mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 11:48:56 +00:00
139 lines
4.2 KiB
Go
139 lines
4.2 KiB
Go
package models
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import (
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"container/heap"
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"fmt"
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"github.com/gorilla/websocket"
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"github.com/solarlune/resolv"
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"go.uber.org/zap"
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. "server/common"
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"sync"
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)
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// Reference https://github.com/genxium/GoStructPrac.
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type RoomHeap []*Room
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type RoomMap map[int32]*Room
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var (
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// NOTE: For the package exported instances of non-primitive types to be accessed as singletons, they must be of pointer types.
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RoomHeapMux *sync.Mutex
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RoomHeapManagerIns *RoomHeap
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RoomMapManagerIns *RoomMap
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)
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func (pPq *RoomHeap) PrintInOrder() {
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pq := *pPq
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fmt.Printf("The RoomHeap instance now contains:\n")
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for i := 0; i < len(pq); i++ {
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fmt.Printf("{index: %d, roomID: %d, score: %.2f} ", i, pq[i].Id, pq[i].Score)
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}
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fmt.Printf("\n")
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}
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func (pq RoomHeap) Len() int { return len(pq) }
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func (pq RoomHeap) Less(i, j int) bool {
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return pq[i].Score > pq[j].Score
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}
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func (pq *RoomHeap) Swap(i, j int) {
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(*pq)[i], (*pq)[j] = (*pq)[j], (*pq)[i]
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(*pq)[i].Index = i
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(*pq)[j].Index = j
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}
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func (pq *RoomHeap) Push(pItem interface{}) {
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// NOTE: Must take input param type `*Room` here.
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n := len(*pq)
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pItem.(*Room).Index = n
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*pq = append(*pq, pItem.(*Room))
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}
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func (pq *RoomHeap) Pop() interface{} {
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old := *pq
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n := len(old)
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if n == 0 {
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return nil
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}
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pItem := old[n-1]
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if pItem.Score <= float32(0.0) {
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return nil
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}
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pItem.Index = -1 // for safety
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*pq = old[0 : n-1]
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// NOTE: Must return instance which is directly castable to type `*Room` here.
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return pItem
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}
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func (pq *RoomHeap) update(pItem *Room, Score float32) {
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// NOTE: Must use type `*Room` here.
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heap.Fix(pq, pItem.Index)
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}
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func (pq *RoomHeap) Update(pItem *Room, Score float32) {
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pq.update(pItem, Score)
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}
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func PrintRoomMap() {
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fmt.Printf("The RoomMap instance now contains:\n")
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for _, pR := range *RoomMapManagerIns {
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fmt.Printf("{roomID: %d, score: %.2f} ", pR.Id, pR.Score)
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}
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fmt.Printf("\n")
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}
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func InitRoomHeapManager() {
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RoomHeapMux = new(sync.Mutex)
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// Init "pseudo class constants".
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InitRoomBattleStateIns()
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InitPlayerBattleStateIns()
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initialCountOfRooms := 32
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pq := make(RoomHeap, initialCountOfRooms)
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roomMap := make(RoomMap, initialCountOfRooms)
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for i := 0; i < initialCountOfRooms; i++ {
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roomCapacity := 2
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joinIndexBooleanArr := make([]bool, roomCapacity)
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for index, _ := range joinIndexBooleanArr {
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joinIndexBooleanArr[index] = false
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}
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currentRoomBattleState := RoomBattleStateIns.IDLE
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pq[i] = &Room{
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Id: int32(i + 1),
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Players: make(map[int32]*Player),
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PlayersArr: make([]*Player, roomCapacity),
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CollisionSysMap: make(map[int32]*resolv.Object),
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PlayerDownsyncSessionDict: make(map[int32]*websocket.Conn),
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PlayerSignalToCloseDict: make(map[int32]SignalToCloseConnCbType),
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Capacity: roomCapacity,
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Score: calRoomScore(0, roomCapacity, currentRoomBattleState),
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State: currentRoomBattleState,
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Index: i,
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RenderFrameId: 0,
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CurDynamicsRenderFrameId: 0,
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EffectivePlayerCount: 0,
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//BattleDurationNanos: int64(5 * 1000 * 1000 * 1000),
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BattleDurationNanos: int64(30 * 1000 * 1000 * 1000),
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ServerFPS: 60,
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Barriers: make(map[int32]*Barrier),
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AllPlayerInputsBuffer: NewRingBuffer(1024),
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RenderFrameBuffer: NewRingBuffer(1024),
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LastAllConfirmedInputFrameId: -1,
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LastAllConfirmedInputFrameIdWithChange: -1,
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LastAllConfirmedInputList: make([]uint64, roomCapacity),
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InputDelayFrames: 4,
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NstDelayFrames: 2,
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InputScaleFrames: 2,
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JoinIndexBooleanArr: joinIndexBooleanArr,
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RollbackEstimatedDt: float64(1.0) / 60,
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}
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roomMap[pq[i].Id] = pq[i]
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pq[i].ChooseStage()
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}
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heap.Init(&pq)
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RoomHeapManagerIns = &pq
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RoomMapManagerIns = &roomMap
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Logger.Info("The RoomHeapManagerIns has been initialized:", zap.Any("addr", fmt.Sprintf("%p", RoomHeapManagerIns)), zap.Any("size", len(*RoomHeapManagerIns)))
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Logger.Info("The RoomMapManagerIns has been initialized:", zap.Any("size", len(*RoomMapManagerIns)))
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}
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