mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-17 12:36:46 +00:00
Compare commits
8 Commits
v1.0.9
...
v1.0.12-dd
Author | SHA1 | Date | |
---|---|---|---|
|
6b503ec95d | ||
|
71f2a1ecdf | ||
|
de9f3c9090 | ||
|
96e355eab3 | ||
|
16e1d8a913 | ||
|
04b033be7e | ||
|
7fd96b335a | ||
|
8cd5f1d475 |
@@ -10,6 +10,11 @@ This project is a demo for a websocket-based rollback netcode inspired by [GGPO]
|
||||
|
||||

|
||||
|
||||
**Since v1.0.12, smoothness in worst cases (e.g. turn-around on ground, in air and after dashing) is drastically improved due to update of prediction approach. The gifs and corresponding screenrecordings above are not updated because there's no big difference when network is good -- however, `input delay` is now set to `4 frames` -- while `input delay = 6 frames` was used in the screenrecordings -- and smoothness is even better now (well there's [a new screenrecording for PcWifi vs Android4g here](https://pan.baidu.com/s/1iNrQ2l_wqbWkURMIfyG88w?pwd=fe2f)).** Key changes are listed below.
|
||||
- [change#1](https://github.com/genxium/DelayNoMore/blob/de9f3c90902bc6da98359be996887a55964e011e/jsexport/battle/battle.go#L647)
|
||||
- [change#2](https://github.com/genxium/DelayNoMore/blob/de9f3c90902bc6da98359be996887a55964e011e/frontend/assets/scripts/Map.js#L1451)
|
||||
- [change#3](https://github.com/genxium/DelayNoMore/blob/de9f3c90902bc6da98359be996887a55964e011e/battle_srv/models/room.go#L1312)
|
||||
|
||||
As lots of feedbacks ask for a discussion on using UDP instead, I tried to summarize my personal opinion about it in [ConcerningEdgeCases](./ConcerningEdgeCases.md) -- **since v0.9.25, the project is actually equipped with UDP capabilities as follows**.
|
||||
- When using the so called `native apps` on `Android` and `Windows` (I'm working casually hard to support `iOS` next), the frontends will try to use UDP hole-punching w/ the help of backend as a registry. If UDP hole-punching is working, the rollback is often less than `turn-around frames to recover` and thus not noticeable, being much better than using websocket alone. This video shows how the UDP holepunched p2p performs for [Phone-Wifi v.s. PC-Wifi (viewed by PC side)](https://pan.baidu.com/s/1K6704bJKlrSBTVqGcXhajA?pwd=l7ok).
|
||||
- If UDP hole-punching is not working, e.g. for Symmetric NAT like in 4G/5G cellular network, the frontends will use backend as a UDP tunnel (or relay, whatever you like to call it). This video shows how the UDP tunnel performs for [Phone-4G v.s. PC-Wifi (merged view@v0.9.34, excellent synchronization)](https://pan.baidu.com/s/1yeIrN5TSf6_av_8-N3vdVg?pwd=7tzw).
|
||||
|
@@ -85,7 +85,6 @@ func (p *playerController) SMSCaptchaGet(c *gin.Context) {
|
||||
c.Set(api.RET, Constants.RetCode.SmsCaptchaRequestedTooFrequently)
|
||||
return
|
||||
}
|
||||
Logger.Info("A new SmsCaptcha record is needed for: ", zap.String("key", redisKey))
|
||||
pass := false
|
||||
var succRet int
|
||||
if Conf.General.ServerEnv == SERVER_ENV_TEST {
|
||||
@@ -93,32 +92,28 @@ func (p *playerController) SMSCaptchaGet(c *gin.Context) {
|
||||
if nil == err && nil != player {
|
||||
pass = true
|
||||
succRet = Constants.RetCode.IsTestAcc
|
||||
Logger.Info("A new SmsCaptcha record is needed for: ", zap.String("key", redisKey), zap.Any("player", player))
|
||||
}
|
||||
}
|
||||
|
||||
if !pass {
|
||||
player, err := models.GetPlayerByName(req.Num)
|
||||
if nil == err && nil != player {
|
||||
pass = true
|
||||
succRet = Constants.RetCode.IsBotAcc
|
||||
}
|
||||
}
|
||||
|
||||
if !pass {
|
||||
if RE_PHONE_NUM.MatchString(req.Num) {
|
||||
succRet = Constants.RetCode.Ok
|
||||
pass = true
|
||||
}
|
||||
if req.CountryCode == "86" {
|
||||
if RE_CHINA_PHONE_NUM.MatchString(req.Num) {
|
||||
succRet = Constants.RetCode.Ok
|
||||
pass = true
|
||||
} else {
|
||||
succRet = Constants.RetCode.InvalidRequestParam
|
||||
pass = false
|
||||
/*
|
||||
// Real phonenum is not supported yet!
