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https://github.com/logsol/chuck.js.git
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The old PUNKBUSTER check compared client-reported position to server position and snapped the player back when latency made them diverge, which felt like getting teleported under any real network conditions. Replaces that with proper client-side prediction + reconciliation: client tags each input with a sequence number and keeps an input buffer; server tracks the last processed sequence and reports its authoritative position via a per-user inputAck alongside each worldUpdate. The client only corrects when the actual disagreement exceeds what the unacked input time can explain — so steady-state movement runs purely on local physics, and only genuine unexpected events (collisions, being hit) trigger a smooth blend toward the server state. Includes adaptive threshold scaling so high-latency sessions don't false-positive corrections during normal running.
109 lines
No EOL
3.5 KiB
JavaScript
Executable file
109 lines
No EOL
3.5 KiB
JavaScript
Executable file
define([
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"Game/Core/GameObjects/Doll",
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"Game/Channel/GameObjects/Item",
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"Lib/Vendor/Box2D",
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"Lib/Utilities/NotificationCenter"
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],
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function (Parent, Item, Box2D, nc) {
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"use strict";
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function Doll(physicsEngine, uid, player) {
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Parent.call(this, physicsEngine, uid, player);
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}
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Doll.prototype = Object.create(Parent.prototype);
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Doll.prototype.findCloseItem = function(x) {
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var self = this;
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function findItem(array) {
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for (var i = 0; i < array.length; i++) {
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var item = array[i];
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if(item.isGrabbingAllowed(self.player)) {
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return item;
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}
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}
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}
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if (x < 0) { // looking left
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return findItem(this.reachableItems.left);
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} else {
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return findItem(this.reachableItems.right);
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}
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};
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Doll.prototype.onImpact = function(isColliding, fixture) {
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var self = this;
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Parent.prototype.onImpact.call(this, isColliding, fixture);
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if(isColliding) {
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var otherBody = fixture.GetBody();
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if(otherBody) {
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var item = otherBody.GetUserData();
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if(item instanceof Item) {
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var itemVelocity = item.body.GetLinearVelocity();
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//var itemMass = item.body.GetMass();
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var ownVelocity = this.body.GetLinearVelocity();
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var b2Math = Box2D.Common.Math.b2Math;
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var absItemVelocity = b2Math.AbsV(itemVelocity);
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var min = 1;
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var damage = 0;
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if(absItemVelocity.x > min || absItemVelocity.y > min) {
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if(item.lastMoved && item.lastMoved.player != this.player) {
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var collision = b2Math.SubtractVV(itemVelocity, ownVelocity);
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// Tested max velocity banana: 50
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var velocityDamage = collision.Length() / 50;
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// Max weight of piano: 15
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var weightDamage = item.options.weight / 15;
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// Max danger of knife: 3
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var dangerDamage = item.options.danger / 3;
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// + 0.5 and / 2: offsetting for lower velocity impact
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// * 300: tested imperically by throwing piano from deadly height
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// * 80: tested imperically by throwing knife fast
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damage = (velocityDamage + 0.5) * (weightDamage * 300 + dangerDamage * 80) / 2;
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var lastMovedPlayer = item.lastMoved.player;
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var callback = function() {
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self.player.addDamage(damage, lastMovedPlayer, item);
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};
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nc.trigger(nc.ns.channel.engine.worldQueue.add, callback);
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}
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}
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// only set lastMovedBy if player wasn't hurt by collision
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if (damage === 0) {
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item.setLastMovedBy(this.player);
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}
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}
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}
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}
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};
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Doll.prototype.getUpdateData = function(getSleeping) {
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var updateData = Parent.prototype.getUpdateData.call(this, getSleeping);
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if(updateData) {
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updateData.as = this.getActionState();
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updateData.laxy = this.lookAtXY;
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}
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return updateData;
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};
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return Doll;
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}); |