mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-19 13:39:18 +00:00
Compare commits
7 Commits
Author | SHA1 | Date | |
---|---|---|---|
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b9827f8430 | ||
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91d16b1cc4 | ||
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b19868920a | ||
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be5200663c | ||
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7b878ff947 | ||
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c78c480f99 | ||
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b50874f5c4 |
@@ -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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@@ -47,8 +47,7 @@ type Player struct {
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TutorialStage int `db:"tutorial_stage"`
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// other in-battle info fields
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LastReceivedInputFrameId int32
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LastUdpReceivedInputFrameId int32
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LastConsecutiveRecvInputFrameId int32
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LastSentInputFrameId int32
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AckingFrameId int32
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AckingInputFrameId int32
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@@ -136,7 +136,7 @@ type Room struct {
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EffectivePlayerCount int32
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DismissalWaitGroup sync.WaitGroup
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InputsBuffer *resolv.RingBuffer // Indices are STRICTLY consecutive
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InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange, LastIndividuallyConfirmedInputList, player.LastReceivedInputFrameId, player.LastUdpReceivedInputFrameId]
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InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange, LastIndividuallyConfirmedInputFrameId, LastIndividuallyConfirmedInputList, player.LastConsecutiveRecvInputFrameId]
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RenderFrameBuffer *resolv.RingBuffer // Indices are STRICTLY consecutive
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LatestPlayerUpsyncedInputFrameId int32
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LastAllConfirmedInputFrameId int32
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@@ -157,6 +157,8 @@ type Room struct {
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TmxPolygonsMap StrToPolygon2DListMap
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rdfIdToActuallyUsedInput map[int32]*pb.InputFrameDownsync
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allowUpdateInputFrameInPlaceUponDynamics bool
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LastIndividuallyConfirmedInputFrameId []int32
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LastIndividuallyConfirmedInputList []uint64
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BattleUdpTunnelLock sync.Mutex
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@@ -194,8 +196,7 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, speciesId int, se
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pPlayerFromDbInit.AckingFrameId = -1
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pPlayerFromDbInit.AckingInputFrameId = -1
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pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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pPlayerFromDbInit.LastReceivedInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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pPlayerFromDbInit.LastUdpReceivedInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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pPlayerFromDbInit.LastConsecutiveRecvInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
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pPlayerFromDbInit.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
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@@ -237,7 +238,7 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
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pEffectiveInRoomPlayerInstance.AckingFrameId = -1
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pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
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pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
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// [WARNING] DON'T reset "player.LastReceivedInputFrameId" & "player.LastUdpReceivedInputFrameId" upon reconnection!
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// [WARNING] DON'T reset "player.LastConsecutiveRecvInputFrameId" & "pR.LastIndividuallyConfirmedInputFrameId[...]" upon reconnection!
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pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
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pEffectiveInRoomPlayerInstance.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
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@@ -483,7 +484,7 @@ 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 +516,7 @@ 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 +545,13 @@ 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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@@ -804,6 +805,11 @@ func (pR *Room) OnDismissed() {
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pR.RenderFrameBuffer = resolv.NewRingBuffer(pR.RenderCacheSize)
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pR.InputsBuffer = resolv.NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
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pR.rdfIdToActuallyUsedInput = make(map[int32]*pb.InputFrameDownsync)
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pR.allowUpdateInputFrameInPlaceUponDynamics = true
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pR.LastIndividuallyConfirmedInputFrameId = make([]int32, pR.Capacity)
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for i := 0; i < pR.Capacity; i++ {
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pR.LastIndividuallyConfirmedInputFrameId[i] = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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}
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pR.LastIndividuallyConfirmedInputList = make([]uint64, pR.Capacity)
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pR.LatestPlayerUpsyncedInputFrameId = -1
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@@ -817,7 +823,7 @@ func (pR *Room) OnDismissed() {
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pR.collisionHolder = resolv.NewCollision()
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pR.effPushbacks = make([]*battle.Vec2D, pR.Capacity)
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for i := 0; i < len(pR.effPushbacks); i++ {
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for i := 0; i < pR.Capacity; i++ {
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pR.effPushbacks[i] = &battle.Vec2D{X: 0, Y: 0}
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}
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pR.hardPushbackNormsArr = make([][]*battle.Vec2D, pR.Capacity)
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@@ -1190,9 +1196,9 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
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Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#1: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
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continue
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}
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if clientInputFrameId < player.LastReceivedInputFrameId {
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// [WARNING] It's important for correctness that we use "player.LastReceivedInputFrameId" instead of "player.LastUdpReceivedInputFrameId" here!
