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- using System;
- using System.Runtime.CompilerServices;
- using UnityEngine;
- #if !UNITY_2020_3_OR_NEWER
- using Stopwatch = System.Diagnostics.Stopwatch;
- #endif
- namespace Mirror
- {
- /// <summary>Synchronizes server time to clients.</summary>
- public static class NetworkTime
- {
- /// <summary>Ping message frequency, used to calculate network time and RTT</summary>
- public static float PingFrequency = 2.0f;
- /// <summary>Average out the last few results from Ping</summary>
- public static int PingWindowSize = 10;
- static double lastPingTime;
- static ExponentialMovingAverage _rtt = new ExponentialMovingAverage(10);
- static ExponentialMovingAverage _offset = new ExponentialMovingAverage(10);
- // the true offset guaranteed to be in this range
- static double offsetMin = double.MinValue;
- static double offsetMax = double.MaxValue;
- /// <summary>Returns double precision clock time _in this system_, unaffected by the network.</summary>
- #if UNITY_2020_3_OR_NEWER
- public static double localTime
- {
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- get => Time.timeAsDouble;
- }
- #else
- // need stopwatch for older Unity versions, but it's quite slow.
- // CAREFUL: unlike Time.time, this is not a FRAME time.
- // it changes during the frame too.
- static readonly Stopwatch stopwatch = new Stopwatch();
- static NetworkTime() => stopwatch.Start();
- public static double localTime => stopwatch.Elapsed.TotalSeconds;
- #endif
- /// <summary>The time in seconds since the server started.</summary>
- //
- // I measured the accuracy of float and I got this:
- // for the same day, accuracy is better than 1 ms
- // after 1 day, accuracy goes down to 7 ms
- // after 10 days, accuracy is 61 ms
- // after 30 days , accuracy is 238 ms
- // after 60 days, accuracy is 454 ms
- // in other words, if the server is running for 2 months,
- // and you cast down to float, then the time will jump in 0.4s intervals.
- //
- // TODO consider using Unbatcher's remoteTime for NetworkTime
- public static double time
- {
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- get => localTime - _offset.Value;
- }
- /// <summary>Time measurement variance. The higher, the less accurate the time is.</summary>
- // TODO does this need to be public? user should only need NetworkTime.time
- public static double timeVariance => _offset.Var;
- /// <summary>Time standard deviation. The highe, the less accurate the time is.</summary>
- // TODO does this need to be public? user should only need NetworkTime.time
- public static double timeStandardDeviation => Math.Sqrt(timeVariance);
- /// <summary>Clock difference in seconds between the client and the server. Always 0 on server.</summary>
- public static double offset => _offset.Value;
- /// <summary>Round trip time (in seconds) that it takes a message to go client->server->client.</summary>
- public static double rtt => _rtt.Value;
- /// <summary>Round trip time variance. The higher, the less accurate the rtt is.</summary>
- // TODO does this need to be public? user should only need NetworkTime.time
- public static double rttVariance => _rtt.Var;
- /// <summary>Round trip time standard deviation. The higher, the less accurate the rtt is.</summary>
- // TODO does this need to be public? user should only need NetworkTime.time
- public static double rttStandardDeviation => Math.Sqrt(rttVariance);
- // RuntimeInitializeOnLoadMethod -> fast playmode without domain reload
- [UnityEngine.RuntimeInitializeOnLoadMethod]
- public static void ResetStatics()
- {
- PingFrequency = 2.0f;
- PingWindowSize = 10;
- lastPingTime = 0;
- _rtt = new ExponentialMovingAverage(PingWindowSize);
- _offset = new ExponentialMovingAverage(PingWindowSize);
- offsetMin = double.MinValue;
- offsetMax = double.MaxValue;
- #if !UNITY_2020_3_OR_NEWER
- stopwatch.Restart();
- #endif
- }
- internal static void UpdateClient()
- {
- // localTime (double) instead of Time.time for accuracy over days
- if (localTime - lastPingTime >= PingFrequency)
- {
- NetworkPingMessage pingMessage = new NetworkPingMessage(localTime);
- NetworkClient.Send(pingMessage, Channels.Unreliable);
- lastPingTime = localTime;
- }
- }
- // executed at the server when we receive a ping message
- // reply with a pong containing the time from the client
- // and time from the server
- internal static void OnServerPing(NetworkConnectionToClient conn, NetworkPingMessage message)
- {
- // Debug.Log($"OnPingServerMessage conn:{conn}");
- NetworkPongMessage pongMessage = new NetworkPongMessage
- {
- clientTime = message.clientTime,
- serverTime = localTime
- };
- conn.Send(pongMessage, Channels.Unreliable);
- }
- // Executed at the client when we receive a Pong message
- // find out how long it took since we sent the Ping
- // and update time offset
- internal static void OnClientPong(NetworkPongMessage message)
- {
- double now = localTime;
- // how long did this message take to come back
- double newRtt = now - message.clientTime;
- _rtt.Add(newRtt);
- // the difference in time between the client and the server
- // but subtract half of the rtt to compensate for latency
- // half of rtt is the best approximation we have
- double newOffset = now - newRtt * 0.5f - message.serverTime;
- double newOffsetMin = now - newRtt - message.serverTime;
- double newOffsetMax = now - message.serverTime;
- offsetMin = Math.Max(offsetMin, newOffsetMin);
- offsetMax = Math.Min(offsetMax, newOffsetMax);
- if (_offset.Value < offsetMin || _offset.Value > offsetMax)
- {
- // the old offset was offrange, throw it away and use new one
- _offset = new ExponentialMovingAverage(PingWindowSize);
- _offset.Add(newOffset);
- }
- else if (newOffset >= offsetMin || newOffset <= offsetMax)
- {
- // new offset looks reasonable, add to the average
- _offset.Add(newOffset);
- }
- }
- }
- }
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