package models import ( . "battle_srv/common" "battle_srv/common/utils" . "battle_srv/protos" . "dnmshared" . "dnmshared/sharedprotos" "encoding/xml" "fmt" "github.com/golang/protobuf/proto" "github.com/gorilla/websocket" "github.com/solarlune/resolv" "go.uber.org/zap" "io/ioutil" "math/rand" "os" "path/filepath" "strings" "sync" "sync/atomic" "time" ) const ( UPSYNC_MSG_ACT_HB_PING = int32(1) UPSYNC_MSG_ACT_PLAYER_CMD = int32(2) UPSYNC_MSG_ACT_PLAYER_COLLIDER_ACK = int32(3) DOWNSYNC_MSG_ACT_HB_REQ = int32(1) DOWNSYNC_MSG_ACT_INPUT_BATCH = int32(2) DOWNSYNC_MSG_ACT_BATTLE_STOPPED = int32(3) DOWNSYNC_MSG_ACT_FORCED_RESYNC = int32(4) DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START = int32(-1) DOWNSYNC_MSG_ACT_BATTLE_START = int32(0) DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED = int32(-98) ) const ( MAGIC_JOIN_INDEX_DEFAULT = 0 MAGIC_JOIN_INDEX_INVALID = -1 ) const ( COLLISION_CATEGORY_CONTROLLED_PLAYER = (1 << 1) COLLISION_CATEGORY_BARRIER = (1 << 2) COLLISION_MASK_FOR_CONTROLLED_PLAYER = (COLLISION_CATEGORY_BARRIER) COLLISION_MASK_FOR_BARRIER = (COLLISION_CATEGORY_CONTROLLED_PLAYER) COLLISION_PLAYER_INDEX_PREFIX = (1 << 17) COLLISION_BARRIER_INDEX_PREFIX = (1 << 16) COLLISION_BULLET_INDEX_PREFIX = (1 << 15) ) const ( MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED = -1 MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED = -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 = int32(4) ATK_CHARACTER_STATE_INAIR_ATK1 = int32(5) ATK_CHARACTER_STATE_INAIR_ATKED1 = int32(6) ) const ( DEFAULT_PLAYER_RADIUS = float64(12) ) // 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}, } type RoomBattleState struct { IDLE int32 WAITING int32 PREPARE int32 IN_BATTLE int32 STOPPING_BATTLE_FOR_SETTLEMENT int32 IN_SETTLEMENT int32 IN_DISMISSAL int32 } type BattleStartCbType func() type SignalToCloseConnCbType func(customRetCode int, customRetMsg string) // A single instance containing only "named constant integers" to be shared by all threads. var RoomBattleStateIns RoomBattleState func InitRoomBattleStateIns() { RoomBattleStateIns = RoomBattleState{ IDLE: 0, WAITING: -1, PREPARE: 10000000, IN_BATTLE: 10000001, STOPPING_BATTLE_FOR_SETTLEMENT: 10000002, IN_SETTLEMENT: 10000003, IN_DISMISSAL: 10000004, } } func calRoomScore(inRoomPlayerCount int32, roomPlayerCnt int, currentRoomBattleState int32) float32 { x := float32(inRoomPlayerCount) / float32(roomPlayerCnt) d := (x - 0.5) d2 := d * d return -7.8125*d2 + 5.0 - float32(currentRoomBattleState) } type Room struct { Id int32 Capacity int collisionSpaceOffsetX float64 collisionSpaceOffsetY float64 Players map[int32]*Player PlayersArr []*Player // ordered by joinIndex Space *resolv.Space CollisionSysMap map[int32]*resolv.Object /** * The following `PlayerDownsyncSessionDict` is NOT individually put * under `type Player struct` for a reason. * * Upon each connection establishment, a new instance `player Player` is created for the given `playerId`. * To be specific, if * - that `playerId == 42` accidentally reconnects in just several milliseconds after a passive disconnection, e.g. due to bad wireless signal strength, and * - that `type Player struct` contains a `DownsyncSession` field * * , then we might have to * - clean up `previousPlayerInstance.DownsyncSession` * - initialize `currentPlayerInstance.DownsyncSession` * * to avoid chaotic flaws. * * Moreover, during the invocation of `PlayerSignalToCloseDict`, the `Player` instance is supposed to be deallocated (though not synchronously). */ PlayerDownsyncSessionDict map[int32]*websocket.Conn PlayerDownsyncChanDict map[int32](chan InputsBufferSnapshot) PlayerActiveWatchdogDict map[int32](*Watchdog) PlayerSignalToCloseDict map[int32]SignalToCloseConnCbType Score float32 State int32 Index int RenderFrameId int32 CurDynamicsRenderFrameId int32 // [WARNING] The dynamics of backend is ALWAYS MOVING FORWARD BY ALL-CONFIRMED INPUTFRAMES (either by upsync or forced), i.e. no rollback; Moreover when "true == BackendDynamicsEnabled" we always have "Room.CurDynamicsRenderFrameId >= Room.RenderFrameId" because each "all-confirmed inputFrame" is applied on "all applicable renderFrames" in one-go hence often sees a future "renderFrame" earlier EffectivePlayerCount int32 DismissalWaitGroup sync.WaitGroup Barriers map[int32]*Barrier InputsBuffer *RingBuffer // Indices are STRICTLY consecutive InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange] RenderFrameBuffer *RingBuffer // Indices are STRICTLY consecutive LatestPlayerUpsyncedInputFrameId int32 LastAllConfirmedInputFrameId int32 LastAllConfirmedInputFrameIdWithChange int32 LastAllConfirmedInputList []uint64 JoinIndexBooleanArr []bool BackendDynamicsEnabled bool ForceAllResyncOnAnyActiveSlowTicker bool LastRenderFrameIdTriggeredAt int64 PlayerDefaultSpeed int32 BulletBattleLocalIdCounter int32 dilutedRollbackEstimatedDtNanos int64 BattleColliderInfo // Compositing to send centralized magic numbers } func (pR *Room) updateScore() { pR.Score = calRoomScore(pR.EffectivePlayerCount, pR.Capacity, pR.State) } func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocket.Conn, signalToCloseConnOfThisPlayer SignalToCloseConnCbType) bool { playerId := pPlayerFromDbInit.Id // TODO: Any thread-safety concern for accessing "pR" here? if RoomBattleStateIns.IDLE != pR.State && RoomBattleStateIns.WAITING != pR.State { Logger.Warn("AddPlayerIfPossible error, roomState:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount)) return false } if _, existent := pR.Players[playerId]; existent { Logger.Warn("AddPlayerIfPossible error, existing in the room.PlayersDict:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount)) return false } defer pR.onPlayerAdded(playerId) pPlayerFromDbInit.AckingFrameId = -1 pPlayerFromDbInit.AckingInputFrameId = -1 pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded pPlayerFromDbInit.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded pPlayerFromDbInit.InAir = true // Hardcoded pR.Players[playerId] = pPlayerFromDbInit pR.PlayerDownsyncSessionDict[playerId] = session pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer newWatchdog := NewWatchdog(ConstVals.Ws.WillKickIfInactiveFor, func() { Logger.Warn("Conn inactive watchdog triggered#1:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount)) signalToCloseConnOfThisPlayer(Constants.RetCode.ActiveWatchdog, "") }) newWatchdog.Stop() pR.PlayerActiveWatchdogDict[playerId] = newWatchdog return true } func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *websocket.Conn, signalToCloseConnOfThisPlayer SignalToCloseConnCbType) bool { playerId := pTmpPlayerInstance.Id // TODO: Any thread-safety concern for accessing "pR" and "pEffectiveInRoomPlayerInstance" here? if RoomBattleStateIns.PREPARE != pR.State && RoomBattleStateIns.WAITING != pR.State && RoomBattleStateIns.IN_BATTLE != pR.State && RoomBattleStateIns.IN_SETTLEMENT != pR.State && RoomBattleStateIns.IN_DISMISSAL != pR.State { Logger.Warn("ReAddPlayerIfPossible error due to roomState:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount)) return false } if _, existent := pR.Players[playerId]; !existent { Logger.Warn("ReAddPlayerIfPossible error due to player nonexistent for room:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount)) return false } /* * WARNING: The "pTmpPlayerInstance *Player" used here is a temporarily constructed * instance from "/battle_srv/ws/serve.go", which is NOT the same as "pR.Players[pTmpPlayerInstance.Id]". * -- YFLu */ defer pR.onPlayerReAdded(playerId) pEffectiveInRoomPlayerInstance := pR.Players[playerId] pEffectiveInRoomPlayerInstance.AckingFrameId = -1 pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1 pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // Hardcoded pEffectiveInRoomPlayerInstance.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded pEffectiveInRoomPlayerInstance.InAir = true // Hardcoded pR.PlayerDownsyncSessionDict[playerId] = session pR.PlayerSignalToCloseDict[playerId] = signalToCloseConnOfThisPlayer pR.PlayerActiveWatchdogDict[playerId] = NewWatchdog(ConstVals.Ws.WillKickIfInactiveFor, func() { Logger.Warn("Conn inactive watchdog triggered#2:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount)) signalToCloseConnOfThisPlayer(Constants.RetCode.ActiveWatchdog, "") }) // For ReAdded player the new watchdog starts immediately Logger.Warn("ReAddPlayerIfPossible finished.", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("joinIndex", pEffectiveInRoomPlayerInstance.JoinIndex), zap.Any("playerBattleState", pEffectiveInRoomPlayerInstance.BattleState), zap.Any("roomState", pR.State), zap.Any("roomEffectivePlayerCount", pR.EffectivePlayerCount), zap.Any("AckingFrameId", pEffectiveInRoomPlayerInstance.AckingFrameId), zap.Any("AckingInputFrameId", pEffectiveInRoomPlayerInstance.AckingInputFrameId), zap.Any("LastSentInputFrameId", pEffectiveInRoomPlayerInstance.LastSentInputFrameId)) return true } func (pR *Room) ChooseStage() error { /* * We use the verb "refresh" here to imply that upon invocation of this function, all colliders will be recovered if they were destroyed in the previous battle. * * -- YFLu, 2019-09-04 */ pwd, err := os.Getwd() if nil != err { panic(err) } rand.Seed(time.Now().Unix()) stageNameList := []string{"dungeon" /*"dungeon", "simple", "richsoil" */} chosenStageIndex := rand.Int() % len(stageNameList) // Hardcoded temporarily. -- YFLu pR.StageName = stageNameList[chosenStageIndex] relativePathForAllStages := "../frontend/assets/resources/map" relativePathForChosenStage := fmt.Sprintf("%s/%s", relativePathForAllStages, pR.StageName) pTmxMapIns := &TmxMap{} absDirPathContainingDirectlyTmxFile := filepath.Join(pwd, relativePathForChosenStage) absTmxFilePath := fmt.Sprintf("%s/map.tmx", absDirPathContainingDirectlyTmxFile) if !filepath.IsAbs(absTmxFilePath) { panic("Tmx filepath must be absolute!") } byteArr, err := ioutil.ReadFile(absTmxFilePath) if nil != err { panic(err) } err = xml.Unmarshal(byteArr, pTmxMapIns) if nil != err { panic(err) } // Obtain the content of `gidBoundariesMap`. gidBoundariesMap := make(map[int]StrToPolygon2DListMap, 0) for _, tileset := range pTmxMapIns.Tilesets { relativeTsxFilePath := fmt.Sprintf("%s/%s", filepath.Join(pwd, relativePathForChosenStage), tileset.Source) // Note that "TmxTileset.Source" can be a string of "relative path". absTsxFilePath, err := filepath.Abs(relativeTsxFilePath) if nil != err { panic(err) } if !filepath.IsAbs(absTsxFilePath) { panic("Filepath must be absolute!") } byteArrOfTsxFile, err := ioutil.ReadFile(absTsxFilePath) if nil != err { panic(err) } DeserializeTsxToColliderDict(pTmxMapIns, byteArrOfTsxFile, int(tileset.FirstGid), gidBoundariesMap) } stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, strToVec2DListMap, strToPolygon2DListMap, err := ParseTmxLayersAndGroups(pTmxMapIns, gidBoundariesMap) if nil != err { panic(err) } pR.StageDiscreteW = stageDiscreteW pR.StageDiscreteH = stageDiscreteH pR.StageTileW = stageTileW pR.StageTileH = stageTileH pR.StrToVec2DListMap = strToVec2DListMap pR.StrToPolygon2DListMap = strToPolygon2DListMap barrierPolygon2DList := *(strToPolygon2DListMap["Barrier"]) var barrierLocalIdInBattle int32 = 0 for _, polygon2DUnaligned := range barrierPolygon2DList.Eles { polygon2D := AlignPolygon2DToBoundingBox(polygon2DUnaligned) /* // For debug-printing only. Logger.Info("ChooseStage printing polygon2D for barrierPolygon2DList", zap.Any("barrierLocalIdInBattle", barrierLocalIdInBattle), zap.Any("polygon2D.Anchor", polygon2D.Anchor), zap.Any("polygon2D.Points", polygon2D.Points)) */ pR.Barriers[barrierLocalIdInBattle] = &Barrier{ Boundary: polygon2D, } barrierLocalIdInBattle++ } return nil } func (pR *Room) ConvertToInputFrameId(renderFrameId int32, inputDelayFrames int32) int32 { if renderFrameId < inputDelayFrames { return 0 } return ((renderFrameId - inputDelayFrames) >> pR.InputScaleFrames) } func (pR *Room) ConvertToGeneratingRenderFrameId(inputFrameId int32) int32 { return (inputFrameId << pR.InputScaleFrames) } func (pR *Room) ConvertToFirstUsedRenderFrameId(inputFrameId int32, inputDelayFrames int32) int32 { return ((inputFrameId << pR.InputScaleFrames) + inputDelayFrames) } func (pR *Room) ConvertToLastUsedRenderFrameId(inputFrameId int32, inputDelayFrames int32) int32 { return ((inputFrameId << pR.InputScaleFrames) + inputDelayFrames + (1 << pR.InputScaleFrames) - 1) } func (pR *Room) RenderFrameBufferString() string { return fmt.Sprintf("{renderFrameId: %d, stRenderFrameId: %d, edRenderFrameId: %d, curDynamicsRenderFrameId: %d}", pR.RenderFrameId, pR.RenderFrameBuffer.StFrameId, pR.RenderFrameBuffer.EdFrameId, pR.CurDynamicsRenderFrameId) } func (pR *Room) InputsBufferString(allDetails bool) string { if allDetails { // Appending of the array of strings can be very SLOW due to on-demand heap allocation! Use this printing with caution. s := make([]string, 0) s = append(s, fmt.Sprintf("{renderFrameId: %v, stInputFrameId: %v, edInputFrameId: %v, lastAllConfirmedInputFrameIdWithChange: %v, lastAllConfirmedInputFrameId: %v}", pR.RenderFrameId, pR.InputsBuffer.StFrameId, pR.InputsBuffer.EdFrameId, pR.LastAllConfirmedInputFrameIdWithChange, pR.LastAllConfirmedInputFrameId)) for playerId, player := range pR.PlayersArr { s = append(s, fmt.Sprintf("{playerId: %v, ackingFrameId: %v, ackingInputFrameId: %v, lastSentInputFrameId: %v}", playerId, player.AckingFrameId, player.AckingInputFrameId, player.LastSentInputFrameId)) } for i := pR.InputsBuffer.StFrameId; i < pR.InputsBuffer.EdFrameId; i++ { tmp := pR.InputsBuffer.GetByFrameId(i) if nil == tmp { break } f := tmp.(*InputFrameDownsync) s = append(s, fmt.Sprintf("{\"inputFrameId\":%d,\"inputList\":%v,\"confirmedList\":\"%d\"}", f.InputFrameId, f.InputList, f.ConfirmedList)) } return strings.Join(s, "\n") } else { return fmt.Sprintf("{renderFrameId: %d, stInputFrameId: %d, edInputFrameId: %d, lastAllConfirmedInputFrameIdWithChange: %d, lastAllConfirmedInputFrameId: %d}", pR.RenderFrameId, pR.InputsBuffer.StFrameId, pR.InputsBuffer.EdFrameId, pR.LastAllConfirmedInputFrameIdWithChange, pR.LastAllConfirmedInputFrameId) } } func (pR *Room) StartBattle() { if RoomBattleStateIns.WAITING != pR.State { Logger.Debug("[StartBattle] Battle not started due to not being WAITING!", zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State)) return } pR.RenderFrameId = 0 // Initialize the "collisionSys" as well as "RenderFrameBuffer" pR.CurDynamicsRenderFrameId = 0 kickoffFrame := &RoomDownsyncFrame{ Id: pR.RenderFrameId, Players: toPbPlayers(pR.Players, false), CountdownNanos: pR.BattleDurationNanos, } pR.RenderFrameBuffer.Put(kickoffFrame) // Refresh "Colliders" spaceW := pR.StageDiscreteW * pR.StageTileW spaceH := pR.StageDiscreteH * pR.StageTileH pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY = float64(spaceW)*0.5, float64(spaceH)*0.5 pR.refreshColliders(spaceW, spaceH) /* Will be triggered from a goroutine which executes the critical `Room.AddPlayerIfPossible`, thus the `battleMainLoop` should be detached. All of the consecutive stages, e.g. settlement, dismissal, should share the same goroutine with `battleMainLoop`. As "defer" is only applicable to function scope, the use of "pR.InputsBufferLock" within "battleMainLoop" is embedded into each subroutine call. */ battleMainLoop := func() { defer func() { if r := recover(); r != nil { Logger.Error("battleMainLoop, recovery spot#1, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("panic", r)) } pR.StopBattleForSettlement() Logger.Info(fmt.Sprintf("The `battleMainLoop` for roomId=%v is stopped@renderFrameId=%v, with battleDurationFrames=%v:\n%v", pR.Id, pR.RenderFrameId, pR.BattleDurationFrames, pR.InputsBufferString(false))) // This takes sometime to print pR.onBattleStoppedForSettlement() }() pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano() battleStartedAt := utils.UnixtimeNano() Logger.Info("The `battleMainLoop` is started for:", zap.Any("roomId", pR.Id)) for _, watchdog := range pR.PlayerActiveWatchdogDict { watchdog.Kick() } for { stCalculation := utils.UnixtimeNano() elapsedNanosSinceLastFrameIdTriggered := stCalculation - pR.LastRenderFrameIdTriggeredAt if elapsedNanosSinceLastFrameIdTriggered < pR.RollbackEstimatedDtNanos { Logger.Debug(fmt.Sprintf("renderFrameId=%v@roomId=%v: Is backend running too fast? elapsedNanosSinceLastFrameIdTriggered=%v", pR.RenderFrameId, pR.Id, elapsedNanosSinceLastFrameIdTriggered)) } if pR.RenderFrameId > pR.BattleDurationFrames { return } if swapped := atomic.CompareAndSwapInt32(&pR.State, RoomBattleStateIns.IN_BATTLE, RoomBattleStateIns.IN_BATTLE); !swapped { return } /* [WARNING] Golang "time.Sleep" is known to be taking longer than specified time to wake up at millisecond granularity, as discussed in https://github.com/golang/go/issues/44343 However, we assume that while "time.Sleep(16.67 ms)" might wake up after ~30ms, it still only covers at most 1 inputFrame generation. */ totalElapsedNanos := utils.UnixtimeNano() - battleStartedAt nextRenderFrameId := int32((totalElapsedNanos + pR.dilutedRollbackEstimatedDtNanos - 1) / pR.dilutedRollbackEstimatedDtNanos) // fast ceiling toSleepNanos := int64(0) if nextRenderFrameId > pR.RenderFrameId { if 0 == pR.RenderFrameId { // It's important to send kickoff frame iff "0 == pR.RenderFrameId && nextRenderFrameId > pR.RenderFrameId", otherwise it might send duplicate kickoff frames for _, player := range pR.PlayersArr { playerId := player.Id thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState)) // Might be changed in "OnPlayerDisconnected/OnPlayerLost" from other threads // [WARNING] DON'T try to send any message to an inactive player! switch thatPlayerBattleState { case PlayerBattleStateIns.DISCONNECTED, PlayerBattleStateIns.LOST, PlayerBattleStateIns.EXPELLED_DURING_GAME, PlayerBattleStateIns.EXPELLED_IN_DISMISSAL: continue } kickoffFrame := pR.RenderFrameBuffer.GetByFrameId(0).(*RoomDownsyncFrame) pR.sendSafely(kickoffFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId, true) } Logger.Info(fmt.Sprintf("In `battleMainLoop` for roomId=%v sent out kickoffFrame", pR.Id)) } prevRenderFrameId := pR.RenderFrameId pR.RenderFrameId = nextRenderFrameId dynamicsDuration := int64(0) // Prefab and buffer backend inputFrameDownsync if pR.BackendDynamicsEnabled { pR.doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRenderFrameId, &dynamicsDuration) } pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano() elapsedInCalculation := (utils.UnixtimeNano() - stCalculation) toSleepNanos = pR.dilutedRollbackEstimatedDtNanos - elapsedInCalculation // don't sleep if "nextRenderFrame == pR.RenderFrameId" if elapsedInCalculation > pR.RollbackEstimatedDtNanos { Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v ns, dynamicsDuration=%v ns, RollbackEstimatedDtNanos=%v, dilutedRollbackEstimatedDtNanos=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, pR.RollbackEstimatedDtNanos, pR.dilutedRollbackEstimatedDtNanos)) } } time.Sleep(time.Duration(toSleepNanos)) } } downsyncLoop := func(playerId int32, player *Player, playerDownsyncChan chan InputsBufferSnapshot) { defer func() { if r := recover(); r != nil { Logger.Error("downsyncLoop, recovery spot#1, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("panic", r)) } Logger.Info(fmt.Sprintf("The `downsyncLoop` for (roomId=%v, playerId=%v) is stopped@renderFrameId=%v", pR.Id, playerId, pR.RenderFrameId)) }() Logger.Debug(fmt.Sprintf("Started downsyncLoop for (roomId: %d, playerId:%d, playerDownsyncChan:%p)", pR.Id, playerId, playerDownsyncChan)) for { select { case inputsBufferSnapshot := <-playerDownsyncChan: nowBattleState := atomic.LoadInt32(&pR.State) switch nowBattleState { case RoomBattleStateIns.IDLE, RoomBattleStateIns.STOPPING_BATTLE_FOR_SETTLEMENT, RoomBattleStateIns.IN_SETTLEMENT, RoomBattleStateIns.IN_DISMISSAL: Logger.Warn(fmt.Sprintf("Battle is not waiting/preparing/active for playerDownsyncChan for (roomId: %d, playerId:%d)", pR.Id, playerId)) return } pR.downsyncToSinglePlayer(playerId, player, inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, inputsBufferSnapshot.ToSendInputFrameDownsyncs, inputsBufferSnapshot.ShouldForceResync) //Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d)#2", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, playerId)) default: } } } for playerId, player := range pR.Players { /* Always instantiates a new channel and let the old one die out due to not being retained by any root reference. Each "playerDownsyncChan" stays alive through out the lifecycle of room instead of each "playerDownsyncSession", i.e. not closed or dereferenced upon disconnection. */ pR.PlayerDownsyncChanDict[playerId] = make(chan InputsBufferSnapshot, pR.InputsBuffer.N) go