mirror of
https://github.com/Steffo99/better-tee.git
synced 2024-11-22 23:34:18 +00:00
177 lines
6.3 KiB
C#
177 lines
6.3 KiB
C#
using System;
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using UnityEngine;
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using Stopwatch = System.Diagnostics.Stopwatch;
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namespace Mirror
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{
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/// <summary>
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/// Synchronize time between the server and the clients
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/// </summary>
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public static class NetworkTime
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{
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/// <summary>
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/// how often are we sending ping messages
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/// used to calculate network time and RTT
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/// </summary>
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public static float PingFrequency = 2.0f;
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/// <summary>
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/// average out the last few results from Ping
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/// </summary>
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public static int PingWindowSize = 10;
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static double lastPingTime;
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// Date and time when the application started
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static readonly Stopwatch stopwatch = new Stopwatch();
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static NetworkTime()
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{
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stopwatch.Start();
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}
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static ExponentialMovingAverage _rtt = new ExponentialMovingAverage(10);
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static ExponentialMovingAverage _offset = new ExponentialMovingAverage(10);
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// the true offset guaranteed to be in this range
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static double offsetMin = double.MinValue;
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static double offsetMax = double.MaxValue;
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// returns the clock time _in this system_
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static double LocalTime()
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{
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return stopwatch.Elapsed.TotalSeconds;
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}
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public static void Reset()
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{
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_rtt = new ExponentialMovingAverage(PingWindowSize);
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_offset = new ExponentialMovingAverage(PingWindowSize);
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offsetMin = double.MinValue;
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offsetMax = double.MaxValue;
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}
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internal static void UpdateClient()
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{
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if (Time.time - lastPingTime >= PingFrequency)
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{
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NetworkPingMessage pingMessage = new NetworkPingMessage(LocalTime());
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NetworkClient.Send(pingMessage);
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lastPingTime = Time.time;
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}
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}
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// executed at the server when we receive a ping message
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// reply with a pong containing the time from the client
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// and time from the server
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internal static void OnServerPing(NetworkConnection conn, NetworkPingMessage msg)
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{
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if (LogFilter.Debug) Debug.Log("OnPingServerMessage conn=" + conn);
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NetworkPongMessage pongMsg = new NetworkPongMessage
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{
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clientTime = msg.clientTime,
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serverTime = LocalTime()
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};
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conn.Send(pongMsg);
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}
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// Executed at the client when we receive a Pong message
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// find out how long it took since we sent the Ping
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// and update time offset
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internal static void OnClientPong(NetworkConnection _, NetworkPongMessage msg)
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{
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double now = LocalTime();
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// how long did this message take to come back
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double newRtt = now - msg.clientTime;
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_rtt.Add(newRtt);
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// the difference in time between the client and the server
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// but subtract half of the rtt to compensate for latency
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// half of rtt is the best approximation we have
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double newOffset = now - newRtt * 0.5f - msg.serverTime;
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double newOffsetMin = now - newRtt - msg.serverTime;
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double newOffsetMax = now - msg.serverTime;
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offsetMin = Math.Max(offsetMin, newOffsetMin);
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offsetMax = Math.Min(offsetMax, newOffsetMax);
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if (_offset.Value < offsetMin || _offset.Value > offsetMax)
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{
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// the old offset was offrange, throw it away and use new one
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_offset = new ExponentialMovingAverage(PingWindowSize);
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_offset.Add(newOffset);
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}
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else if (newOffset >= offsetMin || newOffset <= offsetMax)
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{
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// new offset looks reasonable, add to the average
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_offset.Add(newOffset);
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}
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}
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/// <summary>
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/// The time in seconds since the server started.
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/// </summary>
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/// <remarks>
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///
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/// <para>Note this value works in the client and the server
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/// the value is synchronized accross the network with high accuracy</para>
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///
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/// <para>You should not cast this down to a float because the it loses too much accuracy
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/// when the server is up for a while</para>
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/// <para>I measured the accuracy of float and I got this:</para>
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/// <list type="bullet">
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/// <item>for the same day, accuracy is better than 1 ms</item>
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/// <item>after 1 day, accuracy goes down to 7 ms</item>
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/// <item>after 10 days, accuracy is 61 ms</item>
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/// <item>after 30 days , accuracy is 238 ms</item>
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/// <item>after 60 days, accuracy is 454 ms</item>
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/// </list>
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///
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/// <para>in other words, if the server is running for 2 months,
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/// and you cast down to float, then the time will jump in 0.4s intervals.</para>
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/// </remarks>
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public static double time => LocalTime() - _offset.Value;
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/// <summary>
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/// Measurement of the variance of time.
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/// <para>The higher the variance, the less accurate the time is</para>
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/// </summary>
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public static double timeVar => _offset.Var;
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/// <summary>
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/// standard deviation of time.
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/// <para>The higher the variance, the less accurate the time is</para>
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/// </summary>
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public static double timeSd => Math.Sqrt(timeVar);
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/// <summary>
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/// Clock difference in seconds between the client and the server
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/// </summary>
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/// <remarks>
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/// Note this value is always 0 at the server
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/// </remarks>
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public static double offset => _offset.Value;
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/// <summary>
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/// how long in seconds does it take for a message to go
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/// to the server and come back
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/// </summary>
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public static double rtt => _rtt.Value;
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/// <summary>
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/// measure variance of rtt
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/// the higher the number, the less accurate rtt is
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/// </summary>
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public static double rttVar => _rtt.Var;
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/// <summary>
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/// Measure the standard deviation of rtt
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/// the higher the number, the less accurate rtt is
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/// </summary>
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public static double rttSd => Math.Sqrt(rttVar);
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}
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}
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