LSHelper.cs 3.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117
  1. using System.IO;
  2. using ET.Client;
  3. namespace ET
  4. {
  5. public static class LSHelper
  6. {
  7. public static void RunRollbackSystem(Entity entity)
  8. {
  9. if (entity is LSEntity)
  10. {
  11. return;
  12. }
  13. LSEntitySystemSington.Instance.Rollback(entity);
  14. if (entity.ComponentsCount() > 0)
  15. {
  16. foreach (var kv in entity.Components)
  17. {
  18. RunRollbackSystem(kv.Value);
  19. }
  20. }
  21. if (entity.ChildrenCount() > 0)
  22. {
  23. foreach (var kv in entity.Children)
  24. {
  25. RunRollbackSystem(kv.Value);
  26. }
  27. }
  28. }
  29. // 回滚
  30. public static void Rollback(Room room, int frame)
  31. {
  32. Log.Debug($"roll back start {frame}");
  33. room.LSWorld.Dispose();
  34. FrameBuffer frameBuffer = room.FrameBuffer;
  35. // 回滚
  36. room.LSWorld = room.GetLSWorld(SceneType.LockStepClient, frame);
  37. OneFrameInputs authorityFrameInput = frameBuffer.FrameInputs(frame);
  38. // 执行AuthorityFrame
  39. room.Update(authorityFrameInput, frame);
  40. // 重新执行预测的帧
  41. for (int i = room.AuthorityFrame + 1; i <= room.PredictionFrame; ++i)
  42. {
  43. Log.Debug($"roll back predict {i}");
  44. OneFrameInputs oneFrameInputs = frameBuffer.FrameInputs(i);
  45. LSHelper.CopyOtherInputsTo(room, authorityFrameInput, oneFrameInputs); // 重新预测消息
  46. room.Update(authorityFrameInput, i);
  47. }
  48. RunRollbackSystem(room);
  49. Log.Debug($"roll back finish {frame}");
  50. }
  51. // 重新调整预测消息,只需要调整其他玩家的输入
  52. public static void CopyOtherInputsTo(Room room, OneFrameInputs from, OneFrameInputs to)
  53. {
  54. long myId = room.GetComponent<LSClientUpdater>().MyId;
  55. foreach (var kv in from.Inputs)
  56. {
  57. if (kv.Key == myId)
  58. {
  59. continue;
  60. }
  61. to.Inputs[kv.Key] = kv.Value;
  62. }
  63. }
  64. public static void SaveReplay(Room room, string path)
  65. {
  66. if (room.IsReplay)
  67. {
  68. return;
  69. }
  70. Log.Debug($"save replay: {path} frame: {room.Replay.FrameInputs.Count}");
  71. byte[] bytes = MemoryPackHelper.Serialize(room.Replay);
  72. File.WriteAllBytes(path, bytes);
  73. }
  74. public static void JumpReplay(Room room, int frame)
  75. {
  76. if (!room.IsReplay)
  77. {
  78. return;
  79. }
  80. if (frame >= room.Replay.FrameInputs.Count)
  81. {
  82. frame = room.Replay.FrameInputs.Count - 1;
  83. }
  84. int snapshotIndex = frame / LSConstValue.SaveLSWorldFrameCount;
  85. Log.Debug($"jump replay start {room.AuthorityFrame} {frame} {snapshotIndex}");
  86. if (snapshotIndex != room.AuthorityFrame / LSConstValue.SaveLSWorldFrameCount || frame < room.AuthorityFrame)
  87. {
  88. room.LSWorld.Dispose();
  89. // 回滚
  90. byte[] memoryBuffer = room.Replay.Snapshots[snapshotIndex];
  91. LSWorld lsWorld = MongoHelper.Deserialize(typeof (LSWorld), memoryBuffer, 0, memoryBuffer.Length) as LSWorld;
  92. room.LSWorld = lsWorld;
  93. room.AuthorityFrame = snapshotIndex * LSConstValue.SaveLSWorldFrameCount;
  94. RunRollbackSystem(room);
  95. }
  96. room.FixedTimeCounter.Reset(TimeHelper.ServerFrameTime() - frame * LSConstValue.UpdateInterval, 0);
  97. Log.Debug($"jump replay finish {frame}");
  98. }
  99. }
  100. }