使用Golang解决动作冒险游戏帧同步问题
Golang因其高性能、并发模型和简洁语法,非常适合开发游戏服务器和解决帧同步问题。以下是针对各种帧同步问题的Golang解决方案:
1. 确定性帧同步实现
package framesync
import (
"sync"
"time"
)
const FixedDeltaTime = 16 * time.Millisecond // ~60 FPS
type GameState struct {
Players map[uint32]PlayerInput
World WorldState
Frame uint64
}
type PlayerInput struct {
ID uint32
Frame uint64
Actions []byte // 压缩的输入数据
}
type DeterministicSync struct {
currentState GameState
inputQueue map[uint32][]PlayerInput // 每个玩家的输入队列
lock sync.Mutex
}
func (ds *DeterministicSync) AddInput(input PlayerInput) {
ds.lock.Lock()
defer ds.lock.Unlock()
ds.inputQueue[input.ID] = append(ds.inputQueue[input.ID], input)
}
func (ds *DeterministicSync) RunGameLoo