chuck.js/app/Game/Client/GameObjects/Item.js
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

110 lines
No EOL
3.3 KiB
JavaScript
Executable file

define([
"Game/Core/GameObjects/Item",
"Game/Config/Settings",
"Lib/Utilities/NotificationCenter",
"Game/Client/View/Abstract/Layer"
],
function (Parent, Settings, nc, Layer) {
"use strict";
function Item(physicsEngine, uid, options) {
this.layerId = Layer.ID.ITEM;
Parent.call(this, physicsEngine, uid, options);
this.ncTokens = this.ncTokens.concat([
nc.on(nc.ns.client.game.events.render, this.render, this)
]);
}
Item.prototype = Object.create(Parent.prototype);
Item.prototype.setUpdateData = function(update) {
var currentPos = this.body.GetPosition();
var diffX = update.p.x - currentPos.x;
var diffY = update.p.y - currentPos.y;
var distance = Math.sqrt(diffX * diffX + diffY * diffY);
var speed = Math.sqrt(update.lv.x * update.lv.x + update.lv.y * update.lv.y);
this.body.SetAwake(true);
if (distance > 3 || speed < 0.5) {
// Stationary: sync so grab sensor contact is accurate.
// Large error: snap for respawn/warp/grab events.
this.body.SetPosition(update.p);
this.body.SetAngle(update.a);
this.body.SetLinearVelocity(update.lv);
this.body.SetAngularVelocity(update.av);
}
// In-flight: skip correction entirely. Client and server both run the
// same Box2D physics from the same throw impulse, so they stay close
// without per-update snapping. Applying the server's stale state would
// snap the item back to where it was 125 ms ago.
};
Item.prototype.createMesh = function() {
var self = this;
var texturePath = Settings.GRAPHICS_PATH
+ Settings.GRAPHICS_SUBPATH_ITEMS
+ this.options.category + '/'
+ this.options.image;
var callback = function(mesh) {
self.mesh = mesh;
nc.trigger(nc.ns.client.view.mesh.add, self.layerId, mesh);
}
nc.trigger(nc.ns.client.view.mesh.create,
this.layerId,
texturePath,
callback,
{
width: this.options.width,
height: this.options.height,
pivot: {
x: this.options.width / 2,
y: this.options.height
}
}
);
};
Item.prototype.destroy = function() {
nc.trigger(nc.ns.client.view.mesh.remove, this.layerId, this.mesh);
Parent.prototype.destroy.call(this);
};
Item.prototype.render = function() {
nc.trigger(nc.ns.client.view.mesh.update,
this.layerId,
this.mesh,
{
x: this.body.GetPosition().x * Settings.RATIO,
y: this.body.GetPosition().y * Settings.RATIO,
rotation: this.body.GetAngle()
}
);
}
Item.prototype.flip = function(direction) {
var oldFlipDirection = this.flipDirection;
Parent.prototype.flip.call(this, direction);
if(oldFlipDirection != direction) {
nc.trigger(nc.ns.client.view.mesh.update,
this.layerId,
this.mesh,
{
xScale: direction
}
);
}
};
return Item;
});