|
||||
if !pass {
|
||||
if RE_PHONE_NUM.MatchString(req.Num) {
|
||||
succRet = Constants.RetCode.Ok
|
||||
pass = true
|
||||
}
|
||||
if req.CountryCode == "86" {
|
||||
if RE_CHINA_PHONE_NUM.MatchString(req.Num) {
|
||||
succRet = Constants.RetCode.Ok
|
||||
pass = true
|
||||
} else {
|
||||
succRet = Constants.RetCode.InvalidRequestParam
|
||||
pass = false
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
if !pass {
|
||||
c.Set(api.RET, Constants.RetCode.InvalidRequestParam)
|
||||
return
|
||||
@@ -481,16 +476,6 @@ func (p *playerController) maybeCreateNewPlayer(req smsCaptchaReq) (*models.Play
|
||||
Logger.Info("Got a test env player:", zap.Any("phonenum", req.Num), zap.Any("playerId", player.Id))
|
||||
return player, nil
|
||||
}
|
||||
} else {
|
||||
botPlayer, err := models.GetPlayerByName(req.Num)
|
||||
if err != nil {
|
||||
Logger.Error("Seeking bot player error:", zap.Error(err))
|
||||
return nil, err
|
||||
}
|
||||
if botPlayer != nil {
|
||||
Logger.Info("Got a bot player:", zap.Any("phonenum", req.Num), zap.Any("playerId", botPlayer.Id))
|
||||
return botPlayer, nil
|
||||
}
|
||||
}
|
||||
|
||||
bind, err := models.GetPlayerAuthBinding(Constants.AuthChannel.Sms, extAuthID)
|
||||
|
@@ -74,7 +74,7 @@ func Test_SMSCaptchaGet_illegalPhone(t *testing.T) {
|
||||
|
||||
func Test_SMSCaptchaGet_testAcc(t *testing.T) {
|
||||
player, err := getTestPlayer()
|
||||
if err == nil && player != nil {
|
||||
if nil == err && nil != player {
|
||||
resp := mustDoSmsCaptchaGetReq(fakeSMSCaptchReq(player.Name), t)
|
||||
if resp.Ret != Constants.RetCode.IsTestAcc {
|
||||
t.Fail()
|
||||
|
@@ -77,13 +77,14 @@ func getPlayer(cond sq.Eq) (*Player, error) {
|
||||
return nil, err
|
||||
}
|
||||
rows, err := storage.MySQLManagerIns.Queryx(query, args...)
