锁步(帧)同步优化

This commit is contained in:
kercylan98 2023-04-21 15:38:43 +08:00
parent e6d2eabb65
commit 7be8fe29fc
4 changed files with 106 additions and 27 deletions

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@ -1,5 +1,11 @@
package lockstep
import "errors"
const (
tickerFrameName = "LOCKSTEP_FRAME"
)
var (
ErrFrameFactorCanNotIsNull = errors.New("frameFactory can not is nil")
)

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@ -5,6 +5,8 @@ type Frame[Command any] interface {
GetIndex() uint32
// GetCommands 获取这一帧的数据
GetCommands() []Command
// AddCommand 添加命令到这一帧
AddCommand(command Command)
// Marshal 序列化帧数据
Marshal() ([]byte, error)
}

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@ -1,56 +1,117 @@
package lockstep
import (
"minotaur/utils/synchronization"
"minotaur/utils/timer"
"sync"
"time"
)
func New[WriterID comparable, FrameCommand any]() *Lockstep[WriterID, FrameCommand] {
func New[WriterID comparable, FrameCommand any](frameFactory func(frameIndex uint32) Frame[FrameCommand]) *Lockstep[WriterID, FrameCommand] {
lockstep := &Lockstep[WriterID, FrameCommand]{
frameFactory: frameFactory,
ticker: timer.GetTicker(30),
writers: synchronization.NewMap[WriterID, Writer[WriterID, FrameCommand]](),
writerCurrentFrame: synchronization.NewMap[WriterID, uint32](),
writers: map[WriterID]Writer[WriterID, FrameCommand]{},
writerCurrentFrame: map[WriterID]uint32{},
frames: map[uint32]Frame[FrameCommand]{},
}
return lockstep
}
type Lockstep[WriterID comparable, FrameCommand any] struct {
frameFactory func(frameIndex uint32) Frame[FrameCommand]
FrameLimit uint32 // 帧数上限
FrameRate uint32 // 帧率(每秒的帧数)
FrameBroadcastInterval uint32 // 帧数广播间隔帧数
FrameOnceLimit uint32 // 每次消息最大容纳帧数
ticker *timer.Ticker // 定时器
writers *synchronization.Map[WriterID, Writer[WriterID, FrameCommand]] // 被广播的对象
writerCurrentFrame *synchronization.Map[WriterID, uint32] // 被广播的对象当前帧
currentFrame uint32 // 当前帧
currentClientFrame uint32 // 当前客户端帧数
frames map[uint32]Frame[FrameCommand] // 所有帧
ticker *timer.Ticker // 定时器
writers map[WriterID]Writer[WriterID, FrameCommand] // 被广播的对象
writerCurrentFrame map[WriterID]uint32 // 被广播的对象当前帧
currentFrame uint32 // 当前帧
writerMaxCurrentFrame uint32 // 最大写入器当前帧
frames map[uint32]Frame[FrameCommand] // 所有帧
framesRWMutes sync.RWMutex // 所有帧读写锁
}
// SetWriter 设置需要被广播的 Writer
func (slf *Lockstep[WriterID, FrameCommand]) SetWriter(writer ...Writer[WriterID, FrameCommand]) {
for _, w := range writer {
slf.writers.Set(w.GetID(), w)
slf.writers[w.GetID()] = w
}
}
func (slf *Lockstep[WriterID, FrameCommand]) Run() {
func (slf *Lockstep[WriterID, FrameCommand]) Run() error {
if slf.frameFactory == nil {
return ErrFrameFactorCanNotIsNull
}
slf.Release()
slf.ticker.Loop(tickerFrameName, timer.Instantly, time.Second/time.Duration(slf.FrameRate), timer.Forever, slf.tick)
return nil
}
func (slf *Lockstep[WriterID, FrameCommand]) Record(command FrameCommand) {
slf.framesRWMutes.RLock()
frame, exist := slf.frames[slf.currentFrame]
slf.framesRWMutes.RUnlock()
if !exist {
frame = slf.frameFactory(slf.currentFrame)
slf.framesRWMutes.Lock()
slf.frames[slf.currentFrame] = frame
slf.framesRWMutes.Unlock()
}
frame.AddCommand(command)
}
func (slf *Lockstep[WriterID, FrameCommand]) Release() {
slf.ticker.StopTimer(tickerFrameName)
slf.writers.Clear()
