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

@ -60,35 +60,6 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
domController.fpsStep();
};
GameController.prototype.onInputAck = function(ackData) {
if (!this.me || !this.me.doll) return;
this.me.inputBuffer.acknowledgeUpTo(ackData.seq);
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
);
}
};
GameController.prototype.onClientReadyResponse = function(options) {
var i;
@ -131,7 +102,6 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
};
// Own doll position is handled by onInputAck reconciliation, not worldUpdate
GameController.prototype.updateGameObject = function (gameObject, gameObjectUpdate) {
if (gameObject === this.me.doll) {
return;
@ -165,10 +135,6 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
var player = this.players[playerId];
player.spawn(x, y);
if (player === this.me) {
this.me.inputBuffer.clear();
}
if(options.holdingItemUid) {
this.onHandActionResponse({
itemUid: options.holdingItemUid,
@ -224,10 +190,6 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
var killedByPlayer = this.players[options.killedByPlayerId];
player.kill(killedByPlayer, options.ragDollId);
if (player === this.me) {
this.me.inputBuffer.clear();
}
nc.trigger(nc.ns.client.view.gameStats.kill, {
victim: {
name: player.user.options.nickname,
@ -259,7 +221,6 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
GameController.prototype.endRound = function() {
this.me.setInBetweenRounds(true);
this.me.inputBuffer.clear();
this.toggleGameStats(true);
};