downsyncLoop(playerId, player, pR.PlayerDownsyncChanDict[playerId]) } pR.onBattlePrepare(func() { pR.onBattleStarted() // NOTE: Deliberately not using `defer`. go battleMainLoop() }) } func (pR *Room) toDiscreteInputsBufferIndex(inputFrameId int32, joinIndex int32) int32 { return (inputFrameId << 2) + joinIndex // allowing joinIndex upto 15 } func (pR *Room) OnBattleCmdReceived(pReq *WsReq) { /* [WARNING] This function "OnBattleCmdReceived" could be called by different ws sessions and thus from different threads! That said, "markConfirmationIfApplicable" will still work as expected. Here's an example of weird call orders. --------------------------------------------------- now lastAllConfirmedInputFrameId: 42; each "()" below indicates a "Lock/Unlock cycle of InputsBufferLock", and "x" indicates no new all-confirmed snapshot is created A: ([44,50],x) ([49,54],snapshot=[51,53]) B: ([54,58],x) C: ([42,53],snapshot=[43,50]) D: ([51,55],x) --------------------------------------------------- */ // TODO: Put a rate limiter on this function! if swapped := atomic.CompareAndSwapInt32(&pR.State, RoomBattleStateIns.IN_BATTLE, RoomBattleStateIns.IN_BATTLE); !swapped { return } playerId := pReq.PlayerId var player *Player = nil var existent bool = false inputFrameUpsyncBatch := pReq.InputFrameUpsyncBatch ackingFrameId := pReq.AckingFrameId ackingInputFrameId := pReq.AckingInputFrameId if player, existent = pR.Players[playerId]; !existent { Logger.Warn(fmt.Sprintf("upcmd player doesn't exist: roomId=%v, playerId=%v", pR.Id, playerId)) return } if watchdog, existent := pR.PlayerActiveWatchdogDict[playerId]; existent { watchdog.Kick() } atomic.StoreInt32(&(player.AckingFrameId), ackingFrameId) atomic.StoreInt32(&(player.AckingInputFrameId), ackingInputFrameId) //Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock about to lock: roomId=%v, fromPlayerId=%v", pR.Id, playerId)) pR.InputsBufferLock.Lock() //Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock locked: roomId=%v, fromPlayerId=%v", pR.Id, playerId)) defer func() { pR.InputsBufferLock.Unlock() //Logger.Debug(fmt.Sprintf("OnBattleCmdReceived-InputsBufferLock unlocked: roomId=%v, fromPlayerId=%v", pR.Id, playerId)) }() inputsBufferSnapshot := pR.markConfirmationIfApplicable(inputFrameUpsyncBatch, playerId, player) if nil != inputsBufferSnapshot { pR.downsyncToAllPlayers(inputsBufferSnapshot) } } func (pR *Room) onInputFrameDownsyncAllConfirmed(inputFrameDownsync *InputFrameDownsync, playerId int32) { // [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked! inputFrameId := inputFrameDownsync.InputFrameId if -1 == pR.LastAllConfirmedInputFrameIdWithChange || false == pR.equalInputLists(inputFrameDownsync.InputList, pR.LastAllConfirmedInputList) { if -1 == playerId { Logger.Debug(fmt.Sprintf("Key inputFrame change: roomId=%v, newInputFrameId=%v, lastInputFrameId=%v, newInputList=%v, lastInputList=%v, InputsBuffer=%v", pR.Id, inputFrameId, pR.LastAllConfirmedInputFrameId, inputFrameDownsync.InputList, pR.LastAllConfirmedInputList, pR.InputsBufferString(false))) } else { Logger.Debug(fmt.Sprintf("Key inputFrame change: roomId=%v, playerId=%v, newInputFrameId=%v, lastInputFrameId=%v, newInputList=%v, lastInputList=%v, InputsBuffer=%v", pR.Id, playerId, inputFrameId, pR.LastAllConfirmedInputFrameId, inputFrameDownsync.InputList, pR.LastAllConfirmedInputList, pR.InputsBufferString(false))) } pR.LastAllConfirmedInputFrameIdWithChange = inputFrameId } pR.LastAllConfirmedInputFrameId = inputFrameId for i, v := range inputFrameDownsync.InputList { // To avoid potential misuse of pointers pR.LastAllConfirmedInputList[i] = v } if -1 == playerId { Logger.Debug(fmt.Sprintf("inputFrame lifecycle#2[forced-allconfirmed]: roomId=%v, InputsBuffer=%v", pR.Id, pR.InputsBufferString(false))) } else { Logger.Debug(fmt.Sprintf("inputFrame lifecycle#2[allconfirmed]: roomId=%v, playerId=%v, InputsBuffer=%v", pR.Id, playerId, pR.InputsBufferString(false))) } } func (pR *Room) equalInputLists(lhs []uint64, rhs []uint64) bool { if len(lhs) != len(rhs) { return false } for i, _ := range lhs { if lhs[i] != rhs[i] { return false } } return true } func (pR *Room) StopBattleForSettlement() { if RoomBattleStateIns.IN_BATTLE != pR.State { return } pR.State = RoomBattleStateIns.STOPPING_BATTLE_FOR_SETTLEMENT Logger.Info("Stopping the `battleMainLoop` for:", zap.Any("roomId", pR.Id)) pR.RenderFrameId++ for playerId, _ := range pR.Players { assembledFrame := RoomDownsyncFrame{ Id: pR.RenderFrameId, Players: toPbPlayers(pR.Players, false), CountdownNanos: -1, // TODO: Replace this magic constant! } pR.sendSafely(&assembledFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_STOPPED, playerId, true) } // Note that `pR.onBattleStoppedForSettlement` will be called by `battleMainLoop`. } func (pR *Room) onBattleStarted() { if RoomBattleStateIns.PREPARE != pR.State { return } pR.State = RoomBattleStateIns.IN_BATTLE pR.updateScore() } func (pR *Room) onBattlePrepare(cb BattleStartCbType) { if RoomBattleStateIns.WAITING != pR.State { Logger.Warn("[onBattlePrepare] Battle not started after all players' battle state checked!", zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State)) return } pR.State = RoomBattleStateIns.PREPARE Logger.Info("Battle state transitted to RoomBattleStateIns.PREPARE for:", zap.Any("roomId", pR.Id)) battleReadyToStartFrame := &RoomDownsyncFrame{ Id: DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START, Players: toPbPlayers(pR.Players, true), CountdownNanos: pR.BattleDurationNanos, } Logger.Info("Sending out frame for RoomBattleState.PREPARE:", zap.Any("battleReadyToStartFrame", battleReadyToStartFrame)) for _, player := range pR.Players { pR.sendSafely(battleReadyToStartFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START, player.Id, true) } battlePreparationNanos := int64(6000000000) preparationLoop := func() { defer func() { Logger.Info("The `preparationLoop` is stopped for:", zap.Any("roomId", pR.Id)) cb() }() preparationLoopStartedNanos := utils.UnixtimeNano() totalElapsedNanos := int64(0) for { if totalElapsedNanos > battlePreparationNanos { break } now := utils.UnixtimeNano() totalElapsedNanos = (now - preparationLoopStartedNanos) time.Sleep(time.Duration(battlePreparationNanos - totalElapsedNanos)) } } go preparationLoop() } func (pR *Room) onBattleStoppedForSettlement() { if RoomBattleStateIns.STOPPING_BATTLE_FOR_SETTLEMENT != pR.State { return } defer func() { pR.onSettlementCompleted() }() pR.State = RoomBattleStateIns.IN_SETTLEMENT Logger.Info("The room is in settlement:", zap.Any("roomId", pR.Id)) // TODO: Some settlement labor. } func (pR *Room) onSettlementCompleted() { pR.Dismiss() } func (pR *Room) Dismiss() { if RoomBattleStateIns.IN_SETTLEMENT != pR.State { return } pR.State = RoomBattleStateIns.IN_DISMISSAL if 0 < len(pR.Players) { Logger.Info("The room is in dismissal:", zap.Any("roomId", pR.Id)) for playerId, _ := range pR.Players { Logger.Info("Adding 1 to pR.DismissalWaitGroup:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId)) pR.DismissalWaitGroup.Add(1) pR.expelPlayerForDismissal(playerId) pR.DismissalWaitGroup.Done() Logger.Info("Decremented 1 to pR.DismissalWaitGroup:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId)) } pR.DismissalWaitGroup.Wait() } pR.OnDismissed() } func (pR *Room) OnDismissed() { // Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference. pR.BulletBattleLocalIdCounter = 0 pR.WorldToVirtualGridRatio = float64(1000) pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations pR.SpAtkLookupFrames = 5 pR.PlayerDefaultSpeed = int32(float64(1) * pR.WorldToVirtualGridRatio) // in virtual grids per frame pR.Players = make(map[int32]*Player) pR.PlayersArr = make([]*Player, pR.Capacity) pR.CollisionSysMap = make(map[int32]*resolv.Object) pR.PlayerDownsyncSessionDict = make(map[int32]*websocket.Conn) for _, oldWatchdog := range pR.PlayerActiveWatchdogDict { oldWatchdog.Stop() } pR.PlayerActiveWatchdogDict = make(map[int32]*Watchdog) for _, oldChan := range pR.PlayerDownsyncChanDict { close(oldChan) } pR.PlayerDownsyncChanDict = make(map[int32](chan InputsBufferSnapshot)) pR.PlayerSignalToCloseDict = make(map[int32]SignalToCloseConnCbType) pR.JoinIndexBooleanArr = make([]bool, pR.Capacity) pR.Barriers = make(map[int32]*Barrier) pR.RenderCacheSize = 1024 pR.RenderFrameBuffer = NewRingBuffer(pR.RenderCacheSize) pR.InputsBuffer = NewRingBuffer((pR.RenderCacheSize >> 1) + 1) pR.LatestPlayerUpsyncedInputFrameId = -1 pR.LastAllConfirmedInputFrameId = -1 pR.LastAllConfirmedInputFrameIdWithChange = -1 pR.LastAllConfirmedInputList = make([]uint64, pR.Capacity) pR.RenderFrameId = 0 pR.CurDynamicsRenderFrameId = 0 pR.InputDelayFrames = 8 pR.NstDelayFrames = 16 pR.InputScaleFrames = uint32(2) pR.ServerFps = 60 pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME dilutedServerFps := float64(58.0) // Don't set this value too small, otherwise we might miss force confirmation needs for slow tickers! pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(pR.ServerFps) / dilutedServerFps) pR.BattleDurationFrames = 60 * pR.ServerFps pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1) pR.InputFrameUpsyncDelayTolerance = (pR.NstDelayFrames >> pR.InputScaleFrames) - 1 // this value should be strictly smaller than (NstDelayFrames >> InputScaleFrames), otherwise "type#1 forceConfirmation" might become a lag avalanche pR.MaxChasingRenderFramesPerUpdate = 12 // Don't set this value too high to avoid exhausting frontend CPU within a single frame pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work! pR.ForceAllResyncOnAnyActiveSlowTicker = true // See tradeoff discussion in "downsyncToAllPlayers" punchSkillId := int32(1) pR.MeleeSkillConfig = make(map[int32]*MeleeBullet, 0) pR.MeleeSkillConfig[punchSkillId] = &MeleeBullet{ // for offender StartupFrames: int32(10), ActiveFrames: int32(10), RecoveryFrames: int32(34), RecoveryFramesOnBlock: int32(34), RecoveryFramesOnHit: int32(34), Moveforward: &Vec2D{ X: 0, Y: 0, }, HitboxOffset: float64(12.0), // should be about the radius of the PlayerCollider HitboxSize: &Vec2D{ X: float64(24.0), Y: float64(32.0), }, // for defender HitStunFrames: int32(18), BlockStunFrames: int32(9), Pushback: float64(8.0), ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge Damage: int32(5), } pR.SnapIntoPlatformOverlap = float64(0.1) pR.SnapIntoPlatformThreshold = float64(0.5) pR.JumpingInitVelY = int32(float64(7) * pR.WorldToVirtualGridRatio) pR.GravityX = 0 pR.GravityY = -int32(float64(0.5) * pR.WorldToVirtualGridRatio) // makes all "playerCollider.Y" a multiple of 0.5 in all cases pR.ChooseStage() pR.EffectivePlayerCount = 0 // [WARNING] It's deliberately ordered such that "pR.State = RoomBattleStateIns.IDLE" is put AFTER all the refreshing operations above. pR.State = RoomBattleStateIns.IDLE pR.updateScore() Logger.Info("The room is completely dismissed(all playerDownsyncChan closed):", zap.Any("roomId", pR.Id)) } func (pR *Room) expelPlayerDuringGame(playerId int32) { if signalToCloseConnOfThisPlayer, existent := pR.PlayerSignalToCloseDict[playerId]; existent { signalToCloseConnOfThisPlayer(Constants.RetCode.UnknownError, "") // TODO: Specify an error code } pR.onPlayerExpelledDuringGame(playerId) } func (pR *Room) expelPlayerForDismissal(playerId int32) { if signalToCloseConnOfThisPlayer, existent := pR.PlayerSignalToCloseDict[playerId]; existent { signalToCloseConnOfThisPlayer(Constants.RetCode.UnknownError, "") // TODO: Specify an error code } pR.onPlayerExpelledForDismissal(playerId) } func (pR *Room) onPlayerExpelledDuringGame(playerId int32) { pR.onPlayerLost(playerId) } func (pR *Room) onPlayerExpelledForDismissal(playerId int32) { pR.onPlayerLost(playerId) Logger.Info("onPlayerExpelledForDismissal:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount)) } func (pR *Room) OnPlayerDisconnected(playerId int32) { defer func() { if r := recover(); r != nil { Logger.Error("Room OnPlayerDisconnected, recovery spot#1, recovered from: ", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("panic", r)) } }() if player, existent := pR.Players[playerId]; existent { thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState)) switch thatPlayerBattleState { case PlayerBattleStateIns.DISCONNECTED, PlayerBattleStateIns.LOST, PlayerBattleStateIns.EXPELLED_DURING_GAME, PlayerBattleStateIns.EXPELLED_IN_DISMISSAL: Logger.Info("Room OnPlayerDisconnected[early return #1]:", zap.Any("playerId", playerId), zap.Any("playerBattleState", pR.Players[playerId].BattleState), zap.Any("roomId", pR.Id), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount)) return } } else { // Not even the "pR.Players[playerId]" exists. Logger.Info("Room OnPlayerDisconnected[early return #2]:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount)) return } currRoomBattleState := atomic.LoadInt32(&(pR.State)) switch currRoomBattleState { case RoomBattleStateIns.WAITING: pR.onPlayerLost(playerId) delete(pR.Players, playerId) // Note that this statement MUST be put AFTER `pR.onPlayerLost(...)` to avoid nil pointer exception. if 0 == pR.EffectivePlayerCount { atomic.StoreInt32(&(pR.State), RoomBattleStateIns.IDLE) } pR.updateScore() Logger.Info("Player disconnected while room is at RoomBattleStateIns.WAITING:", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount)) default: atomic.StoreInt32(&(pR.Players[playerId].BattleState), PlayerBattleStateIns.DISCONNECTED) pR.clearPlayerNetworkSession(playerId) // Still need clear the network session pointers, because "OnPlayerDisconnected" is only triggered from "signalToCloseConnOfThisPlayer" in "ws/serve.go", when the same player reconnects the network session pointers will be re-assigned Logger.Warn("OnPlayerDisconnected finished:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("playerBattleState", pR.Players[playerId].BattleState), zap.Any("nowRoomBattleState", pR.State), zap.Any("nowRoomEffectivePlayerCount", pR.EffectivePlayerCount)) } } func (pR *Room) onPlayerLost(playerId int32) { defer func() { if r := recover(); r != nil { Logger.Error("Room OnPlayerLost, recovery spot, recovered from: ", zap.Any("playerId", playerId), zap.Any("roomId", pR.Id), zap.Any("panic", r)) } }() if player, existent := pR.Players[playerId]; existent { atomic.StoreInt32(&(player.BattleState), PlayerBattleStateIns.LOST) pR.clearPlayerNetworkSession(playerId) pR.EffectivePlayerCount-- indiceInJoinIndexBooleanArr := int(player.JoinIndex - 1) if (0 <= indiceInJoinIndexBooleanArr) && (indiceInJoinIndexBooleanArr < len(pR.JoinIndexBooleanArr)) { pR.JoinIndexBooleanArr[indiceInJoinIndexBooleanArr] = false } else { Logger.Warn("Room OnPlayerLost, pR.JoinIndexBooleanArr is out of range: ", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("indiceInJoinIndexBooleanArr", indiceInJoinIndexBooleanArr), zap.Any("len(pR.JoinIndexBooleanArr)", len(pR.JoinIndexBooleanArr))) } player.JoinIndex = MAGIC_JOIN_INDEX_INVALID Logger.Warn("OnPlayerLost: ", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("resulted pR.JoinIndexBooleanArr", pR.JoinIndexBooleanArr)) } } func (pR *Room) clearPlayerNetworkSession(playerId int32) { if _, y := pR.PlayerDownsyncSessionDict[playerId]; y { Logger.Debug("clearPlayerNetworkSession:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId)) // [WARNING] No need to close "pR.PlayerDownsyncChanDict[playerId]" immediately! pR.PlayerActiveWatchdogDict[playerId].Stop() delete(pR.PlayerActiveWatchdogDict, playerId) delete(pR.PlayerDownsyncSessionDict, playerId) delete(pR.PlayerSignalToCloseDict, playerId) } } func (pR *Room) onPlayerAdded(playerId int32) { pR.EffectivePlayerCount++ if 1 == pR.EffectivePlayerCount { pR.State = RoomBattleStateIns.WAITING } for index, value := range pR.JoinIndexBooleanArr { if false == value { pR.Players[playerId].JoinIndex = int32(index) + 1 pR.JoinIndexBooleanArr[index] = true // Lazily assign the initial position of "Player" for "RoomDownsyncFrame". playerPosList := *(pR.StrToVec2DListMap["PlayerStartingPos"]) if index > len(playerPosList.Eles) { panic(fmt.Sprintf("onPlayerAdded error, index >= len(playerPosList), roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount)) } playerPos := playerPosList.Eles[index] if nil == playerPos { panic(fmt.Sprintf("onPlayerAdded error, nil == playerPos, roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount)) } pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = WorldToVirtualGridPos(playerPos.X, playerPos.Y, pR.WorldToVirtualGridRatio) // Hardcoded initial character orientation/facing if 0 == (pR.Players[playerId].JoinIndex % 2) { pR.Players[playerId].DirX = -2 pR.Players[playerId].DirY = 0 } else { pR.Players[playerId].DirX = +2 pR.Players[playerId].DirY = 0 } break } } pR.updateScore() Logger.Info("onPlayerAdded:", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("playerBattleState", pR.Players[playerId].BattleState), zap.Any("joinIndex", pR.Players[playerId].JoinIndex), zap.Any("EffectivePlayerCount", pR.EffectivePlayerCount), zap.Any("resulted pR.JoinIndexBooleanArr", pR.JoinIndexBooleanArr), zap.Any("RoomBattleState", pR.State)) } func (pR *Room) onPlayerReAdded(playerId int32) { /* * [WARNING] * * If a player quits at "RoomBattleState.WAITING", then his/her re-joining will always invoke `AddPlayerIfPossible(...)`. Therefore, this * function will only be invoked for players who quit the battle at ">RoomBattleState.WAITING" and re-join at "RoomBattleState.IN_BATTLE", during which the `pR.JoinIndexBooleanArr` doesn't change. */ Logger.Info("Room got `onPlayerReAdded` invoked,", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("resulted pR.JoinIndexBooleanArr", pR.JoinIndexBooleanArr)) pR.updateScore() } func (pR *Room) OnPlayerBattleColliderAcked(playerId int32) bool { targetPlayer, existing := pR.Players[playerId] if false == existing { return false } shouldTryToStartBattle := true Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-before: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount)) targetPlayerBattleState := atomic.LoadInt32(&(targetPlayer.BattleState)) switch targetPlayerBattleState { case PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK: playerAckedFrame := &RoomDownsyncFrame{ Id: pR.RenderFrameId, Players: toPbPlayers(pR.Players, true), } // Broadcast normally added player info to all players in the same room for _, thatPlayer := range pR.Players { /* [WARNING] This `playerAckedFrame` is the first ever "RoomDownsyncFrame" for every "PersistentSessionClient on the frontend", and it goes right after each "BattleColliderInfo". By making use of the sequential nature of each ws session, all later "RoomDownsyncFrame"s generated after `pRoom.StartBattle()` will be put behind this `playerAckedFrame`. This function is triggered by an upsync message via WebSocket, thus downsync sending is also available by now. */ thatPlayerId := thatPlayer.Id thatPlayerBattleState := atomic.LoadInt32(&(thatPlayer.BattleState)) Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-middle: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, thatPlayerId=%v, thatPlayerBattleState=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, thatPlayer.Id, thatPlayerBattleState)) if thatPlayerId == targetPlayer.Id || (PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK == thatPlayerBattleState || PlayerBattleStateIns.ACTIVE == thatPlayerBattleState) { Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-sending DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount)) pR.sendSafely(playerAckedFrame, nil, DOWNSYNC_MSG_ACT_PLAYER_ADDED_AND_ACKED, thatPlayer.Id, true) } } atomic.StoreInt32(&(targetPlayer.BattleState), PlayerBattleStateIns.ACTIVE) case PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK: shouldTryToStartBattle = false atomic.StoreInt32(&(targetPlayer.BattleState), PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED) Logger.Warn(fmt.Sprintf("OnPlayerBattleColliderAcked-reAdded: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount)) default: } Logger.Debug(fmt.Sprintf("OnPlayerBattleColliderAcked-post-downsync: roomId=%v, roomState=%v, targetPlayerId=%v, targetPlayerBattleState=%v, capacity=%v, EffectivePlayerCount=%v", pR.Id, pR.State, targetPlayer.Id, targetPlayer.BattleState, pR.Capacity, pR.EffectivePlayerCount)) if shouldTryToStartBattle { if pR.Capacity == int(pR.EffectivePlayerCount) { allAcked := true for _, p := range pR.Players { if PlayerBattleStateIns.ACTIVE != p.BattleState { Logger.Warn("Unexpectedly got an inactive player", zap.Any("roomId", pR.Id), zap.Any("playerId", p.Id), zap.Any("battleState", p.BattleState)) allAcked = false break } } if true == allAcked { pR.StartBattle() // WON'T run if the battle state is not in WAITING. } } pR.updateScore() } return true } func (pR *Room) sendSafely(roomDownsyncFrame *RoomDownsyncFrame, toSendInputFrameDownsyncs []*InputFrameDownsync, act int32, playerId int32, needLockExplicitly bool) { defer func() { if r := recover(); r != nil { Logger.Error("sendSafely, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("playerId", playerId), zap.Any("panic", r)) } }() if playerDownsyncSession, existent := pR.PlayerDownsyncSessionDict[playerId]; existent { pResp := &WsResp{ Ret: int32(Constants.RetCode.Ok), Act: act, Rdf: roomDownsyncFrame, InputFrameDownsyncBatch: toSendInputFrameDownsyncs, } theBytes, marshalErr := proto.Marshal(pResp) if nil != marshalErr { panic(fmt.Sprintf("Error marshaling downsync message: roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount)) } if err := playerDownsyncSession.WriteMessage(websocket.BinaryMessage, theBytes); nil != err { panic(fmt.Sprintf("Error sending downsync message: roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v, err=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount, err)) } } } func (pR *Room) shouldPrefabInputFrameDownsync(prevRenderFrameId int32, renderFrameId int32) (bool, int32) { for i := prevRenderFrameId + 1; i <= renderFrameId; i++ { if (0 <= i) && (0 == (i & ((1 << pR.InputScaleFrames) - 1))) { return true, i } } return false, -1 } func (pR *Room) getOrPrefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync { /* [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked. Kindly note that on backend the prefab is much simpler than its frontend counterpart, because frontend will upsync its latest command immediately if there's any change w.r.t. its own prev cmd, thus if no upsync received from a frontend, - EITHER it's due to local lag and bad network, - OR there's no change w.r.t. to its prev cmd. */ var currInputFrameDownsync *InputFrameDownsync = nil tmp1 := pR.InputsBuffer.GetByFrameId(inputFrameId) // Would be nil if "pR.InputsBuffer.EdFrameId <= inputFrameId", else if "pR.InputsBuffer.EdFrameId > inputFrameId" is already met, then by now we can just return "tmp1.(*InputFrameDownsync)" if nil == tmp1 { for pR.InputsBuffer.EdFrameId <= inputFrameId { j := pR.InputsBuffer.EdFrameId currInputFrameDownsync = &InputFrameDownsync{ InputFrameId: j, InputList: make([]uint64, pR.Capacity), ConfirmedList: uint64(0), } j2 := j - 1 if 0 <= pR.LastAllConfirmedInputFrameId && j2 >= pR.LastAllConfirmedInputFrameId { j2 = pR.LastAllConfirmedInputFrameId } tmp2 := pR.InputsBuffer.GetByFrameId(j2) if nil != tmp2 { prevInputFrameDownsync := tmp2.(*InputFrameDownsync) for i, _ := range currInputFrameDownsync.InputList { currInputFrameDownsync.InputList[i] = (prevInputFrameDownsync.InputList[i] & uint64(15)) // Don't predict attack input! } } pR.InputsBuffer.Put(currInputFrameDownsync) } } else { currInputFrameDownsync = tmp1.(*InputFrameDownsync) } return currInputFrameDownsync } func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*InputFrameUpsync, playerId int32, player *Player) *InputsBufferSnapshot { // [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked! // Step#1, put the received "inputFrameUpsyncBatch" into "pR.InputsBuffer" for _, inputFrameUpsync := range inputFrameUpsyncBatch { clientInputFrameId := inputFrameUpsync.InputFrameId if clientInputFrameId < pR.InputsBuffer.StFrameId { // The updates to "pR.InputsBuffer.StFrameId" is monotonically increasing, thus if "clientInputFrameId < pR.InputsBuffer.StFrameId" at any moment of time, it is obsolete in the future. Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#1: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false))) continue } if clientInputFrameId < pR.LastAllConfirmedInputFrameId { Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false))) continue } if clientInputFrameId > pR.InputsBuffer.EdFrameId { Logger.Warn(fmt.Sprintf("Dropping too advanced inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v; is this player cheating?", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false))) continue } // by now "clientInputFrameId <= pR.InputsBuffer.EdFrameId" targetInputFrameDownsync := pR.getOrPrefabInputFrameDownsync(clientInputFrameId) targetInputFrameDownsync.InputList[player.JoinIndex-1] = inputFrameUpsync.Encoded targetInputFrameDownsync.ConfirmedList |= uint64(1 << uint32(player.JoinIndex-1)) if clientInputFrameId > pR.LatestPlayerUpsyncedInputFrameId { pR.LatestPlayerUpsyncedInputFrameId = clientInputFrameId } } // Step#2, mark confirmation without forcing newAllConfirmedCount := int32(0) inputFrameId1 := pR.LastAllConfirmedInputFrameId + 1 totPlayerCnt := uint32(pR.Capacity) allConfirmedMask := uint64((1 << totPlayerCnt) - 1) for inputFrameId := inputFrameId1; inputFrameId < pR.InputsBuffer.EdFrameId; inputFrameId++ { tmp := pR.InputsBuffer.GetByFrameId(inputFrameId) if nil == tmp { panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v! InputsBuffer=%v", inputFrameId, pR.Id, pR.InputsBufferString(false))) } shouldBreakConfirmation := false inputFrameDownsync := tmp.(*InputFrameDownsync) if allConfirmedMask != inputFrameDownsync.ConfirmedList { for _, player := range pR.PlayersArr { thatPlayerBattleState := atomic.LoadInt32(&(player.BattleState)) thatPlayerJoinMask := uint64(1 << uint32(player.JoinIndex-1)) isSlowTicker := (0 == (inputFrameDownsync.ConfirmedList & thatPlayerJoinMask)) isActiveSlowTicker := (isSlowTicker && thatPlayerBattleState == PlayerBattleStateIns.ACTIVE) if isActiveSlowTicker { 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))) } } if shouldBreakConfirmation { break } newAllConfirmedCount += 1 pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1) } if 0 < newAllConfirmedCount { /* [WARNING] If "pR.InputsBufferLock" was previously held by "doBattleMainLoopPerTickBackendDynamicsWithProperLocking", then "snapshotStFrameId" would be just (LastAllConfirmedInputFrameId - newAllConfirmedCount). However if "pR.InputsBufferLock" was previously held by another "OnBattleCmdReceived", the proper value for "snapshotStFrameId" might be smaller than (pR.LastAllConfirmedInputFrameId - newAllConfirmedCount) -- but why? Especially when we've already wrapped this whole function in "InputsBufferLock", the order of "markConfirmationIfApplicable" generated snapshots is preserved for sending, isn't (LastAllConfirmedInputFrameId - newAllConfirmedCount) good enough here? Unfortunately no, for a reconnected player to get recovered asap (of course with BackendDynamicsEnabled), we put a check of READDED_BATTLE_COLLIDER_ACKED in "downsyncToSinglePlayer" -- which could be called right after "markConfirmationIfApplicable" yet without going through "forceConfirmationIfApplicable" -- and if a READDED_BATTLE_COLLIDER_ACKED player is found there we need a proper "(refRenderFrameId, snapshotStFrameId)" pair for that player! */ snapshotStFrameId := (pR.LastAllConfirmedInputFrameId - newAllConfirmedCount) refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1 refSnapshotStFrameId := pR.ConvertToInputFrameId(refRenderFrameIdIfNeeded, pR.InputDelayFrames) if refSnapshotStFrameId < snapshotStFrameId { snapshotStFrameId = refSnapshotStFrameId } Logger.Debug(fmt.Sprintf("markConfirmationIfApplicable for roomId=%v returning newAllConfirmedCount=%d: InputsBuffer=%v", pR.Id, newAllConfirmedCount, pR.InputsBufferString(false))) return pR.produceInputsBufferSnapshotWithCurDynamicsRenderFrameAsRef(uint64(0), snapshotStFrameId, pR.LastAllConfirmedInputFrameId+1) } else { return nil } } func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 { // [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked! totPlayerCnt := uint32(pR.Capacity) allConfirmedMask := uint64((1 << totPlayerCnt) - 1) unconfirmedMask := uint64(0) if pR.LatestPlayerUpsyncedInputFrameId > (pR.LastAllConfirmedInputFrameId + (pR.NstDelayFrames >> pR.InputScaleFrames)) { // Type#1 check whether there's a significantly slow ticker among players oldLastAllConfirmedInputFrameId := pR.LastAllConfirmedInputFrameId for j := pR.LastAllConfirmedInputFrameId + 1; j <= pR.LatestPlayerUpsyncedInputFrameId; j++ { tmp := pR.InputsBuffer.GetByFrameId(j) if nil == tmp { panic(fmt.Sprintf("inputFrameId=%v doesn't exist for roomId=%v! InputsBuffer=%v", j, pR.Id, pR.InputsBufferString(false))) } inputFrameDownsync := tmp.(*InputFrameDownsync) unconfirmedMask |= (allConfirmedMask ^ inputFrameDownsync.ConfirmedList) inputFrameDownsync.ConfirmedList = allConfirmedMask pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1) } if 0 < unconfirmedMask { Logger.Debug(fmt.Sprintf("[type#1 forceConfirmation] For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, LastAllConfirmedInputFrameId:%d, (pR.NstDelayFrames >> pR.InputScaleFrames):%d, InputFrameUpsyncDelayTolerance:%d, unconfirmedMask=%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, oldLastAllConfirmedInputFrameId, (pR.NstDelayFrames >> pR.InputScaleFrames), pR.InputFrameUpsyncDelayTolerance, unconfirmedMask)) } } else { // Type#2 helps resolve the edge case when all players are disconnected temporarily shouldForceResync := false for _, player := range pR.PlayersArr { playerBattleState := atomic.LoadInt32(&(player.BattleState)) if PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED == playerBattleState { shouldForceResync = true break } } if shouldForceResync { Logger.Warn(fmt.Sprintf("[type#2 forceConfirmation] For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, LastAllConfirmedInputFrameId:%d; there's at least one reconnected player, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, pR.LastAllConfirmedInputFrameId)) unconfirmedMask = allConfirmedMask } } return unconfirmedMask } func (pR *Room) produceInputsBufferSnapshotWithCurDynamicsRenderFrameAsRef(unconfirmedMask uint64, snapshotStFrameId, snapshotEdFrameId int32) *InputsBufferSnapshot { // [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked! refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1 if 0 > refRenderFrameIdIfNeeded { return nil } // Duplicate downsynced inputFrameIds will be filtered out by frontend. toSendInputFrameDownsyncs := pR.cloneInputsBuffer(snapshotStFrameId, snapshotEdFrameId) return &InputsBufferSnapshot{ RefRenderFrameId: refRenderFrameIdIfNeeded, UnconfirmedMask: unconfirmedMask, ToSendInputFrameDownsyncs: toSendInputFrameDownsyncs, } } func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRenderFrameId int32, spaceOffsetX, spaceOffsetY float64) { // [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked! if fromRenderFrameId >= toRenderFrameId { return } Logger.Debug(fmt.Sprintf("Applying inputFrame dynamics: roomId=%v, room.RenderFrameId=%v, fromRenderFrameId=%v, toRenderFrameId=%v", pR.Id, pR.RenderFrameId, fromRenderFrameId, toRenderFrameId)) totPlayerCnt := uint32(pR.Capacity) allConfirmedMask := uint64((1 << totPlayerCnt) - 1) for collisionSysRenderFrameId := fromRenderFrameId; collisionSysRenderFrameId < toRenderFrameId; collisionSysRenderFrameId++ { currRenderFrameTmp := pR.RenderFrameBuffer.GetByFrameId(collisionSysRenderFrameId) if nil == currRenderFrameTmp { panic(fmt.Sprintf("collisionSysRenderFrameId=%v doesn't exist for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v)! RenderFrameBuffer=%v", collisionSysRenderFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, pR.RenderFrameBufferString())) } currRenderFrame := currRenderFrameTmp.