package battle import ( //"fmt" "math" "resolv" ) const ( MAX_FLOAT64 = resolv.MaxFloat64 MAX_INT32 = int32(999999999) COLLISION_PLAYER_INDEX_PREFIX = (1 << 17) COLLISION_BARRIER_INDEX_PREFIX = (1 << 16) COLLISION_BULLET_INDEX_PREFIX = (1 << 15) PATTERN_ID_UNABLE_TO_OP = -2 PATTERN_ID_NO_OP = -1 WORLD_TO_VIRTUAL_GRID_RATIO = float64(10.0) VIRTUAL_GRID_TO_WORLD_RATIO = float64(1.0) / WORLD_TO_VIRTUAL_GRID_RATIO GRAVITY_X = int32(0) GRAVITY_Y = -int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO) // makes all "playerCollider.Y" a multiple of 0.5 in all cases INPUT_DELAY_FRAMES = int32(4) // in the count of render frames /* [WARNING] Experimentally having an input rate > 15 (e.g., 60 >> 2) doesn't improve multiplayer smoothness, in fact higher input rate often results in higher packet loss (both TCP and UDP) thus higher wrong prediction rate! */ INPUT_SCALE_FRAMES = uint32(2) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames) SP_ATK_LOOKUP_FRAMES = int32(5) SNAP_INTO_PLATFORM_OVERLAP = float64(0.1) SNAP_INTO_PLATFORM_THRESHOLD = float64(0.5) VERTICAL_PLATFORM_THRESHOLD = float64(0.9) MAGIC_FRAMES_TO_BE_ONWALL = int32(12) DYING_FRAMES_TO_RECOVER = int32(60) // MUST BE SAME FOR EVERY CHARACTER FOR FAIRNESS! NO_SKILL = -1 NO_SKILL_HIT = -1 NO_LOCK_VEL = int32(-1) // Used in preallocated RoomDownsyncFrame to check termination TERMINATING_BULLET_LOCAL_ID = int32(-1) TERMINATING_PLAYER_ID = int32(-1) TERMINATING_RENDER_FRAME_ID = int32(-1) ) // These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged. var DIRECTION_DECODER = [][]int32{ {0, 0}, {0, +2}, {0, -2}, {+2, 0}, {-2, 0}, {+1, +1}, {-1, -1}, {+1, -1}, {-1, +1}, } const ( BULLET_STARTUP = int32(0) BULLET_ACTIVE = int32(1) BULLET_EXPLODING = int32(2) ) const ( ATK_CHARACTER_STATE_IDLE1 = int32(0) ATK_CHARACTER_STATE_WALKING = int32(1) ATK_CHARACTER_STATE_ATK1 = int32(2) ATK_CHARACTER_STATE_ATKED1 = int32(3) ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP = int32(4) ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP = int32(5) ATK_CHARACTER_STATE_INAIR_ATK1 = int32(6) ATK_CHARACTER_STATE_INAIR_ATKED1 = int32(7) ATK_CHARACTER_STATE_BLOWN_UP1 = int32(8) ATK_CHARACTER_STATE_LAY_DOWN1 = int32(9) ATK_CHARACTER_STATE_GET_UP1 = int32(10) ATK_CHARACTER_STATE_ATK2 = int32(11) ATK_CHARACTER_STATE_ATK3 = int32(12) ATK_CHARACTER_STATE_ATK4 = int32(13) ATK_CHARACTER_STATE_ATK5 = int32(14) ATK_CHARACTER_STATE_DASHING = int32(15) ATK_CHARACTER_STATE_ONWALL = int32(16) ATK_CHARACTER_STATE_TURNAROUND = int32(17) ATK_CHARACTER_STATE_DYING = int32(18) ) var inAirSet = map[int32]bool{ ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP: true, ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP: true, ATK_CHARACTER_STATE_INAIR_ATK1: true, ATK_CHARACTER_STATE_INAIR_ATKED1: true, ATK_CHARACTER_STATE_BLOWN_UP1: true, ATK_CHARACTER_STATE_ONWALL: true, ATK_CHARACTER_STATE_DASHING: true, // Yes dashing is an inair state even if you dashed on the ground :) } var noOpSet = map[int32]bool{ ATK_CHARACTER_STATE_ATKED1: true, ATK_CHARACTER_STATE_INAIR_ATKED1: true, ATK_CHARACTER_STATE_BLOWN_UP1: true, ATK_CHARACTER_STATE_LAY_DOWN1: true, // [WARNING] During the invinsible frames of GET_UP1, the player is allowed to take any action ATK_CHARACTER_STATE_DYING: true, } var invinsibleSet = map[int32]bool{ ATK_CHARACTER_STATE_BLOWN_UP1: true, ATK_CHARACTER_STATE_LAY_DOWN1: true, ATK_CHARACTER_STATE_GET_UP1: true, ATK_CHARACTER_STATE_DYING: true, } var nonAttackingSet = map[int32]bool{ ATK_CHARACTER_STATE_IDLE1: true, ATK_CHARACTER_STATE_WALKING: true, ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP: true, ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP: true, ATK_CHARACTER_STATE_ATKED1: true, ATK_CHARACTER_STATE_INAIR_ATKED1: true, ATK_CHARACTER_STATE_BLOWN_UP1: true, ATK_CHARACTER_STATE_LAY_DOWN1: true, ATK_CHARACTER_STATE_GET_UP1: true, ATK_CHARACTER_STATE_DYING: true, } func intAbs(x int32) int32 { if x < 0 { return -x } return x } func ShouldPrefabInputFrameDownsync(prevRenderFrameId int32, renderFrameId int32) (bool, int32) { for i := prevRenderFrameId + 1; i <= renderFrameId; i++ { if (0 <= i) && (0 == (i & ((1 << INPUT_SCALE_FRAMES) - 1))) { return true, i } } return false, -1 } func ShouldGenerateInputFrameUpsync(renderFrameId int32) bool { return ((renderFrameId & ((1 << INPUT_SCALE_FRAMES) - 1)) == 0) } func ConvertToDelayedInputFrameId(renderFrameId int32) int32 { if renderFrameId < INPUT_DELAY_FRAMES { return 0 } return ((renderFrameId - INPUT_DELAY_FRAMES) >> INPUT_SCALE_FRAMES) } func ConvertToNoDelayInputFrameId(renderFrameId int32) int32 { return (renderFrameId >> INPUT_SCALE_FRAMES) } func ConvertToFirstUsedRenderFrameId(inputFrameId int32) int32 { return ((inputFrameId << INPUT_SCALE_FRAMES) + INPUT_DELAY_FRAMES) } func ConvertToLastUsedRenderFrameId(inputFrameId int32) int32 { return ((inputFrameId << INPUT_SCALE_FRAMES) + INPUT_DELAY_FRAMES + (1 << INPUT_SCALE_FRAMES) - 1) } func decodeInput(encodedInput uint64) *InputFrameDecoded { encodedDirection := (encodedInput & uint64(15)) btnALevel := int32((encodedInput >> 4) & 1) btnBLevel := int32((encodedInput >> 5) & 1) return &InputFrameDecoded{ Dx: DIRECTION_DECODER[encodedDirection][0], Dy: DIRECTION_DECODER[encodedDirection][1], BtnALevel: btnALevel, BtnBLevel: btnBLevel, } } type SatResult struct { Overlap float64 OverlapX float64 OverlapY float64 AContainedInB bool BContainedInA bool Axis resolv.Vector } func calcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.ConvexPolygon) (bool, float64, float64, *SatResult) { origX, origY := playerShape.Position() defer func() { playerShape.SetPosition(origX, origY) }() playerShape.SetPosition(origX+oldDx, origY+oldDy) overlapResult := &SatResult{ Overlap: 0, OverlapX: 0, OverlapY: 0, AContainedInB: true, BContainedInA: true, Axis: resolv.Vector{0, 0}, } if overlapped := isPolygonPairOverlapped(playerShape, barrierShape, overlapResult); overlapped { pushbackX, pushbackY := overlapResult.Overlap*overlapResult.OverlapX, overlapResult.Overlap*overlapResult.OverlapY return true, pushbackX, pushbackY, overlapResult } else { return false, 0, 0, overlapResult } } func isPolygonPairOverlapped(a, b *resolv.ConvexPolygon, result *SatResult) bool { aCnt, bCnt := a.Points.Cnt, b.Points.Cnt // Single point case if 1 == aCnt && 1 == bCnt { if nil != result { result.Overlap = 0 } aPoint := a.GetPointByOffset(0) bPoint := b.GetPointByOffset(0) return aPoint[0] == bPoint[0] && aPoint[1] == bPoint[1] } if 1 < aCnt { // Deliberately using "Points" instead of "SATAxes" to avoid unnecessary heap memory alloc for i := int32(0); i < a.Points.Cnt; i++ { u, v := a.GetPointByOffset(i), a.GetPointByOffset(0) if i != a.Points.Cnt-1 { v = a.GetPointByOffset(i + 1) } dy := v[1] - u[1] dx := v[0] - u[0] axis := resolv.Vector{dy, -dx}.Unit() if isPolygonPairSeparatedByDir(a, b, axis, result) { return false } } } if 1 < bCnt { for i := int32(0); i < b.Points.Cnt; i++ { u, v := b.GetPointByOffset(i), b.GetPointByOffset(0) if i != b.Points.Cnt-1 { v = b.GetPointByOffset(i + 1) } dy := v[1] - u[1] dx := v[0] - u[0] axis := resolv.Vector{dy, -dx}.Unit() if isPolygonPairSeparatedByDir(a, b, axis, result) { return false } } } return true } func IsGeneralBulletActive(blState, originatedRenderFrameId, startupFrames, activeFrames, renderFrameId int32) bool { if BULLET_EXPLODING == blState { return false } return (originatedRenderFrameId+startupFrames < renderFrameId) && (originatedRenderFrameId+startupFrames+activeFrames > renderFrameId) } func IsMeleeBulletActive(meleeBullet *MeleeBullet, currRenderFrame *RoomDownsyncFrame) bool { return IsGeneralBulletActive(meleeBullet.BlState, meleeBullet.BattleAttr.OriginatedRenderFrameId, meleeBullet.Bullet.StartupFrames, meleeBullet.Bullet.ActiveFrames, currRenderFrame.Id) } func IsMeleeBulletAlive(meleeBullet *MeleeBullet, currRenderFrame *RoomDownsyncFrame) bool { if BULLET_EXPLODING == meleeBullet.BlState { return meleeBullet.FramesInBlState < meleeBullet.Bullet.ExplosionFrames } return (meleeBullet.BattleAttr.OriginatedRenderFrameId+meleeBullet.Bullet.StartupFrames+meleeBullet.Bullet.ActiveFrames > currRenderFrame.Id) } func IsFireballBulletActive(fireballBullet *FireballBullet, currRenderFrame *RoomDownsyncFrame) bool { return IsGeneralBulletActive(fireballBullet.BlState, fireballBullet.BattleAttr.OriginatedRenderFrameId, fireballBullet.Bullet.StartupFrames, fireballBullet.Bullet.ActiveFrames, currRenderFrame.Id) } func IsFireballBulletAlive(fireballBullet *FireballBullet, currRenderFrame *RoomDownsyncFrame) bool { if BULLET_EXPLODING == fireballBullet.BlState { return fireballBullet.FramesInBlState < fireballBullet.Bullet.ExplosionFrames } return (fireballBullet.BattleAttr.OriginatedRenderFrameId+fireballBullet.Bullet.StartupFrames+fireballBullet.Bullet.ActiveFrames > currRenderFrame.Id) } func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e resolv.Vector, result *SatResult) bool { /* [WARNING] This function is deliberately made private, it shouldn't be used alone (i.e. not along the norms of a polygon), otherwise the pushbacks calculated would be meaningless. Consider the following example a: { anchor: [1337.19 1696.74] points: [[0 0] [24 0] [24 24] [0 24]] }, b: { anchor: [1277.72 1570.56] points: [[642.57 319.16] [0 319.16] [5.73 0] [643.75 0.90]] } e = (-2.98, 1.49).Unit() */ var aStart, aEnd, bStart, bEnd float64 = MAX_FLOAT64, -MAX_FLOAT64, MAX_FLOAT64, -MAX_FLOAT64 for i := int32(0); i < a.Points.Cnt; i++ { p := a.GetPointByOffset(i) dot := (p[0]+a.X)*e[0] + (p[1]+a.Y)*e[1] if aStart > dot { aStart = dot } if aEnd < dot { aEnd = dot } } for i := int32(0); i < b.Points.Cnt; i++ { p := b.GetPointByOffset(i) dot := (p[0]+b.X)*e[0] + (p[1]+b.Y)*e[1] if bStart > dot { bStart = dot } if bEnd < dot { bEnd = dot } } if aStart > bEnd || aEnd < bStart { // Separated by unit vector "e" return true } if nil != result { overlap := float64(0) if aStart < bStart { result.AContainedInB = false if aEnd < bEnd { overlap = aEnd - bStart result.BContainedInA = false } else { option1 := aEnd - bStart option2 := bEnd - aStart if option1 < option2 { overlap = option1 } else { overlap = -option2 } } } else { result.BContainedInA = false if aEnd > bEnd { overlap = aStart - bEnd result.AContainedInB = false } else { option1 := aEnd - bStart option2 := bEnd - aStart if option1 < option2 { overlap = option1 } else { overlap = -option2 } } } currentOverlap := result.Overlap absoluteOverlap := overlap if overlap < 0 { absoluteOverlap = -overlap } if (0 == result.Axis[0] && 0 == result.Axis[1]) || currentOverlap > absoluteOverlap { var sign float64 = 1 if overlap < 0 { sign = -1 } result.Overlap = absoluteOverlap result.OverlapX = e[0] * sign result.OverlapY = e[1] * sign } result.Axis = e } // the specified unit vector "e" doesn't separate "a" and "b", overlap result is generated return false } func WorldToVirtualGridPos(wx, wy float64) (int32, int32) { // [WARNING] Introduces loss of precision! // In JavaScript floating numbers suffer from seemingly non-deterministic arithmetics, and even if certain libs solved this issue by approaches such as fixed-point-number, they might not be used in other libs -- e.g. the "collision libs" we're interested in -- thus couldn't kill all pains. var virtualGridX int32 = int32(math.Round(wx * WORLD_TO_VIRTUAL_GRID_RATIO)) var virtualGridY int32 = int32(math.Round(wy * WORLD_TO_VIRTUAL_GRID_RATIO)) return virtualGridX, virtualGridY } func VirtualGridToWorldPos(vx, vy int32) (float64, float64) { // No loss of precision var wx float64 = float64(vx) * VIRTUAL_GRID_TO_WORLD_RATIO var wy float64 = float64(vy) * VIRTUAL_GRID_TO_WORLD_RATIO return wx, wy } func WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) { return wx - halfBoundingW - leftPadding + collisionSpaceOffsetX, wy - halfBoundingH - bottomPadding + collisionSpaceOffsetY } func PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) { return cx + halfBoundingW + leftPadding - collisionSpaceOffsetX, cy + halfBoundingH + bottomPadding - collisionSpaceOffsetY } func PolygonColliderBLToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (int32, int32) { wx, wy := PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY) return WorldToVirtualGridPos(wx, wy) } func VirtualGridToPolygonColliderBLPos(vx, vy int32, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) { wx, wy := VirtualGridToWorldPos(vx, vy) return WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY) } func calcHardPushbacksNorms(joinIndex int32, currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, playerCollider *resolv.Object, playerShape *resolv.ConvexPolygon, snapIntoPlatformOverlap float64, effPushback *Vec2D, hardPushbackNorms []*Vec2D, collision *resolv.Collision) int { virtualGripToWall := float64(0) if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState && 0 == thatPlayerInNextFrame.VelX && currPlayerDownsync.DirX == thatPlayerInNextFrame.DirX { /* I'm not sure whether this is a bug of "resolv_tailored" (maybe due to my changes), on the x-axis a playerCollider whose right edge reaches "1680.1" is not deemed collided with a side wall whose left edge is "1680.0", while the same extent of intersection is OK in y-axis. The workaround here is to grant a "virtualGripToWall" in x-axis to guarantee that if - "currPlayerDownsync" is on wall, and - "thatPlayerInNextFrame.VelX" is 0 (i.e. no proactive move against the wall), and - there's no change in player facing direction */ xfac := float64(1) if 0 > thatPlayerInNextFrame.DirX { xfac = -xfac } virtualGripToWall = xfac * float64(currPlayerDownsync.Speed) * VIRTUAL_GRID_TO_WORLD_RATIO } retCnt := 0 collided := playerCollider.CheckAllWithHolder(virtualGripToWall, 0, collision) if !collided { return retCnt } //playerColliderCenterX, playerColliderCenterY := playerCollider.Center() //fmt.Printf("joinIndex=%d calcHardPushbacksNorms has non-empty collision;playerColliderPos=(%.2f,%.2f)\n", joinIndex, playerColliderCenterX, playerColliderCenterY) for true { obj := collision.PopFirstCollidedObject() if nil == obj { break } isBarrier := false switch obj.Data.(type) { case *PlayerDownsync, *MeleeBullet, *FireballBullet: default: // By default it's a regular barrier, even if data is nil, note that Golang syntax of switch-case is kind of confusing, this "default" condition is met only if "!*PlayerDownsync && !*MeleeBullet && !