chuck.js/app
Jeena d39a55e20e 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>
2026-05-28 23:35:22 +00:00
..
Bootstrap 2025 update! 2025-07-15 20:05:12 +02:00
Game Remove server reconciliation in favor of pure client prediction 2026-05-28 23:35:22 +00:00
Lib Upgrade socket.io to 2.x 2017-11-06 22:17:33 +01:00
Menu Makes singleton variable name of QuerySelector lowercase 2016-10-10 23:17:16 +02:00
Server Route gameCommand traffic through WebRTC unreliable DataChannel 2026-05-11 00:38:18 +00:00