DelayNoMore/frontend/assets/scripts/Map.js
2022-11-09 18:13:53 +08:00

1189 lines
49 KiB
JavaScript

const i18n = require('LanguageData');
i18n.init(window.language); // languageID should be equal to the one we input in New Language ID input field
const collisions = require('./modules/Collisions');
const RingBuffer = require('./RingBuffer');
window.ALL_MAP_STATES = {
VISUAL: 0, // For free dragging & zooming.
EDITING_BELONGING: 1,
SHOWING_MODAL_POPUP: 2,
};
window.ALL_BATTLE_STATES = {
WAITING: 0,
IN_BATTLE: 1,
IN_SETTLEMENT: 2,
IN_DISMISSAL: 3,
};
window.MAGIC_ROOM_DOWNSYNC_FRAME_ID = {
BATTLE_READY_TO_START: -1,
BATTLE_START: 0
};
window.PlayerBattleState = {
ADDED_PENDING_BATTLE_COLLIDER_ACK: 0,
READDED_PENDING_BATTLE_COLLIDER_ACK: 1,
ACTIVE: 2,
DISCONNECTED: 3,
LOST: 4,
EXPELLED_DURING_GAME: 5,
EXPELLED_IN_DISMISSAL: 6
};
cc.Class({
extends: cc.Component,
properties: {
canvasNode: {
type: cc.Node,
default: null,
},
tiledAnimPrefab: {
type: cc.Prefab,
default: null,
},
player1Prefab: {
type: cc.Prefab,
default: null,
},
player2Prefab: {
type: cc.Prefab,
default: null,
},
polygonBoundaryBarrierPrefab: {
type: cc.Prefab,
default: null,
},
keyboardInputControllerNode: {
type: cc.Node,
default: null
},
joystickInputControllerNode: {
type: cc.Node,
default: null
},
confirmLogoutPrefab: {
type: cc.Prefab,
default: null
},
simplePressToGoDialogPrefab: {
type: cc.Prefab,
default: null
},
boundRoomIdLabel: {
type: cc.Label,
default: null
},
countdownLabel: {
type: cc.Label,
default: null
},
resultPanelPrefab: {
type: cc.Prefab,
default: null
},
gameRulePrefab: {
type: cc.Prefab,
default: null
},
findingPlayerPrefab: {
type: cc.Prefab,
default: null
},
countdownToBeginGamePrefab: {
type: cc.Prefab,
default: null
},
playersInfoPrefab: {
type: cc.Prefab,
default: null
},
forceBigEndianFloatingNumDecoding: {
default: false,
},
backgroundMapTiledIns: {
type: cc.TiledMap,
default: null
},
renderFrameIdLagTolerance: {
type: cc.Integer,
default: 4 // implies (renderFrameIdLagTolerance >> inputScaleFrames) count of inputFrameIds
},
teleportEps1D: {
type: cc.Float,
default: 1e-3
},
},
_inputFrameIdDebuggable(inputFrameId) {
return (0 == inputFrameId % 10);
},
dumpToRenderCache: function(rdf) {
const self = this;
const minToKeepRenderFrameId = self.lastAllConfirmedRenderFrameId;
while (0 < self.recentRenderCache.cnt && self.recentRenderCache.stFrameId < minToKeepRenderFrameId) {
self.recentRenderCache.pop();
}
const ret = self.recentRenderCache.setByFrameId(rdf, rdf.id);
return ret;
},
dumpToInputCache: function(inputFrameDownsync) {
const self = this;
let minToKeepInputFrameId = self._convertToInputFrameId(self.lastAllConfirmedRenderFrameId, self.inputDelayFrames); // [WARNING] This could be different from "self.lastAllConfirmedInputFrameId". We'd like to keep the corresponding delayedInputFrame for "self.lastAllConfirmedRenderFrameId" such that a rollback could place "self.chaserRenderFrameId = self.lastAllConfirmedRenderFrameId" for the worst case incorrect prediction.
if (minToKeepInputFrameId > self.lastAllConfirmedInputFrameId) {
minToKeepInputFrameId = self.lastAllConfirmedInputFrameId;
}
while (0 < self.recentInputCache.cnt && self.recentInputCache.stFrameId < minToKeepInputFrameId) {
self.recentInputCache.pop();
}
const ret = self.recentInputCache.setByFrameId(inputFrameDownsync, inputFrameDownsync.inputFrameId);
if (-1 < self.lastAllConfirmedInputFrameId && self.recentInputCache.stFrameId > self.lastAllConfirmedInputFrameId) {
console.error("Invalid input cache dumped! lastAllConfirmedRenderFrameId=", self.lastAllConfirmedRenderFrameId, ", lastAllConfirmedInputFrameId=", self.lastAllConfirmedInputFrameId, ", recentRenderCache=", self._stringifyRecentRenderCache(false), ", recentInputCache=", self._stringifyRecentInputCache(false));
}
return ret;
},
_convertToInputFrameId(renderFrameId, inputDelayFrames) {
if (renderFrameId < inputDelayFrames) return 0;
return ((renderFrameId - inputDelayFrames) >> this.inputScaleFrames);
},
_convertToFirstUsedRenderFrameId(inputFrameId, inputDelayFrames) {
return ((inputFrameId << this.inputScaleFrames) + inputDelayFrames);
},
shouldGenerateInputFrameUpsync(renderFrameId) {
return ((renderFrameId & ((1 << this.inputScaleFrames) - 1)) == 0);
},
_allConfirmed(confirmedList) {
return (confirmedList + 1) == (1 << this.playerRichInfoDict.size);
},
_generateInputFrameUpsync(inputFrameId) {
const self = this;
if (
null == self.ctrl ||
null == self.selfPlayerInfo
) {
return [null, null];
}
const joinIndex = self.selfPlayerInfo.joinIndex;
const discreteDir = self.ctrl.getDiscretizedDirection();
const previousInputFrameDownsyncWithPrediction = self.getCachedInputFrameDownsyncWithPrediction(inputFrameId);
const prefabbedInputList = (null == previousInputFrameDownsyncWithPrediction ? new Array(self.playerRichInfoDict.size).fill(0) : previousInputFrameDownsyncWithPrediction.inputList.slice());
prefabbedInputList[(joinIndex - 1)] = discreteDir.encodedIdx;
const prefabbedInputFrameDownsync = {
inputFrameId: inputFrameId,
inputList: prefabbedInputList,
confirmedList: (1 << (self.selfPlayerInfo.joinIndex - 1))
};
self.dumpToInputCache(prefabbedInputFrameDownsync); // A prefabbed inputFrame, would certainly be adding a new inputFrame to the cache, because server only downsyncs "all-confirmed inputFrames"
const previousSelfInput = (null == previousInputFrameDownsyncWithPrediction ? null : previousInputFrameDownsyncWithPrediction.inputList[joinIndex - 1]);
return [previousSelfInput, discreteDir.encodedIdx];
},
shouldSendInputFrameUpsyncBatch(prevSelfInput, currSelfInput, lastUpsyncInputFrameId, currInputFrameId) {
/*
For a 2-player-battle, this "shouldUpsyncForEarlyAllConfirmedOnBackend" can be omitted, however for more players in a same battle, to avoid a "long time non-moving player" jamming the downsync of other moving players, we should use this flag.
