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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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@ -93,9 +93,10 @@ function () {
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CHANNEL_DEFAULT_LEVELS: ["debug"],
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CHANNEL_RECORD_SESSION: false,
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// ME STATE
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ME_STATE_MAX_DIFFERENCE_METERS: 1,
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PUNKBUSTER_DIFFERENCE_METERS: 1
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// RECONCILIATION
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RECONCILIATION_THRESHOLD: 1,
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RECONCILIATION_SNAP_THRESHOLD: 5.0,
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RECONCILIATION_BLEND_FACTOR: 0.2
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};
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Settings.TILE_RATIO = Settings.ORIGINAL_TILE_SIZE / Settings.TILE_SIZE;
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