Replace cheat-detection teleport with server reconciliation

The old PUNKBUSTER check compared client-reported position to server
position and snapped the player back when latency made them diverge,
which felt like getting teleported under any real network conditions.

Replaces that with proper client-side prediction + reconciliation:
client tags each input with a sequence number and keeps an input
buffer; server tracks the last processed sequence and reports its
authoritative position via a per-user inputAck alongside each
worldUpdate. The client only corrects when the actual disagreement
exceeds what the unacked input time can explain — so steady-state
movement runs purely on local physics, and only genuine unexpected
events (collisions, being hit) trigger a smooth blend toward the
server state.

Includes adaptive threshold scaling so high-latency sessions don't
false-positive corrections during normal running.
This commit is contained in:
Jeena 2026-05-11 00:37:42 +00:00
parent e6089687ed
commit 71e4b4e847
9 changed files with 162 additions and 149 deletions

View file

@ -1,24 +1,24 @@
define([
"Game/Core/Control/PlayerController",
"Lib/Utilities/NotificationCenter",
"Lib/Utilities/Protocol/Parser",
"Game/Config/Settings"
"Lib/Utilities/Protocol/Parser"
],
function(Parent, nc, Parser, Settings) {
function(Parent, nc, Parser) {
"use strict";
function PlayerController(player) {
Parent.call(this, player);
this._lastProcessedSeq = 0;
}
PlayerController.prototype = Object.create(Parent.prototype);
/*
* retrieves move (and other) commands from client and executes them at the server
*/
/*
* retrieves move (and other) commands from client and executes them at the server
*/
PlayerController.prototype.applyCommand = function(options) {
// FIXME: remove this function and use ProtocolHelper.applyCommand() instead
// Don't forget to change the function names to on...
@ -28,9 +28,16 @@ function(Parent, nc, Parser, Settings) {
} else {
message = options;
}
for (var command in message) {
this[command].call(this, message[command]);
var commandOptions = message[command];
// Track sequence number from client input commands
if (commandOptions && typeof commandOptions === 'object' && commandOptions._seq !== undefined) {
this._lastProcessedSeq = commandOptions._seq;
}
this[command].call(this, commandOptions);
}
};
@ -45,36 +52,6 @@ function(Parent, nc, Parser, Settings) {
this.player.suicide();
};
PlayerController.prototype.mePositionStateOverride = function(update) {
if(!this.player.isSpawned()) {
// if someone still falls but is dead on the server already
return;
}
var difference = {
x: Math.abs(update.p.x - this.player.doll.body.GetPosition().x),
y: Math.abs(update.p.y - this.player.doll.body.GetPosition().y)
};
if(difference.x < Settings.PUNKBUSTER_DIFFERENCE_METERS &&
difference.y < Settings.PUNKBUSTER_DIFFERENCE_METERS) {
this.player.doll.updatePositionState(update);
} else {
// HARD UPDATE FOR SELF
console.log(this.player.user.options.nickname + " is cheating.");
var body = this.player.doll.body;
var options = {
p: body.GetPosition(),
lv: body.GetLinearVelocity()
};
nc.trigger(nc.ns.channel.to.client.user.gameCommand.send + this.player.id, "positionStateReset", options);
}
};
return PlayerController;
});