- Some minor modification to [Player.UdpAddr](https://github.com/genxium/DelayNoMore/blob/365177a3af6033f1cd629a4a4d59beb4557cc311/battle_srv/models/player.go#L56) should be enough to yield a WebRTC API friendly STUN.
- reconnection recovery
- Not sure whether or not I should separate this feature from STUN and TURN, but if I were to do so, [both `Room.RenderFrameBuffer` and `Room.InputsBuffer`](https://github.com/genxium/DelayNoMore/blob/365177a3af6033f1cd629a4a4d59beb4557cc311/battle_srv/models/room.go) should be moved to a shared fast I/O storage (e.g. using Redis) to achieve the same level of `High Availability` in design as STUN and TURN.

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@@ -6,10 +6,14 @@ This project is a demo for a websocket-based rollback netcode inspired by [GGPO]
![Merged_cut_annotated_spedup](./charts/Merged_cut_annotated_spedup.gif)
(battle between 2 celluar 4G users using Android phones, [original video here](https://pan.baidu.com/s/1RL-9M-cK8cFS_Q8afMTrJA?pwd=ryzv))
![Phone4g_battle_spedup](./charts/Phone4g_battle_spedup.gif)
As lots of feedbacks ask for a discussion on using UDP instead, I tried to summarize my personal opinion about it in [ConcerningEdgeCases](./ConcerningEdgeCases.md) -- **since v0.9.25, the project is actually equipped with UDP capabilities as follows**.
- When using the so called `native apps` on `Android` and `Windows` (I'm working casually hard to support `iOS` next), the frontends will try to use UDP hole-punching w/ the help of backend as a registry. If UDP hole-punching is working, the rollback is often less than `turn-around frames to recover` and thus not noticeable, being much better than using websocket alone. This video shows how the UDP holepunched p2p performs for [Phone-Wifi v.s. PC-Wifi (viewed by PC side)](https://pan.baidu.com/s/1K6704bJKlrSBTVqGcXhajA?pwd=l7ok).
- If UDP hole-punching is not working, e.g. for Symmetric NAT like in 4G/5G cellular network, the frontends will use backend as a UDP tunnel (or relay, whatever you like to call it). This video shows how the UDP tunnel performs for [Phone-4G v.s. PC-Wifi (viewed by PC side)](https://pan.baidu.com/s/1IZVa5wVgAdeH6D-xsZYFUw?pwd=dgkj).
- Browser vs `native app` is possible but in that case only websocket is used.
- If UDP hole-punching is not working, e.g. for Symmetric NAT like in 4G/5G cellular network, the frontends will use backend as a UDP tunnel (or relay, whatever you like to call it). This video shows how the UDP tunnel performs for [Phone-4G v.s. PC-Wifi (merged view@v0.9.34, excellent synchronization)](https://pan.baidu.com/s/1yeIrN5TSf6_av_8-N3vdVg?pwd=7tzw).
- Browser vs `native app` is possible but in that case only websocket is used. For WebRTC integration plan please see [ConcerningEdgeCases](./ConcerningEdgeCases.md). You might also be interested in visiting [netplayjs](https://github.com/rameshvarun/netplayjs) to see how others use WebRTC for browser game synchronization as well.
# Notable Features

