Remove server reconciliation in favor of pure client prediction

The reconciliation system caused visible teleportation at high latency
(e.g. 250ms Germany→Korea): position corrections snapped the local
player and thrown items back to stale server states.

- Drop the inputAck/seq tracking, InputBuffer, and applyReconciliation.
  The client predicts locally and the server stays authoritative via
  the existing worldUpdate broadcast; own-doll updates remain ignored.
- Override Item.setUpdateData on the client so in-flight items run free
  on local Box2D physics (client and server share the same throw
  impulse) and only sync when stationary or far out of sync. This keeps
  grab-sensor contact accurate while eliminating mid-flight snapping.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Jeena 2026-05-28 23:35:22 +00:00
parent a0481ed867
commit d39a55e20e
8 changed files with 31 additions and 152 deletions

View file

@ -11,7 +11,6 @@ function(Parent, nc, Parser) {
function PlayerController(player) {
Parent.call(this, player);
this._lastProcessedSeq = 0;
}
PlayerController.prototype = Object.create(Parent.prototype);
@ -30,14 +29,7 @@ function(Parent, nc, Parser) {
}
for (var command in message) {
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);
this[command].call(this, message[command]);
}
};