(*RoomDownsyncFrame) delayedInputFrameId := pR.ConvertToInputFrameId(collisionSysRenderFrameId, pR.InputDelayFrames) var delayedInputFrame *InputFrameDownsync = nil if 0 <= delayedInputFrameId { if delayedInputFrameId > pR.LastAllConfirmedInputFrameId { panic(fmt.Sprintf("delayedInputFrameId=%v is not yet all-confirmed for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v) @ collisionSysRenderFrameId=%v! InputsBuffer=%v", delayedInputFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, collisionSysRenderFrameId, pR.InputsBufferString(false))) } tmp := pR.InputsBuffer.GetByFrameId(delayedInputFrameId) if nil == tmp { panic(fmt.Sprintf("delayedInputFrameId=%v doesn't exist for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v) @ collisionSysRenderFrameId=%v! InputsBuffer=%v", delayedInputFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, collisionSysRenderFrameId, pR.InputsBufferString(false))) } delayedInputFrame = tmp.(*InputFrameDownsync) // [WARNING] It's possible that by now "allConfirmedMask != delayedInputFrame.ConfirmedList && delayedInputFrameId <= pR.LastAllConfirmedInputFrameId", we trust "pR.LastAllConfirmedInputFrameId" as the TOP AUTHORITY. delayedInputFrame.ConfirmedList = allConfirmedMask } nextRenderFrame := pR.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, pR.CollisionSysMap) pR.RenderFrameBuffer.Put(nextRenderFrame) pR.CurDynamicsRenderFrameId++ } } // TODO: Write unit-test for this function to compare with its frontend counter part func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSysMap map[int32]*resolv.Object) *RoomDownsyncFrame { topPadding, bottomPadding, leftPadding, rightPadding := pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap // [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked! nextRenderFramePlayers := make(map[int32]*PlayerDownsync, pR.Capacity) // Make a copy first for playerId, currPlayerDownsync := range currRenderFrame.Players { nextRenderFramePlayers[playerId] = &PlayerDownsync{ Id: playerId, VirtualGridX: currPlayerDownsync.VirtualGridX, VirtualGridY: currPlayerDownsync.VirtualGridY, DirX: currPlayerDownsync.DirX, DirY: currPlayerDownsync.DirY, VelX: currPlayerDownsync.VelX, VelY: currPlayerDownsync.VelY, CharacterState: currPlayerDownsync.CharacterState, InAir: true, Speed: currPlayerDownsync.Speed, BattleState: currPlayerDownsync.BattleState, Score: currPlayerDownsync.Score, Removed: currPlayerDownsync.Removed, JoinIndex: currPlayerDownsync.JoinIndex, FramesToRecover: currPlayerDownsync.FramesToRecover - 1, Hp: currPlayerDownsync.Hp, MaxHp: currPlayerDownsync.MaxHp, } if nextRenderFramePlayers[playerId].FramesToRecover < 0 { nextRenderFramePlayers[playerId].FramesToRecover = 0 } } nextRenderFrameMeleeBullets := make([]*MeleeBullet, 0, len(currRenderFrame.MeleeBullets)) // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation? effPushbacks := make([]Vec2D, pR.Capacity) hardPushbackNorms := make([][]Vec2D, pR.Capacity) // 1. Process player inputs if nil != delayedInputFrame { var delayedInputFrameForPrevRenderFrame *InputFrameDownsync = nil tmp := pR.InputsBuffer.GetByFrameId(pR.ConvertToInputFrameId(currRenderFrame.Id-1, pR.InputDelayFrames)) if nil != tmp { delayedInputFrameForPrevRenderFrame = tmp.(*InputFrameDownsync) } inputList := delayedInputFrame.InputList for _, player := range pR.PlayersArr { playerId := player.Id joinIndex := player.JoinIndex currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId] if 0 < thatPlayerInNextFrame.FramesToRecover { continue } decodedInput := pR.decodeInput(inputList[joinIndex-1]) prevBtnALevel, prevBtnBLevel := int32(0), int32(0) if nil != delayedInputFrameForPrevRenderFrame { prevDecodedInput := pR.decodeInput(delayedInputFrameForPrevRenderFrame.InputList[joinIndex-1]) prevBtnALevel = prevDecodedInput.BtnALevel prevBtnBLevel = prevDecodedInput.BtnBLevel } if decodedInput.BtnBLevel > prevBtnBLevel { characStateAlreadyInAir := false if ATK_CHARACTER_STATE_INAIR_IDLE1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_ATK1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_ATKED1 == thatPlayerInNextFrame.CharacterState { characStateAlreadyInAir = true } characStateIsInterruptWaivable := false if ATK_CHARACTER_STATE_IDLE1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_WALKING == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_IDLE1 == thatPlayerInNextFrame.CharacterState { characStateIsInterruptWaivable = true } if !characStateAlreadyInAir && characStateIsInterruptWaivable { thatPlayerInNextFrame.VelY = pR.JumpingInitVelY if 1 == currPlayerDownsync.JoinIndex { Logger.Info(fmt.Sprintf("playerId=%v, joinIndex=%v jumped at {renderFrame.id: %d, virtualX: %d, virtualY: %d, nextVelX: %d, nextVelY: %d, nextCharacterState=%d, inAir=%v}, delayedInputFrame.id=%d", playerId, joinIndex, currRenderFrame.Id, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, thatPlayerInNextFrame.CharacterState, currPlayerDownsync.InAir, delayedInputFrame.InputFrameId)) } } } if decodedInput.BtnALevel > prevBtnALevel { punchSkillId := int32(1) punchConfig := pR.MeleeSkillConfig[punchSkillId] var newMeleeBullet MeleeBullet = *punchConfig newMeleeBullet.BattleLocalId = pR.BulletBattleLocalIdCounter pR.BulletBattleLocalIdCounter += 1 newMeleeBullet.OffenderJoinIndex = joinIndex newMeleeBullet.OffenderPlayerId = playerId newMeleeBullet.OriginatedRenderFrameId = currRenderFrame.Id nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, &newMeleeBullet) thatPlayerInNextFrame.FramesToRecover = newMeleeBullet.RecoveryFrames thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATK1 if false == currPlayerDownsync.InAir { thatPlayerInNextFrame.VelX = 0 } Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a rising-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId)) } else if decodedInput.BtnALevel < prevBtnALevel { Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a falling-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId)) } else { // No bullet trigger, process movement inputs // Note that by now "0 == thatPlayerInNextFrame.FramesToRecover", we should change "CharacterState" to "WALKING" or "IDLE" depending on player inputs if 0 != decodedInput.Dx || 0 != decodedInput.Dy { thatPlayerInNextFrame.DirX = decodedInput.Dx thatPlayerInNextFrame.DirY = decodedInput.Dy thatPlayerInNextFrame.VelX = decodedInput.Dx * currPlayerDownsync.Speed thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING } else { thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1 thatPlayerInNextFrame.VelX = 0 } } } } // 2. Process player movement for _, player := range pR.PlayersArr { playerId := player.Id joinIndex := player.JoinIndex effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0) collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex playerCollider := collisionSysMap[collisionPlayerIndex] currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId] // Reset playerCollider position from the "virtual grid position" newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY if thatPlayerInNextFrame.VelY == pR.JumpingInitVelY { newVy += thatPlayerInNextFrame.VelY } halfColliderWidth, halfColliderHeight := player.ColliderRadius, player.ColliderRadius+player.ColliderRadius // avoid multiplying playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio) // Update in the collision system playerCollider.Update() if currPlayerDownsync.InAir { thatPlayerInNextFrame.VelX += pR.GravityX thatPlayerInNextFrame.VelY += pR.GravityY } } // 3. Add bullet colliders into collision system bulletColliders := make(map[int32]*resolv.Object, 0) // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible removedBulletsAtCurrFrame := make(map[int32]int32, 0) for _, meleeBullet := range currRenderFrame.MeleeBullets { if (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames <= currRenderFrame.Id) && (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames+meleeBullet.ActiveFrames > currRenderFrame.Id) { collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId collisionOffenderIndex := COLLISION_PLAYER_INDEX_PREFIX + meleeBullet.OffenderJoinIndex offenderCollider := collisionSysMap[collisionOffenderIndex] offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId] xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis" if 0 > offender.DirX { xfac = float64(-1.0) } offenderWx, offenderWy := VirtualGridToWorldPos(offender.VirtualGridX, offender.VirtualGridY, pR.VirtualGridToWorldRatio) bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "MeleeBullet") newBulletCollider.Data = meleeBullet pR.Space.Add(newBulletCollider) collisionSysMap[collisionBulletIndex] = newBulletCollider bulletColliders[collisionBulletIndex] = newBulletCollider Logger.Debug(fmt.Sprintf("roomId=%v, a meleeBullet is added to collisionSys at currRenderFrame.id=%v as start-up frames ended and active frame is not yet ended: %v, from offenderCollider=%v, xfac=%v", pR.Id, currRenderFrame.Id, ConvexPolygonStr(newBulletCollider.Shape.(*resolv.ConvexPolygon)), ConvexPolygonStr(offenderCollider.Shape.(*resolv.ConvexPolygon)), xfac)) } } // 4. Invoke collision system stepping (no-op for backend collision lib) // 5. Calc pushbacks for each player (after its movement) w/o bullets for _, player := range pR.PlayersArr { joinIndex := player.JoinIndex playerId := player.Id collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex playerCollider := collisionSysMap[collisionPlayerIndex] playerShape := playerCollider.Shape.