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@@ -168,7 +168,7 @@ func (pR *Room) updateScore() {
pR.Score = calRoomScore(pR.EffectivePlayerCount, pR.Capacity, pR.State)
}
func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocket.Conn, signalToCloseConnOfThisPlayer SignalToCloseConnCbType) bool {
func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, speciesId int, session *websocket.Conn, signalToCloseConnOfThisPlayer SignalToCloseConnCbType) bool {
playerId := pPlayerFromDbInit.Id
// TODO: Any thread-safety concern for accessing "pR" here?
if RoomBattleStateIns.IDLE != pR.State && RoomBattleStateIns.WAITING != pR.State {
@@ -180,7 +180,7 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
return false
}
defer pR.onPlayerAdded(playerId)
defer pR.onPlayerAdded(playerId, speciesId)
pPlayerFromDbInit.UdpAddr = nil
pPlayerFromDbInit.BattleUdpTunnelAddr = nil
@@ -416,15 +416,6 @@ func (pR *Room) StartBattle() {
pR.RenderFrameId = 0
for _, player := range pR.Players {
speciesId := int(player.JoinIndex - 1) // FIXME: Hardcoded the values for now
if player.JoinIndex == 1 {
speciesId = 4096
}
chosenCh := battle.Characters[speciesId]
pR.CharacterConfigsArr[player.JoinIndex-1] = chosenCh
pR.SpeciesIdList[player.JoinIndex-1] = int32(speciesId)
}
Logger.Info("[StartBattle] ", zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("SpeciesIdList", pR.SpeciesIdList))
// Initialize the "collisionSys" as well as "RenderFrameBuffer"
@@ -954,7 +945,7 @@ func (pR *Room) clearPlayerNetworkSession(playerId int32) {
}
}
func (pR *Room) onPlayerAdded(playerId int32) {
func (pR *Room) onPlayerAdded(playerId int32, speciesId int) {
pR.EffectivePlayerCount++
if 1 == pR.EffectivePlayerCount {
@@ -966,8 +957,9 @@ func (pR *Room) onPlayerAdded(playerId int32) {
pR.Players[playerId].JoinIndex = int32(index) + 1
pR.JoinIndexBooleanArr[index] = true
speciesId := index // FIXME
pR.SpeciesIdList[index] = int32(speciesId)
chosenCh := battle.Characters[speciesId]
pR.CharacterConfigsArr[index] = chosenCh
pR.Players[playerId].Speed = chosenCh.Speed
// Lazily assign the initial position of "Player" for "RoomDownsyncFrame".

View File

@@ -50,7 +50,17 @@ func Serve(c *gin.Context) {
boundRoomId := 0
expectedRoomId := 0
speciesId := 0
var err error
if speciesIdStr, hasSpeciesId := c.GetQuery("speciesId"); hasSpeciesId {
speciesId, err = strconv.Atoi(speciesIdStr)
if err != nil {
// TODO: Abort with specific message.
c.AbortWithStatus(http.StatusBadRequest)
return
}
}
if boundRoomIdStr, hasBoundRoomId := c.GetQuery("boundRoomId"); hasBoundRoomId {
boundRoomId, err = strconv.Atoi(boundRoomIdStr)
if err != nil {
@@ -195,7 +205,7 @@ func Serve(c *gin.Context) {
if pRoom.ReAddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer) {
playerSuccessfullyAddedToRoom = true
} else if pRoom.AddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer) {
} else if pRoom.AddPlayerIfPossible(pPlayer, speciesId, conn, signalToCloseConnOfThisPlayer) {
playerSuccessfullyAddedToRoom = true
} else {
Logger.Warn("Failed to get:\n", zap.Any("roomId", pRoom.Id), zap.Any("playerId", playerId), zap.Any("forExpectedRoomId", expectedRoomId))
@@ -219,7 +229,7 @@ func Serve(c *gin.Context) {
} else {
pRoom = tmpRoom
Logger.Info("Successfully popped:\n", zap.Any("roomId", pRoom.Id), zap.Any("forPlayerId", playerId))
res := pRoom.AddPlayerIfPossible(pPlayer, conn, signalToCloseConnOfThisPlayer)
res := pRoom.AddPlayerIfPossible(pPlayer, speciesId, conn, signalToCloseConnOfThisPlayer)
if !res {
signalToCloseConnOfThisPlayer(Constants.RetCode.PlayerNotAddableToRoom, fmt.Sprintf("AddPlayerIfPossible returns false for roomId == %v, playerId == %v!", pRoom.Id, playerId))
}

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After

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@@ -48,13 +48,13 @@
}
},
{
"frame": 0.45,
"frame": 0.4,
"value": {
"__uuid__": "487b65c3-44e3-4b0e-9350-e0d1c952785b"
}
},
{
"frame": 0.5,
"frame": 0.4166666666666667,
"value": {
"__uuid__": "9a5357ae-a160-4198-a6d5-cc9631fde754"
}

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@@ -59,6 +59,12 @@
"__uuid__": "0ecf4a0c-0f13-42fa-a214-b4826acd8556"
}
},
{
"frame": 0.3,
"value": {
"__uuid__": "cabf9cb6-99ca-426d-9a23-95cdec6f06b9"
}
},
{
"frame": 0.3333333333333333,
"value": {

File diff suppressed because it is too large Load Diff

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@@ -461,7 +461,7 @@
"array": [
0,
0,
216.50635094610968,
210.59754059453806,
0,
0,
0,