When backend implements the "force confirmation" feature, we can have "false == shouldUpsyncForEarlyAllConfirmedOnBackend" all the time as well!
*/
if (null == currSelfInput) return false;
const shouldUpsyncForEarlyAllConfirmedOnBackend = (currInputFrameId - lastUpsyncInputFrameId >= this.inputFrameUpsyncDelayTolerance);
return shouldUpsyncForEarlyAllConfirmedOnBackend || (prevSelfInput != currSelfInput);
},
sendInputFrameUpsyncBatch(latestLocalInputFrameId) {
// [WARNING] Why not just send the latest input? Because different player would have a different "latestLocalInputFrameId" of changing its last input, and that could make the server not recognizing any "all-confirmed inputFrame"!
const self = this;
let inputFrameUpsyncBatch = [];
let batchInputFrameIdSt = self.lastUpsyncInputFrameId + 1;
if (batchInputFrameIdSt < self.recentInputCache.stFrameId) {
// Upon resync, "self.lastUpsyncInputFrameId" might not have been updated properly.
batchInputFrameIdSt = self.recentInputCache.stFrameId;
}
for (let i = batchInputFrameIdSt; i <= latestLocalInputFrameId; ++i) {
const inputFrameDownsync = self.recentInputCache.getByFrameId(i);
if (null == inputFrameDownsync) {
console.error("sendInputFrameUpsyncBatch: recentInputCache is NOT having inputFrameId=", i, ": latestLocalInputFrameId=", latestLocalInputFrameId, ", recentInputCache=", self._stringifyRecentInputCache(false));
} else {
const inputFrameUpsync = {
inputFrameId: i,
encodedDir: inputFrameDownsync.inputList[self.selfPlayerInfo.joinIndex - 1],
};
inputFrameUpsyncBatch.push(inputFrameUpsync);
}
}
const reqData = window.WsReq.encode({
msgId: Date.now(),
playerId: self.selfPlayerInfo.id,
act: window.UPSYNC_MSG_ACT_PLAYER_CMD,
joinIndex: self.selfPlayerInfo.joinIndex,
ackingFrameId: self.lastAllConfirmedRenderFrameId,
ackingInputFrameId: self.lastAllConfirmedInputFrameId,
inputFrameUpsyncBatch: inputFrameUpsyncBatch,
}).finish();
window.sendSafely(reqData);
self.lastUpsyncInputFrameId = latestLocalInputFrameId;
},
onEnable() {
cc.log("+++++++ Map onEnable()");
},
onDisable() {
cc.log("+++++++ Map onDisable()");
},
onDestroy() {
const self = this;
console.warn("+++++++ Map onDestroy()");
if (null == self.battleState || ALL_BATTLE_STATES.WAITING == self.battleState) {
window.clearBoundRoomIdInBothVolatileAndPersistentStorage();
}
if (null != window.handleBattleColliderInfo) {
window.handleBattleColliderInfo = null;
}
if (null != window.handleClientSessionError) {
window.handleClientSessionError = null;
}
},
popupSimplePressToGo(labelString, hideYesButton) {
const self = this;
self.state = ALL_MAP_STATES.SHOWING_MODAL_POPUP;
const canvasNode = self.canvasNode;
const simplePressToGoDialogNode = cc.instantiate(self.simplePressToGoDialogPrefab);
simplePressToGoDialogNode.setPosition(cc.v2(0, 0));
simplePressToGoDialogNode.setScale(1 / canvasNode.scale);
const simplePressToGoDialogScriptIns = simplePressToGoDialogNode.getComponent("SimplePressToGoDialog");
const yesButton = simplePressToGoDialogNode.getChildByName("Yes");
const postDismissalByYes = () => {
self.transitToState(ALL_MAP_STATES.VISUAL);
canvasNode.removeChild(simplePressToGoDialogNode);
}
simplePressToGoDialogNode.getChildByName("Hint").getComponent(cc.Label).string = labelString;
yesButton.once("click", simplePressToGoDialogScriptIns.dismissDialog.bind(simplePressToGoDialogScriptIns, postDismissalByYes));
yesButton.getChildByName("Label").getComponent(cc.Label).string = "OK";
if (true == hideYesButton) {
yesButton.active = false;
}
self.transitToState(ALL_MAP_STATES.SHOWING_MODAL_POPUP);
safelyAddChild(self.widgetsAboveAllNode, simplePressToGoDialogNode);
setLocalZOrder(simplePressToGoDialogNode, 20);
return simplePressToGoDialogNode;
},
alertForGoingBackToLoginScene(labelString, mapIns, shouldRetainBoundRoomIdInBothVolatileAndPersistentStorage) {
const millisToGo = 3000;
mapIns.popupSimplePressToGo(cc.js.formatStr("%s will logout in %s seconds.", labelString, millisToGo / 1000));
setTimeout(() => {
mapIns.logout(false, shouldRetainBoundRoomIdInBothVolatileAndPersistentStorage);
}, millisToGo);
},
_resetCurrentMatch() {
const self = this;
const mapNode = self.node;
const canvasNode = mapNode.parent;
self.countdownLabel.string = "";
self.countdownNanos = null;
// Clearing previous info of all players. [BEGINS]
self.collisionPlayerIndexPrefix = (1 << 17); // For tracking the movements of players
if (null != self.playerRichInfoDict) {
self.playerRichInfoDict.forEach((playerRichInfo, playerId) => {
if (playerRichInfo.node.parent) {
playerRichInfo.node.parent.removeChild(playerRichInfo.node);
}
});
}
self.playerRichInfoDict = new Map();
// Clearing previous info of all players. [ENDS]
self.renderFrameId = 0; // After battle started
self.lastAllConfirmedRenderFrameId = -1;
self.lastAllConfirmedInputFrameId = -1;
self.lastUpsyncInputFrameId = -1;
self.chaserRenderFrameId = -1; // at any moment, "lastAllConfirmedRenderFrameId <= chaserRenderFrameId <= renderFrameId", but "chaserRenderFrameId" would fluctuate according to "onInputFrameDownsyncBatch"
self.recentRenderCache = new RingBuffer(1024);
self.selfPlayerInfo = null; // This field is kept for distinguishing "self" and "others".
