mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-18 04:56:44 +00:00
Compare commits
4 Commits
v1.0.4
...
v1.0.7-bac
Author | SHA1 | Date | |
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7b878ff947 | ||
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c78c480f99 | ||
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b50874f5c4 | ||
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f1db2972fd |
@@ -25,9 +25,16 @@ import (
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"go.uber.org/zap"
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"net"
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// _ "net/http/pprof"
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)
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func main() {
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/*
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// Only used for profiling
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go func() {
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http.ListenAndServe("0.0.0.0:6060", nil)
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}()
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*/
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MustParseConfig()
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MustParseConstants()
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storage.Init()
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@@ -483,7 +483,7 @@ func (pR *Room) StartBattle() {
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*/
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totalElapsedNanos := utils.UnixtimeNano() - battleStartedAt
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nextRenderFrameId := int32((totalElapsedNanos + pR.dilutedRollbackEstimatedDtNanos - 1) / pR.dilutedRollbackEstimatedDtNanos) // fast ceiling
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toSleepNanos := int64(0)
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toSleepNanos := int64(pR.dilutedRollbackEstimatedDtNanos >> 1) // Sleep half-frame time by default
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if nextRenderFrameId > pR.RenderFrameId {
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if 0 == pR.RenderFrameId {
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// It's important to send kickoff frame iff "0 == pR.RenderFrameId && nextRenderFrameId > pR.RenderFrameId", otherwise it might send duplicate kickoff frames
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@@ -515,7 +515,7 @@ func (pR *Room) StartBattle() {
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pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano()
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elapsedInCalculation := (utils.UnixtimeNano() - stCalculation)
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toSleepNanos = pR.dilutedRollbackEstimatedDtNanos - elapsedInCalculation // don't sleep if "nextRenderFrame == pR.RenderFrameId"
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toSleepNanos = pR.dilutedRollbackEstimatedDtNanos - elapsedInCalculation
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if elapsedInCalculation > pR.RollbackEstimatedDtNanos {
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Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v ns, dynamicsDuration=%v ns, RollbackEstimatedDtNanos=%v, dilutedRollbackEstimatedDtNanos=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, pR.RollbackEstimatedDtNanos, pR.dilutedRollbackEstimatedDtNanos))
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}
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@@ -544,13 +544,13 @@ func (pR *Room) StartBattle() {
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}
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select {
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// [WARNING] DON'T put a "default" block here! Otherwise "for { select {... default: } }" pattern would NEVER block on empty channel and thus consume a lot of CPU time unnecessarily!
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case inputsBufferSnapshot := <-playerDownsyncChan:
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pR.downsyncToSinglePlayer(playerId, player, inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, inputsBufferSnapshot.ToSendInputFrameDownsyncs, inputsBufferSnapshot.ShouldForceResync)
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//Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d)#2", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, playerId))
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case inputsBufferSnapshot2 := <-playerSecondaryDownsyncChan:
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pR.downsyncPeerInputFrameUpsyncToSinglePlayer(playerId, player, inputsBufferSnapshot2.ToSendInputFrameDownsyncs, inputsBufferSnapshot2.PeerJoinIndex)
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//Logger.Info(fmt.Sprintf("Sent secondary inputsBufferSnapshot to for (roomId: %d, playerId:%d)#2", pR.Id, playerId))
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default:
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}
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}
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}
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@@ -461,7 +461,7 @@
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"array": [
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0,
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0,
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216.50635094610968,
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210.43877906529718,
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0,
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0,
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0,
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@@ -271,6 +271,13 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
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clientSession.onclose = function(evt) {
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// [WARNING] The callback "onclose" might be called AFTER the webpage is refreshed with "1001 == evt.code".
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console.warn(`The WS clientSession is closed: evt=${JSON.stringify(evt)}, evt.code=${evt.code}`);
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if (cc.sys.isNative) {
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if (mapIns.frameDataLoggingEnabled) {
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console.warn(`${mapIns._stringifyRdfIdToActuallyUsedInput()}
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`);
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}
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DelayNoMore.UdpSession.closeUdpSession();
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}
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switch (evt.code) {
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case constants.RET_CODE.CLIENT_MISMATCHED_RENDER_FRAME:
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break;
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@@ -312,14 +319,12 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
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default:
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if (cc.sys.isNative) {
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// [WARNING] This could be a BUG in CocosCreator JSB implementation of WebSocket client, the "evt.code" is always "undefined" in the "onclose" callback!