*FireballBullet". isBarrier = true } if !isBarrier { continue } barrierShape := obj.Shape.(*resolv.ConvexPolygon) overlapped, pushbackX, pushbackY, overlapResult := calcPushbacks(0, 0, playerShape, barrierShape) if !overlapped { continue } // ALWAY snap into hardPushbacks! // [OverlapX, OverlapY] is the unit vector that points into the platform pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapY hardPushbackNorms[retCnt].X, hardPushbackNorms[retCnt].Y = overlapResult.OverlapX, overlapResult.OverlapY effPushback.X += pushbackX effPushback.Y += pushbackY retCnt++ //fmt.Printf("joinIndex=%d calcHardPushbacksNorms found one hardpushback; immediatePushback=(%.2f,%.2f)\n", joinIndex, pushbackX, pushbackY) } return retCnt } 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 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 } 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) { // returns (patternId, jumpedOrNot, effectiveDx, effectiveDy) delayedInputFrameId := ConvertToDelayedInputFrameId(currRenderFrame.Id) delayedInputFrameIdForPrevRdf := ConvertToDelayedInputFrameId(currRenderFrame.Id - 1) if 0 >= delayedInputFrameId { return PATTERN_ID_UNABLE_TO_OP, false, 0, 0 } if _, existent := noOpSet[currPlayerDownsync.CharacterState]; existent { return PATTERN_ID_UNABLE_TO_OP, false, 0, 0 } delayedInputFrameDownsync := inputsBuffer.GetByFrameId(delayedInputFrameId).(*InputFrameDownsync) delayedInputList := delayedInputFrameDownsync.InputList var delayedInputListForPrevRdf []uint64 = nil if 0 < delayedInputFrameIdForPrevRdf { delayedInputFrameDownsyncForPrevRdf := inputsBuffer.GetByFrameId(delayedInputFrameIdForPrevRdf).(*InputFrameDownsync) delayedInputListForPrevRdf = delayedInputFrameDownsyncForPrevRdf.InputList } jumpedOrNot := false joinIndex := currPlayerDownsync.JoinIndex decodedInput := decodeInput(delayedInputList[joinIndex-1]) effDx, effDy := int32(0), int32(0) prevBtnALevel, prevBtnBLevel := int32(0), int32(0) if nil != delayedInputListForPrevRdf { prevDecodedInput := decodeInput(delayedInputListForPrevRdf[joinIndex-1]) prevBtnALevel = prevDecodedInput.BtnALevel prevBtnBLevel = prevDecodedInput.BtnBLevel } // Jumping is partially allowed within "CapturedByInertia", but moving is only allowed when "0 == FramesToRecover" (constrained later in "ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame") if 0 == currPlayerDownsync.FramesToRecover { effDx, effDy = decodedInput.Dx, decodedInput.Dy } patternId := PATTERN_ID_NO_OP canJumpWithinInertia := currPlayerDownsync.CapturedByInertia && ((chConfig.InertiaFramesToRecover >> 1) > currPlayerDownsync.FramesToRecover) if 0 == currPlayerDownsync.FramesToRecover || canJumpWithinInertia { if decodedInput.BtnBLevel > prevBtnBLevel { if chConfig.DashingEnabled && 0 > decodedInput.Dy && ATK_CHARACTER_STATE_DASHING != currPlayerDownsync.CharacterState { // Checking "DashingEnabled" here to allow jumping when dashing-disabled players pressed "DOWN + BtnB" patternId = 5 } else if _, existent := inAirSet[currPlayerDownsync.CharacterState]; !existent { jumpedOrNot = true } else if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState { jumpedOrNot = true } } } if PATTERN_ID_NO_OP == patternId { if 0 < decodedInput.BtnALevel { if decodedInput.BtnALevel > prevBtnALevel { if 0 > decodedInput.Dy { patternId = 3 } else if 0 < decodedInput.Dy { patternId = 2 } else { patternId = 1 } } else { patternId = 4 // Holding } } } return patternId, jumpedOrNot, effDx, effDy } /* [LONG TERM PERFORMANCE ENHANCEMENT PLAN] 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) var ret *RoomDownsyncFrame = nil candidate := renderFrameBuffer.GetByFrameId(nextRenderFrameId) if nil == candidate { if nextRenderFrameId == renderFrameBuffer.EdFrameId { renderFrameBuffer.DryPut() candidate = renderFrameBuffer.GetByFrameId(nextRenderFrameId) if nil == candidate { // Lazy alloc heap-mem for holder ret = NewPreallocatedRoomDownsyncFrame(roomCapacity, 64, 64) renderFrameBuffer.SetByFrameId(ret, nextRenderFrameId) } else { ret = candidate.(*RoomDownsyncFrame) } } else { panic("Invalid nextRenderFrameId=" + string(nextRenderFrameId) + "!") } } else { ret = candidate.(*RoomDownsyncFrame) } // [WARNING] On backend this function MUST BE called while "InputsBufferLock" is locked! nextRenderFramePlayers := ret.PlayersArr // Make a copy first for i, src := range currRenderFrame.PlayersArr { framesToRecover := src.FramesToRecover - 1 framesInChState := src.FramesInChState + 1 framesInvinsible := src.FramesInvinsible - 1 if framesToRecover < 0 { framesToRecover = 0 } if framesInvinsible < 0 { framesInvinsible = 0 } ClonePlayerDownsync(src.Id, src.VirtualGridX, src.VirtualGridY, src.DirX, src.DirY, src.VelX, src.VelY, framesToRecover, framesInChState, src.ActiveSkillId, src.ActiveSkillHit, framesInvinsible, src.Speed, src.BattleState, src.CharacterState, src.JoinIndex, src.Hp, src.MaxHp, src.ColliderRadius, true, false, src.OnWallNormX, src.OnWallNormY, src.CapturedByInertia, src.BulletTeamId, src.ChCollisionTeamId, src.RevivalVirtualGridX, src.RevivalVirtualGridY, nextRenderFramePlayers[i]) } meleeBulletCnt := 0 nextRenderFrameMeleeBullets := ret.MeleeBullets fireballBulletCnt := 0 nextRenderFrameFireballBullets := ret.FireballBullets 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 { hasInputFrameUpdatedOnDynamics = UpdateInputFrameInPlaceUponDynamics(delayedInputFrameId, roomCapacity, delayedInputFrameDownsync.ConfirmedList, delayedInputList, lastIndividuallyConfirmedInputFrameId, lastIndividuallyConfirmedInputList, toExcludeJoinIndexUpdateInputFrameInPlaceUponDynamics) } } for i, currPlayerDownsync := range currRenderFrame.PlayersArr { chConfig := chConfigsOrderedByJoinIndex[i] thatPlayerInNextFrame := nextRenderFramePlayers[i] patternId, jumpedOrNot, effDx, effDy := deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame, currRenderFrame, chConfig, inputsBuffer) jumpedOrNotList[i] = jumpedOrNot joinIndex := currPlayerDownsync.JoinIndex skillId := chConfig.SkillMapper(patternId, currPlayerDownsync, chConfig.SpeciesId) if skillConfig, existent := skills[skillId]; existent { thatPlayerInNextFrame.ActiveSkillId = int32(skillId) thatPlayerInNextFrame.ActiveSkillHit = 0 thatPlayerInNextFrame.FramesToRecover = skillConfig.RecoveryFrames xfac := int32(1) if 0 > thatPlayerInNextFrame.DirX { xfac = -xfac } hasLockVel := false // Hardcoded to use only the first hit for now switch v := skillConfig.Hits[thatPlayerInNextFrame.ActiveSkillHit].