mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-18 21:16:48 +00:00
Compare commits
4 Commits
Author | SHA1 | Date | |
---|---|---|---|
|
de9f3c9090 | ||
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96e355eab3 | ||
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16e1d8a913 | ||
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04b033be7e |
@@ -407,6 +407,9 @@ func (pR *Room) rdfIdToActuallyUsedInputString() string {
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}
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fireballsStrBldr := make([]string, 0, len(rdf.FireballBullets))
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for _, fireball := range rdf.FireballBullets {
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if 0 > fireball.BattleAttr.BulletLocalId {
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break
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}
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fireballsStrBldr = append(fireballsStrBldr, pR.fireballDownsyncStr(fireball))
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}
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s = append(s, fmt.Sprintf("rdfId:%d\nplayers:[%v]\nfireballs:[%v]\nactuallyUsedinputList:{%v}", rdfId, strings.Join(playersStrBldr, ","), strings.Join(fireballsStrBldr, ","), pR.inputFrameDownsyncStr(pR.rdfIdToActuallyUsedInput[rdfId])))
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@@ -1313,7 +1316,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
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pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
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}
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if 0 < unconfirmedMask {
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Logger.Info(fmt.Sprintf("[type#1 forceConfirmation] For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, oldLastAllConfirmedInputFrameId:%d, newLastAllConfirmedInputFrameId:%d, InputFrameUpsyncDelayTolerance:%d, unconfirmedMask=%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, oldLastAllConfirmedInputFrameId, pR.LastAllConfirmedInputFrameId, pR.InputFrameUpsyncDelayTolerance, unconfirmedMask))
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Logger.Info(fmt.Sprintf("[type#1 forceConfirmation] For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, LastAllConfirmedInputFrameId:%d -> %d, InputFrameUpsyncDelayTolerance:%d, unconfirmedMask=%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, oldLastAllConfirmedInputFrameId, pR.LastAllConfirmedInputFrameId, pR.InputFrameUpsyncDelayTolerance, unconfirmedMask))
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}
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} else {
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// Type#2 helps resolve the edge case when all players are disconnected temporarily
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@@ -1539,6 +1542,7 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *pb.InputsBufferSnapsh
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break
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}
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}
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}
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for _, player := range pR.PlayersArr {
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@@ -1555,11 +1559,16 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *pb.InputsBufferSnapsh
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if playerDownsyncChan, existent := pR.PlayerDownsyncChanDict[player.Id]; existent {
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playerDownsyncChan <- (*inputsBufferSnapshot)
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//Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d, playerDownsyncChan:%p)#1", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, player.Id, playerDownsyncChan))
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//Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot{refRenderFrameId:%d, unconfirmedMask:%v} to {roomId: %d, playerId:%d, playerDownsyncChan:%p}#1", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, player.Id, playerDownsyncChan))
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} else {
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Logger.Warn(fmt.Sprintf("playerDownsyncChan for (roomId: %d, playerId:%d) is gone", pR.Id, player.Id))
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}
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}
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/*
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toSendInputFrameDownsyncs := inputsBufferSnapshot.ToSendInputFrameDownsyncs
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toSendInputFrameIdSt, toSendInputFrameIdEd := toSendInputFrameDownsyncs[0].InputFrameId, toSendInputFrameDownsyncs[len(toSendInputFrameDownsyncs)-1].InputFrameId+1
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Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot{refRenderFrameId:%d, unconfirmedMask:%v, inputFrameIdRange:[%d, %d)} to {roomId: %d}", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id))
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*/
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}
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func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRenderFrameId int32, unconfirmedMask uint64, toSendInputFrameDownsyncsSnapshot []*pb.InputFrameDownsync, shouldForceResync bool) {
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@@ -1602,9 +1611,10 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
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pbRefRenderFrame := toPbRoomDownsyncFrame(refRenderFrame)
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pbRefRenderFrame.SpeciesIdList = pR.SpeciesIdList
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pR.sendSafely(pbRefRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false, MAGIC_JOIN_INDEX_DEFAULT)
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//Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: InputsBuffer=%v", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, pR.InputsBufferString(false)))
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if shouldResync1 || shouldResync3 {
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Logger.Debug(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: shouldResync1=%v, shouldResync2=%v, shouldResync3=%v, playerBattleState=%d", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, shouldResync1, shouldResync2, shouldResync3, playerBattleState))
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} else {
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//Logger.Debug(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: InputsBuffer=%v", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, pR.InputsBufferString(false)))
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}
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} else {
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pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false, MAGIC_JOIN_INDEX_DEFAULT)
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@@ -714,6 +714,11 @@ cc.Class({
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shouldForceDumping2 = false;
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shouldForceResync = false;
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self.othersForcedDownsyncRenderFrameDict.set(rdfId, rdf);
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if (CC_DEBUG) {