|
||||
if err != nil {
|
||||
if nil != err {
|
||||
return nil, err
|
||||
}
|
||||
cols, err := rows.Columns()
|
||||
if nil != err {
|
||||
panic(err)
|
||||
}
|
||||
cnt := 0
|
||||
for rows.Next() {
|
||||
// TODO: Do it more elegantly, but by now I don't have time to learn reflection of Golang
|
||||
vals := rowValues(rows, cols)
|
||||
@@ -105,9 +106,14 @@ func getPlayer(cond sq.Eq) (*Player, error) {
|
||||
}
|
||||
}
|
||||
Logger.Debug("Queried player from db", zap.Any("cond", cond), zap.Any("p", p), zap.Any("pd", pd), zap.Any("cols", cols), zap.Any("rowValues", vals))
|
||||
cnt++
|
||||
}
|
||||
if 0 < cnt {
|
||||
p.PlayerDownsync = pd
|
||||
return &p, nil
|
||||
} else {
|
||||
return nil, nil
|
||||
}
|
||||
p.PlayerDownsync = pd
|
||||
return &p, nil
|
||||
}
|
||||
|
||||
func (p *Player) Insert(tx *sqlx.Tx) error {
|
||||
|
@@ -407,6 +407,9 @@ func (pR *Room) rdfIdToActuallyUsedInputString() string {
|
||||
}
|
||||
fireballsStrBldr := make([]string, 0, len(rdf.FireballBullets))
|
||||
for _, fireball := range rdf.FireballBullets {
|
||||
if 0 > fireball.BattleAttr.BulletLocalId {
|
||||
break
|
||||
}
|
||||
fireballsStrBldr = append(fireballsStrBldr, pR.fireballDownsyncStr(fireball))
|
||||
}
|
||||
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])))
|
||||
@@ -801,7 +804,7 @@ func (pR *Room) OnDismissed() {
|
||||
pR.PlayerSignalToCloseDict = make(map[int32]SignalToCloseConnCbType)
|
||||
pR.PlayerSecondarySignalToCloseDict = make(map[int32]SignalToCloseConnCbType)
|
||||
pR.JoinIndexBooleanArr = make([]bool, pR.Capacity)
|
||||
pR.RenderCacheSize = 256
|
||||
pR.RenderCacheSize = 1024
|
||||
pR.RenderFrameBuffer = resolv.NewRingBuffer(pR.RenderCacheSize)
|
||||
pR.InputsBuffer = resolv.NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
|
||||
pR.rdfIdToActuallyUsedInput = make(map[int32]*pb.InputFrameDownsync)
|
||||
@@ -1198,7 +1201,8 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
|
||||
}
|
||||
if clientInputFrameId < player.LastConsecutiveRecvInputFrameId {
|
||||
// [WARNING] It's important for correctness that we use "player.LastConsecutiveRecvInputFrameId" instead of "pR.LastIndividuallyConfirmedInputFrameId[player.JoinIndex-1]" here!
|
||||
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)))
|
||||
//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)))
|
||||
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, playerLastConsecutiveRecvInputFrameId=%v", pR.Id, playerId, clientInputFrameId, player.LastConsecutiveRecvInputFrameId))
|
||||
continue
|
||||
}
|
||||
if clientInputFrameId > pR.InputsBuffer.EdFrameId {
|
||||
@@ -1256,7 +1260,7 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
|
||||
shouldBreakConfirmation = true // Could be an `ACTIVE SLOW TICKER` here, but no action needed for now
|
||||
break
|
||||
}
|
||||
Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable for roomId=%v, skipping UNCONFIRMED BUT INACTIVE player(id:%v, joinIndex:%v) while checking inputFrameId=[%v, %v): InputsBuffer=%v", pR.Id, player.Id, player.JoinIndex, inputFrameId1, pR.InputsBuffer.EdFrameId, pR.InputsBufferString(false)))
|
||||
//Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable for roomId=%v, skipping UNCONFIRMED BUT INACTIVE player(id:%v, joinIndex:%v) while checking inputFrameId=[%v, %v): InputsBuffer=%v", pR.Id, player.Id, player.JoinIndex, inputFrameId1, pR.InputsBuffer.EdFrameId, pR.InputsBufferString(false)))
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1313,7 +1317,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
|
||||
pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
|
||||
}
|
||||
if 0 < unconfirmedMask {
|
||||
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))
|
||||
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))
|
||||
}
|
||||
} else {
|
||||
// Type#2 helps resolve the edge case when all players are disconnected temporarily
|
||||
@@ -1388,7 +1392,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
|
||||
}
|
||||
}
|
||||
|
||||
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"
|
||||
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 in "forceConfirmationIfApplicable"
|
||||
pR.CurDynamicsRenderFrameId++
|
