DelayNoMore/frontend/assets/scripts/NetworkDoctor.js
2023-02-01 23:41:08 +08:00

111 lines
4.6 KiB
JavaScript

const RingBuffer = require('./RingBuffer');
var NetworkDoctor = function(capacity) {
this.reset(capacity);
};
NetworkDoctor.prototype.reset = function(capacity) {
this.sendingQ = new RingBuffer(capacity);
this.inputFrameDownsyncQ = new RingBuffer(capacity);
this.peerInputFrameUpsyncQ = new RingBuffer(capacity);
this.peerInputFrameUpsyncCnt = 0;
this.immediateRollbackFrames = 0;
this.skippedRenderFrameCnt = 0;
this.inputRateThreshold = gopkgs.ConvertToNoDelayInputFrameId(60);
this.peerUpsyncThreshold = 8;
this.rollbackFramesThreshold = 8; // Roughly the minimum "TurnAroundFramesToRecover".
};
NetworkDoctor.prototype.logSending = function(stFrameId, edFrameId) {
this.sendingQ.put({
i: stFrameId,
j: edFrameId,
t: Date.now()
});
};
NetworkDoctor.prototype.logInputFrameDownsync = function(stFrameId, edFrameId) {
this.inputFrameDownsyncQ.put({
i: stFrameId,
j: edFrameId,
t: Date.now()
});
};
NetworkDoctor.prototype.logPeerInputFrameUpsync = function(stFrameId, edFrameId) {
const firstPopped = this.peerInputFrameUpsyncQ.put({
i: stFrameId,
j: edFrameId,
t: Date.now()
});
if (null != firstPopped) {
this.peerInputFrameUpsyncCnt -= (firstPopped.j - firstPopped.i + 1);
}
this.peerInputFrameUpsyncCnt += (edFrameId - stFrameId + 1);
};
NetworkDoctor.prototype.logRollbackFrames = function(x) {
this.immediateRollbackFrames = x;
};
NetworkDoctor.prototype.stats = function() {
let sendingFps = 0,
srvDownsyncFps = 0,
peerUpsyncFps = 0,
rollbackFrames = this.immediateRollbackFrames;
if (1 < this.sendingQ.cnt) {
const st = this.sendingQ.getByFrameId(this.sendingQ.stFrameId);
const ed = this.sendingQ.getByFrameId(this.sendingQ.edFrameId - 1);
const elapsedMillis = ed.t - st.t;
sendingFps = Math.round((ed.j - st.i) * 1000 / elapsedMillis);
}
if (1 < this.inputFrameDownsyncQ.cnt) {
const st = this.inputFrameDownsyncQ.getByFrameId(this.inputFrameDownsyncQ.stFrameId);
const ed = this.inputFrameDownsyncQ.getByFrameId(this.inputFrameDownsyncQ.edFrameId - 1);
const elapsedMillis = ed.t - st.t;
srvDownsyncFps = Math.round((ed.j - st.i) * 1000 / elapsedMillis);
}
if (1 < this.peerInputFrameUpsyncQ.cnt) {
const st = this.peerInputFrameUpsyncQ.getByFrameId(this.peerInputFrameUpsyncQ.stFrameId);
const ed = this.peerInputFrameUpsyncQ.getByFrameId(this.peerInputFrameUpsyncQ.edFrameId - 1);
const elapsedMillis = ed.t - st.t;
peerUpsyncFps = Math.round(this.peerInputFrameUpsyncCnt * 1000 / elapsedMillis);
}
return [sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, this.skippedRenderFrameCnt];
};
NetworkDoctor.prototype.logSkippedRenderFrameCnt = function() {
this.skippedRenderFrameCnt += 1;
}
NetworkDoctor.prototype.isTooFast = function(mapIns) {
const [sendingFps, srvDownsyncFps, peerUpsyncFps, rollbackFrames, skippedRenderFrameCnt] = this.stats();
if (sendingFps >= this.inputRateThreshold + 3) {
// Don't send too fast
console.log(`Sending too fast, sendingFps=${sendingFps}`);
return true;
} else {
const sendingFpsNormal = (sendingFps >= this.inputRateThreshold);
// An outstanding lag within the "inputFrameDownsyncQ" will reduce "srvDownsyncFps", HOWEVER, a constant lag wouldn't impact "srvDownsyncFps"! In native platforms we might use PING value might help as a supplement information to confirm that the "selfPlayer" is not lagged within the time accounted by "inputFrameDownsyncQ".
const recvFpsNormal = (srvDownsyncFps >= this.inputRateThreshold || peerUpsyncFps >= this.inputRateThreshold * (window.boundRoomCapacity - 1));
if (sendingFpsNormal && recvFpsNormal) {
let selfInputFrameIdFront = gopkgs.ConvertToNoDelayInputFrameId(mapIns.renderFrameId);
let minInputFrameIdFront = Number.MAX_VALUE;
for (let k = 0; k < window.boundRoomCapacity; ++k) {
if (k + 1 == mapIns.selfPlayerInfo.JoinIndex) continue;
if (mapIns.lastIndividuallyConfirmedInputFrameId[k] >= minInputFrameIdFront) continue;
minInputFrameIdFront = mapIns.lastIndividuallyConfirmedInputFrameId[k];
}
if ((selfInputFrameIdFront > minInputFrameIdFront) && ((selfInputFrameIdFront - minInputFrameIdFront) > (mapIns.inputFrameUpsyncDelayTolerance + 1))) {
// first comparison condition is to avoid numeric overflow
console.log(`Game logic ticking too fast, selfInputFrameIdFront=${selfInputFrameIdFront}, minInputFrameIdFront=${minInputFrameIdFront}, inputFrameUpsyncDelayTolerance=${mapIns.inputFrameUpsyncDelayTolerance}`);
return true;
}
}
}
return false;
};
module.exports = NetworkDoctor;