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console.warn(`Someone else is forced to resync! renderFrameId=${rdf.GetId()}
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backendUnconfirmedMask=${pbRdf.backendUnconfirmedMask}
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accompaniedInputFrameDownsyncBatchRange=[${null == accompaniedInputFrameDownsyncBatch ? null : accompaniedInputFrameDownsyncBatch[0].inputFrameId}, ${null == accompaniedInputFrameDownsyncBatch ? null : accompaniedInputFrameDownsyncBatch[accompaniedInputFrameDownsyncBatch.length - 1].inputFrameId}]`);
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}
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}
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/*
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TODO
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@@ -744,10 +749,15 @@ cc.Class({
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// In fact, not having "window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet" should already imply that "self.renderFrameId <= rdfId", but here we double check and log the anomaly
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if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdfId) {
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console.log('On battle started! renderFrameId=', rdfId);
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console.log(`On battle started! renderFrameId=${rdfId}`);
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} else {
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self.hideFindingPlayersGUI();
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console.warn('On battle resynced! renderFrameId=', rdf.GetId());
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if (CC_DEBUG) {
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console.warn(`On battle resynced! renderFrameId=${rdf.GetId()}
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accompaniedInputFrameDownsyncBatchRange=[${accompaniedInputFrameDownsyncBatch[0].inputFrameId}, ${accompaniedInputFrameDownsyncBatch[accompaniedInputFrameDownsyncBatch.length - 1].inputFrameId}]`);
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} else {
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console.warn(`On battle resynced! renderFrameId=${rdf.GetId()}`);
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}
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}
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self.renderFrameId = rdfId;
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@@ -872,12 +882,12 @@ cc.Class({
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while (self.recentInputCache.GetStFrameId() <= candidateInputFrameId && candidateInputFrameId < self.recentInputCache.GetEdFrameId()) {
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const inputFrameDownsync = gopkgs.GetInputFrameDownsync(self.recentInputCache, candidateInputFrameId);
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if (null == inputFrameDownsync) break;
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if (self._allConfirmed(inputFrameDownsync.GetConfirmedList())) break;
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if (false == self._allConfirmed(inputFrameDownsync.GetConfirmedList())) break;
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++candidateInputFrameId;
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++newAllConfirmedCnt;
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}
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if (0 < newAllConfirmedCnt) {
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self.lastAllConfirmedInputFrameId = candidateInputFrameId;
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self.lastAllConfirmedInputFrameId = candidateInputFrameId - 1;
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}
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return newAllConfirmedCnt;
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},
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@@ -904,6 +914,7 @@ cc.Class({
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continue;
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}
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// [WARNING] Now that "inputFrameDownsyncId > self.lastAllConfirmedInputFrameId", we should make an update immediately because unlike its backend counterpart "Room.LastAllConfirmedInputFrameId", the frontend "mapIns.lastAllConfirmedInputFrameId" might inevitably get gaps among discrete values due to "either type#1 or type#2 forceConfirmation" -- and only "onInputFrameDownsyncBatch" can catch this!
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self.lastAllConfirmedInputFrameId = inputFrameDownsyncId;
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const localInputFrame = gopkgs.GetInputFrameDownsync(self.recentInputCache, inputFrameDownsyncId);
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if (null != localInputFrame
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&&
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@@ -957,7 +968,7 @@ cc.Class({
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firstPredictedYetIncorrectInputFrameId: ${firstPredictedYetIncorrectInputFrameId}
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lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}
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recentInputCache=${self._stringifyRecentInputCache(false)}
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batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inputFrameId}]
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batchInputFrameIdRange=[${null == batch ? null : batch[0].inputFrameId}, ${null == batch ? null : batch[batch.length - 1].inputFrameId}]
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fromUDP=${fromUDP}`);
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}
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self.chaserRenderFrameId = renderFrameId1;
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@@ -1000,8 +1011,9 @@ fromUDP=${fromUDP}`);
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}
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const peerJoinIndexMask = (1 << (peerJoinIndex - 1));
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self.getOrPrefabInputFrameUpsync(inputFrameId, false); // Make sure that inputFrame exists locally
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const existingInputFrame = self.recentInputCache.GetByFrameId(inputFrameId);
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if (0 < (existingInputFrame.ConfirmedList & peerJoinIndexMask)) {
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const existingInputFrame = gopkgs.GetInputFrameDownsync(self.recentInputCache, inputFrameId);
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const existingConfirmedList = existingInputFrame.GetConfirmedList();
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if (0 < (existingConfirmedList & peerJoinIndexMask)) {
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continue;
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}
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if (inputFrameId > self.lastIndividuallyConfirmedInputFrameId[peerJoinIndex - 1]) {
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@@ -1010,9 +1022,10 @@ fromUDP=${fromUDP}`);
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}
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effCnt += 1;
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// the returned "gopkgs.NewInputFrameDownsync.InputList" is immutable, thus we can only modify the values in "newInputList" and "newConfirmedList"!