||||
}
|
||||
}
|
||||
@@ -1539,6 +1543,7 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *pb.InputsBufferSnapsh
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
for _, player := range pR.PlayersArr {
|
||||
@@ -1555,11 +1560,16 @@ func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *pb.InputsBufferSnapsh
|
||||
|
||||
if playerDownsyncChan, existent := pR.PlayerDownsyncChanDict[player.Id]; existent {
|
||||
playerDownsyncChan <- (*inputsBufferSnapshot)
|
||||
//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))
|
||||
//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))
|
||||
} else {
|
||||
Logger.Warn(fmt.Sprintf("playerDownsyncChan for (roomId: %d, playerId:%d) is gone", pR.Id, player.Id))
|
||||
}
|
||||
}
|
||||
/*
|
||||
toSendInputFrameDownsyncs := inputsBufferSnapshot.ToSendInputFrameDownsyncs
|
||||
toSendInputFrameIdSt, toSendInputFrameIdEd := toSendInputFrameDownsyncs[0].InputFrameId, toSendInputFrameDownsyncs[len(toSendInputFrameDownsyncs)-1].InputFrameId+1
|
||||
Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot{refRenderFrameId:%d, unconfirmedMask:%v, inputFrameIdRange:[%d, %d)} to {roomId: %d}", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id))
|
||||
*/
|
||||
}
|
||||
|
||||
func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRenderFrameId int32, unconfirmedMask uint64, toSendInputFrameDownsyncsSnapshot []*pb.InputFrameDownsync, shouldForceResync bool) {
|
||||
@@ -1602,9 +1612,10 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
|
||||
pbRefRenderFrame := toPbRoomDownsyncFrame(refRenderFrame)
|
||||
pbRefRenderFrame.SpeciesIdList = pR.SpeciesIdList
|
||||
pR.sendSafely(pbRefRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false, MAGIC_JOIN_INDEX_DEFAULT)
|
||||
//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)))
|
||||
if shouldResync1 || shouldResync3 {
|
||||
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))
|
||||
} else {
|
||||
//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)))
|
||||
}
|
||||
} else {
|
||||
pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false, MAGIC_JOIN_INDEX_DEFAULT)
|
||||
|
@@ -241,7 +241,7 @@
|
||||
"ctor": "Float64Array",
|
||||
"array": [
|
||||
-379.577,
|
||||
90.576,
|
||||
140,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
@@ -468,7 +468,7 @@
|
||||
"ctor": "Float64Array",
|
||||
"array": [
|
||||
0,
|
||||
-68.939,
|
||||
-13.057,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@@ -714,6 +714,11 @@ cc.Class({
|
||||
shouldForceDumping2 = false;
|
||||
shouldForceResync = false;
|
||||
self.othersForcedDownsyncRenderFrameDict.set(rdfId, rdf);
|
||||
if (CC_DEBUG) {
|
||||
console.warn(`Someone else is forced to resync! renderFrameId=${rdf.GetId()}
|
||||
backendUnconfirmedMask=${pbRdf.backendUnconfirmedMask}
|
||||
accompaniedInputFrameDownsyncBatchRange=[${null == accompaniedInputFrameDownsyncBatch ? null : accompaniedInputFrameDownsyncBatch[0].inputFrameId}, ${null == accompaniedInputFrameDownsyncBatch ? null : accompaniedInputFrameDownsyncBatch[accompaniedInputFrameDownsyncBatch.length - 1].inputFrameId}]`);
|
||||
}
|
||||
}
|
||||
/*
|
||||
TODO
|
||||
@@ -744,10 +749,15 @@ cc.Class({
|
||||
// In fact, not having "window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet" should already imply that "self.renderFrameId <= rdfId", but here we double check and log the anomaly
|
||||
|
||||
if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdfId) {
|
||||
console.log('On battle started! renderFrameId=', rdfId);
|
||||
console.log(`On battle started! renderFrameId=${rdfId}`);
|
||||
} else {
|
||||
self.hideFindingPlayersGUI();
|
||||
console.warn('On battle resynced! renderFrameId=', rdf.GetId());
|
||||
if (CC_DEBUG) {
|
||||
console.warn(`On battle resynced! renderFrameId=${rdf.GetId()}
|
||||
accompaniedInputFrameDownsyncBatchRange=[${accompaniedInputFrameDownsyncBatch[0].inputFrameId}, ${accompaniedInputFrameDownsyncBatch[accompaniedInputFrameDownsyncBatch.length - 1].inputFrameId}]`);
|
||||
} else {
|
||||
console.warn(`On battle resynced! renderFrameId=${rdf.GetId()}`);
|
||||
}
|
||||
}
|
||||
|
||||
self.renderFrameId = rdfId;
|
||||
@@ -865,13 +875,20 @@ cc.Class({
|
||||
