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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>
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8 changed files with 31 additions and 152 deletions
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@ -14,7 +14,6 @@ function (Parent, nc, KeyboardAndMouse, Gamepad, pointerLockManager) {
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Parent.call(this, me);
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this._inputSeq = 0;
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this.keyboardAndMouse = new KeyboardAndMouse(this);
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this.gamepad = new Gamepad(this);
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}
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@ -27,48 +26,34 @@ function (Parent, nc, KeyboardAndMouse, Gamepad, pointerLockManager) {
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this.gamepad.update();
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};
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PlayerController.prototype._recordAndSend = function(command) {
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this._inputSeq++;
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if (this.player.doll && this.player.doll.body) {
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var vel = this.player.doll.body.GetLinearVelocity();
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this.player.inputBuffer.add({
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seq: this._inputSeq,
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timestamp: Date.now(),
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vx: vel.x,
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vy: vel.y
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});
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}
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nc.trigger(nc.ns.client.to.server.gameCommand.send, command, {_seq: this._inputSeq});
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};
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PlayerController.prototype.moveLeft = function () {
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if (!this.isPlayerInputAllowed()) return;
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Parent.prototype.moveLeft.call(this);
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this._recordAndSend('moveLeft');
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nc.trigger(nc.ns.client.to.server.gameCommand.send, 'moveLeft');
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}
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PlayerController.prototype.moveRight = function () {
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if (!this.isPlayerInputAllowed()) return;
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Parent.prototype.moveRight.call(this);
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this._recordAndSend('moveRight');
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nc.trigger(nc.ns.client.to.server.gameCommand.send, 'moveRight');
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}
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// always allow to stop, to prevent endless running
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PlayerController.prototype.stop = function () {
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Parent.prototype.stop.call(this);
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this._recordAndSend('stop');
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nc.trigger(nc.ns.client.to.server.gameCommand.send, 'stop');
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}
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PlayerController.prototype.jump = function () {
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if (!this.isPlayerInputAllowed()) return;
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Parent.prototype.jump.call(this);
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this._recordAndSend('jump');
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nc.trigger(nc.ns.client.to.server.gameCommand.send, 'jump');
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}
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// always allow to stop.
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PlayerController.prototype.jumpStop = function () {
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Parent.prototype.jumpStop.call(this);
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this._recordAndSend('jumpStop');
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nc.trigger(nc.ns.client.to.server.gameCommand.send, 'jumpStop');
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}
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PlayerController.prototype.setXY = function(x, y) {
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@ -60,35 +60,6 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
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domController.fpsStep();
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};
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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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GameController.prototype.onClientReadyResponse = function(options) {
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var i;
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@ -131,7 +102,6 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
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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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return;
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@ -165,10 +135,6 @@ 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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@ -224,10 +190,6 @@ 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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@ -259,7 +221,6 @@ 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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@ -19,7 +19,30 @@ function (Parent, Settings, nc, Layer) {
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}
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Item.prototype = Object.create(Parent.prototype);
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Item.prototype.setUpdateData = function(update) {
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var currentPos = this.body.GetPosition();
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var diffX = update.p.x - currentPos.x;
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var diffY = update.p.y - currentPos.y;
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var distance = Math.sqrt(diffX * diffX + diffY * diffY);
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var speed = Math.sqrt(update.lv.x * update.lv.x + update.lv.y * update.lv.y);
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this.body.SetAwake(true);
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if (distance > 3 || speed < 0.5) {
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// Stationary: sync so grab sensor contact is accurate.
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// Large error: snap for respawn/warp/grab events.
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this.body.SetPosition(update.p);
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this.body.SetAngle(update.a);
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this.body.SetLinearVelocity(update.lv);
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this.body.SetAngularVelocity(update.av);
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}
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// In-flight: skip correction entirely. Client and server both run the
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// same Box2D physics from the same throw impulse, so they stay close
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// without per-update snapping. Applying the server's stale state would
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// snap the item back to where it was 125 ms ago.
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};
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Item.prototype.createMesh = function() {
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var self = this;
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@ -1,37 +0,0 @@
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define([
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],
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function () {
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"use strict";
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var MAX_BUFFER_SIZE = 300;
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function InputBuffer() {
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this._buffer = [];
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}
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InputBuffer.prototype.add = function(entry) {
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this._buffer.push(entry);
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if (this._buffer.length > MAX_BUFFER_SIZE) {
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this._buffer.shift();
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}
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};
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InputBuffer.prototype.acknowledgeUpTo = function(seq) {
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while (this._buffer.length > 0 && this._buffer[0].seq <= seq) {
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this._buffer.shift();
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}
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};
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InputBuffer.prototype.getUnacknowledged = function() {
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return this._buffer;
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};
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InputBuffer.prototype.clear = function() {
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this._buffer = [];
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};
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return InputBuffer;
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});
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@ -4,10 +4,9 @@ define([
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"Lib/Utilities/NotificationCenter",
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"Lib/Utilities/Assert",
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"Game/Client/Control/PlayerController",
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"Game/Client/InputBuffer",
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],
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function (Parent, Settings, nc, Assert, PlayerController, InputBuffer) {
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function (Parent, Settings, nc, Assert, PlayerController) {
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"use strict";
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@ -20,8 +19,6 @@ function (Parent, Settings, nc, Assert, PlayerController, InputBuffer) {
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y: 0
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};
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this.inputBuffer = new InputBuffer();
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this.arrowMesh = null;
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this.createAndAddArrow();
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this.playerController = new PlayerController(this);
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@ -45,27 +42,6 @@ function (Parent, Settings, nc, Assert, PlayerController, InputBuffer) {
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};
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};
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Me.prototype.applyReconciliation = function(x, y, vx, vy) {
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var currentPos = this.doll.body.GetPosition();
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var diffX = x - currentPos.x;
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var diffY = y - currentPos.y;
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var distance = Math.sqrt(diffX * diffX + diffY * diffY);
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if (distance > Settings.RECONCILIATION_SNAP_THRESHOLD) {
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// Large error — snap immediately (server-side teleport, respawn, etc.)
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this.doll.body.SetPosition({x: x, y: y});
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} else {
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// Small error — blend toward reconciled position
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var factor = Settings.RECONCILIATION_BLEND_FACTOR;
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this.doll.body.SetPosition({
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x: currentPos.x + diffX * factor,
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y: currentPos.y + diffY * factor
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});
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}
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this.doll.body.SetLinearVelocity({x: vx, y: vy});
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};
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Me.prototype.createAndAddArrow = function() {
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var self = this;
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