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if (mapIns.frameDataLoggingEnabled) {
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console.warn(`${mapIns._stringifyRdfIdToActuallyUsedInput()}
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`);
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if (window.ALL_BATTLE_STATES.IN_SETTLEMENT != mapIns.battleState && window.ALL_BATTLE_STATES.IN_DISMISSAL != mapIns.battleState) {
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mapIns.popupSimplePressToGo("Disconnected unexpectedly, please retry", false, () => {
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window.clearLocalStorageAndBackToLoginScene(true);
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});
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}
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DelayNoMore.UdpSession.closeUdpSession();
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mapIns.popupSimplePressToGo("Disconnected unexpectedly, please retry", false, () => {
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window.clearLocalStorageAndBackToLoginScene(true);
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});
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}
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break;
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}
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File diff suppressed because one or more lines are too long
@@ -32,20 +32,43 @@ SendWork* SendRingBuff::pop() {
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}
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// Recving
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bool isFullWithLoadedVals(int n, int oldCnt, int oldSt, int oldEd) {
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return (n <= oldCnt && oldEd == oldSt) || (n > oldCnt && 0 < oldCnt && oldEd == oldSt);
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}
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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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// "RecvRingBuff.ed" is only accessed in "UvRecvThread", thus the order of it relative to the other two is not important.
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int oldEd = ed.load();
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// We want to increase the success rate of "pop()" if it's being executed by "GameThread/pollUdpRecvRingBuff", thus the below order of loading is IMPORTANT, i.e. load "cnt" first because it's decremented earlier than "st" being incremented.
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int oldCnt = cnt.load();
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/*
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[WARNING]
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Note that "RecvRingBuff.st" might have decremented in "GameThread" by a successful "pop()" between "cnt.load()" and "st.load()" here in "UvRecvThread"! Therefore "n <= oldCnt" doesn't necessarily imply "oldEd == oldSt"!
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*/
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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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/*
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1. When "n <= oldCnt", it might still be true "oldEd != oldSt" (see the note above);
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2. When "n > oldCnt", it might still be true that "oldEd == oldSt" if "pop()" hasn't successfully incremented "st" due to any reason;
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3. When "oldEd == oldSt", it doesn't imply anything useful, because any of the following could be true
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- a. "n <= oldCnt", i.e. the ringbuff is full
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- b. "n > oldCnt && 0 < oldCnt" during the execution of "pop()", i.e. the ringbuff is still effectively full
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- c. "n > oldCnt && 0 == oldCnt", i.e. the ringbuff is empty
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*/
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bool isFull = isFullWithLoadedVals(n, oldCnt, oldSt, oldEd);
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while (isFull && 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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isFull = isFullWithLoadedVals(n, oldCnt, oldSt, oldEd);
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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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if (isFull && 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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@@ -56,11 +79,13 @@ void RecvRingBuff::put(char* newBytes, size_t newBytesLen) {
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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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int newEd = oldEd+1;
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if (newEd >= n) {
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newEd -= n; // Deliberately not using "%" operator for performance concern
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}
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ed.compare_exchange_weak(oldEd, newEd); // Definitely succeeds because "RecvRingBuff.ed" is only accessed in "UvRecvThread"
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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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@@ -160,7 +160,6 @@ 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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@@ -174,7 +173,6 @@ void startSendLoop(void* arg) {
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int uvCloseRet = uv_loop_close(l);
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CCLOG("UDP send loop is closed in UvSendThread, uvCloseRet=%d", uvCloseRet);
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uv_mutex_destroy(&sendRingBuffLock);
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}
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int initSendLoop(struct sockaddr const* pUdpAddr) {
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@@ -189,9 +187,6 @@ int initSendLoop(struct sockaddr const* pUdpAddr) {
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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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@@ -208,6 +203,9 @@ bool initRecvLoop(struct sockaddr const* pUdpAddr) {
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CCLOGERROR("Failed to bind recv; recvSockInitRes=%d, recvbindRes=%d, reason=%s", recvSockInitRes, recvbindRes, uv_strerror(recvbindRes));
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exit(-1);
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}
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uv_mutex_init(&recvRingBuffLock);
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recvRingBuff = new RecvRingBuff(maxBuffedMsgs);
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uv_udp_recv_start(udpRecvSocket, _allocBuffer, _onRead);
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uv_async_init(recvLoop, &uvRecvLoopStopSig, _onUvStopSig);
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@@ -248,20 +246,41 @@ bool DelayNoMore::UdpSession::openUdpSession(int port) {
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bool DelayNoMore::UdpSession::closeUdpSession() {
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CCLOG("About to close udp session and dealloc all resources...");
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/*
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[WARNING] It's possible that "closeUdpSession" is called when "openUdpSession" was NEVER CALLED, thus we have to avoid program crash in this case.