self.recentInputCache = new RingBuffer(1024);
self.latestCollisionSys = new collisions.Collisions();
self.chaserCollisionSys = new collisions.Collisions();
self.collisionBarrierIndexPrefix = (1 << 16); // For tracking the movements of barriers, though not yet actually used
self.latestCollisionSysMap = new Map();
self.chaserCollisionSysMap = new Map();
self.transitToState(ALL_MAP_STATES.VISUAL);
self.battleState = ALL_BATTLE_STATES.WAITING;
if (self.findingPlayerNode) {
const findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
findingPlayerScriptIns.init();
}
safelyAddChild(self.widgetsAboveAllNode, self.playersInfoNode);
safelyAddChild(self.widgetsAboveAllNode, self.findingPlayerNode);
},
onLoad() {
const self = this;
window.mapIns = self;
window.forceBigEndianFloatingNumDecoding = self.forceBigEndianFloatingNumDecoding;
console.warn("+++++++ Map onLoad()");
window.handleClientSessionError = function() {
console.warn('+++++++ Common handleClientSessionError()');
if (ALL_BATTLE_STATES.IN_SETTLEMENT == self.battleState) {
console.log("Battled ended by settlement");
} else {
console.warn("Connection lost, going back to login page");
window.clearLocalStorageAndBackToLoginScene(true);
}
};
const mapNode = self.node;
const canvasNode = mapNode.parent;
cc.director.getCollisionManager().enabled = false;
// self.musicEffectManagerScriptIns = self.node.getComponent("MusicEffectManager");
self.musicEffectManagerScriptIns = null;
/** Init required prefab started. */
self.confirmLogoutNode = cc.instantiate(self.confirmLogoutPrefab);
self.confirmLogoutNode.getComponent("ConfirmLogout").mapNode = self.node;
// Initializes Result panel.
self.resultPanelNode = cc.instantiate(self.resultPanelPrefab);
self.resultPanelNode.width = self.canvasNode.width;
self.resultPanelNode.height = self.canvasNode.height;
const resultPanelScriptIns = self.resultPanelNode.getComponent("ResultPanel");
resultPanelScriptIns.mapScriptIns = self;
resultPanelScriptIns.onAgainClicked = () => {
self.battleState = ALL_BATTLE_STATES.WAITING;
window.clearBoundRoomIdInBothVolatileAndPersistentStorage();
window.initPersistentSessionClient(self.initAfterWSConnected, null /* Deliberately NOT passing in any `expectedRoomId`. -- YFLu */ );
};
resultPanelScriptIns.onCloseDelegate = () => {};
self.gameRuleNode = cc.instantiate(self.gameRulePrefab);
self.gameRuleNode.width = self.canvasNode.width;
self.gameRuleNode.height = self.canvasNode.height;
self.gameRuleScriptIns = self.gameRuleNode.getComponent("GameRule");
self.gameRuleScriptIns.mapNode = self.node;
self.findingPlayerNode = cc.instantiate(self.findingPlayerPrefab);
self.findingPlayerNode.width = self.canvasNode.width;
self.findingPlayerNode.height = self.canvasNode.height;
const findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
findingPlayerScriptIns.init();
self.playersInfoNode = cc.instantiate(self.playersInfoPrefab);
self.countdownToBeginGameNode = cc.instantiate(self.countdownToBeginGamePrefab);
self.countdownToBeginGameNode.width = self.canvasNode.width;
self.countdownToBeginGameNode.height = self.canvasNode.height;
self.mainCameraNode = canvasNode.getChildByName("Main Camera");
self.mainCamera = self.mainCameraNode.getComponent(cc.Camera);
for (let child of self.mainCameraNode.children) {
child.setScale(1 / self.mainCamera.zoomRatio);
}
self.widgetsAboveAllNode = self.mainCameraNode.getChildByName("WidgetsAboveAll");
self.mainCameraNode.setPosition(cc.v2());
/** Init required prefab ended. */
window.handleBattleColliderInfo = function(parsedBattleColliderInfo) {
self.inputDelayFrames = parsedBattleColliderInfo.inputDelayFrames;
self.inputScaleFrames = parsedBattleColliderInfo.inputScaleFrames;
self.inputFrameUpsyncDelayTolerance = parsedBattleColliderInfo.inputFrameUpsyncDelayTolerance;
self.battleDurationNanos = parsedBattleColliderInfo.battleDurationNanos;
self.rollbackEstimatedDt = parsedBattleColliderInfo.rollbackEstimatedDt;
self.rollbackEstimatedDtMillis = parsedBattleColliderInfo.rollbackEstimatedDtMillis;
self.rollbackEstimatedDtNanos = parsedBattleColliderInfo.rollbackEstimatedDtNanos;
self.maxChasingRenderFramesPerUpdate = parsedBattleColliderInfo.maxChasingRenderFramesPerUpdate;
self.worldToVirtualGridRatio = parsedBattleColliderInfo.worldToVirtualGridRatio;
self.virtualGridToWorldRatio = parsedBattleColliderInfo.virtualGridToWorldRatio;
const tiledMapIns = self.node.getComponent(cc.TiledMap);
const fullPathOfTmxFile = cc.js.formatStr("map/%s/map", parsedBattleColliderInfo.stageName);
cc.loader.loadRes(fullPathOfTmxFile, cc.TiledMapAsset, (err, tmxAsset) => {
if (null != err) {
console.error(err);
return;
}
/*
[WARNING]
- The order of the following statements is important, because we should have finished "_resetCurrentMatch" before the first "RoomDownsyncFrame".
- It's important to assign new "tmxAsset" before "extractBoundaryObjects", to ensure that the correct tilesets are used.
- To ensure clearance, put destruction of the "cc.TiledMap" component preceding that of "mapNode.destroyAllChildren()".
