chuck.js/app/Game/Client/Control
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
..
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 Replace cheat-detection teleport with server reconciliation 2026-05-11 00:37:42 +00:00
Swiper.js Makes singleton variable name of NotificationCenter lowercase 2016-10-10 22:11:55 +02:00