Fix movement desync: strafe animation and missing SET_FACING

Two bugs caused the client to look like a bot to server GMs:

1. Strafe animation played during forward+strafe (W+A) instead of the
   walk/run animation. Added pureStrafe guard so strafe animations only
   play when exclusively strafing (no forward key or auto-run active).

2. CMSG_MOVE_SET_FACING was never sent on mouse-look turns. The server
   predicts movement from the last known facing; without SET_FACING the
   heartbeat position appeared to teleport each time the player changed
   direction. Now sent at up to 10 Hz whenever facing changes >3°,
   skipped while keyboard-turning (handled server-side by TURN flags).
This commit is contained in:
Kelsi 2026-02-19 16:40:17 -08:00
parent 4e5d424b34
commit 2bbd0fdc5f
5 changed files with 31 additions and 2 deletions

View file

@ -820,6 +820,26 @@ void Application::update(float deltaTime) {
// equivalent canonical yaw is radians(180 - yawDeg).
float canonicalYaw = core::coords::normalizeAngleRad(glm::radians(180.0f - yawDeg));
gameHandler->setOrientation(canonicalYaw);
// Send CMSG_MOVE_SET_FACING when the player changes facing direction
// (e.g. via mouse-look). Without this, the server predicts movement in
// the old facing and position-corrects on the next heartbeat — the
// micro-teleporting the GM observed.
// Skip while keyboard-turning: the server tracks that via TURN_LEFT/RIGHT flags.
facingSendCooldown_ -= deltaTime;
const auto& mi = gameHandler->getMovementInfo();
constexpr uint32_t kTurnFlags =
static_cast<uint32_t>(game::MovementFlags::TURN_LEFT) |
static_cast<uint32_t>(game::MovementFlags::TURN_RIGHT);
bool keyboardTurning = (mi.flags & kTurnFlags) != 0;
if (!keyboardTurning && facingSendCooldown_ <= 0.0f) {
float yawDiff = core::coords::normalizeAngleRad(canonicalYaw - lastSentCanonicalYaw_);
if (std::abs(yawDiff) > glm::radians(3.0f)) {
gameHandler->sendMovement(game::Opcode::CMSG_MOVE_SET_FACING);
lastSentCanonicalYaw_ = canonicalYaw;
facingSendCooldown_ = 0.1f; // max 10 Hz
}
}
}
}