slf.writerCurrentFrame.Clear()
for k := range slf.writers {
delete(slf.writers, k)
}
for k := range slf.writerCurrentFrame {
delete(slf.writers, k)
}
slf.currentFrame = 0
slf.currentClientFrame = 0
slf.framesRWMutes.Lock()
for k := range slf.frames {
delete(slf.frames, k)
}
slf.framesRWMutes.Unlock()
}
// ReWrite 重写
func (slf *Lockstep[WriterID, FrameCommand]) ReWrite(writer Writer[WriterID, FrameCommand]) {
if !writer.Healthy() {
return
}
var writerCurrentFrame uint32
var frameCounter uint32
var frames = make(map[uint32]Frame[FrameCommand])
for ; writerCurrentFrame < slf.currentFrame; writerCurrentFrame++ {
slf.framesRWMutes.RLock()
var frame = slf.frames[writerCurrentFrame]
slf.framesRWMutes.RUnlock()
if frame == nil && writerCurrentFrame != (slf.currentFrame-1) {
continue
}
frames[frame.GetIndex()] = frame
frameCounter++
if writerCurrentFrame == slf.currentFrame-1 || (slf.FrameOnceLimit > 0 && frameCounter >= slf.FrameOnceLimit) {
data := writer.Marshal(frames)
// TODO: writer.Write error not handle
_ = writer.Write(data)
frameCounter = 0
for k := range frames {
delete(frames, k)
}
}
}
slf.writerCurrentFrame[writer.GetID()] = writerCurrentFrame
if writerCurrentFrame > slf.writerMaxCurrentFrame {
slf.writerMaxCurrentFrame = writerCurrentFrame
}
}
func (slf *Lockstep[WriterID, FrameCommand]) tick() {
@ -61,37 +122,42 @@ func (slf *Lockstep[WriterID, FrameCommand]) tick() {
slf.currentFrame++
if slf.currentFrame-slf.currentClientFrame < slf.FrameBroadcastInterval {
if slf.currentFrame-slf.writerMaxCurrentFrame < slf.FrameBroadcastInterval {
return
}
slf.writers.RangeSkip(func(id WriterID, writer Writer[WriterID, FrameCommand]) bool {
for id, writer := range slf.writers {
if !writer.Healthy() {
return false
continue
}
var writerCurrentFrame uint32
var frameCounter uint32
var frames = make(map[uint32]Frame[FrameCommand])
for i := slf.writerCurrentFrame.Get(id); i < slf.currentFrame; i++ {
var frame = slf.frames[i]
if frame == nil && i != (slf.currentFrame-1) {
for writerCurrentFrame = slf.writerCurrentFrame[id]; writerCurrentFrame < slf.currentFrame; writerCurrentFrame++ {
slf.framesRWMutes.RLock()
var frame = slf.frames[writerCurrentFrame]
slf.framesRWMutes.RUnlock()
if frame == nil && writerCurrentFrame != (slf.currentFrame-1) {
continue
}
frames[frame.GetIndex()] = frame
frameCounter++
if i == slf.currentFrame-1 || frameCounter >= slf.FrameOnceLimit {
if writerCurrentFrame == slf.currentFrame-1 || (slf.FrameOnceLimit > 0 && frameCounter >= slf.FrameOnceLimit) {
data := writer.Marshal(frames)
writer.Write(data)
// TODO: writer.Write error not handle
_ = writer.Write(data)
frameCounter = 0
for k := range frames {
delete(frames, k)
}
}
}
slf.currentClientFrame = slf.currentFrame
return true
})
slf.writerCurrentFrame[id] = writerCurrentFrame
if writerCurrentFrame > slf.writerMaxCurrentFrame {
slf.writerMaxCurrentFrame = writerCurrentFrame
}
}
}

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@ -1,8 +1,13 @@
package lockstep
// 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
type Writer[ID comparable, FrameCommand any] interface {
// GetID 游戏帧写入器ID
GetID() ID
// Healthy 检查写入器状态是否健康,例如离线、网络环境异常等
Healthy() bool
// Marshal 将多帧数据转换为流格式,以对游戏帧写入器进行写入
Marshal(frames map[uint32]Frame[FrameCommand]) []byte
// Write 向游戏帧写入器中写入数据
Write(data []byte) error
}