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@@ -547,7 +547,7 @@
"array": [
0,
0,
216.50635094610968,
209.61049002258042,
0,
0,
0,

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@@ -0,0 +1,41 @@
cc.Class({
extends: cc.Component,
properties: {
panelNode: {
type: cc.Node,
default: null
},
chosenFlag: {
type: cc.Sprite,
default: null
},
avatarNode: {
type: cc.Button,
default: null
},
animNode: {
type: cc.Node,
default: null
},
speciesId: {
type: cc.Integer,
default: 0
},
},
ctor() {},
setInteractable(enabled) {
this.avatarNode.interactable = enabled;
},
onLoad() {
const avatarNodeClickEventHandler = new cc.Component.EventHandler();
avatarNodeClickEventHandler.target = this.panelNode;
avatarNodeClickEventHandler.component = "GameRule";
avatarNodeClickEventHandler.handler = "onSpeciesSelected";
avatarNodeClickEventHandler.customEventData = this.speciesId;
this.avatarNode.clickEvents.push(avatarNodeClickEventHandler);
},
});

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@@ -0,0 +1,9 @@
{
"ver": "1.0.5",
"uuid": "6dd2c047-fa5c-4080-8221-27fabfd275d6",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

View File

@@ -10,15 +10,32 @@ cc.Class({
type: cc.Node,
default: null
},
characterSelectCells: {
type: cc.Node,
default: []
},
chosenSpeciesId: {
type: cc.Integer,
default: 0
},
},
// LIFE-CYCLE CALLBACKS:
onLoad() {
const modeBtnClickEventHandler = new cc.Component.EventHandler();
modeBtnClickEventHandler.target = this.mapNode;
modeBtnClickEventHandler.component = "Map";
modeBtnClickEventHandler.handler = "onGameRule1v1ModeClicked";
this.modeButton.clickEvents.push(modeBtnClickEventHandler);
}
onLoad() {},
onSpeciesSelected(evt, val) {
for (let cell of this.characterSelectCells) {
const comp = cell.getComponent("CharacterSelectCell");
if (comp.speciesId != val) {
comp.chosenFlag.node.active = false;
} else {
comp.chosenFlag.node.active = true;
this.chosenSpeciesId = val;
}
}
},
onModeButtonClicked(evt) {
this.mapNode.getComponent("Map").onGameRule1v1ModeClicked(this.chosenSpeciesId);
},
});

View File

@@ -1230,9 +1230,10 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
self.enableInputControls();
},
onGameRule1v1ModeClicked(evt, cb) {
onGameRule1v1ModeClicked(chosenSpeciesId) {
const self = this;
self.battleState = ALL_BATTLE_STATES.WAITING;
window.chosenSpeciesId = chosenSpeciesId; // TODO: Find a better way to pass it into "self.initAfterWSConnected"!
window.initPersistentSessionClient(self.initAfterWSConnected, null /* Deliberately NOT passing in any `expectedRoomId`. -- YFLu */ );
self.hideGameRuleNode();
},
@@ -1306,7 +1307,7 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
}
for (let k in rdf.MeleeBullets) {
const meleeBullet = rdf.MeleeBullets[k];
const isExploding = (window.BULLET_STATE.Exploding == meleeBullet.BlState);
const isExploding = (window.BULLET_STATE.Exploding == meleeBullet.BlState && meleeBullet.FramesInBlState < meleeBullet.Bullet.ExplosionFrames);
if (isExploding) {
let pqNode = self.cachedFireballs.popAny(meleeBullet.BattleAttr.BulletLocalId);
let speciesName = `MeleeExplosion`;