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Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, playerLastReceivedInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, player.LastReceivedInputFrameId, pR.InputsBufferString(false)))
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if clientInputFrameId < player.LastConsecutiveRecvInputFrameId {
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// [WARNING] It's important for correctness that we use "player.LastConsecutiveRecvInputFrameId" instead of "pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1]" here!
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Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, playerLastConsecutiveRecvInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, player.LastConsecutiveRecvInputFrameId, pR.InputsBufferString(false)))
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continue
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}
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if clientInputFrameId > pR.InputsBuffer.EdFrameId {
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@@ -1208,19 +1214,19 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
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/*
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[WARNING] We have to distinguish whether or not the incoming batch is from UDP here, otherwise "pR.LatestPlayerUpsyncedInputFrameId - pR.LastAllConfirmedInputFrameId" might become unexpectedly large in case of "UDP packet loss + slow ws session"!
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Moreover, only ws session upsyncs should advance "player.LastReceivedInputFrameId" & "pR.LatestPlayerUpsyncedInputFrameId".
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Moreover, only ws session upsyncs should advance "player.LastConsecutiveRecvInputFrameId" & "pR.LatestPlayerUpsyncedInputFrameId".
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Kindly note that the updates of "player.LastReceivedInputFrameId" could be discrete before and after reconnection.
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Kindly note that the updates of "player.LastConsecutiveRecvInputFrameId" could be discrete before and after reconnection.
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*/
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player.LastReceivedInputFrameId = clientInputFrameId
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player.LastConsecutiveRecvInputFrameId = clientInputFrameId
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if clientInputFrameId > pR.LatestPlayerUpsyncedInputFrameId {
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pR.LatestPlayerUpsyncedInputFrameId = clientInputFrameId
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}
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}
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if clientInputFrameId > player.LastUdpReceivedInputFrameId {
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// No need to update "player.LastUdpReceivedInputFrameId" only when "true == fromUDP", we should keep "player.LastUdpReceivedInputFrameId >= player.LastReceivedInputFrameId" at any moment.
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player.LastUdpReceivedInputFrameId = clientInputFrameId
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if clientInputFrameId > pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1] {
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// No need to update "pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1]" only when "true == fromUDP", we should keep "pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1] >= player.LastConsecutiveRecvInputFrameId" at any moment.
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pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1] = clientInputFrameId
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// It's safe (in terms of getting an eventually correct "RenderFrameBuffer") to put the following update of "pR.LastIndividuallyConfirmedInputList" which is ONLY used for prediction in "InputsBuffer" out of "false == fromUDP" block.
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pR.LastIndividuallyConfirmedInputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
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}
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@@ -1299,6 +1305,9 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
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panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v! InputsBuffer=%v", j, pR.Id, pR.InputsBufferString(false)))
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}
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inputFrameDownsync := tmp.(*battle.InputFrameDownsync)
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if pR.allowUpdateInputFrameInPlaceUponDynamics {
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battle.UpdateInputFrameInPlaceUponDynamics(j, pR.Capacity, inputFrameDownsync.ConfirmedList, inputFrameDownsync.InputList, pR.LastIndividuallyConfirmedInputFrameId, pR.LastIndividuallyConfirmedInputList, int32(MAGIC_JOIN_INDEX_INVALID))
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}
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unconfirmedMask |= (allConfirmedMask ^ inputFrameDownsync.ConfirmedList)
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inputFrameDownsync.ConfirmedList = allConfirmedMask
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pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
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@@ -1379,7 +1388,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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}
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}
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battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame.Id, pR.Space, pR.CollisionSysMap, pR.SpaceOffsetX, pR.SpaceOffsetY, pR.CharacterConfigsArr, pR.RenderFrameBuffer, pR.collisionHolder, pR.effPushbacks, pR.hardPushbackNormsArr, pR.jumpedOrNotList, pR.dynamicRectangleColliders)
