chuck.js/app/Game/Client/GameObjects
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
..
Items Makes singleton variable name of NotificationCenter lowercase 2016-10-10 22:11:55 +02:00
Doll.js Makes singleton variable name of NotificationCenter lowercase 2016-10-10 22:11:55 +02:00
GameObject.js Makes singleton variable name of NotificationCenter lowercase 2016-10-10 22:11:55 +02:00
Item.js Remove server reconciliation in favor of pure client prediction 2026-05-28 23:35:22 +00:00
SpectatorDoll.js use strict; fixes #83 2014-12-22 01:43:21 +01:00
Tile.js Makes singleton variable name of NotificationCenter lowercase 2016-10-10 22:11:55 +02:00