chuck.js/app/Game/Client/Control
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
..
Inputs Makes singleton object variable names of DomController first letter lowercase 2016-10-10 21:50:03 +02:00
Input.js Makes singleton variable name of NotificationCenter lowercase 2016-10-10 22:11:55 +02:00
Key.js added optimizer scripts and some code style improvements 2015-03-09 04:56:28 +01:00
KeyboardInput.js fixed #97 chuck stops when he shouldnt, also removed f/g for handActionRequestLeft and Right, since we don't need it for DebugDraw anymore. 2015-03-10 14:42:54 +01:00
PlayerController.js Remove server reconciliation in favor of pure client prediction 2026-05-28 23:35:22 +00:00
Swiper.js Makes singleton variable name of NotificationCenter lowercase 2016-10-10 22:11:55 +02:00