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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>
74 lines
No EOL
1.7 KiB
JavaScript
74 lines
No EOL
1.7 KiB
JavaScript
define([
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"Game/Client/Player",
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"Game/Config/Settings",
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"Lib/Utilities/NotificationCenter",
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"Lib/Utilities/Assert",
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"Game/Client/Control/PlayerController",
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],
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function (Parent, Settings, nc, Assert, PlayerController) {
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"use strict";
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function Me(id, physicsEngine, user) {
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Parent.call(this, id, physicsEngine, user);
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// View uses this to calculate center position
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this.lookAtXY = {
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x: Settings.VIEWPORT_LOOK_AHEAD,
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y: 0
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};
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this.arrowMesh = null;
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this.createAndAddArrow();
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this.playerController = new PlayerController(this);
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}
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Me.prototype = Object.create(Parent.prototype);
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Me.prototype.lookAt = function(x, y) {
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this.lookAtXY = {
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x: x,
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y: y
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};
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Parent.prototype.lookAt.call(this, x, y);
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};
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Me.prototype.getLookAt = function() {
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return {
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x: this.lookAtXY.x,
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y: this.lookAtXY.y
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};
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};
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Me.prototype.createAndAddArrow = function() {
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var self = this;
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var position = this.getPosition();
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var options = {
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x: position.x * Settings.RATIO,
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y: position.y * Settings.RATIO,
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};
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var callback = function(arrowMesh) {
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self.arrowMesh = arrowMesh;
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};
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nc.trigger(nc.ns.client.view.playerArrow.createAndAdd, callback, options);
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};
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Me.prototype.render = function() {
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Parent.prototype.render.call(this);
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var position = this.getPosition();
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var options = {
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x: position.x * Settings.RATIO,
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y: position.y * Settings.RATIO,
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};
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nc.trigger(nc.ns.client.view.playerArrow.update, this.arrowMesh, options);
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};
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return Me;
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}); |