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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.
10 lines
136 B
Text
Executable file
10 lines
136 B
Text
Executable file
node_modules/
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*.log
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.DS_Store
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lab/audio/
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lab/filter/
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static/items/rube/*-backups
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build/
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runs/
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poc-webrtc/runs/
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poc-webrtc/node_modules/
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