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let newInputList = existingInputFrame.InputList.slice();
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const existingInputList = existingInputFrame.GetInputList();
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let newInputList = existingInputFrame.GetInputList().slice();
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newInputList[peerJoinIndex - 1] = peerEncodedInput;
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let newConfirmedList = (existingInputFrame.ConfirmedList | peerJoinIndexMask);
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let newConfirmedList = (existingConfirmedList | peerJoinIndexMask);
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const newInputFrameDownsyncLocal = gopkgs.NewInputFrameDownsync(inputFrameId, newInputList, newConfirmedList);
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//console.log(`Updated encoded input of peerJoinIndex=${peerJoinIndex} to ${peerEncodedInput} for inputFrameId=${inputFrameId}/renderedInputFrameIdUpper=${renderedInputFrameIdUpper} from ${JSON.stringify(inputFrame)}; newInputFrameDownsyncLocal=${self.gopkgsInputFrameDownsyncStr(newInputFrameDownsyncLocal)}; existingInputFrame=${self.gopkgsInputFrameDownsyncStr(existingInputFrame)}`);
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self.recentInputCache.SetByFrameId(newInputFrameDownsyncLocal, inputFrameId);
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@@ -1023,7 +1036,7 @@ fromUDP=${fromUDP}`);
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if (
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null == firstPredictedYetIncorrectInputFrameId
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&&
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existingInputFrame.InputList[peerJoinIndex - 1] != peerEncodedInput
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existingInputList[peerJoinIndex - 1] != peerEncodedInput
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) {
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firstPredictedYetIncorrectInputFrameId = inputFrameId;
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}
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@@ -1164,9 +1177,11 @@ fromUDP=${fromUDP}`);
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const delayedInputFrameId = gopkgs.ConvertToDelayedInputFrameId(rdf.GetId());
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const othersForcedDownsyncRenderFrame = self.othersForcedDownsyncRenderFrameDict.get(rdf.GetId());
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if (self.lastAllConfirmedInputFrameId >= delayedInputFrameId && !self.equalRoomDownsyncFrames(othersForcedDownsyncRenderFrame, rdf)) {
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console.warn(`Mismatched render frame@rdf.id=${rdf.GetId()} w/ inputFrameId=${delayedInputFrameId}:
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rdf=${JSON.stringify(rdf)}
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othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame)}`);
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if (CC_DEBUG) {
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console.warn(`Mismatched render frame@rdf.id=${rdf.GetId()} w/ inputFrameId=${delayedInputFrameId}:
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rdf=${self._stringifyGopkgRdfForFrameDataLogging(rdf)}
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othersForcedDownsyncRenderFrame=${self._stringifyGopkgRdfForFrameDataLogging(othersForcedDownsyncRenderFrame)}`);
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}
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rdf = othersForcedDownsyncRenderFrame;
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self.othersForcedDownsyncRenderFrameDict.delete(rdf.GetId());
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}
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@@ -1423,8 +1438,22 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
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const j = gopkgs.ConvertToDelayedInputFrameId(i);
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const delayedInputFrame = gopkgs.GetInputFrameDownsync(self.recentInputCache, j);
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const allowUpdateInputFrameInPlaceUponDynamics = (!isChasing);
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const hasInputFrameUpdatedOnDynamics = gopkgs.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(self.recentInputCache, i, collisionSys, collisionSysMap, self.spaceOffsetX, self.spaceOffsetY, self.chConfigsOrderedByJoinIndex, self.recentRenderCache, self.collisionHolder, self.effPushbacks, self.hardPushbackNormsArr, self.jumpedOrNotList, self.dynamicRectangleColliders, self.lastIndividuallyConfirmedInputFrameId, self.lastIndividuallyConfirmedInputList, allowUpdateInputFrameInPlaceUponDynamics, self.selfPlayerInfo.joinIndex);
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if (hasInputFrameUpdatedOnDynamics) {
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const ii = gopkgs.ConvertToFirstUsedRenderFrameId(j);
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if (ii < i) {
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/*
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The backend counterpart doesn't need this rollback because
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1. Backend only applies all-confirmed inputFrames to calc dynamics.
