fix(complement-race): ensure continuous position broadcasting during train movement
Fixed an issue where ghost trains only updated when players stopped moving. Root cause: clientPosition in useEffect dependency array caused the position broadcasting interval to restart on every position change, creating gaps in broadcasts during continuous movement. Solution: - Use useRef to track latest clientPosition without triggering effect - Keep ref synced with position via separate useEffect - Read position from ref inside interval callback - Remove clientPosition from broadcasting useEffect dependencies Now positions broadcast smoothly every 200ms regardless of movement state. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@ -325,6 +325,9 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
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const [clientMomentum, setClientMomentum] = useState(10) // Start at 10 for gentle push
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const [clientPosition, setClientPosition] = useState(0)
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const [clientPressure, setClientPressure] = useState(0)
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// Ref to track latest position for broadcasting (avoids recreating interval on every position change)
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const clientPositionRef = useRef(clientPosition)
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const [clientAIRacers, setClientAIRacers] = useState<
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Array<{
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id: string
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@ -564,31 +567,29 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
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}
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}, [multiplayerState.currentRoute, compatibleState.style, multiplayerState.passengers.length])
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// Keep position ref in sync with latest position
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useEffect(() => {
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clientPositionRef.current = clientPosition
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}, [clientPosition])
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// Broadcast position to server for multiplayer ghost trains
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useEffect(() => {
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if (!compatibleState.isGameActive || compatibleState.style !== 'sprint' || !localPlayerId) {
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return
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}
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// Send position update every 200ms
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// Send position update every 200ms (reads from ref to avoid restarting interval)
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const interval = setInterval(() => {
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sendMove({
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type: 'UPDATE_POSITION',
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playerId: localPlayerId,
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userId: viewerId || '',
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data: { position: clientPosition },
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data: { position: clientPositionRef.current },
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} as ComplementRaceMove)
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}, 200)
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return () => clearInterval(interval)
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}, [
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compatibleState.isGameActive,
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compatibleState.style,
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clientPosition,
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localPlayerId,
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viewerId,
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sendMove,
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])
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}, [compatibleState.isGameActive, compatibleState.style, localPlayerId, viewerId, sendMove])
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// Keep lastLogRef for future debugging needs
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// (removed debug logging)
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