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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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parent
e6089687ed
commit
71e4b4e847
9 changed files with 162 additions and 149 deletions
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@ -49,10 +49,9 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
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this.animationRequestId = requestAnimFrame(this.update.bind(this));
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this.physicsEngine.update();
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if(this.me) {
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this.me.update();
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this.mePositionStateOverride();
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}
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nc.trigger(nc.ns.client.game.events.render);
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@ -61,12 +60,32 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
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domController.fpsStep();
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};
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GameController.prototype.mePositionStateOverride = function() {
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if(this.me.isPositionStateOverrideNeeded()) {
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nc.trigger(
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nc.ns.client.to.server.gameCommand.send,
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"mePositionStateOverride",
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this.me.getPositionStateOverride()
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GameController.prototype.onInputAck = function(ackData) {
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if (!this.me || !this.me.doll) return;
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this.me.inputBuffer.acknowledgeUpTo(ackData.seq);
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var currentPos = this.me.doll.body.GetPosition();
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var diffX = Math.abs(ackData.p.x - currentPos.x);
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var diffY = Math.abs(ackData.p.y - currentPos.y);
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// Scale the acceptable drift by how many inputs the server
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// hasn't processed yet. More unacked time = more expected drift.
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var unacked = this.me.inputBuffer.getUnacknowledged();
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var expectedDrift = 0;
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if (unacked.length > 0) {
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var unackedTime = (Date.now() - unacked[0].timestamp) / 1000;
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expectedDrift = unackedTime * Settings.RUN_SPEED;
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}
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var threshold = Settings.RECONCILIATION_THRESHOLD + expectedDrift;
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// Only correct when the error exceeds what latency can explain —
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// meaning something unexpected happened (collision, being hit, etc.)
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if (diffX > threshold || diffY > threshold) {
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this.me.applyReconciliation(
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ackData.p.x, ackData.p.y,
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ackData.lv.x, ackData.lv.y
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);
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}
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};
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@ -108,36 +127,15 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
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};
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/*
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TODO :
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- remove this
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- overwrite setUpdateData inside client / Me with an empty function
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GameController.prototype.onWorldUpdateGameObject = function(body, gameObject, update) {
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if(gameObject === this.me.doll) {
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this.me.setLastServerPositionState(update);
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if(!this.me.acceptPositionStateUpdateFromServer()) {
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return; // this is to ignore own doll updates from world update
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}
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}
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Parent.prototype.onWorldUpdateGameObject.call(this, body, gameObject, update);
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};
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*/
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GameController.prototype.onRemoveGameObject = function(options) {
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};
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// Own doll position is handled by onInputAck reconciliation, not worldUpdate
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GameController.prototype.updateGameObject = function (gameObject, gameObjectUpdate) {
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if(gameObject === this.me.doll) {
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this.me.setLastServerPositionState(gameObjectUpdate);
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if(!this.me.acceptPositionStateUpdateFromServer()) {
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return; // this is to ignore own doll updates from world update
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}
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}
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if (gameObject === this.me.doll) {
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return;
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}
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Parent.prototype.updateGameObject.call(this, gameObject, gameObjectUpdate);
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}
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@ -166,7 +164,11 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
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var player = this.players[playerId];
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player.spawn(x, y);
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if (player === this.me) {
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this.me.inputBuffer.clear();
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}
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if(options.holdingItemUid) {
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this.onHandActionResponse({
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itemUid: options.holdingItemUid,
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@ -222,6 +224,10 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
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var killedByPlayer = this.players[options.killedByPlayerId];
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player.kill(killedByPlayer, options.ragDollId);
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if (player === this.me) {
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this.me.inputBuffer.clear();
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}
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nc.trigger(nc.ns.client.view.gameStats.kill, {
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victim: {
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name: player.user.options.nickname,
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@ -235,10 +241,6 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
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});
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};
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GameController.prototype.onPositionStateReset = function(options) {
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this.me.resetPositionState(options);
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};
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GameController.prototype.loadLevel = function (path) {
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Parent.prototype.loadLevel.call(this, path);
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};
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@ -257,6 +259,7 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
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GameController.prototype.endRound = function() {
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this.me.setInBetweenRounds(true);
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this.me.inputBuffer.clear();
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this.toggleGameStats(true);
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};
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