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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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