(type) { case *MeleeBullet: CloneMeleeBullet(BULLET_STARTUP, 0, bulletLocalId, currRenderFrameId, joinIndex, currPlayerDownsync.BulletTeamId, v.Bullet, nextRenderFrameMeleeBullets[meleeBulletCnt]) bulletLocalId++ meleeBulletCnt++ if NO_LOCK_VEL != v.Bullet.SelfLockVelX { hasLockVel = true thatPlayerInNextFrame.VelX = xfac * v.Bullet.SelfLockVelX } if NO_LOCK_VEL != v.Bullet.SelfLockVelY { hasLockVel = true thatPlayerInNextFrame.VelY = v.Bullet.SelfLockVelY } case *FireballBullet: CloneFireballBullet(BULLET_STARTUP, 0, currPlayerDownsync.VirtualGridX+xfac*v.Bullet.HitboxOffsetX, currPlayerDownsync.VirtualGridY+v.Bullet.HitboxOffsetY, xfac, 0, v.Speed*xfac, 0, v.Speed, bulletLocalId, currRenderFrameId, joinIndex, currPlayerDownsync.BulletTeamId, v.Bullet, nextRenderFrameFireballBullets[fireballBulletCnt]) bulletLocalId++ fireballBulletCnt++ if NO_LOCK_VEL != v.Bullet.SelfLockVelX { hasLockVel = true thatPlayerInNextFrame.VelX = xfac * v.Bullet.SelfLockVelX } if NO_LOCK_VEL != v.Bullet.SelfLockVelY { hasLockVel = true thatPlayerInNextFrame.VelY = v.Bullet.SelfLockVelY } } if false == hasLockVel && false == currPlayerDownsync.InAir { thatPlayerInNextFrame.VelX = 0 } thatPlayerInNextFrame.CharacterState = skillConfig.BoundChState continue // Don't allow movement if skill is used } if 0 == currPlayerDownsync.FramesToRecover { prevCapturedByInertia := currPlayerDownsync.CapturedByInertia isWallJumping := (chConfig.OnWallEnabled && chConfig.WallJumpingInitVelX == intAbs(currPlayerDownsync.VelX)) /* if isWallJumping { fmt.Printf("joinIndex=%d is wall jumping\n{renderFrame.id: %d, currPlayerDownsync.Speed: %d, currPlayerDownsync.VelX: %d}\n", currPlayerDownsync.JoinIndex, currRenderFrame.Id, currPlayerDownsync.Speed, currPlayerDownsync.VelX) } */ alignedWithInertia := true exactTurningAround := false stoppingFromWalking := false if 0 != effDx && 0 == thatPlayerInNextFrame.VelX { alignedWithInertia = false } else if 0 == effDx && 0 != thatPlayerInNextFrame.VelX { alignedWithInertia = false stoppingFromWalking = true } else if 0 > effDx*thatPlayerInNextFrame.VelX { alignedWithInertia = false exactTurningAround = true } if !jumpedOrNot && !isWallJumping && !prevCapturedByInertia && !alignedWithInertia { /* [WARNING] A "turn-around", or in more generic direction schema a "change in direction" is a hurdle for our current "prediction+rollback" approach, yet applying a "FramesToRecover" for "turn-around" can alleviate the graphical inconsistence to a huge extent! For better operational experience, this is intentionally NOT APPLIED TO WALL JUMPING! When "false == alignedWithInertia", we're GUARANTEED TO BE WRONG AT INPUT PREDICTION ON THE FRONTEND, but we COULD STILL BE RIGHT AT POSITION PREDICTION WITHIN "InertiaFramesToRecover" -- which together with "INPUT_DELAY_FRAMES" grants the frontend a big chance to be graphically consistent even upon wrong prediction! */ //fmt.Printf("joinIndex=%d is not wall jumping and not aligned w/ inertia\n{renderFrame.id: %d, effDx: %d, thatPlayerInNextFrame.VelX: %d}\n", currPlayerDownsync.JoinIndex, currRenderFrame.Id, effDx, thatPlayerInNextFrame.VelX) thatPlayerInNextFrame.CapturedByInertia = true if exactTurningAround { thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_TURNAROUND thatPlayerInNextFrame.FramesToRecover = chConfig.InertiaFramesToRecover } else if stoppingFromWalking { thatPlayerInNextFrame.FramesToRecover = chConfig.InertiaFramesToRecover } else { // Updates CharacterState and thus the animation to make user see graphical feedback asap. thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING thatPlayerInNextFrame.FramesToRecover = (chConfig.InertiaFramesToRecover >> 1) } } else { thatPlayerInNextFrame.CapturedByInertia = false if 0 != effDx { xfac := int32(1) if 0 > effDx { xfac = -xfac } thatPlayerInNextFrame.DirX = effDx thatPlayerInNextFrame.DirY = effDy if isWallJumping { //fmt.Printf("joinIndex=%d is controlling while wall jumping\n{renderFrame.id: %d, currPlayerDownsync.Speed: %d, currPlayerDownsync.VelX: %d, effDx: %d}\n", currPlayerDownsync.JoinIndex, currRenderFrame.Id, currPlayerDownsync.Speed, currPlayerDownsync.VelX, effDx) thatPlayerInNextFrame.VelX = xfac * intAbs(currPlayerDownsync.VelX) } else { thatPlayerInNextFrame.VelX = xfac * currPlayerDownsync.Speed } thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING } else { thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1 thatPlayerInNextFrame.VelX = 0 } } } } /* [WARNING] 1. The dynamic colliders will all be removed from "Space" at the end of this function due to the need for being rollback-compatible. 2. To achieve "zero gc" in "ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame", I deliberately chose a collision system that doesn't use dynamic tree node alloc. */ colliderCnt := 0 // 2. Process player movement for i, currPlayerDownsync := range currRenderFrame.PlayersArr { joinIndex := currPlayerDownsync.JoinIndex effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0) thatPlayerInNextFrame := nextRenderFramePlayers[i] chConfig := chConfigsOrderedByJoinIndex[i] // Reset playerCollider position from the "virtual grid position" newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY if 0 >= thatPlayerInNextFrame.Hp && 0 == thatPlayerInNextFrame.FramesToRecover { // Revive from Dying newVx, newVy = currPlayerDownsync.RevivalVirtualGridX, currPlayerDownsync.RevivalVirtualGridY thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_GET_UP1 thatPlayerInNextFrame.FramesInChState = 0 thatPlayerInNextFrame.FramesToRecover = chConfig.GetUpFramesToRecover thatPlayerInNextFrame.FramesInvinsible = chConfig.GetUpInvinsibleFrames thatPlayerInNextFrame.Hp = currPlayerDownsync.MaxHp // Hardcoded initial character orientation/facing if 0 == (thatPlayerInNextFrame.JoinIndex % 2) { thatPlayerInNextFrame.DirX = -2 thatPlayerInNextFrame.DirY = 0 } else { thatPlayerInNextFrame.DirX = +2 thatPlayerInNextFrame.DirY = 0 } } if jumpedOrNotList[i] { // We haven't proceeded with "OnWall" calculation for "thatPlayerInNextFrame", thus use "currPlayerDownsync.OnWall" for checking if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState { if 0 < currPlayerDownsync.VelX*currPlayerDownsync.OnWallNormX { newVx -= currPlayerDownsync.VelX // Cancel the alleged horizontal movement pointing to same direction of wall inward norm first } xfac := int32(-1) if 0 > currPlayerDownsync.OnWallNormX { // Always jump to the opposite direction of wall inward norm xfac = -xfac } newVx += xfac * chConfig.WallJumpingInitVelX newVy += chConfig.WallJumpingInitVelY thatPlayerInNextFrame.VelX = int32(xfac * chConfig.WallJumpingInitVelX) thatPlayerInNextFrame.VelY = int32(chConfig.WallJumpingInitVelY) thatPlayerInNextFrame.FramesToRecover = chConfig.WallJumpingFramesToRecover } else { thatPlayerInNextFrame.VelY = int32(chConfig.JumpingInitVelY) newVy += chConfig.JumpingInitVelY // Immediately gets out of any snapping } } wx, wy := VirtualGridToWorldPos(newVx, newVy) colliderWidth, colliderHeight := currPlayerDownsync.ColliderRadius*2, currPlayerDownsync.ColliderRadius*4 switch currPlayerDownsync.CharacterState { case ATK_CHARACTER_STATE_LAY_DOWN1: colliderWidth, colliderHeight = currPlayerDownsync.ColliderRadius*4, currPlayerDownsync.ColliderRadius*2 case ATK_CHARACTER_STATE_BLOWN_UP1, ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP, ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP, ATK_CHARACTER_STATE_ONWALL: colliderWidth, colliderHeight = currPlayerDownsync.ColliderRadius*2, currPlayerDownsync.ColliderRadius*2 } colliderWorldWidth, colliderWorldHeight := VirtualGridToWorldPos(colliderWidth, colliderHeight) playerCollider := dynamicRectangleColliders[colliderCnt] UpdateRectCollider(playerCollider, wx, wy, colliderWorldWidth, colliderWorldHeight, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, currPlayerDownsync, "Player") // the coords of all barrier boundaries