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

@ -11,7 +11,6 @@ function(Parent, nc, Parser) {
function PlayerController(player) {
Parent.call(this, player);
this._lastProcessedSeq = 0;
}
PlayerController.prototype = Object.create(Parent.prototype);
@ -30,14 +29,7 @@ function(Parent, nc, Parser) {
}
for (var command in message) {
var commandOptions = message[command];
// Track sequence number from client input commands
if (commandOptions && typeof commandOptions === 'object' && commandOptions._seq !== undefined) {
this._lastProcessedSeq = commandOptions._seq;
}
this[command].call(this, commandOptions);
this[command].call(this, message[command]);
}
};

View file

@ -120,23 +120,6 @@ function (Parent, PhysicsEngine, Settings, requestAnimFrame, nc, Box2D, Player,
nc.trigger(nc.ns.channel.to.client.gameCommand.broadcast, "worldUpdate", update);
}
// Send per-user input acknowledgments for server reconciliation
for (var id in this.players) {
var player = this.players[id];
if (player.isSpawned() && player.playerController._lastProcessedSeq > 0) {
var body = player.doll.body;
nc.trigger(
nc.ns.channel.to.client.user.gameCommand.send + id,
"inputAck",
{
seq: player.playerController._lastProcessedSeq,
p: { x: body.GetPosition().x, y: body.GetPosition().y },
lv: { x: body.GetLinearVelocity().x, y: body.GetLinearVelocity().y }
}
);
}
}
this.worldUpdateTimeout = setTimeout(this.updateWorld.bind(this), Settings.NETWORK_UPDATE_INTERVAL);
};

View file

@ -14,7 +14,6 @@ function (Parent, nc, KeyboardAndMouse, Gamepad, pointerLockManager) {
Parent.call(this, me);
this._inputSeq = 0;
this.keyboardAndMouse = new KeyboardAndMouse(this);
this.gamepad = new Gamepad(this);
}
@ -27,48 +26,34 @@ function (Parent, nc, KeyboardAndMouse, Gamepad, pointerLockManager) {
this.gamepad.update();
};
PlayerController.prototype._recordAndSend = function(command) {
this._inputSeq++;
if (this.player.doll && this.player.doll.body) {
var vel = this.player.doll.body.GetLinearVelocity();
this.player.inputBuffer.add({
seq: this._inputSeq,
timestamp: Date.now(),
vx: vel.x,
vy: vel.y
});
}
nc.trigger(nc.ns.client.to.server.gameCommand.send, command, {_seq: this._inputSeq});
};
PlayerController.prototype.moveLeft = function () {
if (!this.isPlayerInputAllowed()) return;
Parent.prototype.moveLeft.call(this);
this._recordAndSend('moveLeft');
nc.trigger(nc.ns.client.to.server.gameCommand.send, 'moveLeft');
}
PlayerController.prototype.moveRight = function () {
if (!this.isPlayerInputAllowed()) return;
Parent.prototype.moveRight.call(this);
this._recordAndSend('moveRight');
nc.trigger(nc.ns.client.to.server.gameCommand.send, 'moveRight');
}
// always allow to stop, to prevent endless running
PlayerController.prototype.stop = function () {
Parent.prototype.stop.call(this);
this._recordAndSend('stop');
nc.trigger(nc.ns.client.to.server.gameCommand.send, 'stop');
}
PlayerController.prototype.jump = function () {
if (!this.isPlayerInputAllowed()) return;
Parent.prototype.jump.call(this);
this._recordAndSend('jump');
nc.trigger(nc.ns.client.to.server.gameCommand.send, 'jump');
}
// always allow to stop.
PlayerController.prototype.jumpStop = function () {
Parent.prototype.jumpStop.call(this);
this._recordAndSend('jumpStop');
nc.trigger(nc.ns.client.to.server.gameCommand.send, 'jumpStop');
}
PlayerController.prototype.setXY = function(x, y) {

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);
};

View file

@ -20,6 +20,29 @@ 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;

View file

@ -1,37 +0,0 @@
define([
],
function () {
"use strict";
var MAX_BUFFER_SIZE = 300;
function InputBuffer() {
this._buffer = [];
}
InputBuffer.prototype.add = function(entry) {
this._buffer.push(entry);
if (this._buffer.length > MAX_BUFFER_SIZE) {
this._buffer.shift();
}
};
InputBuffer.prototype.acknowledgeUpTo = function(seq) {
while (this._buffer.length > 0 && this._buffer[0].seq <= seq) {
this._buffer.shift();
}
};
InputBuffer.prototype.getUnacknowledged = function() {
return this._buffer;
};
InputBuffer.prototype.clear = function() {
this._buffer = [];
};
return InputBuffer;
});

View file

@ -4,10 +4,9 @@ define([
"Lib/Utilities/NotificationCenter",
"Lib/Utilities/Assert",
"Game/Client/Control/PlayerController",
"Game/Client/InputBuffer",
],
function (Parent, Settings, nc, Assert, PlayerController, InputBuffer) {
function (Parent, Settings, nc, Assert, PlayerController) {
"use strict";
@ -20,8 +19,6 @@ function (Parent, Settings, nc, Assert, PlayerController, InputBuffer) {
y: 0
};
this.inputBuffer = new InputBuffer();
this.arrowMesh = null;
this.createAndAddArrow();
this.playerController = new PlayerController(this);
@ -45,27 +42,6 @@ function (Parent, Settings, nc, Assert, PlayerController, InputBuffer) {
};
};
Me.prototype.applyReconciliation = function(x, y, vx, vy) {
var currentPos = this.doll.body.GetPosition();
var diffX = x - currentPos.x;
var diffY = y - currentPos.y;
var distance = Math.sqrt(diffX * diffX + diffY * diffY);
if (distance > Settings.RECONCILIATION_SNAP_THRESHOLD) {
// Large error — snap immediately (server-side teleport, respawn, etc.)
this.doll.body.SetPosition({x: x, y: y});
} else {
// Small error — blend toward reconciled position
var factor = Settings.RECONCILIATION_BLEND_FACTOR;
this.doll.body.SetPosition({
x: currentPos.x + diffX * factor,
y: currentPos.y + diffY * factor
});
}
this.doll.body.SetLinearVelocity({x: vx, y: vy});
};
Me.prototype.createAndAddArrow = function() {
var self = this;

View file

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