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This commit is contained in:
Andras Schmelczer 2026-06-20 11:30:49 +01:00
commit d9b80b92ca

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@ -16,6 +16,7 @@ import {
} from 'shared';
import { BeforeDestroyCommand } from '../commands/types/before-destroy';
import { StepCommand } from '../commands/types/step';
import { FeedbackHud } from '../feedback-hud';
import { Game } from '../game';
import { serverTimeline } from '../helper/server-timeline';
import { PredictablePlanet } from '../helper/prediction/client-character-world';
@ -28,6 +29,7 @@ export class GameObjectContainer extends CommandReceiver {
protected objects: Map<Id, GameObject> = new Map();
public player!: CharacterView;
public camera: Camera = new Camera(this.game);
private wasLocalPlayerAlive = false;
protected commandExecutors: CommandExecutors = {
[CreatePlayerCommand.type]: (c: CreatePlayerCommand) => {
@ -37,6 +39,9 @@ export class GameObjectContainer extends CommandReceiver {
// Fresh character (first spawn or respawn at a far planet): drop any
// prediction state so it snaps to the new body instead of gliding across.
localCharacterPredictor.reset();
// Respawned — clear the elimination overlay.
FeedbackHud.hideElimination();
this.wasLocalPlayerAlive = true;
},
[CreateObjectsCommand.type]: (c: CreateObjectsCommand) =>
@ -45,15 +50,32 @@ export class GameObjectContainer extends CommandReceiver {
[StepCommand.type]: (c: StepCommand) => {
this.defaultCommandExecutor(c);
if (this.player) {
// The local body is alive only while its object still exists (the server
// deletes it on death) and its health is above zero — `player` keeps
// pointing at the now-stale view after death, so both checks are needed.
const bodyPresent = !!this.player && this.objects.has(this.player.id);
const alive = bodyPresent && this.player.health > 0;
// Show the elimination overlay on the alive→dead edge; CreatePlayerCommand
// clears it on respawn.
if (this.wasLocalPlayerAlive && !alive) {
FeedbackHud.showElimination();
}
this.wasLocalPlayerAlive = alive;
if (bodyPresent) {
// Override the interpolated pose of the local player with the predicted
// one so it responds to input immediately. Remote objects keep
// interpolating. A large correction (respawn / death) snaps inside the
// predictor rather than rubber-banding.
// one so it responds to input immediately. Suppressed while dead so the
// corpse can't be walked around (the server ignores a dead player's
// input — a moving predicted body would be a pure client-side desync).
// A large correction (respawn / death) snaps inside the predictor.
localCharacterPredictor.setAlive(alive);
localCharacterPredictor.setStrength(
this.player.strengthFraction * settings.playerMaxStrength,
);
if (localCharacterPredictor.update(this.predictablePlanets(), c.deltaTimeInSeconds)) {
if (
localCharacterPredictor.update(this.predictablePlanets(), c.deltaTimeInSeconds)
) {
this.player.head = localCharacterPredictor.head;
this.player.leftFoot = localCharacterPredictor.leftFoot;
this.player.rightFoot = localCharacterPredictor.rightFoot;