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

3
.gitignore vendored
View file

@ -5,3 +5,6 @@ lab/audio/
lab/filter/ lab/filter/
static/items/rube/*-backups static/items/rube/*-backups
build/ build/
runs/
poc-webrtc/runs/
poc-webrtc/node_modules/

View file

@ -1,17 +1,17 @@
define([ define([
"Game/Core/Control/PlayerController", "Game/Core/Control/PlayerController",
"Lib/Utilities/NotificationCenter", "Lib/Utilities/NotificationCenter",
"Lib/Utilities/Protocol/Parser", "Lib/Utilities/Protocol/Parser"
"Game/Config/Settings"
], ],
function(Parent, nc, Parser, Settings) { function(Parent, nc, Parser) {
"use strict"; "use strict";
function PlayerController(player) { function PlayerController(player) {
Parent.call(this, player); Parent.call(this, player);
this._lastProcessedSeq = 0;
} }
PlayerController.prototype = Object.create(Parent.prototype); PlayerController.prototype = Object.create(Parent.prototype);
@ -30,7 +30,14 @@ function(Parent, nc, Parser, Settings) {
} }
for (var command in message) { 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(); 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; return PlayerController;
}); });

View file

@ -120,6 +120,23 @@ function (Parent, PhysicsEngine, Settings, requestAnimFrame, nc, Box2D, Player,
nc.trigger(nc.ns.channel.to.client.gameCommand.broadcast, "worldUpdate", update); nc.trigger(nc.ns.channel.to.client.gameCommand.broadcast, "worldUpdate", update);
} }
// Send per-user input acknowledgments for server reconciliation
for (var id in this.players) {
var player = this.players[id];
if (player.isSpawned() && player.playerController._lastProcessedSeq > 0) {
var body = player.doll.body;
nc.trigger(
nc.ns.channel.to.client.user.gameCommand.send + id,
"inputAck",
{
seq: player.playerController._lastProcessedSeq,
p: { x: body.GetPosition().x, y: body.GetPosition().y },
lv: { x: body.GetLinearVelocity().x, y: body.GetLinearVelocity().y }
}
);
}
}
this.worldUpdateTimeout = setTimeout(this.updateWorld.bind(this), Settings.NETWORK_UPDATE_INTERVAL); this.worldUpdateTimeout = setTimeout(this.updateWorld.bind(this), Settings.NETWORK_UPDATE_INTERVAL);
}; };

View file

@ -2,11 +2,10 @@ define([
"Game/Core/GameObjects/Doll", "Game/Core/GameObjects/Doll",
"Game/Channel/GameObjects/Item", "Game/Channel/GameObjects/Item",
"Lib/Vendor/Box2D", "Lib/Vendor/Box2D",
"Lib/Utilities/NotificationCenter", "Lib/Utilities/NotificationCenter"
"Lib/Utilities/Assert"
], ],
function (Parent, Item, Box2D, nc, Assert) { function (Parent, Item, Box2D, nc) {
"use strict"; "use strict";
@ -93,16 +92,6 @@ function (Parent, Item, Box2D, nc, Assert) {
} }
}; };
Doll.prototype.updatePositionState = function(update) {
if(!this.isAnotherPlayerNearby()) {
Assert.number(update.p.x, update.p.y);
Assert.number(update.lv.x, update.lv.y);
this.body.SetAwake(true);
this.body.SetPosition(update.p);
this.body.SetLinearVelocity(update.lv);
}
};
Doll.prototype.getUpdateData = function(getSleeping) { Doll.prototype.getUpdateData = function(getSleeping) {
var updateData = Parent.prototype.getUpdateData.call(this, getSleeping); var updateData = Parent.prototype.getUpdateData.call(this, getSleeping);

