chuck.js/app
Jeena 71e4b4e847 Replace cheat-detection teleport with server reconciliation
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.
2026-05-11 00:37:42 +00:00
..
Bootstrap 2025 update! 2025-07-15 20:05:12 +02:00
Game Replace cheat-detection teleport with server reconciliation 2026-05-11 00:37:42 +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 Makes singleton variable name of OptionsHelper lowercase 2016-10-10 23:11:18 +02:00