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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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@ -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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