are multiples of tileWidth(i.e. 16), by adding snapping y-padding when "landedOnGravityPushback" all "playerCollider.Y" would be a multiple of 1.0 colliderCnt++ // Add to collision system collisionSys.AddSingle(playerCollider) if currPlayerDownsync.InAir { if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState && !jumpedOrNotList[i] { thatPlayerInNextFrame.VelX += GRAVITY_X thatPlayerInNextFrame.VelY = chConfig.WallSlidingVelY } else if ATK_CHARACTER_STATE_DASHING == currPlayerDownsync.CharacterState { thatPlayerInNextFrame.VelX += GRAVITY_X } else { thatPlayerInNextFrame.VelX += GRAVITY_X thatPlayerInNextFrame.VelY += GRAVITY_Y } } } // 3. Add bullet colliders into collision system; [DIRTY TRICK] Players always precede bullets in "dynamicRectangleColliders". // [WARNING] For rollback compatibility, static data of "BulletConfig" & "BattleAttr(static since instantiated)" can just be copies of the pointers in "RenderFrameBuffer", however, FireballBullets movement data as well as bullet animation data must be copies of instances for each RenderFrame! for _, prevFireball := range currRenderFrame.FireballBullets { if TERMINATING_BULLET_LOCAL_ID == prevFireball.BattleAttr.BulletLocalId { break } fireballBullet := nextRenderFrameFireballBullets[fireballBulletCnt] CloneFireballBullet(prevFireball.BlState, prevFireball.FramesInBlState+1, prevFireball.VirtualGridX, prevFireball.VirtualGridY, prevFireball.DirX, prevFireball.DirY, prevFireball.VelX, prevFireball.VelY, prevFireball.Speed, prevFireball.BattleAttr.BulletLocalId, prevFireball.BattleAttr.OriginatedRenderFrameId, prevFireball.BattleAttr.OffenderJoinIndex, prevFireball.BattleAttr.TeamId, prevFireball.Bullet, fireballBullet) if IsFireballBulletAlive(fireballBullet, currRenderFrame) { if IsFireballBulletActive(fireballBullet, currRenderFrame) { bulletWx, bulletWy := VirtualGridToWorldPos(fireballBullet.VirtualGridX, fireballBullet.VirtualGridY) hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(fireballBullet.Bullet.HitboxSizeX, fireballBullet.Bullet.HitboxSizeY) newBulletCollider := dynamicRectangleColliders[colliderCnt] UpdateRectCollider(newBulletCollider, bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, fireballBullet, "FireballBullet") colliderCnt++ collisionSys.AddSingle(newBulletCollider) fireballBullet.BlState = BULLET_ACTIVE if fireballBullet.BlState != prevFireball.BlState { fireballBullet.FramesInBlState = 0 } fireballBullet.VirtualGridX, fireballBullet.VirtualGridY = fireballBullet.VirtualGridX+fireballBullet.VelX, fireballBullet.VirtualGridY+fireballBullet.VelY //fmt.Printf("Pushing active fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY, fireballBullet.BlState) } else { offender := currRenderFrame.PlayersArr[fireballBullet.BattleAttr.OffenderJoinIndex-1] if _, existent := noOpSet[offender.CharacterState]; existent { // If a fireball is not yet active but the offender got attacked, remove it continue } //fmt.Printf("Pushing non-active fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY, fireballBullet.BlState) } fireballBulletCnt++ } } // Explicitly specify termination of fireball bullets nextRenderFrameFireballBullets[fireballBulletCnt].BattleAttr.BulletLocalId = TERMINATING_BULLET_LOCAL_ID for _, prevMelee := range currRenderFrame.MeleeBullets { if TERMINATING_BULLET_LOCAL_ID == prevMelee.BattleAttr.BulletLocalId { break } meleeBullet := nextRenderFrameMeleeBullets[meleeBulletCnt] CloneMeleeBullet(prevMelee.BlState, prevMelee.FramesInBlState+1, prevMelee.BattleAttr.BulletLocalId, prevMelee.BattleAttr.OriginatedRenderFrameId, prevMelee.BattleAttr.OffenderJoinIndex, prevMelee.BattleAttr.TeamId, prevMelee.Bullet, meleeBullet) if IsMeleeBulletAlive(meleeBullet, currRenderFrame) { offender := currRenderFrame.PlayersArr[meleeBullet.BattleAttr.OffenderJoinIndex-1] if _, existent := noOpSet[offender.CharacterState]; existent { // If a melee is alive but the offender got attacked, remove it even if it's active continue } if IsMeleeBulletActive(meleeBullet, currRenderFrame) { xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis" if 0 > offender.DirX { xfac = -xfac } bulletWx, bulletWy := VirtualGridToWorldPos(offender.VirtualGridX+xfac*meleeBullet.Bullet.HitboxOffsetX, offender.VirtualGridY) hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(meleeBullet.Bullet.HitboxSizeX, meleeBullet.Bullet.HitboxSizeY) newBulletCollider := dynamicRectangleColliders[colliderCnt] UpdateRectCollider(newBulletCollider, bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet") colliderCnt++ collisionSys.AddSingle(newBulletCollider) meleeBullet.BlState = BULLET_ACTIVE if meleeBullet.BlState != prevMelee.BlState { meleeBullet.FramesInBlState = 0 } } meleeBulletCnt++ } } // Explicitly specify termination of melee bullets nextRenderFrameMeleeBullets[meleeBulletCnt].BattleAttr.BulletLocalId = TERMINATING_BULLET_LOCAL_ID // 4. Calc pushbacks for each player (after its movement) w/o bullets for i, currPlayerDownsync := range currRenderFrame.PlayersArr { joinIndex := currPlayerDownsync.JoinIndex playerCollider := dynamicRectangleColliders[i] playerShape := playerCollider.Shape.(*resolv.ConvexPolygon) thatPlayerInNextFrame := nextRenderFramePlayers[i] hardPushbackCnt := calcHardPushbacksNorms(joinIndex, currPlayerDownsync, thatPlayerInNextFrame, playerCollider, playerShape, SNAP_INTO_PLATFORM_OVERLAP, effPushbacks[joinIndex-1], hardPushbackNormsArr[joinIndex-1], collision) chConfig := chConfigsOrderedByJoinIndex[i] landedOnGravityPushback := false if collided := playerCollider.CheckAllWithHolder(0, 0, collision); collided { for true { obj := collision.PopFirstCollidedObject() if nil == obj { break } isBarrier, isAnotherPlayer, isBullet := false, false, false switch v := obj.Data.(type) { case *PlayerDownsync: if ATK_CHARACTER_STATE_DYING == v.CharacterState { // ignore collision with dying player continue } isAnotherPlayer = true case *MeleeBullet, *FireballBullet: isBullet = true default: // By default it's a regular barrier, even if data is nil isBarrier = true } if isBullet { // ignore bullets for this step continue } bShape := obj.Shape.