_markConfirmationIfApplicable() {
|
||||
const self = this;
|
||||
let newAllConfirmedCnt = 0;
|
||||
while (self.recentInputCache.GetStFrameId() <= self.lastAllConfirmedInputFrameId && self.lastAllConfirmedInputFrameId < self.recentInputCache.GetEdFrameId()) {
|
||||
const inputFrameDownsync = self.recentInputCache.GetByFrameId(self.lastAllConfirmedInputFrameId);
|
||||
let candidateInputFrameId = (self.lastAllConfirmedInputFrameId + 1);
|
||||
if (candidateInputFrameId < self.recentInputCache.GetStFrameId()) {
|
||||
candidateInputFrameId = self.recentInputCache.GetStFrameId();
|
||||
}
|
||||
while (self.recentInputCache.GetStFrameId() <= candidateInputFrameId && candidateInputFrameId < self.recentInputCache.GetEdFrameId()) {
|
||||
const inputFrameDownsync = gopkgs.GetInputFrameDownsync(self.recentInputCache, candidateInputFrameId);
|
||||
if (null == inputFrameDownsync) break;
|
||||
if (self._allConfirmed(inputFrameDownsync.ConfirmedList)) break;
|
||||
++self.lastAllConfirmedInputFrameId;
|
||||
if (false == self._allConfirmed(inputFrameDownsync.GetConfirmedList())) break;
|
||||
++candidateInputFrameId;
|
||||
++newAllConfirmedCnt;
|
||||
}
|
||||
if (0 < newAllConfirmedCnt) {
|
||||
self.lastAllConfirmedInputFrameId = candidateInputFrameId - 1;
|
||||
}
|
||||
return newAllConfirmedCnt;
|
||||
},
|
||||
|
||||
@@ -898,18 +915,17 @@ cc.Class({
|
||||
}
|
||||
// [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!
|
||||
self.lastAllConfirmedInputFrameId = inputFrameDownsyncId;
|
||||
|
||||
const localInputFrame = self.recentInputCache.GetByFrameId(inputFrameDownsyncId);
|
||||
const localInputFrame = gopkgs.GetInputFrameDownsync(self.recentInputCache, inputFrameDownsyncId);
|
||||
if (null != localInputFrame
|
||||
&&
|
||||
null == firstPredictedYetIncorrectInputFrameId
|
||||
&&
|
||||
!self.equalInputLists(localInputFrame.InputList, inputFrameDownsync.inputList)
|
||||
!self.equalInputLists(localInputFrame.GetInputList(), inputFrameDownsync.inputList)
|
||||
) {
|
||||
firstPredictedYetIncorrectInputFrameId = inputFrameDownsyncId;
|
||||
}
|
||||
// [WARNING] Take all "inputFrameDownsync" from backend as all-confirmed, it'll be later checked by "rollbackAndChase".
|
||||
inputFrameDownsync.confirmedList = (1 << self.playerRichInfoDict.size) - 1;
|
||||
inputFrameDownsync.confirmedList = (1 << window.boundRoomCapacity) - 1;
|
||||
const inputFrameDownsyncLocal = gopkgs.NewInputFrameDownsync(inputFrameDownsync.inputFrameId, inputFrameDownsync.inputList, inputFrameDownsync.confirmedList); // "battle.InputFrameDownsync" in "jsexport"
|
||||
for (let j in self.playerRichInfoArr) {
|
||||
const jj = parseInt(j);
|
||||
@@ -952,7 +968,7 @@ cc.Class({
|
||||
firstPredictedYetIncorrectInputFrameId: ${firstPredictedYetIncorrectInputFrameId}
|
||||
lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}
|
||||
recentInputCache=${self._stringifyRecentInputCache(false)}
|
||||
batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inputFrameId}]
|
||||
batchInputFrameIdRange=[${null == batch ? null : batch[0].inputFrameId}, ${null == batch ? null : batch[batch.length - 1].inputFrameId}]
|
||||
fromUDP=${fromUDP}`);
|
||||
}
|
||||
self.chaserRenderFrameId = renderFrameId1;
|
||||
@@ -995,8 +1011,9 @@ fromUDP=${fromUDP}`);
|
||||
}
|
||||
const peerJoinIndexMask = (1 << (peerJoinIndex - 1));
|
||||
self.getOrPrefabInputFrameUpsync(inputFrameId, false); // Make sure that inputFrame exists locally
|
||||
const existingInputFrame = self.recentInputCache.GetByFrameId(inputFrameId);
|
||||
if (0 < (existingInputFrame.ConfirmedList & peerJoinIndexMask)) {
|
||||
const existingInputFrame = gopkgs.GetInputFrameDownsync(self.recentInputCache, inputFrameId);
|
||||
const existingConfirmedList = existingInputFrame.GetConfirmedList();
|
||||
if (0 < (existingConfirmedList & peerJoinIndexMask)) {
|
||||
continue;
|
||||
}
|
||||
if (inputFrameId > self.lastIndividuallyConfirmedInputFrameId[peerJoinIndex - 1]) {
|
||||
@@ -1005,9 +1022,10 @@ fromUDP=${fromUDP}`);
|
||||
}
|
||||
effCnt += 1;
|
||||
// the returned "gopkgs.NewInputFrameDownsync.InputList" is immutable, thus we can only modify the values in "newInputList" and "newConfirmedList"!