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battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame.Id, pR.Space, pR.CollisionSysMap, pR.SpaceOffsetX, pR.SpaceOffsetY, pR.CharacterConfigsArr, pR.RenderFrameBuffer, pR.collisionHolder, pR.effPushbacks, pR.hardPushbackNormsArr, pR.jumpedOrNotList, pR.dynamicRectangleColliders, pR.LastIndividuallyConfirmedInputFrameId, pR.LastIndividuallyConfirmedInputList, false, MAGIC_JOIN_INDEX_INVALID) // "allowUpdateInputFrameInPlaceUponDynamics" is instead used when "forceConfirmationIfApplicable"
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pR.CurDynamicsRenderFrameId++
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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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|
@@ -512,8 +512,7 @@ cc.Class({
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window.clearBoundRoomIdInBothVolatileAndPersistentStorage();
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window.initPersistentSessionClient(self.initAfterWSConnected, null /* Deliberately NOT passing in any `expectedRoomId`. -- YFLu */ );
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};
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resultPanelScriptIns.onCloseDelegate = () => {
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};
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resultPanelScriptIns.onCloseDelegate = () => {};
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self.gameRuleNode = cc.instantiate(self.gameRulePrefab);
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self.gameRuleNode.width = self.canvasNode.width;
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@@ -1428,7 +1427,8 @@ 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 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);
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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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|
File diff suppressed because one or more lines are too long
@@ -33,7 +33,7 @@ SendWork* SendRingBuff::pop() {
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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) || (n > oldCnt && 0 < oldCnt && oldEd == oldSt);
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return (n <= oldCnt && oldEd == oldSt) || (n > oldCnt && 0 < oldCnt && oldEd == oldSt);
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}
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|
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void RecvRingBuff::put(char* newBytes, size_t newBytesLen) {
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@@ -44,10 +44,15 @@ void RecvRingBuff::put(char* newBytes, size_t newBytesLen) {
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|
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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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|
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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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/*
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1. When "n <= oldCnt", it's implied that "oldEd == oldSt";
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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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|
@@ -160,7 +160,6 @@ void startRecvLoop(void* arg) {
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|
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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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|
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void startSendLoop(void* arg) {
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@@ -174,7 +173,6 @@ void startSendLoop(void* arg) {
|
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|
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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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|
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uv_mutex_init(&recvRingBuffLock);
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recvRingBuff = new RecvRingBuff(maxBuffedMsgs);
|
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|
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uv_async_init(sendLoop, &uvSendLoopStopSig, _onUvStopSig);
|
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uv_async_init(sendLoop, &uvSendLoopTriggerSig, _onUvSthNewToSend);
|
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|
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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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|
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@@ -249,6 +247,12 @@ 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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/*
|
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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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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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@@ -256,6 +260,14 @@ bool DelayNoMore::UdpSession::closeUdpSession() {
|
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free(sendLoop);
|
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delete sendRingBuff;
|
||||
|
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udpSendSocket = NULL;
|
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sendLoop = NULL;
|
||||
sendRingBuff = NULL;
|
||||
|
||||
uv_mutex_destroy(&sendRingBuffLock);
|
||||
}
|
||||
|
||||
if (NULL != recvLoop) {
|
||||
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
|
||||
CCLOG("Signaling UvRecvThread to end in GameThread...");
|
||||
uv_thread_join(&recvTid);
|
||||
@@ -263,6 +275,13 @@ bool DelayNoMore::UdpSession::closeUdpSession() {
|
||||
free(recvLoop);
|
||||
delete recvRingBuff;
|
||||
|
||||
udpRecvSocket = NULL;
|
||||
recvLoop = NULL;
|
||||
recvRingBuff = NULL;
|
||||
|
||||
uv_mutex_destroy(&recvRingBuffLock);
|
||||
}
|
||||
|
||||
CCLOG("Closed udp session and dealloc all resources in GameThread...");
|
||||
|
||||
return true;
|
||||
@@ -356,8 +375,10 @@ bool DelayNoMore::UdpSession::pollUdpRecvRingBuff() {
|
||||
while (true) {
|
||||
RecvWork f;
|
||||
bool res = recvRingBuff->pop(&f);
|
||||
if (!res) return false;
|
||||
|
||||
if (!res) {
|
||||
// Deliberately returning "true" here to prevent "jswrapper" from printing "Failed to invoke Xxx..." too frequently
|
||||
return true;
|
||||
}
|
||||
// [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"!
