DelayNoMore/battle_srv/models/room_heap_manager.go

139 lines
4.2 KiB
Go

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