|
||||
let newInputList = existingInputFrame.InputList.slice();
|
||||
const existingInputList = existingInputFrame.GetInputList();
|
||||
let newInputList = existingInputFrame.GetInputList().slice();
|
||||
newInputList[peerJoinIndex - 1] = peerEncodedInput;
|
||||
let newConfirmedList = (existingInputFrame.ConfirmedList | peerJoinIndex);
|
||||
let newConfirmedList = (existingConfirmedList | peerJoinIndexMask);
|
||||
const newInputFrameDownsyncLocal = gopkgs.NewInputFrameDownsync(inputFrameId, newInputList, newConfirmedList);
|
||||
//console.log(`Updated encoded input of peerJoinIndex=${peerJoinIndex} to ${peerEncodedInput} for inputFrameId=${inputFrameId}/renderedInputFrameIdUpper=${renderedInputFrameIdUpper} from ${JSON.stringify(inputFrame)}; newInputFrameDownsyncLocal=${self.gopkgsInputFrameDownsyncStr(newInputFrameDownsyncLocal)}; existingInputFrame=${self.gopkgsInputFrameDownsyncStr(existingInputFrame)}`);
|
||||
self.recentInputCache.SetByFrameId(newInputFrameDownsyncLocal, inputFrameId);
|
||||
@@ -1018,7 +1036,7 @@ fromUDP=${fromUDP}`);
|
||||
if (
|
||||
null == firstPredictedYetIncorrectInputFrameId
|
||||
&&
|
||||
existingInputFrame.InputList[peerJoinIndex - 1] != peerEncodedInput
|
||||
existingInputList[peerJoinIndex - 1] != peerEncodedInput
|
||||
) {
|
||||
firstPredictedYetIncorrectInputFrameId = inputFrameId;
|
||||
}
|
||||
@@ -1159,9 +1177,11 @@ fromUDP=${fromUDP}`);
|
||||
const delayedInputFrameId = gopkgs.ConvertToDelayedInputFrameId(rdf.GetId());
|
||||
const othersForcedDownsyncRenderFrame = self.othersForcedDownsyncRenderFrameDict.get(rdf.GetId());
|
||||
if (self.lastAllConfirmedInputFrameId >= delayedInputFrameId && !self.equalRoomDownsyncFrames(othersForcedDownsyncRenderFrame, rdf)) {
|
||||
console.warn(`Mismatched render frame@rdf.id=${rdf.GetId()} w/ inputFrameId=${delayedInputFrameId}:
|
||||
rdf=${JSON.stringify(rdf)}
|
||||
othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame)}`);
|
||||
if (CC_DEBUG) {
|
||||
console.warn(`Mismatched render frame@rdf.id=${rdf.GetId()} w/ inputFrameId=${delayedInputFrameId}:
|
||||
rdf=${self._stringifyGopkgRdfForFrameDataLogging(rdf)}
|
||||
othersForcedDownsyncRenderFrame=${self._stringifyGopkgRdfForFrameDataLogging(othersForcedDownsyncRenderFrame)}`);
|
||||
}
|
||||
rdf = othersForcedDownsyncRenderFrame;
|
||||
self.othersForcedDownsyncRenderFrameDict.delete(rdf.GetId());
|
||||
}
|
||||
@@ -1418,8 +1438,25 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
|
||||
const j = gopkgs.ConvertToDelayedInputFrameId(i);
|
||||
const delayedInputFrame = gopkgs.GetInputFrameDownsync(self.recentInputCache, j);
|
||||
|
||||
const allowUpdateInputFrameInPlaceUponDynamics = (!isChasing);
|
||||
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);
|
||||
if (hasInputFrameUpdatedOnDynamics) {
|
||||
const ii = gopkgs.ConvertToFirstUsedRenderFrameId(j);
|
||||
if (ii < i) {
|
||||
/*
|
||||
[WARNING]
|
||||
If we don't rollback at this spot, when the mutated "delayedInputFrame.inputList" a.k.a. "inputFrame#j" matches the later downsynced version, rollback WOULDN'T be triggered for the incorrectly rendered "renderFrame#(ii+1)", and it would STAY IN HISTORY FOREVER -- as the history becomes incorrect, EVERY LATEST renderFrame since "inputFrame#j" was mutated would be ALWAYS incorrectly rendering too!