(*resolv.ConvexPolygon) hardPushbackNorms[joinIndex-1] = pR.calcHardPushbacksNorms(playerCollider, playerShape, pR.SnapIntoPlatformOverlap, &(effPushbacks[joinIndex-1])) currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId] fallStopping := false possiblyFallStoppedOnAnotherPlayer := false if collision := playerCollider.Check(0, 0); nil != collision { for _, obj := range collision.Objects { isBarrier, isAnotherPlayer, isBullet := false, false, false switch obj.Data.(type) { case *Barrier: isBarrier = true case *Player: isAnotherPlayer = true case *MeleeBullet: isBullet = 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)) landedOnGravityPushback := (pR.SnapIntoPlatformThreshold < normAlignmentWithGravity) // prevents false snapping on the lateral sides if landedOnGravityPushback { // kindly note that one player might land on top of another player, and snapping is also required in such case pushbackX, pushbackY = (overlapResult.Overlap-pR.SnapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-pR.SnapIntoPlatformOverlap)*overlapResult.OverlapY thatPlayerInNextFrame.InAir = false } if isAnotherPlayer { // [WARNING] See comments of this substep in frontend. pushbackX, pushbackY = (overlapResult.Overlap-pR.SnapIntoPlatformOverlap*2)*overlapResult.OverlapX, (overlapResult.Overlap-pR.SnapIntoPlatformOverlap*2)*overlapResult.OverlapY } for _, hardPushbackNorm := range hardPushbackNorms[joinIndex-1] { 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 currPlayerDownsync.InAir && landedOnGravityPushback { fallStopping = true if isAnotherPlayer { possiblyFallStoppedOnAnotherPlayer = true } } if 1 == joinIndex { halfColliderWidth, halfColliderHeight := player.ColliderRadius, player.ColliderRadius+player.ColliderRadius // avoid multiplying if fallStopping { Logger.Debug(fmt.Sprintf("playerId=%d, joinIndex=%d fallStopping#1\n{renderFrame.id: %d, possiblyFallStoppedOnAnotherPlayer: %v}\nplayerColliderPos=%v, effPushback={%.3f, %.3f}, overlapMag=%.4f", playerId, joinIndex, currRenderFrame.Id, possiblyFallStoppedOnAnotherPlayer, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap)) } else if currPlayerDownsync.InAir && isBarrier && !landedOnGravityPushback { //Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d inAir & pushed back by barrier & not landed at {renderFrame.id: %d}\nplayerColliderPos=%v, effPushback={%.3f, %.3f}, overlapMag=%.4f, len(hardPushbackNorms)=%d", playerId, joinIndex, currRenderFrame.Id, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap, len(hardPushbackNorms))) } else if currPlayerDownsync.InAir && isAnotherPlayer { //Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d inAir & pushed back by another player\n{renderFrame.id: %d}\nplayerColliderPos=%v, anotherPlayerColliderPos=%v, effPushback={%.3f, %.3f}, landedOnGravityPushback=%v, fallStopping=%v, overlapMag=%.4f, len(hardPushbackNorms)=%d", playerId, joinIndex, currRenderFrame.Id, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), RectCenterStr(obj, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, landedOnGravityPushback, fallStopping, overlapResult.Overlap, len(hardPushbackNorms))) } } } } if fallStopping { thatPlayerInNextFrame.VelX = 0 thatPlayerInNextFrame.VelY = 0 thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1 thatPlayerInNextFrame.FramesToRecover = 0 } if currPlayerDownsync.InAir { oldNextCharacterState := thatPlayerInNextFrame.CharacterState switch oldNextCharacterState { case ATK_CHARACTER_STATE_IDLE1, ATK_CHARACTER_STATE_WALKING: thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1 case ATK_CHARACTER_STATE_ATK1: thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATK1 case ATK_CHARACTER_STATE_ATKED1: thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1 } } } // 6. Check bullet-anything collisions for _, bulletCollider := range bulletColliders { shouldRemove := false meleeBullet := bulletCollider.Data.(*MeleeBullet) collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon) if collision := bulletCollider.Check(0, 0); collision != nil { offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId] for _, obj := range collision.Objects { defenderShape := obj.Shape.(*resolv.ConvexPolygon) switch t := obj.Data.(type) { case *Player: if meleeBullet.OffenderPlayerId != t.Id { if overlapped, _, _, _ := CalcPushbacks(0, 0, bulletShape, defenderShape); overlapped { joinIndex := t.JoinIndex xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis" if 0 > offender.DirX { xfac = float64(-1.0) } pushbackX, pushbackY := -xfac*meleeBullet.Pushback, float64(0) for _, hardPushbackNorm := range hardPushbackNorms[joinIndex-1] { projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y if 0 > projectedMagnitude { //Logger.Debug(fmt.Sprintf("defenderPlayerId=%d, joinIndex=%d reducing bullet pushback={%.3f, %.3f} by {%.3f, %.3f} where hardPushbackNorm={%.3f, %.3f}, projectedMagnitude=%.3f at renderFrame.id=%d", t.Id, joinIndex, pushbackX, pushbackY, projectedMagnitude*hardPushbackNorm.X, projectedMagnitude*hardPushbackNorm.Y, hardPushbackNorm.X, hardPushbackNorm.Y, projectedMagnitude, currRenderFrame.Id)) pushbackX -= projectedMagnitude * hardPushbackNorm.X pushbackY -= projectedMagnitude * hardPushbackNorm.Y } } effPushbacks[joinIndex-1].X += pushbackX effPushbacks[joinIndex-1].Y += pushbackY atkedPlayerInCurFrame, atkedPlayerInNextFrame := currRenderFrame.Players[t.Id], nextRenderFramePlayers[t.Id] atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1 if atkedPlayerInCurFrame.InAir { atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1 } oldFramesToRecover := nextRenderFramePlayers[t.Id].FramesToRecover if meleeBullet.HitStunFrames > oldFramesToRecover { atkedPlayerInNextFrame.FramesToRecover = meleeBullet.HitStunFrames } Logger.Debug(fmt.Sprintf("roomId=%v, a meleeBullet collides w/ player at currRenderFrame.id=%v: b=%v, p=%v", pR.Id, currRenderFrame.Id, ConvexPolygonStr(bulletShape), ConvexPolygonStr(defenderShape))) } } default: Logger.Debug(fmt.Sprintf("Bullet %v collided with non-player %v: roomId=%v, currRenderFrame.Id=%v, delayedInputFrame.Id=%v, objDataType=%t, objData=%v", ConvexPolygonStr(bulletShape), ConvexPolygonStr(defenderShape), pR.Id, currRenderFrame.Id, delayedInputFrame.InputFrameId, obj.Data, obj.Data)) } } shouldRemove = true } if shouldRemove { removedBulletsAtCurrFrame[collisionBulletIndex] = 1 } } // [WARNING] Remove bullets from collisionSys ANYWAY for the convenience of rollback for _, meleeBullet := range currRenderFrame.MeleeBullets { collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId if bulletCollider, existent := collisionSysMap[collisionBulletIndex]; existent { bulletCollider.Space.Remove(bulletCollider) delete(collisionSysMap, collisionBulletIndex) } if _, existent := removedBulletsAtCurrFrame[collisionBulletIndex]; existent { continue } nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet) } // 7. Get players out of stuck barriers if there's any for _, player := range pR.PlayersArr { joinIndex := player.JoinIndex playerId := player.Id collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex playerCollider := collisionSysMap[collisionPlayerIndex] // Update "virtual grid position" currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId] halfColliderWidth, halfColliderHeight := player.ColliderRadius, player.ColliderRadius+player.ColliderRadius // avoid multiplying thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = PolygonColliderBLToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.WorldToVirtualGridRatio) if 1 == thatPlayerInNextFrame.JoinIndex { if currPlayerDownsync.InAir && !thatPlayerInNextFrame.InAir { Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d fallStopping#2:\n{nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}\n\tcalculated from <- playerColliderPos=%v, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y)) } else if !currPlayerDownsync.InAir && thatPlayerInNextFrame.InAir { Logger.Warn(fmt.Sprintf("playerId=%d, joinIndex=%d took off:\n{nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}\n\tcalculated from <- playerColliderPos=%v, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y)) } else if thatPlayerInNextFrame.InAir && (0 != thatPlayerInNextFrame.VelY) { //Logger.Info(fmt.Sprintf("playerId=%d, joinIndex=%d inAir trajectory:\n{nextRenderFrame.id: %d, nextVirtualX: %d, nextVirtualY: %d, nextVelX: %d, nextVelY: %d}\n\tcalculated from <- playerColliderPos=%v, effPushback={%.3f, %.3f}", playerId, joinIndex, currRenderFrame.Id+1, thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY, thatPlayerInNextFrame.VelX, thatPlayerInNextFrame.VelY, RectCenterStr(playerCollider, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY), effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y)) } } } return &RoomDownsyncFrame{ Id: currRenderFrame.Id + 1, Players: nextRenderFramePlayers, MeleeBullets: nextRenderFrameMeleeBullets, CountdownNanos: (pR.BattleDurationNanos - int64(currRenderFrame.Id)*pR.RollbackEstimatedDtNanos), } } func (pR *Room) 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, } } func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool { return 0 == (inputFrameId % 10) } func (pR *Room) refreshColliders(spaceW, spaceH int32) { // Kindly note that by now, we've already got all the shapes in the tmx file into "pR.