View File

@@ -58,10 +58,21 @@ window.getBoundRoomCapacityFromPersistentStorage = function() {
return (null == boundRoomCapacityStr ? null : parseInt(boundRoomCapacityStr));
};
window.getChosenSpeciesIdFromPersistentStorage = function() {
const boundRoomIdExpiresAt = parseInt(cc.sys.localStorage.getItem("boundRoomIdExpiresAt"));
if (!boundRoomIdExpiresAt || Date.now() >= boundRoomIdExpiresAt) {
window.clearBoundRoomIdInBothVolatileAndPersistentStorage();
return null;
}
const chosenSpeciesIdStr = cc.sys.localStorage.getItem("chosenSpeciesId");
return (null == chosenSpeciesIdStr ? 0 : parseInt(chosenSpeciesIdStr));
};
window.clearBoundRoomIdInBothVolatileAndPersistentStorage = function() {
window.boundRoomId = null;
cc.sys.localStorage.removeItem("boundRoomId");
cc.sys.localStorage.removeItem("boundRoomCapacity");
cc.sys.localStorage.removeItem("chosenSpeciesId");
cc.sys.localStorage.removeItem("boundRoomIdExpiresAt");
};
@@ -84,6 +95,7 @@ window.handleHbRequirements = function(resp) {
window.boundRoomCapacity = resp.bciFrame.boundRoomCapacity;
cc.sys.localStorage.setItem('boundRoomId', window.boundRoomId);
cc.sys.localStorage.setItem('boundRoomCapacity', window.boundRoomCapacity);
cc.sys.localStorage.setItem('chosenSpeciesId', window.chosenSpeciesId);
cc.sys.localStorage.setItem('boundRoomIdExpiresAt', Date.now() + 10 * 60 * 1000); // Temporarily hardcoded, for `boundRoomId` only.
}
console.log(`Handle hb requirements #3`);
@@ -179,6 +191,13 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
}
}
if (null == window.chosenSpeciesId) {
window.chosenSpeciesId = getChosenSpeciesIdFromPersistentStorage();
}
if (null != window.chosenSpeciesId) {
urlToConnect = urlToConnect + "&speciesId=" + window.chosenSpeciesId;
}
const clientSession = new WebSocket(urlToConnect);
clientSession.binaryType = 'arraybuffer'; // Make 'event.data' of 'onmessage' an "ArrayBuffer" instead of a "Blob"
@@ -230,9 +249,9 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
const peerAddrList = resp.rdf.peerUdpAddrList;
console.log(`Got DOWNSYNC_MSG_ACT_PEER_UDP_ADDR peerAddrList=${JSON.stringify(peerAddrList)}; boundRoomCapacity=${window.boundRoomCapacity}`);
for (let j = 0; j < 3; ++j) {
setTimeout(()=> {
DelayNoMore.UdpSession.upsertPeerUdpAddr(peerAddrList, window.boundRoomCapacity, window.mapIns.selfPlayerInfo.JoinIndex); // In C++ impl it actually broadcasts the peer-punching message to all known peers within "window.boundRoomCapacity"
}, j*500);
setTimeout(() => {
DelayNoMore.UdpSession.upsertPeerUdpAddr(peerAddrList, window.boundRoomCapacity, window.mapIns.selfPlayerInfo.JoinIndex); // In C++ impl it actually broadcasts the peer-punching message to all known peers within "window.boundRoomCapacity"
}, j * 500);
}
}
break;

File diff suppressed because one or more lines are too long

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@@ -1,6 +1,6 @@
{
"ver": "1.0.5",
"uuid": "171e2c96-28b4-4225-bdcc-5e464f07d91a",
"uuid": "eeaa56f4-bd6c-4208-bec4-6ab1aa39ca93",
"isPlugin": true,
"loadPluginInWeb": true,
"loadPluginInNative": true,

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@@ -0,0 +1,7 @@
{
"engine_version": "2.2.1",
"has_native": true,
"project_type": "js",
"projectName": "DelayNoMore",
"packageName": "org.genxium.delaynomore"
}

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@@ -18,11 +18,11 @@
"from": "cocos/scripting/js-bindings/manual/jsb_module_register.cpp",
"to": "frameworks/runtime-src/Classes/jsb_module_register.cpp"
}, {
"from": "frameworks/runtime-src/Classes/send_ring_buff.hpp",
"to": "frameworks/runtime-src/Classes/send_ring_buff.hpp"
"from": "frameworks/runtime-src/Classes/ring_buff.hpp",
"to": "frameworks/runtime-src/Classes/ring_buff.hpp"
}, {
"from": "frameworks/runtime-src/Classes/send_ring_buff.cpp",
"to": "frameworks/runtime-src/Classes/send_ring_buff.cpp"
"from": "frameworks/runtime-src/Classes/ring_buff.cpp",
"to": "frameworks/runtime-src/Classes/ring_buff.cpp"
}, {
"from": "frameworks/runtime-src/Classes/udp_session.hpp",
"to": "frameworks/runtime-src/Classes/udp_session.hpp"