|
||||
|
||||
The backend counterpart doesn't need this rollback because
|
||||
1. Backend only applies all-confirmed inputFrames to calc dynamics.
|
||||
2. Backend applies an all-confirmed inputFrame to all applicable render frames at once.
|
||||
*/
|
||||
self._handleIncorrectlyRenderedPrediction(j, null, false);
|
||||
}
|
||||
}
|
||||
if (self.frameDataLoggingEnabled) {
|
||||
const actuallyUsedInputClone = delayedInputFrame.GetInputList();
|
||||
// [WARNING] The "inputList" of "delayedInputFrame" could be mutated in "ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs", thus should clone after dynamics is applied!
|
||||
const actuallyUsedInputClone = delayedInputFrame.GetInputList().slice();
|
||||
const inputFrameDownsyncClone = {
|
||||
inputFrameId: j,
|
||||
inputList: actuallyUsedInputClone,
|
||||
@@ -1427,8 +1464,6 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
|
||||
};
|
||||
self.rdfIdToActuallyUsedInput.set(i, inputFrameDownsyncClone);
|
||||
}
|
||||
const allowUpdateInputFrameInPlaceUponDynamics = (!isChasing);
|
||||
const renderRes = gopkgs.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(self.recentInputCache, i, collisionSys, collisionSysMap, self.spaceOffsetX, self.spaceOffsetY, self.chConfigsOrderedByJoinIndex, self.recentRenderCache, self.collisionHolder, self.effPushbacks, self.hardPushbackNormsArr, self.jumpedOrNotList, self.dynamicRectangleColliders, self.lastIndividuallyConfirmedInputFrameId, self.lastIndividuallyConfirmedInputList, allowUpdateInputFrameInPlaceUponDynamics, self.selfPlayerInfo.joinIndex);
|
||||
const nextRdf = gopkgs.GetRoomDownsyncFrame(self.recentRenderCache, i + 1);
|
||||
|
||||
if (true == isChasing) {
|
||||
@@ -1544,34 +1579,41 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
|
||||
if (null == inputFrameDownsync) return "{}";
|
||||
const self = this;
|
||||
let s = [];
|
||||
s.push(`InputFrameId:${inputFrameDownsync.InputFrameId}`);
|
||||
s.push(`InputFrameId:${inputFrameDownsync.GetInputFrameId()}`);
|
||||
let ss = [];
|
||||
for (let k = 0; k < window.boundRoomCapacity; ++k) {
|
||||
ss.push(`"${inputFrameDownsync.InputList[k]}"`);
|
||||
ss.push(`"${inputFrameDownsync.GetInputList()[k]}"`);
|
||||
}
|
||||
s.push(`InputList:[${ss.join(',')}]`);
|
||||
s.push(`ConfirmedList:${inputFrameDownsync.ConfirmedList}`);
|
||||
s.push(`ConfirmedList:${inputFrameDownsync.GetConfirmedList()}`);
|
||||
|
||||
return `{${s.join(',')}}`;
|
||||
},
|
||||
|
||||
_stringifyGopkgRdfForFrameDataLogging(rdf) {
|
||||
const playersStrBldr = [];
|
||||
for (let k = 0; k < window.boundRoomCapacity; k++) {
|
||||
playersStrBldr.push(this.playerDownsyncStr(gopkgs.GetPlayer(rdf, k)));
|
||||
}
|
||||
const fireballsStrBldr = [];
|
||||
for (let k = 0;; k++) {
|
||||
const fireball = gopkgs.GetFireballBullet(rdf, k);
|
||||
if (null == fireball) break;
|
||||