*/
tiledMapIns.tmxAsset = null;
mapNode.removeAllChildren();
self._resetCurrentMatch();
tiledMapIns.tmxAsset = tmxAsset;
const newMapSize = tiledMapIns.getMapSize();
const newTileSize = tiledMapIns.getTileSize();
self.node.setContentSize(newMapSize.width * newTileSize.width, newMapSize.height * newTileSize.height);
self.node.setPosition(cc.v2(0, 0));
/*
* Deliberately hiding "ImageLayer"s. This dirty fix is specific to "CocosCreator v2.2.1", where it got back the rendering capability of "ImageLayer of Tiled", yet made incorrectly. In this game our "markers of ImageLayers" are rendered by dedicated prefabs with associated colliders.
*
* -- YFLu, 2020-01-23
*/
const existingImageLayers = tiledMapIns.getObjectGroups();
for (let singleImageLayer of existingImageLayers) {
singleImageLayer.node.opacity = 0;
}
let barrierIdCounter = 0;
const boundaryObjs = tileCollisionManager.extractBoundaryObjects(self.node);
for (let boundaryObj of boundaryObjs.barriers) {
const x0 = boundaryObj[0].x,
y0 = boundaryObj[0].y;
let pts = [];
// TODO: Simplify this redundant coordinate conversion within "extractBoundaryObjects", but since this routine is only called once per battle, not urgent.
for (let i = 0; i < boundaryObj.length; ++i) {
pts.push([boundaryObj[i].x - x0, boundaryObj[i].y - y0]);
}
const newBarrierLatest = self.latestCollisionSys.createPolygon(x0, y0, pts);
// console.log("Created barrier: ", newBarrierLatest);
const newBarrierChaser = self.chaserCollisionSys.createPolygon(x0, y0, pts);
++barrierIdCounter;
const collisionBarrierIndex = (self.collisionBarrierIndexPrefix + barrierIdCounter);
self.latestCollisionSysMap.set(collisionBarrierIndex, newBarrierLatest);
self.chaserCollisionSysMap.set(collisionBarrierIndex, newBarrierChaser);
}
self.selfPlayerInfo = JSON.parse(cc.sys.localStorage.getItem('selfPlayer'));
Object.assign(self.selfPlayerInfo, {
id: self.selfPlayerInfo.playerId
});
const fullPathOfBackgroundMapTmxFile = cc.js.formatStr("map/%s/BackgroundMap/map", parsedBattleColliderInfo.stageName);
cc.loader.loadRes(fullPathOfBackgroundMapTmxFile, cc.TiledMapAsset, (err, backgroundMapTmxAsset) => {
if (null != err) {
console.error(err);
return;
}
self.backgroundMapTiledIns.tmxAsset = null;
self.backgroundMapTiledIns.node.removeAllChildren();
self.backgroundMapTiledIns.tmxAsset = backgroundMapTmxAsset;
const newBackgroundMapSize = self.backgroundMapTiledIns.getMapSize();
const newBackgroundMapTileSize = self.backgroundMapTiledIns.getTileSize();
self.backgroundMapTiledIns.node.setContentSize(newBackgroundMapSize.width * newBackgroundMapTileSize.width, newBackgroundMapSize.height * newBackgroundMapTileSize.height);
self.backgroundMapTiledIns.node.setPosition(cc.v2(0, 0));
const reqData = window.WsReq.encode({
msgId: Date.now(),
act: window.UPSYNC_MSG_ACT_PLAYER_COLLIDER_ACK,
}).finish();
window.sendSafely(reqData);
});
});
};
self.initAfterWSConnected = () => {
const self = window.mapIns;
self.hideGameRuleNode();
self.transitToState(ALL_MAP_STATES.WAITING);
self._inputControlEnabled = false;
}
// The player is now viewing "self.gameRuleNode" with button(s) to start an actual battle. -- YFLu
const expectedRoomId = window.getExpectedRoomIdSync();
const boundRoomId = window.getBoundRoomIdFromPersistentStorage();
console.warn("Map.onLoad, expectedRoomId == ", expectedRoomId, ", boundRoomId == ", boundRoomId);
if (null != expectedRoomId) {
self.disableGameRuleNode();
// The player is now possibly viewing "self.gameRuleNode" with no button, and should wait for `self.initAfterWSConnected` to be called.
self.battleState = ALL_BATTLE_STATES.WAITING;
window.initPersistentSessionClient(self.initAfterWSConnected, expectedRoomId);
} else if (null != boundRoomId) {
self.disableGameRuleNode();
self.battleState = ALL_BATTLE_STATES.WAITING;
window.initPersistentSessionClient(self.initAfterWSConnected, boundRoomId);
} else {
self.showPopupInCanvas(self.gameRuleNode);
// Deliberately left blank. -- YFLu
}
},
disableGameRuleNode() {
const self = window.mapIns;
if (null == self.gameRuleNode) {
return;
}
if (null == self.gameRuleScriptIns) {
return;
}
if (null == self.gameRuleScriptIns.modeButton) {
return;
}
self.gameRuleScriptIns.modeButton.active = false;
},
hideGameRuleNode() {
const self = window.mapIns;
if (null == self.gameRuleNode) {
return;
}
self.gameRuleNode.active = false;
},
enableInputControls() {
this._inputControlEnabled = true;
},
disableInputControls() {
this._inputControlEnabled = false;
},
onRoomDownsyncFrame(rdf) {
// This function is also applicable to "re-joining".
const self = window.mapIns;
if (rdf.id < self.lastAllConfirmedRenderFrameId) {
return window.RING_BUFF_FAILED_TO_SET;
}
const dumpRenderCacheRet = self.dumpToRenderCache(rdf);
if (window.RING_BUFF_FAILED_TO_SET == dumpRenderCacheRet) {
console.error("Something is wrong while setting the RingBuffer by frameId!");
return dumpRenderCacheRet;
}
if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START < rdf.id && window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet) {
/*
Don't change
- lastAllConfirmedRenderFrameId, it's updated only in "rollbackAndChase > _createRoomDownsyncFrameLocally" (except for when RING_BUFF_NON_CONSECUTIVE_SET)
- chaserRenderFrameId, it's updated only in "onInputFrameDownsyncBatch" (except for when RING_BUFF_NON_CONSECUTIVE_SET)
*/
return dumpRenderCacheRet;
}
// The logic below applies to ( || window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet)
if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id) {
console.log('On battle resynced! renderFrameId=', rdf.id);
} else {
console.log('On battle resynced! renderFrameId=', rdf.id);
}
self.renderFrameId = rdf.id;
self.lastRenderFrameIdTriggeredAt = performance.now();
// In this case it must be true that "rdf.id > chaserRenderFrameId >= lastAllConfirmedRenderFrameId".