(*resolv.ConvexPolygon) overlapped, pushbackX, pushbackY, overlapResult := calcPushbacks(0, 0, playerShape, bShape) if !overlapped { continue } normAlignmentWithGravity := (overlapResult.OverlapX*float64(0) + overlapResult.OverlapY*float64(-1.0)) if isAnotherPlayer { // [WARNING] The "zero overlap collision" might be randomly detected/missed on either frontend or backend, to have deterministic result we added paddings to all sides of a playerCollider. As each velocity component of (velX, velY) being a multiple of 0.5 at any renderFrame, each position component of (x, y) can only be a multiple of 0.5 too, thus whenever a 1-dimensional collision happens between players from [player#1: i*0.5, player#2: j*0.5, not collided yet] to [player#1: (i+k)*0.5, player#2: j*0.5, collided], the overlap becomes (i+k-j)*0.5+2*s, and after snapping subtraction the effPushback magnitude for each player is (i+k-j)*0.5, resulting in 0.5-multiples-position for the next renderFrame. pushbackX, pushbackY = (overlapResult.Overlap-SNAP_INTO_PLATFORM_OVERLAP*2)*overlapResult.OverlapX, (overlapResult.Overlap-SNAP_INTO_PLATFORM_OVERLAP*2)*overlapResult.OverlapY } for i := 0; i < hardPushbackCnt; i++ { hardPushbackNorm := hardPushbackNormsArr[joinIndex-1][i] projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y if isBarrier || (isAnotherPlayer && 0 > projectedMagnitude) { pushbackX -= projectedMagnitude * hardPushbackNorm.X pushbackY -= projectedMagnitude * hardPushbackNorm.Y } } effPushbacks[joinIndex-1].X += pushbackX effPushbacks[joinIndex-1].Y += pushbackY if SNAP_INTO_PLATFORM_THRESHOLD < normAlignmentWithGravity { landedOnGravityPushback = true //playerColliderCenterX, playerColliderCenterY := playerCollider.Center() //fmt.Printf("joinIndex=%d landedOnGravityPushback\n{renderFrame.id: %d, isBarrier: %v, isAnotherPlayer: %v}\nhardPushbackNormsOfThisPlayer=%v, playerColliderPos=(%.2f,%.2f), immediatePushback={%.3f, %.3f}, effPushback={%.3f, %.3f}, overlapMag=%.4f\n", joinIndex, currRenderFrame.Id, isBarrier, isAnotherPlayer, hardPushbackNorms[joinIndex-1], playerColliderCenterX, playerColliderCenterY, pushbackX, pushbackY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap) } } } if landedOnGravityPushback { thatPlayerInNextFrame.InAir = false fallStopping := (currPlayerDownsync.InAir && 0 >= currPlayerDownsync.VelY) if fallStopping { thatPlayerInNextFrame.VelY = 0 thatPlayerInNextFrame.VelX = 0 if ATK_CHARACTER_STATE_DYING == thatPlayerInNextFrame.CharacterState { // No update needed for Dying } else if ATK_CHARACTER_STATE_BLOWN_UP1 == thatPlayerInNextFrame.CharacterState { thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_LAY_DOWN1 thatPlayerInNextFrame.FramesToRecover = chConfig.LayDownFramesToRecover } else { switch currPlayerDownsync.CharacterState { case ATK_CHARACTER_STATE_BLOWN_UP1, ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP, ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP, ATK_CHARACTER_STATE_ONWALL: // [WARNING] To prevent bouncing due to abrupt change of collider shape, it's important that we check "currPlayerDownsync" instead of "thatPlayerInNextFrame" here! halfColliderWidthDiff, halfColliderHeightDiff := int32(0), currPlayerDownsync.ColliderRadius _, halfColliderWorldHeightDiff := VirtualGridToWorldPos(halfColliderWidthDiff, halfColliderHeightDiff) effPushbacks[joinIndex-1].Y -= halfColliderWorldHeightDiff } thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1 thatPlayerInNextFrame.FramesToRecover = 0 } } else { // landedOnGravityPushback not fallStopping, could be in LayDown or GetUp or Dying if _, existent := nonAttackingSet[thatPlayerInNextFrame.CharacterState]; existent { if ATK_CHARACTER_STATE_DYING == thatPlayerInNextFrame.CharacterState { thatPlayerInNextFrame.VelY = 0 thatPlayerInNextFrame.VelX = 0 } else if ATK_CHARACTER_STATE_LAY_DOWN1 == thatPlayerInNextFrame.CharacterState { if 0 == thatPlayerInNextFrame.FramesToRecover { thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_GET_UP1 thatPlayerInNextFrame.FramesToRecover = chConfig.GetUpFramesToRecover } } else if ATK_CHARACTER_STATE_GET_UP1 == thatPlayerInNextFrame.CharacterState { if 0 == thatPlayerInNextFrame.FramesToRecover { thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1 thatPlayerInNextFrame.FramesInvinsible = chConfig.GetUpInvinsibleFrames } } } } } if chConfig.OnWallEnabled { if thatPlayerInNextFrame.InAir { // [WARNING] Sticking to wall MUST BE based on "InAir", otherwise we would get gravity reduction from ground up incorrectly! if _, existent := noOpSet[currPlayerDownsync.CharacterState]; !existent { // [WARNING] Sticking to wall could only be triggered by proactive player input for i := 0; i < hardPushbackCnt; i++ { hardPushbackNorm := hardPushbackNormsArr[joinIndex-1][i] normAlignmentWithHorizon1 := (hardPushbackNorm.X*float64(1.0) + hardPushbackNorm.Y*float64(0.0)) normAlignmentWithHorizon2 := (hardPushbackNorm.X*float64(-1.0) + hardPushbackNorm.Y*float64(0.0)) if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon1 { thatPlayerInNextFrame.OnWall = true thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = int32(hardPushbackNorm.X), int32(hardPushbackNorm.Y) break } if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon2 { thatPlayerInNextFrame.OnWall = true thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = int32(hardPushbackNorm.X), int32(hardPushbackNorm.Y) break } } } } if !thatPlayerInNextFrame.OnWall { thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = 0, 0 } } } // 5. Check bullet-anything collisions for i := len(nextRenderFramePlayers); i < colliderCnt; i++ { bulletCollider := dynamicRectangleColliders[i] collided := bulletCollider.CheckAllWithHolder(0, 0, collision) if !collided { continue } exploded := false explodedOnAnotherPlayer := false var bulletStaticAttr *BulletConfig = nil var bulletBattleAttr *BulletBattleAttr = nil switch v := bulletCollider.Data.(type) { case *MeleeBullet: bulletStaticAttr = v.Bullet bulletBattleAttr = v.BattleAttr case *FireballBullet: bulletStaticAttr = v.Bullet bulletBattleAttr = v.BattleAttr } bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon) offender := currRenderFrame.PlayersArr[bulletBattleAttr.OffenderJoinIndex-1] for true { obj := collision.PopFirstCollidedObject() if nil == obj { break } defenderShape := obj.Shape.(*resolv.ConvexPolygon) switch t := obj.Data.(type) { case *PlayerDownsync: if bulletBattleAttr.OffenderJoinIndex == t.JoinIndex { continue } overlapped, _, _, _ := calcPushbacks(0, 0, bulletShape, defenderShape) if !overlapped { continue } if _, existent := invinsibleSet[t.CharacterState]; existent { continue } if 0 < t.FramesInvinsible { continue } exploded = true explodedOnAnotherPlayer = true xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis" if 0 > offender.DirX { xfac = -xfac } atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1] atkedPlayerInNextFrame.Hp -= bulletStaticAttr.Damage pushbackVelX, pushbackVelY := xfac*bulletStaticAttr.PushbackVelX, bulletStaticAttr.PushbackVelY atkedPlayerInNextFrame.VelX = pushbackVelX atkedPlayerInNextFrame.VelY = pushbackVelY if 0 >= atkedPlayerInNextFrame.Hp { // [WARNING] We don't have "dying in air" animation for now, and for better graphical recognition, play the same dying animation even in air atkedPlayerInNextFrame.Hp = 0 atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_DYING atkedPlayerInNextFrame.FramesToRecover = DYING_FRAMES_TO_RECOVER } else { if bulletStaticAttr.BlowUp { atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1 } else { atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1 } oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover if bulletStaticAttr.HitStunFrames > oldFramesToRecover { atkedPlayerInNextFrame.FramesToRecover = bulletStaticAttr.HitStunFrames } } default: exploded = true } } if exploded { switch v := bulletCollider.Data.