View file

@ -14,6 +14,7 @@ function (Parent, nc, KeyboardAndMouse, Gamepad, pointerLockManager) {
Parent.call(this, me); Parent.call(this, me);
this._inputSeq = 0;
this.keyboardAndMouse = new KeyboardAndMouse(this); this.keyboardAndMouse = new KeyboardAndMouse(this);
this.gamepad = new Gamepad(this); this.gamepad = new Gamepad(this);
} }
@ -26,34 +27,48 @@ function (Parent, nc, KeyboardAndMouse, Gamepad, pointerLockManager) {
this.gamepad.update(); this.gamepad.update();
}; };
PlayerController.prototype._recordAndSend = function(command) {
this._inputSeq++;
if (this.player.doll && this.player.doll.body) {
var vel = this.player.doll.body.GetLinearVelocity();
this.player.inputBuffer.add({
seq: this._inputSeq,
timestamp: Date.now(),
vx: vel.x,
vy: vel.y
});
}
nc.trigger(nc.ns.client.to.server.gameCommand.send, command, {_seq: this._inputSeq});
};
PlayerController.prototype.moveLeft = function () { PlayerController.prototype.moveLeft = function () {
if (!this.isPlayerInputAllowed()) return; if (!this.isPlayerInputAllowed()) return;
Parent.prototype.moveLeft.call(this); Parent.prototype.moveLeft.call(this);
nc.trigger(nc.ns.client.to.server.gameCommand.send, 'moveLeft'); this._recordAndSend('moveLeft');
} }
PlayerController.prototype.moveRight = function () { PlayerController.prototype.moveRight = function () {
if (!this.isPlayerInputAllowed()) return; if (!this.isPlayerInputAllowed()) return;
Parent.prototype.moveRight.call(this); Parent.prototype.moveRight.call(this);
nc.trigger(nc.ns.client.to.server.gameCommand.send, 'moveRight'); this._recordAndSend('moveRight');
} }
// always allow to stop, to prevent endless running // always allow to stop, to prevent endless running
PlayerController.prototype.stop = function () { PlayerController.prototype.stop = function () {
Parent.prototype.stop.call(this); Parent.prototype.stop.call(this);
nc.trigger(nc.ns.client.to.server.gameCommand.send, 'stop'); this._recordAndSend('stop');
} }
PlayerController.prototype.jump = function () { PlayerController.prototype.jump = function () {
if (!this.isPlayerInputAllowed()) return; if (!this.isPlayerInputAllowed()) return;
Parent.prototype.jump.call(this); Parent.prototype.jump.call(this);
nc.trigger(nc.ns.client.to.server.gameCommand.send, 'jump'); this._recordAndSend('jump');
} }
// always allow to stop. // always allow to stop.
PlayerController.prototype.jumpStop = function () { PlayerController.prototype.jumpStop = function () {
Parent.prototype.jumpStop.call(this); Parent.prototype.jumpStop.call(this);
nc.trigger(nc.ns.client.to.server.gameCommand.send, 'jumpStop'); this._recordAndSend('jumpStop');
} }
PlayerController.prototype.setXY = function(x, y) { PlayerController.prototype.setXY = function(x, y) {