self.lastAllConfirmedRenderFrameId = rdf.id;
self.chaserRenderFrameId = rdf.id;
const players = rdf.players;
const playerMetas = rdf.playerMetas;
self._initPlayerRichInfoDict(players, playerMetas);
// Show the top status indicators for IN_BATTLE
const playersInfoScriptIns = self.playersInfoNode.getComponent("PlayersInfo");
for (let i in playerMetas) {
const playerMeta = playerMetas[i];
playersInfoScriptIns.updateData(playerMeta);
}
if (null != rdf.countdownNanos) {
self.countdownNanos = rdf.countdownNanos;
}
if (null != self.musicEffectManagerScriptIns) {
self.musicEffectManagerScriptIns.playBGM();
}
const canvasNode = self.canvasNode;
self.ctrl = canvasNode.getComponent("TouchEventsManager");
self.enableInputControls();
if (self.countdownToBeginGameNode.parent) {
self.countdownToBeginGameNode.parent.removeChild(self.countdownToBeginGameNode);
}
self.transitToState(ALL_MAP_STATES.VISUAL);
self.battleState = ALL_BATTLE_STATES.IN_BATTLE;
self.applyRoomDownsyncFrameDynamics(rdf);
return dumpRenderCacheRet;
},
equalInputLists(lhs, rhs) {
if (null == lhs || null == rhs) return false;
if (lhs.length != rhs.length) return false;
for (let i in lhs) {
if (lhs[i] == rhs[i]) continue;
return false;
}
return true;
},
onInputFrameDownsyncBatch(batch) {
const self = this;
if (ALL_BATTLE_STATES.IN_BATTLE != self.battleState
&& ALL_BATTLE_STATES.IN_SETTLEMENT != self.battleState) {
return;
}
let firstPredictedYetIncorrectInputFrameId = null;
for (let k in batch) {
const inputFrameDownsync = batch[k];
const inputFrameDownsyncId = inputFrameDownsync.inputFrameId;
if (inputFrameDownsyncId < self.lastAllConfirmedInputFrameId) {
continue;
}
const localInputFrame = self.recentInputCache.getByFrameId(inputFrameDownsyncId);
if (null != localInputFrame
&&
null == firstPredictedYetIncorrectInputFrameId
&&
!self.equalInputLists(localInputFrame.inputList, inputFrameDownsync.inputList)
) {
firstPredictedYetIncorrectInputFrameId = inputFrameDownsyncId;
}
self.lastAllConfirmedInputFrameId = inputFrameDownsyncId;
self.dumpToInputCache(inputFrameDownsync);
}
if (null == firstPredictedYetIncorrectInputFrameId) return;
const inputFrameId1 = firstPredictedYetIncorrectInputFrameId;
const renderFrameId1 = self._convertToFirstUsedRenderFrameId(inputFrameId1, self.inputDelayFrames); // a.k.a. "firstRenderFrameIdUsingIncorrectInputFrameId"
if (renderFrameId1 >= self.renderFrameId) return; // No need to rollback when "renderFrameId1 == self.renderFrameId", because the "corresponding delayedInputFrame for renderFrameId1" is NOT YET EXECUTED BY NOW, it just went through "++self.renderFrameId" in "update(dt)" and javascript-runtime is mostly single-threaded in our programmable range.
if (renderFrameId1 >= self.chaserRenderFrameId) return;
/*
A typical case is as follows.
--------------------------------------------------------
[self.lastAllConfirmedRenderFrameId] : 22
<renderFrameId1> : 36
<self.chaserRenderFrameId> : 62
[self.renderFrameId] : 64
--------------------------------------------------------
*/
// The actual rollback-and-chase would later be executed in update(dt).
console.warn("Mismatched input detected, resetting chaserRenderFrameId: inputFrameId1:", inputFrameId1, ", renderFrameId1:", renderFrameId1, ", chaserRenderFrameId before reset: ", self.chaserRenderFrameId);
self.chaserRenderFrameId = renderFrameId1;
},
onPlayerAdded(rdf) {
const self = this;
// Update the "finding player" GUI and show it if not previously present
if (!self.findingPlayerNode.parent) {
self.showPopupInCanvas(self.findingPlayerNode);
}
let findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
findingPlayerScriptIns.updatePlayersInfo(rdf.playerMetas);
},
logBattleStats() {
const self = this;
let s = [];
s.push("Battle stats: renderFrameId=" + self.renderFrameId + ", lastAllConfirmedRenderFrameId=" + self.lastAllConfirmedRenderFrameId + ", lastUpsyncInputFrameId=" + self.lastUpsyncInputFrameId + ", lastAllConfirmedInputFrameId=" + self.lastAllConfirmedInputFrameId);
for (let i = self.recentInputCache.stFrameId; i < self.recentInputCache.edFrameId; ++i) {
const inputFrameDownsync = self.recentInputCache.getByFrameId(i);
s.push(JSON.stringify(inputFrameDownsync));
}
console.log(s.join('\n'));
},
onBattleStopped() {
const self = this;
if (ALL_BATTLE_STATES.IN_BATTLE != self.battleState) {
return;
}
self.countdownNanos = null;
self.logBattleStats();
if (self.musicEffectManagerScriptIns) {
self.musicEffectManagerScriptIns.stopAllMusic();
}
const canvasNode = self.canvasNode;
const resultPanelNode = self.resultPanelNode;
const resultPanelScriptIns = resultPanelNode.getComponent("ResultPanel");
resultPanelScriptIns.showPlayerInfo(self.playerRichInfoDict);
window.clearBoundRoomIdInBothVolatileAndPersistentStorage();
self.battleState = ALL_BATTLE_STATES.IN_SETTLEMENT;
self.showPopupInCanvas(resultPanelNode);
// Clear player info
self.playersInfoNode.getComponent("PlayersInfo").clearInfo();
},
spawnPlayerNode(joinIndex, x, y) {
const self = this;
const newPlayerNode = 1 == joinIndex ? cc.instantiate(self.player1Prefab) : cc.instantiate(self.player2Prefab); // hardcoded for now, car color determined solely by joinIndex
newPlayerNode.setPosition(cc.v2(x, y));
newPlayerNode.getComponent("SelfPlayer").mapNode = self.node;
const currentSelfColliderCircle = newPlayerNode.getComponent(cc.CircleCollider);
const r = currentSelfColliderCircle.radius,
d = 2 * r;
// The collision box of an individual player is a polygon instead of a circle, because the backend collision engine doesn't handle circle alignment well.