(type) { case *MeleeBullet: v.BlState = BULLET_EXPLODING if explodedOnAnotherPlayer { v.FramesInBlState = 0 } else { // When hitting a barrier, don't play explosion anim v.FramesInBlState = v.Bullet.ExplosionFrames + 1 } //fmt.Printf("melee exploded @currRenderFrame.Id=%d, bulletLocalId=%d, blState=%d\n", currRenderFrame.Id, v.BattleAttr.BulletLocalId, v.BlState) case *FireballBullet: v.BlState = BULLET_EXPLODING v.FramesInBlState = 0 //fmt.Printf("fireball exploded @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, v.BattleAttr.BulletLocalId, v.VirtualGridX, v.VirtualGridY, v.BlState) } } } // 6. Get players out of stuck barriers if there's any for i, currPlayerDownsync := range currRenderFrame.PlayersArr { joinIndex := currPlayerDownsync.JoinIndex playerCollider := dynamicRectangleColliders[i] // Update "virtual grid position" thatPlayerInNextFrame := nextRenderFramePlayers[i] thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = PolygonColliderBLToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, playerCollider.W*0.5, playerCollider.H*0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY) // Update "CharacterState" if thatPlayerInNextFrame.InAir { oldNextCharacterState := thatPlayerInNextFrame.CharacterState switch oldNextCharacterState { case ATK_CHARACTER_STATE_IDLE1, ATK_CHARACTER_STATE_WALKING, ATK_CHARACTER_STATE_TURNAROUND: if jumpedOrNotList[i] || ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP == currPlayerDownsync.CharacterState { thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP } else { thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP } case ATK_CHARACTER_STATE_ATK1: thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATK1 // No inAir transition for ATK2/ATK3 for now case ATK_CHARACTER_STATE_ATKED1: thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1 } } if thatPlayerInNextFrame.OnWall { switch thatPlayerInNextFrame.CharacterState { case ATK_CHARACTER_STATE_WALKING, ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP, ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP: hasBeenOnWallChState := (ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState) hasBeenOnWallCollisionResultForSameChState := (currPlayerDownsync.OnWall && MAGIC_FRAMES_TO_BE_ONWALL <= thatPlayerInNextFrame.FramesInChState) if hasBeenOnWallChState || hasBeenOnWallCollisionResultForSameChState { thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ONWALL } } } // Reset "FramesInChState" if "CharacterState" is changed if thatPlayerInNextFrame.CharacterState != currPlayerDownsync.CharacterState { thatPlayerInNextFrame.FramesInChState = 0 } // Remove any active skill if not attacking if _, existent := nonAttackingSet[thatPlayerInNextFrame.CharacterState]; existent { thatPlayerInNextFrame.ActiveSkillId = int32(NO_SKILL) thatPlayerInNextFrame.ActiveSkillHit = int32(NO_SKILL_HIT) } } for i := 0; i < colliderCnt; i++ { dynamicCollider := dynamicRectangleColliders[i] dynamicCollider.Space.RemoveSingle(dynamicCollider) } ret.Id = nextRenderFrameId ret.BulletLocalIdCounter = bulletLocalId return hasInputFrameUpdatedOnDynamics } func GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *resolv.Object { blX, blY := WorldToPolygonColliderBLPos(wx, wy, w*0.5, h*0.5, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY) return generateRectColliderInCollisionSpace(blX, blY, leftPadding+w+rightPadding, bottomPadding+h+topPadding, data, tag) } func generateRectColliderInCollisionSpace(blX, blY, w, h float64, data interface{}, tag string) *resolv.Object { collider := resolv.NewObjectSingleTag(blX, blY, w, h, tag) // Unlike its frontend counter part, the position of a "resolv.Object" must be specified by "bottom-left point" because "w" and "h" must be positive, see "resolv.Object.BoundsToSpace" for details shape := resolv.NewRectangle(0, 0, w, h) collider.SetShape(shape) collider.Data = data return collider } func UpdateRectCollider(collider *resolv.Object, wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) { blX, blY := WorldToPolygonColliderBLPos(wx, wy, w*0.5, h*0.5, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY) effW, effH := leftPadding+w+rightPadding, bottomPadding+h+topPadding collider.X, collider.Y, collider.W, collider.H = blX, blY, effW, effH rectShape := collider.Shape.(*resolv.ConvexPolygon) rectShape.UpdateAsRectangle(0, 0, effW, effH) collider.Data = data // Ignore "tag" for now } func GenerateConvexPolygonCollider(unalignedSrc *Polygon2D, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *resolv.Object { aligned := AlignPolygon2DToBoundingBox(unalignedSrc) var w, h float64 = 0, 0 shape := resolv.NewConvexPolygon() for i, pi := range aligned.Points { for j, pj := range aligned.Points { if i == j { continue } if math.Abs(pj.X-pi.X) > w { w = math.Abs(pj.X - pi.X) } if math.Abs(pj.Y-pi.Y) > h { h = math.Abs(pj.Y - pi.Y) } } } for i := 0; i < len(aligned.Points); i++ { p := aligned.Points[i] shape.AddPoints(p.X, p.Y) } collider := resolv.NewObject(aligned.Anchor.X+spaceOffsetX, aligned.Anchor.Y+spaceOffsetY, w, h, tag) collider.SetShape(shape) collider.Data = data return collider } func AlignPolygon2DToBoundingBox(input *Polygon2D) *Polygon2D { // Transform again to put "anchor" at the "bottom-left point (w.r.t. world space)" of the bounding box for "resolv" boundingBoxBL := &Vec2D{ X: MAX_FLOAT64, Y: MAX_FLOAT64, } for _, p := range input.Points { if p.X < boundingBoxBL.X { boundingBoxBL.X = p.X } if p.Y < boundingBoxBL.Y { boundingBoxBL.Y = p.Y } } // Now "input.Anchor" should move to "input.Anchor+boundingBoxBL", thus "boundingBoxBL" is also the value of the negative diff for all "input.Points" output := &Polygon2D{ Anchor: &Vec2D{ X: input.Anchor.X + boundingBoxBL.X, Y: input.Anchor.Y + boundingBoxBL.Y, }, Points: make([]*Vec2D, len(input.Points)), } for i, p := range input.Points { output.Points[i] = &Vec2D{ X: p.X - boundingBoxBL.X, Y: p.Y - boundingBoxBL.Y, } } return output } func NewMeleeBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId, blState, framesInBlState, explosionFrames, speciesId int32) *MeleeBullet { return &MeleeBullet{ BlState: blState, FramesInBlState: framesInBlState, BattleAttr: &BulletBattleAttr{ BulletLocalId: bulletLocalId, OriginatedRenderFrameId: originatedRenderFrameId, OffenderJoinIndex: offenderJoinIndex, TeamId: teamId, }, Bullet: &BulletConfig{ StartupFrames: startupFrames, CancellableStFrame: cancellableStFrame, CancellableEdFrame: cancellableEdFrame, ActiveFrames: activeFrames, HitStunFrames: hitStunFrames, BlockStunFrames: blockStunFrames, PushbackVelX: pushbackVelX, PushbackVelY: pushbackVelY, Damage: damage, SelfLockVelX: selfLockVelX, SelfLockVelY: selfLockVelY, HitboxOffsetX: hitboxOffsetX, HitboxOffsetY: hitboxOffsetY, HitboxSizeX: hitboxSizeX, HitboxSizeY: hitboxSizeY, BlowUp: blowUp, ExplosionFrames: explosionFrames, SpeciesId: speciesId, }, } } func NewFireballBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId int32, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed, blState, framesInBlState, explosionFrames, speciesId int32) *FireballBullet { return &FireballBullet{ BlState: blState, FramesInBlState: framesInBlState, VirtualGridX: virtualGridX, VirtualGridY: virtualGridY, DirX: dirX, DirY: dirY, VelX: velX, VelY: velY, Speed: speed, BattleAttr: &BulletBattleAttr{ BulletLocalId: bulletLocalId, OriginatedRenderFrameId: originatedRenderFrameId, OffenderJoinIndex: offenderJoinIndex, TeamId: teamId, }, Bullet: &BulletConfig{ StartupFrames: startupFrames, CancellableStFrame: cancellableStFrame, CancellableEdFrame: cancellableEdFrame, ActiveFrames: activeFrames, HitStunFrames: hitStunFrames, BlockStunFrames: blockStunFrames, PushbackVelX: pushbackVelX, PushbackVelY: pushbackVelY, Damage: damage, SelfLockVelX: selfLockVelX, SelfLockVelY: selfLockVelY, HitboxOffsetX: hitboxOffsetX, HitboxOffsetY: hitboxOffsetY, HitboxSizeX: hitboxSizeX, HitboxSizeY: hitboxSizeY, BlowUp: blowUp, ExplosionFrames: explosionFrames, SpeciesId: speciesId, }, } } func NewPlayerDownsync(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, framesInChState, activeSkillId, activeSkillHit, framesInvinsible, speed, battleState, characterState, joinIndex, hp, maxHp, colliderRadius int32, inAir, onWall bool, onWallNormX, onWallNormY int32, capturedByInertia bool, bulletTeamId, chCollisionTeamId int32, revivalVirtualGridX, revivalVirtualGridY int32) *PlayerDownsync { return &PlayerDownsync{ Id: id, VirtualGridX: virtualGridX, VirtualGridY: virtualGridY, DirX: dirX, DirY: dirY, VelX: velX, VelY: velY, FramesToRecover: framesToRecover, FramesInChState: framesInChState, ActiveSkillId: activeSkillId, ActiveSkillHit: activeSkillHit, FramesInvinsible: framesInvinsible, Speed: speed, BattleState: battleState, CharacterState: characterState, JoinIndex: joinIndex, Hp: hp, MaxHp: maxHp, ColliderRadius: colliderRadius, InAir: inAir, OnWall: onWall, OnWallNormX: onWallNormX, OnWallNormY: onWallNormY, CapturedByInertia: capturedByInertia, BulletTeamId: bulletTeamId, ChCollisionTeamId: chCollisionTeamId, RevivalVirtualGridX: revivalVirtualGridX, RevivalVirtualGridY: revivalVirtualGridY, } } func CloneMeleeBullet(blState, framesInBlState, bulletLocalId, originatedRenderFrameId, offenderJoinIndex, teamId int32, staticBulletConfig *BulletConfig, dst *MeleeBullet /* preallocated */) { dst.BlState = blState dst.FramesInBlState = framesInBlState dst.BattleAttr.BulletLocalId = bulletLocalId dst.BattleAttr.OriginatedRenderFrameId = originatedRenderFrameId dst.BattleAttr.OffenderJoinIndex = offenderJoinIndex dst.BattleAttr.TeamId = teamId dst.Bullet = staticBulletConfig // It's OK to just assign the pointer here, static bullet config is meant to be passed this way } func CloneFireballBullet(blState, framesInBlState, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed, bulletLocalId, originatedRenderFrameId, offenderJoinIndex, teamId int32, staticBulletConfig *BulletConfig, dst *FireballBullet /* preallocated */) { dst.BlState = blState dst.FramesInBlState = framesInBlState dst.VirtualGridX = virtualGridX dst.VirtualGridY = virtualGridY dst.DirX = dirX dst.DirY = dirY dst.VelX = velX dst.VelY = velY dst.Speed = speed dst.BattleAttr.BulletLocalId = bulletLocalId dst.BattleAttr.OriginatedRenderFrameId = originatedRenderFrameId dst.BattleAttr.OffenderJoinIndex = offenderJoinIndex dst.BattleAttr.TeamId = teamId dst.Bullet = staticBulletConfig // It's OK to just assign the pointer here, static bullet config is meant to be passed this way } func ClonePlayerDownsync(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, framesInChState, activeSkillId, activeSkillHit, framesInvinsible, speed, battleState, characterState, joinIndex, hp, maxHp, colliderRadius int32, inAir, onWall bool, onWallNormX, onWallNormY int32, capturedByInertia bool, bulletTeamId, chCollisionTeamId, revivalVirtualGridX, revivalVirtualGridY int32, dst *PlayerDownsync) { dst.Id = id dst.VirtualGridX = virtualGridX dst.VirtualGridY = virtualGridY dst.DirX = dirX dst.DirY = dirY dst.VelX = velX dst.VelY = velY dst.FramesToRecover = framesToRecover dst.FramesInChState = framesInChState dst.ActiveSkillId = activeSkillId dst.ActiveSkillHit = activeSkillHit dst.FramesInvinsible = framesInvinsible dst.Speed = speed dst.BattleState = battleState dst.CharacterState = characterState dst.JoinIndex = joinIndex dst.Hp = hp dst.MaxHp = maxHp dst.ColliderRadius = colliderRadius dst.InAir = inAir dst.OnWall = onWall dst.OnWallNormX = onWallNormX dst.OnWallNormY = onWallNormY dst.CapturedByInertia = capturedByInertia dst.BulletTeamId = bulletTeamId dst.ChCollisionTeamId = chCollisionTeamId dst.RevivalVirtualGridX = revivalVirtualGridX dst.RevivalVirtualGridY = revivalVirtualGridY } func CloneRoomDownsyncFrame(id int32, playersArr []*PlayerDownsync, bulletLocalIdCounter int32, meleeBullets []*MeleeBullet, fireballBullets []*FireballBullet, dst *RoomDownsyncFrame) { dst.Id = id dst.BulletLocalIdCounter = bulletLocalIdCounter for i := 0; i < len(playersArr); i++ { src := playersArr[i] if nil == src || TERMINATING_PLAYER_ID == src.Id { break } ClonePlayerDownsync(src.Id, src.VirtualGridX, src.VirtualGridY, src.DirX, src.DirY, src.VelX, src.VelY, src.FramesToRecover, src.FramesInChState, src.ActiveSkillId, src.ActiveSkillHit, src.FramesInvinsible, src.Speed, src.BattleState, src.CharacterState, src.JoinIndex, src.Hp, src.MaxHp, src.ColliderRadius, src.InAir, src.OnWall, src.OnWallNormX, src.OnWallNormY, src.CapturedByInertia, src.BulletTeamId, src.ChCollisionTeamId, src.RevivalVirtualGridX, src.RevivalVirtualGridY, dst.PlayersArr[i]) } for i := 0; i < len(meleeBullets); i++ { src := meleeBullets[i] if nil == src || TERMINATING_BULLET_LOCAL_ID == src.BattleAttr.BulletLocalId { break } CloneMeleeBullet(src.BlState, src.FramesInBlState, src.BattleAttr.BulletLocalId, src.BattleAttr.OriginatedRenderFrameId, src.BattleAttr.OffenderJoinIndex, src.BattleAttr.TeamId, src.Bullet, dst.MeleeBullets[i]) } for i := 0; i < len(fireballBullets); i++ { src := fireballBullets[i] if nil == src || TERMINATING_BULLET_LOCAL_ID == src.BattleAttr.BulletLocalId { break } CloneFireballBullet(src.BlState, src.FramesInBlState, src.VirtualGridX, src.VirtualGridY, src.DirX, src.DirY, src.VelX, src.VelY, src.Speed, src.BattleAttr.BulletLocalId, src.BattleAttr.OriginatedRenderFrameId, src.BattleAttr.OffenderJoinIndex, src.BattleAttr.TeamId, src.Bullet, dst.FireballBullets[i]) } } func NewPreallocatedRoomDownsyncFrame(roomCapacity, preallocMeleeBulletCount int, preallocFireballBulletCount int) *RoomDownsyncFrame { preallocatedPlayers := make([]*PlayerDownsync, roomCapacity) for i := 0; i < roomCapacity; i++ { preallocatedPlayer := NewPlayerDownsync(TERMINATING_PLAYER_ID, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, false, false, 0, 0, false, 0, 0, 0, 0) preallocatedPlayers[i] = preallocatedPlayer } preallocatedMeleeBullets := make([]*MeleeBullet, preallocMeleeBulletCount) for i := 0; i < preallocMeleeBulletCount; i++ { preallocatedMelee := NewMeleeBullet(TERMINATING_BULLET_LOCAL_ID, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, false, 0, 0, 0, 0, 0) preallocatedMeleeBullets[i] = preallocatedMelee } preallocatedFireballBullets := make([]*FireballBullet, preallocFireballBulletCount) for i := 0; i < preallocFireballBulletCount; i++ { preallocatedFireball := NewFireballBullet(TERMINATING_BULLET_LOCAL_ID, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, false, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0) preallocatedFireballBullets[i] = preallocatedFireball } return &RoomDownsyncFrame{ Id: TERMINATING_RENDER_FRAME_ID, BulletLocalIdCounter: TERMINATING_BULLET_LOCAL_ID, PlayersArr: preallocatedPlayers, MeleeBullets: preallocatedMeleeBullets, FireballBullets: preallocatedFireballBullets, } }