View file

@ -52,7 +52,6 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
if(this.me) { if(this.me) {
this.me.update(); this.me.update();
this.mePositionStateOverride();
} }
nc.trigger(nc.ns.client.game.events.render); nc.trigger(nc.ns.client.game.events.render);
@ -61,12 +60,32 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
domController.fpsStep(); domController.fpsStep();
}; };
GameController.prototype.mePositionStateOverride = function() { GameController.prototype.onInputAck = function(ackData) {
if(this.me.isPositionStateOverrideNeeded()) { if (!this.me || !this.me.doll) return;
nc.trigger(
nc.ns.client.to.server.gameCommand.send, this.me.inputBuffer.acknowledgeUpTo(ackData.seq);
"mePositionStateOverride",
this.me.getPositionStateOverride() var currentPos = this.me.doll.body.GetPosition();
var diffX = Math.abs(ackData.p.x - currentPos.x);
var diffY = Math.abs(ackData.p.y - currentPos.y);
// Scale the acceptable drift by how many inputs the server
// hasn't processed yet. More unacked time = more expected drift.
var unacked = this.me.inputBuffer.getUnacknowledged();
var expectedDrift = 0;
if (unacked.length > 0) {
var unackedTime = (Date.now() - unacked[0].timestamp) / 1000;
expectedDrift = unackedTime * Settings.RUN_SPEED;
}
var threshold = Settings.RECONCILIATION_THRESHOLD + expectedDrift;
// Only correct when the error exceeds what latency can explain —
// meaning something unexpected happened (collision, being hit, etc.)
if (diffX > threshold || diffY > threshold) {
this.me.applyReconciliation(
ackData.p.x, ackData.p.y,
ackData.lv.x, ackData.lv.y
); );
} }
}; };
@ -108,36 +127,15 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
}; };
/*
TODO :
- remove this
- overwrite setUpdateData inside client / Me with an empty function
GameController.prototype.onWorldUpdateGameObject = function(body, gameObject, update) {
if(gameObject === this.me.doll) {
this.me.setLastServerPositionState(update);
if(!this.me.acceptPositionStateUpdateFromServer()) {
return; // this is to ignore own doll updates from world update
}
}
Parent.prototype.onWorldUpdateGameObject.call(this, body, gameObject, update);
};
*/
GameController.prototype.onRemoveGameObject = function(options) { GameController.prototype.onRemoveGameObject = function(options) {
}; };
// Own doll position is handled by onInputAck reconciliation, not worldUpdate
GameController.prototype.updateGameObject = function (gameObject, gameObjectUpdate) { GameController.prototype.updateGameObject = function (gameObject, gameObjectUpdate) {
if (gameObject === this.me.doll) { if (gameObject === this.me.doll) {
this.me.setLastServerPositionState(gameObjectUpdate); return;
if(!this.me.acceptPositionStateUpdateFromServer()) {
return; // this is to ignore own doll updates from world update
} }
}
Parent.prototype.updateGameObject.call(this, gameObject, gameObjectUpdate); Parent.prototype.updateGameObject.call(this, gameObject, gameObjectUpdate);
} }
@ -167,6 +165,10 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
var player = this.players[playerId]; var player = this.players[playerId];
player.spawn(x, y); player.spawn(x, y);
if (player === this.me) {
this.me.inputBuffer.clear();
}
if(options.holdingItemUid) { if(options.holdingItemUid) {
this.onHandActionResponse({ this.onHandActionResponse({
itemUid: options.holdingItemUid, itemUid: options.holdingItemUid,
@ -222,6 +224,10 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
var killedByPlayer = this.players[options.killedByPlayerId]; var killedByPlayer = this.players[options.killedByPlayerId];
player.kill(killedByPlayer, options.ragDollId); player.kill(killedByPlayer, options.ragDollId);
if (player === this.me) {
this.me.inputBuffer.clear();
}
nc.trigger(nc.ns.client.view.gameStats.kill, { nc.trigger(nc.ns.client.view.gameStats.kill, {
victim: { victim: {
name: player.user.options.nickname, name: player.user.options.nickname,
@ -235,10 +241,6 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
}); });
}; };
GameController.prototype.onPositionStateReset = function(options) {
this.me.resetPositionState(options);
};
GameController.prototype.loadLevel = function (path) { GameController.prototype.loadLevel = function (path) {
Parent.prototype.loadLevel.call(this, path); Parent.prototype.loadLevel.call(this, path);
}; };
@ -257,6 +259,7 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
GameController.prototype.endRound = function() { GameController.prototype.endRound = function() {
this.me.setInBetweenRounds(true); this.me.setInBetweenRounds(true);
this.me.inputBuffer.clear();
this.toggleGameStats(true); this.toggleGameStats(true);
}; };