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2. Backend applies an all-confirmed inputFrame to all applicable render frames at once.
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*/
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self._handleIncorrectlyRenderedPrediction(j, null, false);
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}
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}
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if (self.frameDataLoggingEnabled) {
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const actuallyUsedInputClone = delayedInputFrame.GetInputList();
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// [WARNING] The "inputList" of "delayedInputFrame" could be mutated in "ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs", thus should clone after dynamics is applied!
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const actuallyUsedInputClone = delayedInputFrame.GetInputList().slice();
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const inputFrameDownsyncClone = {
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inputFrameId: j,
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inputList: actuallyUsedInputClone,
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@@ -1432,8 +1461,6 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
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};
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self.rdfIdToActuallyUsedInput.set(i, inputFrameDownsyncClone);
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}
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const allowUpdateInputFrameInPlaceUponDynamics = (!isChasing);
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const renderRes = gopkgs.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(self.recentInputCache, i, collisionSys, collisionSysMap, self.spaceOffsetX, self.spaceOffsetY, self.chConfigsOrderedByJoinIndex, self.recentRenderCache, self.collisionHolder, self.effPushbacks, self.hardPushbackNormsArr, self.jumpedOrNotList, self.dynamicRectangleColliders, self.lastIndividuallyConfirmedInputFrameId, self.lastIndividuallyConfirmedInputList, allowUpdateInputFrameInPlaceUponDynamics, self.selfPlayerInfo.joinIndex);
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const nextRdf = gopkgs.GetRoomDownsyncFrame(self.recentRenderCache, i + 1);
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if (true == isChasing) {
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@@ -1549,34 +1576,41 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
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if (null == inputFrameDownsync) return "{}";
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const self = this;
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let s = [];
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s.push(`InputFrameId:${inputFrameDownsync.InputFrameId}`);
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s.push(`InputFrameId:${inputFrameDownsync.GetInputFrameId()}`);
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let ss = [];
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for (let k = 0; k < window.boundRoomCapacity; ++k) {
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ss.push(`"${inputFrameDownsync.InputList[k]}"`);
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ss.push(`"${inputFrameDownsync.GetInputList()[k]}"`);
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}
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s.push(`InputList:[${ss.join(',')}]`);
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s.push(`ConfirmedList:${inputFrameDownsync.ConfirmedList}`);
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s.push(`ConfirmedList:${inputFrameDownsync.GetConfirmedList()}`);
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return `{${s.join(',')}}`;
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},
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_stringifyGopkgRdfForFrameDataLogging(rdf) {
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const playersStrBldr = [];
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for (let k = 0; k < window.boundRoomCapacity; k++) {
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playersStrBldr.push(this.playerDownsyncStr(gopkgs.GetPlayer(rdf, k)));
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}
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const fireballsStrBldr = [];
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for (let k = 0;; k++) {
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const fireball = gopkgs.GetFireballBullet(rdf, k);
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if (null == fireball) break;
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fireballsStrBldr.push(this.fireballDownsyncStr(fireball));
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}
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return `rdfId:${rdf.GetId()}
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players:[${playersStrBldr.join(',')}]
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fireballs:[${fireballsStrBldr.join(',')}]`;
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},
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_stringifyRdfIdToActuallyUsedInput() {
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const self = this;
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let s = [];
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for (let i = self.recentRenderCache.GetStFrameId(); i < self.recentRenderCache.GetEdFrameId(); i++) {
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const actuallyUsedInputClone = self.rdfIdToActuallyUsedInput.get(i);
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const rdf = self.recentRenderCache.GetByFrameId(i);
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const playersStrBldr = [];
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for (let k in rdf.GetPlayersArr()) {
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playersStrBldr.push(self.playerDownsyncStr(rdf.GetPlayersArr()[k]));
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}
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const fireballsStrBldr = [];
