feat: implement grace window for player input handling in game loop
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parent
027e513e65
commit
99e6ce9699
1 changed files with 22 additions and 3 deletions
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@ -24,7 +24,9 @@ func CheckMatchTerminate(lobbyState *MatchState, logger *runtime.Logger) bool {
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return false
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}
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func RespondToInput(lobbyState *MatchState, messages []runtime.MatchData, logger *runtime.Logger) {
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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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if !exists {
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@ -32,7 +34,24 @@ func RespondToInput(lobbyState *MatchState, messages []runtime.MatchData, logger
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continue
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}
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// Parse player message
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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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// Replay the game state for the intervening ticks
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for t := msg.GetTick(); 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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if lobbyState.presences[msg.GetSessionId()].stageState.CheckDeathState(t) == PLAYER_ALIVE {
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// Send a cancel death message to the client
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cancelDeathMessage := map[string]any{
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"cancelDeath": true,
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}
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data, _ := json.Marshal(cancelDeathMessage)
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(*dispatcher).BroadcastMessage(CANCEL_DEATH, data, []runtime.Presence{msg.GetPresence()}, nil, true)
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break
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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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@ -115,7 +134,7 @@ func (m *Match) MatchLoop(ctx context.Context, logger runtime.Logger, db *sql.DB
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return nil
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}
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RespondToInput(lobbyState, messages, &logger)
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RespondToInput(lobbyState, messages, &logger, tick, &dispatcher)
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BroadcastToPresences(tick, lobbyState, &logger, &dispatcher)
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return lobbyState
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