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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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@ -95,10 +95,6 @@ function () {
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CHANNEL_DEFAULT_LEVELS: ["debug"],
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CHANNEL_RECORD_SESSION: false,
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// RECONCILIATION
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RECONCILIATION_THRESHOLD: 1,
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RECONCILIATION_SNAP_THRESHOLD: 5.0,
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RECONCILIATION_BLEND_FACTOR: 0.2
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};
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Settings.TILE_RATIO = Settings.ORIGINAL_TILE_SIZE / Settings.TILE_SIZE;
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