fireballsStrBldr.push(this.fireballDownsyncStr(fireball));
|
||||
}
|
||||
return `rdfId:${rdf.GetId()}
|
||||
players:[${playersStrBldr.join(',')}]
|
||||
fireballs:[${fireballsStrBldr.join(',')}]`;
|
||||
},
|
||||
|
||||
_stringifyRdfIdToActuallyUsedInput() {
|
||||
const self = this;
|
||||
let s = [];
|
||||
for (let i = self.recentRenderCache.GetStFrameId(); i < self.recentRenderCache.GetEdFrameId(); i++) {
|
||||
const actuallyUsedInputClone = self.rdfIdToActuallyUsedInput.get(i);
|
||||
const rdf = self.recentRenderCache.GetByFrameId(i);
|
||||
const playersStrBldr = [];
|
||||
for (let k in rdf.GetPlayersArr()) {
|
||||
playersStrBldr.push(self.playerDownsyncStr(rdf.GetPlayersArr()[k]));
|
||||
}
|
||||
const fireballsStrBldr = [];
|
||||
for (let k in rdf.FireballBullets) {
|
||||
fireballsStrBldr.push(self.fireballDownsyncStr(rdf.FireballBullets[k]));
|
||||
}
|
||||
s.push(`rdfId:${i}
|
||||
players:[${playersStrBldr.join(',')}]
|
||||
fireballs:[${fireballsStrBldr.join(',')}]
|
||||
const rdf = gopkgs.GetRoomDownsyncFrame(self.recentRenderCache, i);
|
||||
const rdfStr = self._stringifyGopkgRdfForFrameDataLogging(rdf);
|
||||
s.push(`${rdfStr}
|
||||
actuallyUsedinputList:{${self.inputFrameDownsyncStr(actuallyUsedInputClone)}}`);
|
||||
}
|
||||
|
||||
|
File diff suppressed because one or more lines are too long
@@ -490,7 +490,8 @@ func calcHardPushbacksNorms(joinIndex int32, currPlayerDownsync, thatPlayerInNex
|
||||
return retCnt
|
||||
}
|
||||
|
||||
func UpdateInputFrameInPlaceUponDynamics(inputFrameId int32, roomCapacity int, confirmedList uint64, inputList []uint64, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics int32) {
|
||||
func UpdateInputFrameInPlaceUponDynamics(inputFrameId int32, roomCapacity int, confirmedList uint64, inputList []uint64, lastIndividuallyConfirmedInputFrameId []int32, lastIndividuallyConfirmedInputList []uint64, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics int32) bool {
|
||||
hasInputFrameUpdatedOnDynamics := false
|
||||
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
|
||||
@@ -503,8 +504,13 @@ func UpdateInputFrameInPlaceUponDynamics(inputFrameId int32, roomCapacity int, c
|
||||
if lastIndividuallyConfirmedInputFrameId[i] >= inputFrameId {
|
||||
continue
|
||||
}
|
||||
inputList[i] = (lastIndividuallyConfirmedInputList[i] & uint64(15))
|
||||
newVal := (lastIndividuallyConfirmedInputList[i] & uint64(15))
|
||||
if newVal != inputList[i] {
|
||||
inputList[i] = newVal
|
||||
hasInputFrameUpdatedOnDynamics = true
|
||||
}
|
||||
}
|
||||
return hasInputFrameUpdatedOnDynamics
|
||||
}
|
||||
|
||||
func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, currRenderFrame *RoomDownsyncFrame, chConfig *CharacterConfig, inputsBuffer *resolv.RingBuffer) (int, bool, int32, int32) {
|
||||
@@ -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