|
||||
|
@@ -76,7 +76,7 @@
|
||||
"shelter_z_reducer",
|
||||
"shelter"
|
||||
],
|
||||
"last-module-event-record-time": 1676513919950,
|
||||
"last-module-event-record-time": 1677337364473,
|
||||
"simulator-orientation": false,
|
||||
"simulator-resolution": {
|
||||
"height": 640,
|
||||
|
@@ -490,6 +490,23 @@ func calcHardPushbacksNorms(joinIndex int32, currPlayerDownsync, thatPlayerInNex
|
||||
return retCnt
|
||||
}
|
||||
|
||||
func UpdateInputFrameInPlaceUponDynamics(inputFrameId int32, roomCapacity int, confirmedList uint64, inputList []uint64, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics int32) {
|
||||
for i := 0; i < roomCapacity; i++ {
|
||||
if int32(i+1) == toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics {
|
||||
// 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
|
||||
continue
|
||||
}
|
||||
if 0 < (confirmedList & (1 << uint32(i))) {
|
||||
// This in-place update on the "inputsBuffer" is only correct when "delayed input for this player is not yet confirmed"
|
||||
continue
|
||||
}
|
||||
if lastIndividuallyConfirmedInputFrameId[i] >= inputFrameId {
|
||||
continue
|
||||
}
|
||||
inputList[i] = (lastIndividuallyConfirmedInputList[i] & uint64(15))
|
||||
}
|
||||
}
|
||||
|
||||
func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, currRenderFrame *RoomDownsyncFrame, chConfig *CharacterConfig, inputsBuffer *resolv.RingBuffer) (int, bool, int32, int32) {
|
||||
// returns (patternId, jumpedOrNot, effectiveDx, effectiveDy)
|
||||
delayedInputFrameId := ConvertToDelayedInputFrameId(currRenderFrame.Id)
|
||||
@@ -503,10 +520,13 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
|
||||
return PATTERN_ID_UNABLE_TO_OP, false, 0, 0
|
||||
}
|
||||
|
||||
delayedInputList := inputsBuffer.GetByFrameId(delayedInputFrameId).(*InputFrameDownsync).InputList
|
||||
delayedInputFrameDownsync := inputsBuffer.GetByFrameId(delayedInputFrameId).(*InputFrameDownsync)
|
||||
delayedInputList := delayedInputFrameDownsync.InputList
|
||||
|
||||
var delayedInputListForPrevRdf []uint64 = nil
|
||||
if 0 < delayedInputFrameIdForPrevRdf {
|
||||
delayedInputListForPrevRdf = inputsBuffer.GetByFrameId(delayedInputFrameIdForPrevRdf).(*InputFrameDownsync).InputList
|
||||
delayedInputFrameDownsyncForPrevRdf := inputsBuffer.GetByFrameId(delayedInputFrameIdForPrevRdf).(*InputFrameDownsync)
|
||||
delayedInputListForPrevRdf = delayedInputFrameDownsyncForPrevRdf.InputList
|
||||
}
|
||||
|
||||
jumpedOrNot := false
|
||||
@@ -564,7 +584,7 @@ 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) bool {
|
||||
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 {
|
||||
currRenderFrame := renderFrameBuffer.GetByFrameId(currRenderFrameId).(*RoomDownsyncFrame)
|
||||
nextRenderFrameId := currRenderFrameId + 1
|
||||
roomCapacity := len(currRenderFrame.PlayersArr)
|
||||
@@ -610,6 +630,17 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
|
||||
|
||||
bulletLocalId := currRenderFrame.BulletLocalIdCounter
|
||||
// 1. Process player inputs
|
||||
delayedInputFrameId := ConvertToDelayedInputFrameId(currRenderFrame.Id)
|
||||
|
||||
if 0 < delayedInputFrameId {
|
||||
delayedInputFrameDownsync := inputsBuffer.GetByFrameId(delayedInputFrameId).(*InputFrameDownsync)
|
||||
delayedInputList := delayedInputFrameDownsync.InputList
|
||||
roomCapacity := len(delayedInputList)
|
||||
if allowUpdateInputFrameInPlaceUponDynamics {
|
||||
UpdateInputFrameInPlaceUponDynamics(delayedInputFrameId, roomCapacity, delayedInputFrameDownsync.ConfirmedList, delayedInputList, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics)
|
||||
}
|
||||
}
|
||||
|
||||
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
||||
chConfig := chConfigsOrderedByJoinIndex[i]
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
||||
|
@@ -106,9 +106,9 @@ func GetCharacterConfigsOrderedByJoinIndex(speciesIdList []int) []*js.Object {
|
||||
return ret
|
||||
}
|
||||
|
||||
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(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) bool {
|
||||
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(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 {
|
||||
// We need access to all fields of RoomDownsyncFrame for displaying in frontend
|
||||
return ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer, currRenderFrameId, collisionSys, collisionSysMap, collisionSpaceOffsetX, collisionSpaceOffsetY, chConfigsOrderedByJoinIndex, renderFrameBuffer, collision, effPushbacks, hardPushbackNormsArr, jumpedOrNotList, dynamicRectangleColliders)
|
||||
return ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer, currRenderFrameId, collisionSys, collisionSysMap, collisionSpaceOffsetX, collisionSpaceOffsetY, chConfigsOrderedByJoinIndex, renderFrameBuffer, collision, effPushbacks, hardPushbackNormsArr, jumpedOrNotList, dynamicRectangleColliders, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList, allowUpdateInputFrameInPlaceUponDynamics, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics)
|
||||
}
|
||||
|
||||
func GetRoomDownsyncFrame(renderFrameBuffer *resolv.RingBuffer, frameId int32) *js.Object {
|
||||
|
Reference in New Issue
Block a user