chuck.js/app/Game/Client/Me.js
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

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No EOL
2.7 KiB
JavaScript

define([
"Game/Client/Player",
"Game/Config/Settings",
"Lib/Utilities/NotificationCenter",
"Lib/Utilities/Assert",
"Game/Client/Control/PlayerController",
"Game/Client/InputBuffer",
],
function (Parent, Settings, nc, Assert, PlayerController, InputBuffer) {
"use strict";
function Me(id, physicsEngine, user) {
Parent.call(this, id, physicsEngine, user);
// View uses this to calculate center position
this.lookAtXY = {
x: Settings.VIEWPORT_LOOK_AHEAD,
y: 0
};
this.inputBuffer = new InputBuffer();
this.arrowMesh = null;
this.createAndAddArrow();
this.playerController = new PlayerController(this);
}
Me.prototype = Object.create(Parent.prototype);
Me.prototype.lookAt = function(x, y) {
this.lookAtXY = {
x: x,
y: y
};
Parent.prototype.lookAt.call(this, x, y);
};
Me.prototype.getLookAt = function() {
return {
x: this.lookAtXY.x,
y: this.lookAtXY.y
};
};
Me.prototype.applyReconciliation = function(x, y, vx, vy) {
var currentPos = this.doll.body.GetPosition();
var diffX = x - currentPos.x;
var diffY = y - currentPos.y;
var distance = Math.sqrt(diffX * diffX + diffY * diffY);
if (distance > Settings.RECONCILIATION_SNAP_THRESHOLD) {
// Large error — snap immediately (server-side teleport, respawn, etc.)
this.doll.body.SetPosition({x: x, y: y});
} else {
// Small error — blend toward reconciled position
var factor = Settings.RECONCILIATION_BLEND_FACTOR;
this.doll.body.SetPosition({
x: currentPos.x + diffX * factor,
y: currentPos.y + diffY * factor
});
}
this.doll.body.SetLinearVelocity({x: vx, y: vy});
};
Me.prototype.createAndAddArrow = function() {
var self = this;
var position = this.getPosition();
var options = {
x: position.x * Settings.RATIO,
y: position.y * Settings.RATIO,
};
var callback = function(arrowMesh) {
self.arrowMesh = arrowMesh;
};
nc.trigger(nc.ns.client.view.playerArrow.createAndAdd, callback, options);
};
Me.prototype.render = function() {
Parent.prototype.render.call(this);
var position = this.getPosition();
var options = {
x: position.x * Settings.RATIO,
y: position.y * Settings.RATIO,
};
nc.trigger(nc.ns.client.view.playerArrow.update, this.arrowMesh, options);
};
return Me;
});