const x0 = x - r,
y0 = y - r;
let pts = [[0, 0], [d, 0], [d, d], [0, d]];
const newPlayerColliderLatest = self.latestCollisionSys.createPolygon(x0, y0, pts);
const newPlayerColliderChaser = self.chaserCollisionSys.createPolygon(x0, y0, pts);
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
self.latestCollisionSysMap.set(collisionPlayerIndex, newPlayerColliderLatest);
self.chaserCollisionSysMap.set(collisionPlayerIndex, newPlayerColliderChaser);
safelyAddChild(self.node, newPlayerNode);
setLocalZOrder(newPlayerNode, 5);
newPlayerNode.active = true;
const playerScriptIns = newPlayerNode.getComponent("SelfPlayer");
playerScriptIns.scheduleNewDirection({
dx: 0,
dy: 0
}, true);
return [newPlayerNode, playerScriptIns];
},
update(dt) {
const self = this;
if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) {
const elapsedMillisSinceLastFrameIdTriggered = performance.now() - self.lastRenderFrameIdTriggeredAt;
if (elapsedMillisSinceLastFrameIdTriggered < (self.rollbackEstimatedDtMillis)) {
// console.debug("Avoiding too fast frame@renderFrameId=", self.renderFrameId, ": elapsedMillisSinceLastFrameIdTriggered=", elapsedMillisSinceLastFrameIdTriggered);
return;
}
try {
let st = performance.now();
let prevSelfInput = null,
currSelfInput = null;
const noDelayInputFrameId = self._convertToInputFrameId(self.renderFrameId, 0); // It's important that "inputDelayFrames == 0" here
if (self.shouldGenerateInputFrameUpsync(self.renderFrameId)) {
const prevAndCurrInputs = self._generateInputFrameUpsync(noDelayInputFrameId);
prevSelfInput = prevAndCurrInputs[0];
currSelfInput = prevAndCurrInputs[1];
}
let t0 = performance.now();
if (self.shouldSendInputFrameUpsyncBatch(prevSelfInput, currSelfInput, self.lastUpsyncInputFrameId, noDelayInputFrameId)) {
// TODO: Is the following statement run asynchronously in an implicit manner? Should I explicitly run it asynchronously?
self.sendInputFrameUpsyncBatch(noDelayInputFrameId);
}
let t1 = performance.now();
// Use "fractional-frame-chasing" to guarantee that "self.update(dt)" is not jammed by a "large range of frame-chasing". See `<proj-root>/ConcerningEdgeCases.md` for the motivation.
const prevChaserRenderFrameId = self.chaserRenderFrameId;
let nextChaserRenderFrameId = (prevChaserRenderFrameId + self.maxChasingRenderFramesPerUpdate);
if (nextChaserRenderFrameId > self.renderFrameId) {
nextChaserRenderFrameId = self.renderFrameId;
}
self.rollbackAndChase(prevChaserRenderFrameId, nextChaserRenderFrameId, self.chaserCollisionSys, self.chaserCollisionSysMap);
self.chaserRenderFrameId = nextChaserRenderFrameId; // Move the cursor "self.chaserRenderFrameId", keep in mind that "self.chaserRenderFrameId" is not monotonic!
let t2 = performance.now();
// Inside the following "self.rollbackAndChase" (which actually ROLLS FORWARD), the "self.latestCollisionSys" is ALWAYS "ROLLED BACK" to "self.recentRenderCache.get(self.renderFrameId)" before being applied dynamics from corresponding delayedInputFrame, REGARDLESS OF whether or not "self.chaserRenderFrameId == self.renderFrameId" now.
const rdf = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.latestCollisionSys, self.latestCollisionSysMap);
/*
const nonTrivialChaseEnded = (prevChaserRenderFrameId < nextChaserRenderFrameId && nextChaserRenderFrameId == self.renderFrameId);
if (nonTrivialChaseEnded) {
console.debug("Non-trivial chase ended, prevChaserRenderFrameId=" + prevChaserRenderFrameId + ", nextChaserRenderFrameId=" + nextChaserRenderFrameId);
}
*/
self.applyRoomDownsyncFrameDynamics(rdf);
let t3 = performance.now();
} catch (err) {
console.error("Error during Map.update", err);
} finally {
// Update countdown
if (null != self.countdownNanos) {
self.countdownNanos = self.battleDurationNanos - self.renderFrameId * self.rollbackEstimatedDtNanos;
if (self.countdownNanos <= 0) {
self.onBattleStopped(self.playerRichInfoDict);
return;
}
const countdownSeconds = parseInt(self.countdownNanos / 1000000000);
if (isNaN(countdownSeconds)) {
console.warn(`countdownSeconds is NaN for countdownNanos == ${self.countdownNanos}.`);
}
self.countdownLabel.string = countdownSeconds;
}
++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
self.lastRenderFrameIdTriggeredAt = performance.now();
}
}
},
transitToState(s) {
const self = this;
self.state = s;
},
logout(byClick /* The case where this param is "true" will be triggered within `ConfirmLogout.js`.*/ , shouldRetainBoundRoomIdInBothVolatileAndPersistentStorage) {
const self = this;
const localClearance = () => {
window.clearLocalStorageAndBackToLoginScene(shouldRetainBoundRoomIdInBothVolatileAndPersistentStorage);
}
const selfPlayerStr = cc.sys.localStorage.getItem("selfPlayer");
if (null == selfPlayerStr) {
localClearance();
return;
}
const selfPlayerInfo = JSON.parse(selfPlayerStr);
try {
NetworkUtils.ajax({
url: backendAddress.PROTOCOL + '://' + backendAddress.HOST + ':' + backendAddress.PORT + constants.ROUTE_PATH.API + constants.ROUTE_PATH.PLAYER + constants.ROUTE_PATH.VERSION + constants.ROUTE_PATH.INT_AUTH_TOKEN + constants.ROUTE_PATH.LOGOUT,
type: "POST",
data: {
intAuthToken: selfPlayerInfo.intAuthToken
},
success: function(res) {
if (res.ret != constants.RET_CODE.OK) {
console.log("Logout failed: ", res);
}
localClearance();
},
error: function(xhr, status, errMsg) {
localClearance();
},
timeout: function() {
localClearance();
}
});
} catch (e) {} finally {
// For Safari (both desktop and mobile).