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@@ -1,5 +1,5 @@
#include <string.h>
#include "send_ring_buff.hpp"
#include "ring_buff.hpp"
// Sending
void SendRingBuff::put(BYTEC* const newBytes, size_t newBytesLen, PeerAddr* pNewPeerAddr) {
@@ -77,7 +77,7 @@ bool RecvRingBuff::pop(RecvWork* out) {
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;
return false;
}
// When concurrent "pop"s reach here, over-popping is definitely avoided.
@@ -99,4 +99,4 @@ bool RecvRingBuff::pop(RecvWork* out) {
++cnt;
return false;
}
}
}

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@@ -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;

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@@ -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

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@@ -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" />

View File

@@ -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">

View File

@@ -22,7 +22,7 @@ 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(5) // in the count of render frames
/*
[WARNING]
@@ -716,7 +716,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
} else if stoppingFromWalking {
thatPlayerInNextFrame.FramesToRecover = chConfig.InertiaFramesToRecover
} else {
thatPlayerInNextFrame.FramesToRecover = (chConfig.InertiaFramesToRecover >> 1)
thatPlayerInNextFrame.FramesToRecover = ((chConfig.InertiaFramesToRecover >> 1) + (chConfig.InertiaFramesToRecover >> 2))
}
} else {
thatPlayerInNextFrame.CapturedByInertia = false
@@ -757,8 +757,19 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
if 0 >= thatPlayerInNextFrame.Hp && 0 == thatPlayerInNextFrame.FramesToRecover {
// Revive from Dying
newVx, newVy = currPlayerDownsync.RevivalVirtualGridX, currPlayerDownsync.RevivalVirtualGridY
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_GET_UP1
thatPlayerInNextFrame.FramesInChState = ATK_CHARACTER_STATE_GET_UP1
thatPlayerInNextFrame.FramesToRecover = chConfig.GetUpFramesToRecover
thatPlayerInNextFrame.FramesInvinsible = chConfig.GetUpInvinsibleFrames
thatPlayerInNextFrame.Hp = currPlayerDownsync.MaxHp
// Hardcoded initial character orientation/facing
if 0 == (thatPlayerInNextFrame.JoinIndex % 2) {
thatPlayerInNextFrame.DirX = -2
thatPlayerInNextFrame.DirY = 0
} else {
thatPlayerInNextFrame.DirX = +2
thatPlayerInNextFrame.DirY = 0
}
}
if jumpedOrNotList[i] {
// We haven't proceeded with "OnWall" calculation for "thatPlayerInNextFrame", thus use "currPlayerDownsync.OnWall" for checking
@@ -899,8 +910,12 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
if collision := playerCollider.Check(0, 0); nil != collision {
for _, obj := range collision.Objects {
isBarrier, isAnotherPlayer, isBullet := false, false, false
switch obj.Data.(type) {
switch v := obj.Data.(type) {
case *PlayerDownsync:
if ATK_CHARACTER_STATE_DYING == v.CharacterState {
// ignore collision with dying player
continue
}
isAnotherPlayer = true
case *MeleeBullet, *FireballBullet:
isBullet = true
@@ -912,6 +927,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
// ignore bullets for this step
continue
}
bShape := obj.Shape.(*resolv.ConvexPolygon)
overlapped, pushbackX, pushbackY, overlapResult := calcPushbacks(0, 0, playerShape, bShape)
if !overlapped {
@@ -1013,113 +1029,83 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
collision := bulletCollider.Check(0, 0)
bulletCollider.Space.Remove(bulletCollider) // Make sure that the bulletCollider is always removed for each renderFrame
exploded := false
if nil != collision {
switch v := bulletCollider.Data.(type) {
case *MeleeBullet:
bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
offender := currRenderFrame.PlayersArr[v.BattleAttr.OffenderJoinIndex-1]
for _, obj := range collision.Objects {
defenderShape := obj.Shape.(*resolv.ConvexPolygon)
switch t := obj.Data.(type) {
case *PlayerDownsync:
if v.BattleAttr.OffenderJoinIndex == t.JoinIndex {
continue
}
overlapped, _, _, _ := calcPushbacks(0, 0, bulletShape, defenderShape)
if !overlapped {
continue
}
exploded = true
if _, existent := invinsibleSet[t.CharacterState]; existent {
continue
}
if 0 < t.FramesInvinsible {