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uv_async_send(&uvSendLoopStopSig);
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CCLOG("Signaling UvSendThread to end in GameThread...");
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uv_thread_join(&sendTid);
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free(udpSendSocket);
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free(sendLoop);
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delete sendRingBuff;
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In general one shouldn't just check the state of "sendTid" by whether or not "NULL == sendLoop", but in this particular game, both "openUdpSession" and "closeUdpSession" are only called from "GameThread", no thread-safety concern here, i.e. if "openUdpSession" was ever called earlier, then "sendLoop" wouldn't be NULL when "closeUdpSession" is later called.
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*/
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if (NULL != sendLoop) {
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uv_async_send(&uvSendLoopStopSig);
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CCLOG("Signaling UvSendThread to end in GameThread...");
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uv_thread_join(&sendTid);
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free(udpSendSocket);
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free(sendLoop);
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delete sendRingBuff;
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udpSendSocket = NULL;
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sendLoop = NULL;
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sendRingBuff = NULL;
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uv_async_send(&uvRecvLoopStopSig); // The few if not only guaranteed thread safe utility of libuv :) See http://docs.libuv.org/en/v1.x/async.html#c.uv_async_send
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CCLOG("Signaling UvRecvThread to end in GameThread...");
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uv_thread_join(&recvTid);
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free(udpRecvSocket);
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free(recvLoop);
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delete recvRingBuff;
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uv_mutex_destroy(&sendRingBuffLock);
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}
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if (NULL != recvLoop) {
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uv_async_send(&uvRecvLoopStopSig); // The few if not only guaranteed thread safe utility of libuv :) See http://docs.libuv.org/en/v1.x/async.html#c.uv_async_send
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CCLOG("Signaling UvRecvThread to end in GameThread...");
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uv_thread_join(&recvTid);
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free(udpRecvSocket);
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free(recvLoop);
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delete recvRingBuff;
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udpRecvSocket = NULL;
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recvLoop = NULL;
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recvRingBuff = NULL;
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uv_mutex_destroy(&recvRingBuffLock);
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}
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CCLOG("Closed udp session and dealloc all resources in GameThread...");
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@@ -356,8 +375,10 @@ bool DelayNoMore::UdpSession::pollUdpRecvRingBuff() {
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while (true) {
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RecvWork f;
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bool res = recvRingBuff->pop(&f);
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if (!res) return false;
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if (!res) {
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// Deliberately returning "true" here to prevent "jswrapper" from printing "Failed to invoke Xxx..." too frequently
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return true;
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}
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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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// [WARNING] Use of the "ScriptEngine" is only allowed in "GameThread a.k.a. CocosThread"!
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@@ -381,4 +402,4 @@ bool DelayNoMore::UdpSession::pollUdpRecvRingBuff() {
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}
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//uv_mutex_unlock(&recvRingBuffLock);
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return true;
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}
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}
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@@ -698,6 +698,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
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} else if stoppingFromWalking {
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thatPlayerInNextFrame.FramesToRecover = chConfig.InertiaFramesToRecover
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} else {
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// Updates CharacterState and thus the animation to make user see graphical feedback asap.
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
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thatPlayerInNextFrame.FramesToRecover = ((chConfig.InertiaFramesToRecover >> 1) + (chConfig.InertiaFramesToRecover >> 2))
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}
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} else {
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Reference in New Issue
Block a user