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for (let k in rdf.FireballBullets) {
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fireballsStrBldr.push(self.fireballDownsyncStr(rdf.FireballBullets[k]));
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}
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s.push(`rdfId:${i}
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players:[${playersStrBldr.join(',')}]
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fireballs:[${fireballsStrBldr.join(',')}]
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const rdf = gopkgs.GetRoomDownsyncFrame(self.recentRenderCache, i);
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const rdfStr = self._stringifyGopkgRdfForFrameDataLogging(rdf);
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s.push(`${rdfStr}
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actuallyUsedinputList:{${self.inputFrameDownsyncStr(actuallyUsedInputClone)}}`);
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}
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|
File diff suppressed because one or more lines are too long
@@ -490,7 +490,8 @@ func calcHardPushbacksNorms(joinIndex int32, currPlayerDownsync, thatPlayerInNex
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return retCnt
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}
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func UpdateInputFrameInPlaceUponDynamics(inputFrameId int32, roomCapacity int, confirmedList uint64, inputList []uint64, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics int32) {
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func UpdateInputFrameInPlaceUponDynamics(inputFrameId int32, roomCapacity int, confirmedList uint64, inputList []uint64, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics int32) bool {
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hasInputFrameUpdatedOnDynamics := false
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for i := 0; i < roomCapacity; i++ {
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if int32(i+1) == toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics {
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// On frontend, a "self input" is only confirmed by websocket downsync, which is quite late and might get the "self input" incorrectly overwritten if not excluded here
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@@ -503,8 +504,13 @@ func UpdateInputFrameInPlaceUponDynamics(inputFrameId int32, roomCapacity int, c
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if lastIndividuallyConfirmedInputFrameId[i] >= inputFrameId {
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continue
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}
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inputList[i] = (lastIndividuallyConfirmedInputList[i] & uint64(15))
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newVal := (lastIndividuallyConfirmedInputList[i] & uint64(15))
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if newVal != inputList[i] {
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inputList[i] = newVal
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hasInputFrameUpdatedOnDynamics = true
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}
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}
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return hasInputFrameUpdatedOnDynamics
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}
|
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|
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func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, currRenderFrame *RoomDownsyncFrame, chConfig *CharacterConfig, inputsBuffer *resolv.RingBuffer) (int, bool, int32, int32) {
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@@ -585,6 +591,7 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
|
||||
The function "ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame" is creating new heap-memory blocks at 60fps, e.g. nextRenderFramePlayers & nextRenderFrameMeleeBullets & nextRenderFrameFireballBullets & effPushbacks & hardPushbackNorms & jumpedOrNotList & dynamicRectangleColliders("player" & "bullet"), which would induce "possibly performance impacting garbage collections" when many rooms are running simultaneously.
|
||||
*/
|
||||
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.RingBuffer, currRenderFrameId int32, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, collisionSpaceOffsetX, collisionSpaceOffsetY float64, chConfigsOrderedByJoinIndex []*CharacterConfig, renderFrameBuffer *resolv.RingBuffer, collision *resolv.Collision, effPushbacks []*Vec2D, hardPushbackNormsArr [][]*Vec2D, jumpedOrNotList []bool, dynamicRectangleColliders []*resolv.Object, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64, allowUpdateInputFrameInPlaceUponDynamics bool, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics int32) bool {
|
||||
hasInputFrameUpdatedOnDynamics := false
|
||||
currRenderFrame := renderFrameBuffer.GetByFrameId(currRenderFrameId).(*RoomDownsyncFrame)
|
||||
nextRenderFrameId := currRenderFrameId + 1
|
||||
roomCapacity := len(currRenderFrame.PlayersArr)
|
||||
@@ -637,7 +644,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
|
||||
delayedInputList := delayedInputFrameDownsync.InputList
|
||||
roomCapacity := len(delayedInputList)
|
||||
if allowUpdateInputFrameInPlaceUponDynamics {
|
||||
UpdateInputFrameInPlaceUponDynamics(delayedInputFrameId, roomCapacity, delayedInputFrameDownsync.ConfirmedList, delayedInputList, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics)
|
||||
hasInputFrameUpdatedOnDynamics = UpdateInputFrameInPlaceUponDynamics(delayedInputFrameId, roomCapacity, delayedInputFrameDownsync.ConfirmedList, delayedInputList, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1210,7 +1217,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
|
||||
ret.Id = nextRenderFrameId
|
||||
ret.BulletLocalIdCounter = bulletLocalId
|
||||
|
||||
return true
|
||||
return hasInputFrameUpdatedOnDynamics
|
||||
}
|
||||
|
||||
func GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *resolv.Object {
|
||||
|
Reference in New Issue
Block a user