continue
}
xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender.DirX {
xfac = -xfac
}
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
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 {
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
}
}
}
}
case *FireballBullet:
bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
offender := currRenderFrame.PlayersArr[v.BattleAttr.OffenderJoinIndex-1]
for _, obj := range collision.Objects {
defenderShape := obj.Shape.(*resolv.ConvexPolygon)
switch t := obj.Data.(type) {
case *PlayerDownsync:
if v.BattleAttr.OffenderJoinIndex == t.JoinIndex {
continue
}
overlapped, _, _, _ := calcPushbacks(0, 0, bulletShape, defenderShape)
if !overlapped {
continue
}
exploded = true
if _, existent := invinsibleSet[t.CharacterState]; existent {
continue
}
if 0 < t.FramesInvinsible {
continue
}
xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender.DirX {
xfac = -xfac
}
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
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 {
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
explodedOnAnotherPlayer := false
if nil == collision {
continue
}
var bulletStaticAttr *BulletConfig = nil
var bulletBattleAttr *BulletBattleAttr = nil
switch v := bulletCollider.Data.(type) {
case *MeleeBullet:
bulletStaticAttr = v.Bullet
bulletBattleAttr = v.BattleAttr
case *FireballBullet:
bulletStaticAttr = v.Bullet
bulletBattleAttr = v.BattleAttr
}
bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
offender := currRenderFrame.PlayersArr[bulletBattleAttr.OffenderJoinIndex-1]
for _, obj := range collision.Objects {
defenderShape := obj.Shape.(*resolv.ConvexPolygon)
switch t := obj.Data.(type) {
case *PlayerDownsync:
if bulletBattleAttr.OffenderJoinIndex == t.JoinIndex {
continue
}
overlapped, _, _, _ := calcPushbacks(0, 0, bulletShape, defenderShape)
if !overlapped {
continue
}
if _, existent := invinsibleSet[t.CharacterState]; existent {
continue
}
if 0 < t.FramesInvinsible {
continue
}
exploded = true
explodedOnAnotherPlayer = true
xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender.DirX {
xfac = -xfac
}
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
atkedPlayerInNextFrame.Hp -= bulletStaticAttr.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 {
pushbackVelX, pushbackVelY := xfac*bulletStaticAttr.PushbackVelX, bulletStaticAttr.PushbackVelY
atkedPlayerInNextFrame.VelX = pushbackVelX
atkedPlayerInNextFrame.VelY = pushbackVelY
if bulletStaticAttr.BlowUp {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
} else {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
}
oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
if bulletStaticAttr.HitStunFrames > oldFramesToRecover {
atkedPlayerInNextFrame.FramesToRecover = bulletStaticAttr.HitStunFrames
}
}
default:
exploded = true
}
}
if exploded {
switch v := bulletCollider.Data.(type) {
case *MeleeBullet:
v.BlState = BULLET_EXPLODING
v.FramesInBlState = 0
if explodedOnAnotherPlayer {
v.FramesInBlState = 0
} else {
// When hitting a barrier, don't play explosion anim
v.FramesInBlState = v.Bullet.ExplosionFrames + 1
}
//fmt.Printf("melee exploded @currRenderFrame.Id=%d, bulletLocalId=%d, blState=%d\n", currRenderFrame.Id, v.BattleAttr.BulletLocalId, v.BlState)
case *FireballBullet:
v.BlState = BULLET_EXPLODING

View File

@@ -538,7 +538,7 @@ var skills = map[int]*Skill{
HitboxSizeX: int32(float64(64) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeY: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO),
BlowUp: false,
ExplosionFrames: 10,
ExplosionFrames: 30,
SpeciesId: int32(1),
},
},
@@ -781,10 +781,10 @@ var skills = map[int]*Skill{
Hits: []interface{}{
&MeleeBullet{
Bullet: &BulletConfig{
StartupFrames: int32(3),
StartupFrames: int32(4),
ActiveFrames: int32(20),
HitStunFrames: int32(18),
BlockStunFrames: int32(9),
HitStunFrames: int32(9),
BlockStunFrames: int32(5),
Damage: int32(5),
SelfLockVelX: NO_LOCK_VEL,
SelfLockVelY: NO_LOCK_VEL,

View File

@@ -1,3 +1,5 @@
# TODO: For websocket traffic, use a "consistent hash" on "expectedRoomId" and "boundRoomId"!
server {
listen 80;
server_name tsrht.lokcol.com;