localClearance();
}
},
onLogoutClicked(evt) {
const self = this;
self.showPopupInCanvas(self.confirmLogoutNode);
},
onLogoutConfirmationDismissed() {
const self = this;
self.transitToState(ALL_MAP_STATES.VISUAL);
const canvasNode = self.canvasNode;
canvasNode.removeChild(self.confirmLogoutNode);
self.enableInputControls();
},
onGameRule1v1ModeClicked(evt, cb) {
const self = this;
self.battleState = ALL_BATTLE_STATES.WAITING;
window.initPersistentSessionClient(self.initAfterWSConnected, null /* Deliberately NOT passing in any `expectedRoomId`. -- YFLu */ );
self.hideGameRuleNode();
},
showPopupInCanvas(toShowNode) {
const self = this;
self.disableInputControls();
self.transitToState(ALL_MAP_STATES.SHOWING_MODAL_POPUP);
safelyAddChild(self.widgetsAboveAllNode, toShowNode);
setLocalZOrder(toShowNode, 10);
},
hideFindingPlayersGUI() {
const self = this;
if (null == self.findingPlayerNode.parent) return;
self.findingPlayerNode.parent.removeChild(self.findingPlayerNode);
},
onBattleReadyToStart(playerMetas) {
console.log("Calling `onBattleReadyToStart` with:", playerMetas);
const self = this;
const findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
findingPlayerScriptIns.hideExitButton();
findingPlayerScriptIns.updatePlayersInfo(playerMetas);
// Delay to hide the "finding player" GUI, then show a countdown clock
window.setTimeout(() => {
self.hideFindingPlayersGUI();
const countDownScriptIns = self.countdownToBeginGameNode.getComponent("CountdownToBeginGame");
countDownScriptIns.setData();
self.showPopupInCanvas(self.countdownToBeginGameNode);
}, 1500);
},
_createRoomDownsyncFrameLocally(renderFrameId, collisionSys, collisionSysMap) {
const self = this;
const prevRenderFrameId = renderFrameId - 1;
const inputFrameAppliedOnPrevRenderFrame = (
0 > prevRenderFrameId
?
null
:
self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(prevRenderFrameId, self.inputDelayFrames))
);
// TODO: Find a better way to assign speeds instead of using "speedRefRenderFrameId".
const speedRefRenderFrameId = prevRenderFrameId;
const speedRefRenderFrame = (
0 > speedRefRenderFrameId
?
null
:
self.recentRenderCache.getByFrameId(speedRefRenderFrameId)
);
const rdf = {
id: renderFrameId,
refFrameId: renderFrameId,
players: {}
};
self.playerRichInfoDict.forEach((playerRichInfo, playerId) => {
const joinIndex = playerRichInfo.joinIndex;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const currentSelfColliderCircle = playerRichInfo.node.getComponent(cc.CircleCollider);
const vpos = self.playerColliderAnchorToVirtualGridPos(playerCollider.x, playerCollider.y, playerRichInfo);
const r = currentSelfColliderCircle.radius;
rdf.players[playerRichInfo.id] = {
id: playerRichInfo.id,
virtualGridX: vpos[0],
virtualGridY: vpos[1],
dir: self.ctrl.decodeDirection(null == inputFrameAppliedOnPrevRenderFrame ? 0 : inputFrameAppliedOnPrevRenderFrame.inputList[joinIndex - 1]),
speed: (null == speedRefRenderFrame ? playerRichInfo.speed : speedRefRenderFrame.players[playerRichInfo.id].speed),
joinIndex: joinIndex
};
});
if (
null != inputFrameAppliedOnPrevRenderFrame && self._allConfirmed(inputFrameAppliedOnPrevRenderFrame.confirmedList)
&&
rdf.id > self.lastAllConfirmedRenderFrameId
) {
// We got a more up-to-date "all-confirmed-render-frame".
self.lastAllConfirmedRenderFrameId = rdf.id;
if (rdf.id > self.chaserRenderFrameId) {
// it must be true that "chaserRenderFrameId >= lastAllConfirmedRenderFrameId"
self.chaserRenderFrameId = rdf.id;
}
}
self.dumpToRenderCache(rdf);
return rdf;
},
applyRoomDownsyncFrameDynamics(rdf) {
const self = this;
self.playerRichInfoDict.forEach((playerRichInfo, playerId) => {
const immediatePlayerInfo = rdf.players[playerId];
const wpos = self.virtualGridToWorldPos(immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY);
const dx = (wpos[0] - playerRichInfo.node.x);
const dy = (wpos[1] - playerRichInfo.node.y);
const justJiggling = (self.teleportEps1D >= Math.abs(dx) && self.teleportEps1D >= Math.abs(dy));
if (!justJiggling) {
console.log("@renderFrameId=" + self.renderFrameId + ", teleporting playerId=" + playerId + ": '(" + playerRichInfo.node.x + ", " + playerRichInfo.node.y, ")' to '(" + wpos[0] + ", " + wpos[1] + ")'");
playerRichInfo.node.setPosition(wpos[0], wpos[1]);
}
playerRichInfo.scriptIns.scheduleNewDirection(immediatePlayerInfo.dir, false);
playerRichInfo.scriptIns.updateSpeed(immediatePlayerInfo.speed);
});
},
getCachedInputFrameDownsyncWithPrediction(inputFrameId) {
const self = this;
let inputFrameDownsync = self.recentInputCache.getByFrameId(inputFrameId);
if (null != inputFrameDownsync && -1 != self.lastAllConfirmedInputFrameId && inputFrameId > self.lastAllConfirmedInputFrameId) {
const lastAllConfirmedInputFrame = self.recentInputCache.getByFrameId(self.lastAllConfirmedInputFrameId);
for (let i = 0; i < inputFrameDownsync.inputList.length; ++i) {
if (i == self.selfPlayerInfo.joinIndex - 1) continue;
inputFrameDownsync.inputList[i] = lastAllConfirmedInputFrame.inputList[i];
}
}
return inputFrameDownsync;
},
rollbackAndChase(renderFrameIdSt, renderFrameIdEd, collisionSys, collisionSysMap) {
const self = this;
let latestRdf = self.recentRenderCache.getByFrameId(renderFrameIdSt); // typed "RoomDownsyncFrame"
if (null == latestRdf) {
console.error("Couldn't find renderFrameId=", renderFrameIdSt, " to rollback, lastAllConfirmedRenderFrameId=", self.lastAllConfirmedRenderFrameId, ", lastAllConfirmedInputFrameId=", self.lastAllConfirmedInputFrameId, ", recentRenderCache=", self._stringifyRecentRenderCache(false), ", recentInputCache=", self._stringifyRecentInputCache(false));
}
if (renderFrameIdSt >= renderFrameIdEd) {
return latestRdf;
}
/*
Reset "position" of players in "collisionSys" according to "renderFrameIdSt". The easy part is that we don't have path-dependent-integrals to worry about like that of thermal dynamics.
