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

@ -19,7 +19,30 @@ function (Parent, Settings, nc, Layer) {
}
Item.prototype = Object.create(Parent.prototype);
Item.prototype.setUpdateData = function(update) {
var currentPos = this.body.GetPosition();
var diffX = update.p.x - currentPos.x;
var diffY = update.p.y - currentPos.y;
var distance = Math.sqrt(diffX * diffX + diffY * diffY);
var speed = Math.sqrt(update.lv.x * update.lv.x + update.lv.y * update.lv.y);
this.body.SetAwake(true);
if (distance > 3 || speed < 0.5) {
// Stationary: sync so grab sensor contact is accurate.
// Large error: snap for respawn/warp/grab events.
this.body.SetPosition(update.p);
this.body.SetAngle(update.a);
this.body.SetLinearVelocity(update.lv);
this.body.SetAngularVelocity(update.av);
}
// In-flight: skip correction entirely. Client and server both run the
// same Box2D physics from the same throw impulse, so they stay close
// without per-update snapping. Applying the server's stale state would
// snap the item back to where it was 125 ms ago.
};
Item.prototype.createMesh = function() {
var self = this;