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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.
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9 changed files with 162 additions and 149 deletions
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@ -113,13 +113,30 @@ function (Parent, PhysicsEngine, Settings, requestAnimFrame, nc, Box2D, Player,
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};
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GameController.prototype.updateWorld = function () {
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var update = this.getWorldUpdateObject(false);
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if(Object.getOwnPropertyNames(update).length > 0) {
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nc.trigger(nc.ns.channel.to.client.gameCommand.broadcast, "worldUpdate", update);
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}
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// Send per-user input acknowledgments for server reconciliation
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for (var id in this.players) {
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var player = this.players[id];
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if (player.isSpawned() && player.playerController._lastProcessedSeq > 0) {
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var body = player.doll.body;
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nc.trigger(
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nc.ns.channel.to.client.user.gameCommand.send + id,
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"inputAck",
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{
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seq: player.playerController._lastProcessedSeq,
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p: { x: body.GetPosition().x, y: body.GetPosition().y },
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lv: { x: body.GetLinearVelocity().x, y: body.GetLinearVelocity().y }
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}
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);
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}
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}
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this.worldUpdateTimeout = setTimeout(this.updateWorld.bind(this), Settings.NETWORK_UPDATE_INTERVAL);
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};
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