锁步(帧)同步优化
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e6d2eabb65
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@ -1,5 +1,11 @@
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package lockstep
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import "errors"
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const (
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tickerFrameName = "LOCKSTEP_FRAME"
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)
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var (
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ErrFrameFactorCanNotIsNull = errors.New("frameFactory can not is nil")
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)
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@ -5,6 +5,8 @@ type Frame[Command any] interface {
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GetIndex() uint32
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// GetCommands 获取这一帧的数据
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GetCommands() []Command
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// AddCommand 添加命令到这一帧
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AddCommand(command Command)
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// Marshal 序列化帧数据
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Marshal() ([]byte, error)
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}
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@ -1,56 +1,117 @@
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package lockstep
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import (
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"minotaur/utils/synchronization"
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"minotaur/utils/timer"
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"sync"
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"time"
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)
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func New[WriterID comparable, FrameCommand any]() *Lockstep[WriterID, FrameCommand] {
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func New[WriterID comparable, FrameCommand any](frameFactory func(frameIndex uint32) Frame[FrameCommand]) *Lockstep[WriterID, FrameCommand] {
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lockstep := &Lockstep[WriterID, FrameCommand]{
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frameFactory: frameFactory,
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ticker: timer.GetTicker(30),
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writers: synchronization.NewMap[WriterID, Writer[WriterID, FrameCommand]](),
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writerCurrentFrame: synchronization.NewMap[WriterID, uint32](),
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writers: map[WriterID]Writer[WriterID, FrameCommand]{},
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writerCurrentFrame: map[WriterID]uint32{},
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frames: map[uint32]Frame[FrameCommand]{},
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}
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return lockstep
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}
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type Lockstep[WriterID comparable, FrameCommand any] struct {
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frameFactory func(frameIndex uint32) Frame[FrameCommand]
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FrameLimit uint32 // 帧数上限
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FrameRate uint32 // 帧率(每秒的帧数)
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FrameBroadcastInterval uint32 // 帧数广播间隔帧数
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FrameOnceLimit uint32 // 每次消息最大容纳帧数
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ticker *timer.Ticker // 定时器
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writers *synchronization.Map[WriterID, Writer[WriterID, FrameCommand]] // 被广播的对象
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writerCurrentFrame *synchronization.Map[WriterID, uint32] // 被广播的对象当前帧
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currentFrame uint32 // 当前帧
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currentClientFrame uint32 // 当前客户端帧数
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frames map[uint32]Frame[FrameCommand] // 所有帧
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ticker *timer.Ticker // 定时器
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writers map[WriterID]Writer[WriterID, FrameCommand] // 被广播的对象
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writerCurrentFrame map[WriterID]uint32 // 被广播的对象当前帧
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currentFrame uint32 // 当前帧
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writerMaxCurrentFrame uint32 // 最大写入器当前帧
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frames map[uint32]Frame[FrameCommand] // 所有帧
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framesRWMutes sync.RWMutex // 所有帧读写锁
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}
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// SetWriter 设置需要被广播的 Writer
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func (slf *Lockstep[WriterID, FrameCommand]) SetWriter(writer ...Writer[WriterID, FrameCommand]) {
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for _, w := range writer {
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slf.writers.Set(w.GetID(), w)
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slf.writers[w.GetID()] = w
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}
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}
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func (slf *Lockstep[WriterID, FrameCommand]) Run() {
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func (slf *Lockstep[WriterID, FrameCommand]) Run() error {
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if slf.frameFactory == nil {
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return ErrFrameFactorCanNotIsNull
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}
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slf.Release()
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slf.ticker.Loop(tickerFrameName, timer.Instantly, time.Second/time.Duration(slf.FrameRate), timer.Forever, slf.tick)
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return nil
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}
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func (slf *Lockstep[WriterID, FrameCommand]) Record(command FrameCommand) {
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slf.framesRWMutes.RLock()
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frame, exist := slf.frames[slf.currentFrame]
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slf.framesRWMutes.RUnlock()
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if !exist {
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frame = slf.frameFactory(slf.currentFrame)
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slf.framesRWMutes.Lock()
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slf.frames[slf.currentFrame] = frame
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slf.framesRWMutes.Unlock()
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}
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frame.AddCommand(command)
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}
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func (slf *Lockstep[WriterID, FrameCommand]) Release() {
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slf.ticker.StopTimer(tickerFrameName)
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slf.writers.Clear()
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slf.writerCurrentFrame.Clear()
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for k := range slf.writers {
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delete(slf.writers, k)
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}
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for k := range slf.writerCurrentFrame {
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delete(slf.writers, k)
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}
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slf.currentFrame = 0