(Players | Barriers)" from "ParseTmxLayersAndGroups" topPadding, bottomPadding, leftPadding, rightPadding := pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap minStep := (int(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 3) // the approx minimum distance a player can move per frame in world coordinate pR.Space = resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled for _, player := range pR.Players { wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio) colliderWidth, colliderHeight := player.ColliderRadius*2, player.ColliderRadius*4 playerCollider := GenerateRectCollider(wx, wy, colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "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 playerCollider.Data = player pR.Space.Add(playerCollider) // Keep track of the collider in "pR.CollisionSysMap" joinIndex := player.JoinIndex pR.PlayersArr[joinIndex-1] = player collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex pR.CollisionSysMap[collisionPlayerIndex] = playerCollider } for _, barrier := range pR.Barriers { boundaryUnaligned := barrier.Boundary barrierCollider := GenerateConvexPolygonCollider(boundaryUnaligned, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Barrier") barrierCollider.Data = barrier pR.Space.Add(barrierCollider) } } func (pR *Room) printBarrier(barrierCollider *resolv.Object) { Logger.Info(fmt.Sprintf("Barrier in roomId=%v: w=%v, h=%v, shape=%v", pR.Id, barrierCollider.W, barrierCollider.H, barrierCollider.Shape)) } func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRenderFrameId int32, pDynamicsDuration *int64) { Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock to about lock: roomId=%v", pR.Id)) pR.InputsBufferLock.Lock() Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock locked: roomId=%v", pR.Id)) defer func() { pR.InputsBufferLock.Unlock() Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock unlocked: roomId=%v", pR.Id)) }() if ok, thatRenderFrameId := pR.shouldPrefabInputFrameDownsync(prevRenderFrameId, pR.RenderFrameId); ok { noDelayInputFrameId := pR.ConvertToInputFrameId(thatRenderFrameId, 0) pR.getOrPrefabInputFrameDownsync(noDelayInputFrameId) } // Force setting all-confirmed of buffered inputFrames periodically, kindly note that if "pR.BackendDynamicsEnabled", what we want to achieve is "recovery upon reconnection", which certainly requires "forceConfirmationIfApplicable" to move "pR.LastAllConfirmedInputFrameId" forward as much as possible oldLastAllConfirmedInputFrameId := pR.LastAllConfirmedInputFrameId unconfirmedMask := pR.forceConfirmationIfApplicable(prevRenderFrameId) if 0 <= pR.LastAllConfirmedInputFrameId { dynamicsStartedAt := utils.UnixtimeNano() // Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId" nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames) + 1 Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId)) pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY) *pDynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt } /* [WARNING] It's critical to create the snapshot AFTER "applyInputFrameDownsyncDynamics" for `ACTIVE SLOW TICKER` to avoid lag avalanche (see `/ConcerningEdgeCases.md` for introduction). Consider that in a 4-player battle, player#1 is once disconnected but soon reconnected in 2 seconds, during its absence, "markConfirmationIfApplicable" would skip it and increment "LastAllConfirmedInputFrameId" and when backend is sending "DOWNSYNC_MSG_ACT_FORCED_RESYNC" it'd be always based on "LatestPlayerUpsyncedInputFrameId == LastAllConfirmedInputFrameId" thus NOT triggering "[type#1 forceConfirmation]". However, if player#1 remains connected but ticks very slowly (i.e. an "ACTIVE SLOW TICKER"), "markConfirmationIfApplicable" couldn't increment "LastAllConfirmedInputFrameId", thus "[type#1 forceConfirmation]" will be triggered, but what's worse is that after "[type#1 forceConfirmation]" if the "refRenderFrameId" is not advanced enough, player#1 could never catch up even if it resumed from slow ticking! */ if 0 < unconfirmedMask { // [WARNING] As "pR.CurDynamicsRenderFrameId" was just incremented above, "refSnapshotStFrameId" is most possibly larger than "oldLastAllConfirmedInputFrameId + 1", therefore this initial assignment is critical for `ACTIVE NORMAL TICKER`s to receive consecutive ids of inputFrameDownsync. snapshotStFrameId := oldLastAllConfirmedInputFrameId + 1 refSnapshotStFrameId := pR.ConvertToInputFrameId(pR.CurDynamicsRenderFrameId-1, pR.InputDelayFrames) if refSnapshotStFrameId < snapshotStFrameId { snapshotStFrameId = refSnapshotStFrameId } inputsBufferSnapshot := pR.produceInputsBufferSnapshotWithCurDynamicsRenderFrameAsRef(unconfirmedMask, snapshotStFrameId, pR.LastAllConfirmedInputFrameId+1) Logger.Debug(fmt.Sprintf("[forceConfirmation] roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, unconfirmedMask)) pR.downsyncToAllPlayers(inputsBufferSnapshot) } } func (pR *Room) downsyncToAllPlayers(inputsBufferSnapshot *InputsBufferSnapshot) { /* [WARNING] This function MUST BE called while "pR.InputsBufferLock" is LOCKED to **preserve the order of generation of "inputsBufferSnapshot" for sending** -- see comments in "OnBattleCmdReceived" and [this issue](https://github.com/genxium/DelayNoMore/issues/12). Actually if each player session were both intrinsically thread-safe & non-blocking for writing (like Java NIO), I could've just called "playerSession.WriteMessage" while holding "pR.InputsBufferLock" -- but the ws session provided by Gorilla library is neither thread-safe nor non-blocking for writing, which is fine because it creates a chance for the users to solve an interesting problem :) Moreover, we're downsyncing a same "inputsBufferSnapshot" for all players in the same battle and this is by design, i.e. not respecting "player.LastSentInputFrameId" because "new all-confirmed inputFrameDownsyncs" are the same for all players and ws is TCP-based (no loss of consecutive packets except for reconnection -- which is already handled by READDED_BATTLE_COLLIDER_ACKED) Lastly noting just for fun, if in "OnBattleCmdReceived" we need downsync to a single specific player (keeping **the order of generation of "inputsBufferSnapshot" preserved for sending** of course), in theory it's better to do it by the following order. 1. lock "InputsBuffer"; 2. generate downsync msg; 3. lock "pR.PlayerDownsyncChanDict[playerId]"; 4. put downsync msg to "pR.PlayerDownsyncChanDict[playerId]"; 5. unlock "InputsBuffer"; 6. now other threads are allowed to lock "inputsBuffer", and we can do "other things" on "pR.PlayerDownsyncChanDict[playerId]"; 7. unlock "pR.PlayerDownsyncChanDict[playerId]". The difference from our current approach is that the "pR.PlayerDownsyncChanDict[playerId]" in use is a Golang channel, i.e. when executing #4 it automatically executes #3 (before) & #7 (after) as well, thus we couldn't do #5 & #6 in between. */ if true == pR.BackendDynamicsEnabled { for _, player := range pR.PlayersArr { /* [WARNING] Since v0.9.1, the inconsistence between frontend & backend collision handling results became too difficult to track, therefore before we can let frontend use a Golang compiled library for "applyInputFrameDownsyncDynamicsOnSingleRenderFrame", it's a compromise here to force resync for all players in a same room if any player recovered from a reconnection (when it's most likely for anyone to notice an inconsistence). That said, we ensured that if "false == BackendDynamicsEnabled" and noone ever disconnects & reconnects, the frontend collision handling results are always consistent. */ playerBattleState := atomic.LoadInt32(&(player.BattleState)) if PlayerBattleStateIns.READDED_BATTLE_COLLIDER_ACKED == playerBattleState { inputsBufferSnapshot.ShouldForceResync = true break } /* [WARNING] There's a tradeoff for setting/unsetting "ForceAllResyncOnAnyActiveSlowTicker" here, if the `ACTIVE SLOW TICKER` doesn't resume for a long period of time, the current approach is to kick it out by "connWatchdog" instead of forcing resync of all players in the same battle all the way along. [FIXME] In practice, I tested in internet environment by toggling player#1 "CPU throttling: 1x -> 4x -> 1x -> 6x -> 1x" and checked the logs of all players which showed that "all received inputFrameIds are consecutive for all players", yet not forcing resync of all players here still result in occasional inconsistent graphics for the `ACTIVE NORMAL TICKER`s. More investigation into this issue is needed, it's possible that the inconsistent graphics is just a result of difference of backend/frontend collision calculations, yet before it's totally resolved we'd keep forcing resync here. */ thatPlayerJoinMask := uint64(1 << uint32(player.JoinIndex-1)) isActiveSlowTicker := (0 < (thatPlayerJoinMask & inputsBufferSnapshot.UnconfirmedMask)) && (PlayerBattleStateIns.ACTIVE == playerBattleState) if pR.ForceAllResyncOnAnyActiveSlowTicker && isActiveSlowTicker { inputsBufferSnapshot.ShouldForceResync = true break } } } for _, player := range pR.PlayersArr { /* [WARNING] While the order of generation of "inputsBufferSnapshot" is preserved for sending, the underlying network I/O blocking action is dispatched to "downsyncLoop of each player" such that "markConfirmationIfApplicable & forceConfirmationIfApplicable" can re-hold "pR.InputsBufferLock" asap and proceed with more inputFrameUpsyncs. The use of "downsyncLoop of each player" also waives the need of guarding each "pR.PlayerDownsyncSessionDict[playerId]" from multithread-access (e.g. by a "pR.PlayerDownsyncSessionMutexDict[playerId]"), i.e. Gorilla v1.2.0 "conn.WriteMessage" isn't thread-safe https://github.com/gorilla/websocket/blob/v1.2.0/conn.go#L585. */ playerBattleState := atomic.LoadInt32(&(player.BattleState)) switch playerBattleState { case PlayerBattleStateIns.DISCONNECTED, PlayerBattleStateIns.LOST, PlayerBattleStateIns.EXPELLED_DURING_GAME, PlayerBattleStateIns.EXPELLED_IN_DISMISSAL, PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK, PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK: continue } 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)) } else { Logger.Warn(fmt.Sprintf("playerDownsyncChan for (roomId: %d, playerId:%d) is gone", pR.Id, player.Id)) } } } func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRenderFrameId int32, unconfirmedMask uint64, toSendInputFrameDownsyncsSnapshot []*InputFrameDownsync, shouldForceResync bool) { /* [WARNING] This function MUST BE called while "pR.InputsBufferLock" is unlocked -- otherwise the network I/O blocking of "sendSafely" might cause significant lag for "markConfirmationIfApplicable & forceConfirmationIfApplicable"! We hereby assume that Golang runtime allocates & frees small amount of RAM quickly enough compared to either network I/O blocking in worst cases or the high frequency "per inputFrameDownsync*player" locking (though "OnBattleCmdReceived" locks at the same frequency but it's inevitable). */ playerJoinIndex := player.JoinIndex - 1 playerBattleState := atomic.LoadInt32(&(player.BattleState)) switch playerBattleState { case PlayerBattleStateIns.DISCONNECTED, PlayerBattleStateIns.LOST, PlayerBattleStateIns.EXPELLED_DURING_GAME, PlayerBattleStateIns.EXPELLED_IN_DISMISSAL, PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK, PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK: return } isSlowTicker := (0 < (unconfirmedMask & uint64(1<