refactor: simplify input handling in game loop by removing redundant code
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parent
99e6ce9699
commit
1e6d809382
1 changed files with 8 additions and 9 deletions
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@ -24,8 +24,6 @@ func CheckMatchTerminate(lobbyState *MatchState, logger *runtime.Logger) bool {
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return false
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}
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const GRACE_WINDOW_TICKS = 15
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func RespondToInput(lobbyState *MatchState, messages []runtime.MatchData, logger *runtime.Logger, tick int64, dispatcher *runtime.MatchDispatcher) {
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for _, msg := range messages {
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_, exists := lobbyState.presences[msg.GetSessionId()]
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@ -34,10 +32,16 @@ func RespondToInput(lobbyState *MatchState, messages []runtime.MatchData, logger
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continue
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}
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var update ClientUpdate
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if err := json.Unmarshal(msg.GetData(), &update); err != nil {
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(*logger).Warn("Failed to parse input: %v", err)
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continue
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}
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// Check if the input is within the grace window
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if msg.GetTick() < tick && tick-msg.GetTick() <= GRACE_WINDOW_TICKS {
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if update.Tick < tick && tick-update.Tick <= GRACE_WINDOW_TICKS {
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// Replay the game state for the intervening ticks
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for t := msg.GetTick(); t < tick; t++ {
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for t := update.Tick; t < tick; t++ {
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// Apply the input to the player's state
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lobbyState.presences[msg.GetSessionId()].stageState.BoundsCheckedMove(update.X, update.Y)
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// Check if the player survives after applying the input
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@ -52,11 +56,6 @@ func RespondToInput(lobbyState *MatchState, messages []runtime.MatchData, logger
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}
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}
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}
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var update ClientUpdate
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if err := json.Unmarshal(msg.GetData(), &update); err != nil {
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(*logger).Warn("Failed to parse input: %v", err)
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continue
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}
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lobbyState.presences[msg.GetSessionId()].stageState.BoundsCheckedMove(update.X, update.Y)
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}
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