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slf.currentClientFrame = 0
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slf.framesRWMutes.Lock()
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for k := range slf.frames {
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delete(slf.frames, k)
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}
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slf.framesRWMutes.Unlock()
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}
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// ReWrite 重写
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func (slf *Lockstep[WriterID, FrameCommand]) ReWrite(writer Writer[WriterID, FrameCommand]) {
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if !writer.Healthy() {
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return
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}
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var writerCurrentFrame uint32
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var frameCounter uint32
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var frames = make(map[uint32]Frame[FrameCommand])
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for ; writerCurrentFrame < slf.currentFrame; writerCurrentFrame++ {
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slf.framesRWMutes.RLock()
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var frame = slf.frames[writerCurrentFrame]
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slf.framesRWMutes.RUnlock()
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if frame == nil && writerCurrentFrame != (slf.currentFrame-1) {
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continue
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}
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frames[frame.GetIndex()] = frame
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frameCounter++
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if writerCurrentFrame == slf.currentFrame-1 || (slf.FrameOnceLimit > 0 && frameCounter >= slf.FrameOnceLimit) {
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data := writer.Marshal(frames)
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// TODO: writer.Write error not handle
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_ = writer.Write(data)
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frameCounter = 0
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for k := range frames {
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delete(frames, k)
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}
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}
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}
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slf.writerCurrentFrame[writer.GetID()] = writerCurrentFrame
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if writerCurrentFrame > slf.writerMaxCurrentFrame {
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slf.writerMaxCurrentFrame = writerCurrentFrame
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}
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}
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func (slf *Lockstep[WriterID, FrameCommand]) tick() {
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@ -61,37 +122,42 @@ func (slf *Lockstep[WriterID, FrameCommand]) tick() {
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slf.currentFrame++
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if slf.currentFrame-slf.currentClientFrame < slf.FrameBroadcastInterval {
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if slf.currentFrame-slf.writerMaxCurrentFrame < slf.FrameBroadcastInterval {
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return
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}
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slf.writers.RangeSkip(func(id WriterID, writer Writer[WriterID, FrameCommand]) bool {
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for id, writer := range slf.writers {
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if !writer.Healthy() {
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return false
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continue
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}
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var writerCurrentFrame uint32
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var frameCounter uint32
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var frames = make(map[uint32]Frame[FrameCommand])
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for i := slf.writerCurrentFrame.Get(id); i < slf.currentFrame; i++ {
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var frame = slf.frames[i]
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if frame == nil && i != (slf.currentFrame-1) {
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for writerCurrentFrame = slf.writerCurrentFrame[id]; writerCurrentFrame < slf.currentFrame; writerCurrentFrame++ {
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slf.framesRWMutes.RLock()
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var frame = slf.frames[writerCurrentFrame]
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slf.framesRWMutes.RUnlock()
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if frame == nil && writerCurrentFrame != (slf.currentFrame-1) {
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continue
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}
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frames[frame.GetIndex()] = frame
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frameCounter++
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if i == slf.currentFrame-1 || frameCounter >= slf.FrameOnceLimit {
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if writerCurrentFrame == slf.currentFrame-1 || (slf.FrameOnceLimit > 0 && frameCounter >= slf.FrameOnceLimit) {
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data := writer.Marshal(frames)
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writer.Write(data)
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// TODO: writer.Write error not handle
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_ = writer.Write(data)
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frameCounter = 0
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for k := range frames {
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delete(frames, k)
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}
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}
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}
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slf.currentClientFrame = slf.currentFrame
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return true
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})
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slf.writerCurrentFrame[id] = writerCurrentFrame
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if writerCurrentFrame > slf.writerMaxCurrentFrame {
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slf.writerMaxCurrentFrame = writerCurrentFrame
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}
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}
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}
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@ -1,8 +1,13 @@
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package lockstep
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// Writer 游戏帧写入器,通常实现写入器的对象应该为包含网络连接的玩家
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type Writer[ID comparable, FrameCommand any] interface {
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// GetID 游戏帧写入器ID
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GetID() ID
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// Healthy 检查写入器状态是否健康,例如离线、网络环境异常等
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Healthy() bool
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// Marshal 将多帧数据转换为流格式,以对游戏帧写入器进行写入
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Marshal(frames map[uint32]Frame[FrameCommand]) []byte
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// Write 向游戏帧写入器中写入数据
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Write(data []byte) error
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}
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