*/
self.playerRichInfoDict.forEach((playerRichInfo, playerId) => {
const joinIndex = playerRichInfo.joinIndex;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const player = latestRdf.players[playerId];
const cpos = self.worldToVirtualGridPos(player.virtualGridX, player.virtualGridY);
playerCollider.x = cpos[0];
playerCollider.y = cpos[1];
});
/*
This function eventually calculates a "RoomDownsyncFrame" where "RoomDownsyncFrame.id == renderFrameIdEd".
*/
for (let i = renderFrameIdSt; i < renderFrameIdEd; ++i) {
const renderFrame = self.recentRenderCache.getByFrameId(i); // typed "RoomDownsyncFrame"
const j = self._convertToInputFrameId(i, self.inputDelayFrames);
const inputFrameDownsync = self.getCachedInputFrameDownsyncWithPrediction(j);
if (null == inputFrameDownsync) {
console.error("Failed to get cached inputFrameDownsync for renderFrameId=", i, ", inputFrameId=", j, "lastAllConfirmedRenderFrameId=", self.lastAllConfirmedRenderFrameId, ", lastAllConfirmedInputFrameId=", self.lastAllConfirmedInputFrameId, ", recentRenderCache=", self._stringifyRecentRenderCache(false), ", recentInputCache=", self._stringifyRecentInputCache(false));
}
const inputList = inputFrameDownsync.inputList;
// [WARNING] Traverse in the order of joinIndices to guarantee determinism.
for (let j in self.playerRichInfoArr) {
const joinIndex = parseInt(j) + 1;
const playerId = self.playerRichInfoArr[j].id;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const player = renderFrame.players[playerId];
const encodedInput = inputList[joinIndex - 1];
const decodedInput = self.ctrl.decodeDirection(encodedInput);
const baseChange = player.speed * decodedInput.speedFactor;
playerCollider.x += baseChange * decodedInput.dx;
playerCollider.y += baseChange * decodedInput.dy;
}
collisionSys.update();
const result = collisionSys.createResult(); // Can I reuse a "self.latestCollisionSysResult" object throughout the whole battle?
for (let i in self.playerRichInfoArr) {
const joinIndex = parseInt(i) + 1;
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
const potentials = playerCollider.potentials();
for (const potential of potentials) {
// Test if the player collides with the wall
if (!playerCollider.collides(potential, result)) continue;
// Push the player out of the wall
playerCollider.x -= result.overlap * result.overlap_x;
playerCollider.y -= result.overlap * result.overlap_y;
}
}
latestRdf = self._createRoomDownsyncFrameLocally(i + 1, collisionSys, collisionSysMap);
}
return latestRdf;
},
_initPlayerRichInfoDict(players, playerMetas) {
const self = this;
for (let k in players) {
const playerId = parseInt(k);
if (self.playerRichInfoDict.has(playerId)) continue; // Skip already put keys
const immediatePlayerInfo = players[playerId];
const immediatePlayerMeta = playerMetas[playerId];
const nodeAndScriptIns = self.spawnPlayerNode(immediatePlayerInfo.joinIndex, immediatePlayerInfo.x, immediatePlayerInfo.y);
self.playerRichInfoDict.set(playerId, immediatePlayerInfo);
Object.assign(self.playerRichInfoDict.get(playerId), {
node: nodeAndScriptIns[0],
scriptIns: nodeAndScriptIns[1]
});
Object.assign(self.playerRichInfoDict.get(playerId), immediatePlayerMeta);
if (self.selfPlayerInfo.id == playerId) {
self.selfPlayerInfo = Object.assign(self.selfPlayerInfo, immediatePlayerInfo);
nodeAndScriptIns[1].showArrowTipNode();
}
}
self.playerRichInfoArr = new Array(self.playerRichInfoDict.size);
self.playerRichInfoDict.forEach((playerRichInfo, playerId) => {
self.playerRichInfoArr[playerRichInfo.joinIndex - 1] = playerRichInfo;
});
},
_stringifyRecentInputCache(usefullOutput) {
const self = this;
if (true == usefullOutput) {
let s = [];
for (let i = self.recentInputCache.stFrameId; i < self.recentInputCache.edFrameId; ++i) {
s.push(JSON.stringify(self.recentInputCache.getByFrameId(i)));
}
return s.join('\n');
}
return "[stInputFrameId=" + self.recentInputCache.stFrameId + ", edInputFrameId=" + self.recentInputCache.edFrameId + ")";
},
_stringifyRecentRenderCache(usefullOutput) {
const self = this;
if (true == usefullOutput) {
let s = [];
for (let i = self.recentRenderCache.stFrameId; i < self.recentRenderCache.edFrameId; ++i) {
s.push(JSON.stringify(self.recentRenderCache.getByFrameId(i)));
}
return s.join('\n');
}
return "[stRenderFrameId=" + self.recentRenderCache.stFrameId + ", edRenderFrameId=" + self.recentRenderCache.edFrameId + ")";
},
worldToVirtualGridPos(x, y) {
const self = this;
// In JavaScript floating numbers suffer from seemingly non-deterministic arithmetics, and even if certain libs solved this issue by approaches such as fixed-point-number, they might not be used in other libs -- e.g. the "collision libs" we're interested in -- thus couldn't kill all pains.
let virtualGridX = parseInt(x * self.worldToVirtualGridRatio);
let virtualGridY = parseInt(y * self.worldToVirtualGridRatio);
return [virtualGridX, virtualGridY];
},
virtualGridToWorldPos(vx, vy) {
const self = this;
let wx = parseFloat(vx) * self.virtualGridToWorldRatio;
let wy = parseFloat(vy) * self.virtualGridToWorldRatio;
return [wx, wy];
},
playerWorldToCollisionPos(wx, wy, playerRichInfo) {
return [wx - playerRichInfo.colliderRadius, wy - playerRichInfo.colliderRadius];
},
playerColliderAnchorToWorldPos(cx, cy, playerRichInfo) {
return [cx + playerRichInfo.colliderRadius, cy + playerRichInfo.colliderRadius];
},
playerColliderAnchorToVirtualGridPos(cx, cy, playerRichInfo) {
const self = this;
const wpos = self.playerColliderAnchorToWorldPos(cx, cy, playerRichInfo);
return pR.worldToVirtualGridPos(wpos[0], wpos[1])
},
virtualGridToPlayerColliderPos(vx, vy, playerRichInfo) {
const self = this;
const wpos = self.virtualGridToWorldPos(vx, vy);
return playerWorldToCollisionPos(wpos[0], wpos[1], playerRichInfo)
},
});