View file

@ -0,0 +1,37 @@
define([
],
function () {
"use strict";
var MAX_BUFFER_SIZE = 300;
function InputBuffer() {
this._buffer = [];
}
InputBuffer.prototype.add = function(entry) {
this._buffer.push(entry);
if (this._buffer.length > MAX_BUFFER_SIZE) {
this._buffer.shift();
}
};
InputBuffer.prototype.acknowledgeUpTo = function(seq) {
while (this._buffer.length > 0 && this._buffer[0].seq <= seq) {
this._buffer.shift();
}
};
InputBuffer.prototype.getUnacknowledged = function() {
return this._buffer;
};
InputBuffer.prototype.clear = function() {
this._buffer = [];
};
return InputBuffer;
});

View file

@ -4,9 +4,10 @@ define([
"Lib/Utilities/NotificationCenter", "Lib/Utilities/NotificationCenter",
"Lib/Utilities/Assert", "Lib/Utilities/Assert",
"Game/Client/Control/PlayerController", "Game/Client/Control/PlayerController",
"Game/Client/InputBuffer",
], ],
function (Parent, Settings, nc, Assert, PlayerController) { function (Parent, Settings, nc, Assert, PlayerController, InputBuffer) {
"use strict"; "use strict";
@ -19,12 +20,7 @@ function (Parent, Settings, nc, Assert, PlayerController) {
y: 0 y: 0
}; };
this.lastServerPositionState = { this.inputBuffer = new InputBuffer();
p: {
x: 0,
y: 0
}
};
this.arrowMesh = null; this.arrowMesh = null;
this.createAndAddArrow(); this.createAndAddArrow();
@ -49,50 +45,25 @@ function (Parent, Settings, nc, Assert, PlayerController) {
}; };
}; };
Me.prototype.setLastServerPositionState = function(update) { Me.prototype.applyReconciliation = function(x, y, vx, vy) {
this.lastServerPositionState = update; var currentPos = this.doll.body.GetPosition();
}; var diffX = x - currentPos.x;
var diffY = y - currentPos.y;
var distance = Math.sqrt(diffX * diffX + diffY * diffY);
// Checks if client should send out its position to server if (distance > Settings.RECONCILIATION_SNAP_THRESHOLD) {
Me.prototype.isPositionStateOverrideNeeded = function() { // Large error — snap immediately (server-side teleport, respawn, etc.)
this.doll.body.SetPosition({x: x, y: y});
if(!this.doll) { } else {
return false; // Small error — blend toward reconciled position
var factor = Settings.RECONCILIATION_BLEND_FACTOR;
this.doll.body.SetPosition({
x: currentPos.x + diffX * factor,
y: currentPos.y + diffY * factor
});
} }
if(this.doll.isAnotherPlayerNearby()) { this.doll.body.SetLinearVelocity({x: vx, y: vy});
return false;
}
var difference = {
x: Math.abs(this.lastServerPositionState.p.x - this.doll.body.GetPosition().x),
y: Math.abs(this.lastServerPositionState.p.y - this.doll.body.GetPosition().y)
};
if(difference.x > Settings.ME_STATE_MAX_DIFFERENCE_METERS ||
difference.y > Settings.ME_STATE_MAX_DIFFERENCE_METERS) {
return true;
}
return false;
};
Me.prototype.getPositionStateOverride = function() {
return {
p: this.doll.body.GetPosition().Copy(),
lv: this.doll.body.GetLinearVelocity().Copy()
};
};
Me.prototype.acceptPositionStateUpdateFromServer = function() {
// gamecontroller should accept me's doll update only when another players doll is nearby.
return this.doll.isAnotherPlayerNearby();
};
Me.prototype.resetPositionState = function(options) {
Assert.number(options.p.x, options.p.y);
Assert.number(options.lv.x, options.lv.y);
this.doll.body.SetPosition(options.p);
this.doll.body.SetLinearVelocity(options.lv);
}; };
Me.prototype.createAndAddArrow = function() { Me.prototype.createAndAddArrow = function() {

View file

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