LatencySimulation.cs 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284
  1. // wraps around a transport and adds latency/loss/scramble simulation.
  2. //
  3. // reliable: latency
  4. // unreliable: latency, loss, scramble (unreliable isn't ordered so we scramble)
  5. //
  6. // IMPORTANT: use Time.unscaledTime instead of Time.time.
  7. // some games might have Time.timeScale modified.
  8. // see also: https://github.com/vis2k/Mirror/issues/2907
  9. using System;
  10. using System.Collections.Generic;
  11. using UnityEngine;
  12. namespace Mirror
  13. {
  14. struct QueuedMessage
  15. {
  16. public int connectionId;
  17. public byte[] bytes;
  18. public float time;
  19. }
  20. [HelpURL("https://mirror-networking.gitbook.io/docs/transports/latency-simulaton-transport")]
  21. [DisallowMultipleComponent]
  22. public class LatencySimulation : Transport
  23. {
  24. public Transport wrap;
  25. [Header("Common")]
  26. [Tooltip("Spike latency via perlin(Time * speedMultiplier) * spikeMultiplier")]
  27. [Range(0, 1)] public float latencySpikeMultiplier;
  28. [Tooltip("Spike latency via perlin(Time * speedMultiplier) * spikeMultiplier")]
  29. public float latencySpikeSpeedMultiplier = 1;
  30. [Header("Reliable Messages")]
  31. [Tooltip("Reliable latency in seconds")]
  32. public float reliableLatency;
  33. // note: packet loss over reliable manifests itself in latency.
  34. // don't need (and can't add) a loss option here.
  35. // note: reliable is ordered by definition. no need to scramble.
  36. [Header("Unreliable Messages")]
  37. [Tooltip("Packet loss in %")]
  38. [Range(0, 1)] public float unreliableLoss;
  39. [Tooltip("Unreliable latency in seconds")]
  40. public float unreliableLatency;
  41. [Tooltip("Scramble % of unreliable messages, just like over the real network. Mirror unreliable is unordered.")]
  42. [Range(0, 1)] public float unreliableScramble;
  43. // message queues
  44. // list so we can insert randomly (scramble)
  45. List<QueuedMessage> reliableClientToServer = new List<QueuedMessage>();
  46. List<QueuedMessage> reliableServerToClient = new List<QueuedMessage>();
  47. List<QueuedMessage> unreliableClientToServer = new List<QueuedMessage>();
  48. List<QueuedMessage> unreliableServerToClient = new List<QueuedMessage>();
  49. // random
  50. // UnityEngine.Random.value is [0, 1] with both upper and lower bounds inclusive
  51. // but we need the upper bound to be exclusive, so using System.Random instead.
  52. // => NextDouble() is NEVER < 0 so loss=0 never drops!
  53. // => NextDouble() is ALWAYS < 1 so loss=1 always drops!
  54. System.Random random = new System.Random();
  55. public void Awake()
  56. {
  57. if (wrap == null)
  58. throw new Exception("PressureDrop requires an underlying transport to wrap around.");
  59. }
  60. // forward enable/disable to the wrapped transport
  61. void OnEnable() { wrap.enabled = true; }
  62. void OnDisable() { wrap.enabled = false; }
  63. // noise function can be replaced if needed
  64. protected virtual float Noise(float time) => Mathf.PerlinNoise(time, time);
  65. // helper function to simulate latency
  66. float SimulateLatency(int channeldId)
  67. {
  68. // spike over perlin noise.
  69. // no spikes isn't realistic.
  70. // sin is too predictable / no realistic.
  71. // perlin is still deterministic and random enough.
  72. float spike = Noise(Time.unscaledTime * latencySpikeSpeedMultiplier) * latencySpikeMultiplier;
  73. // base latency
  74. switch (channeldId)
  75. {
  76. case Channels.Reliable:
  77. return reliableLatency + spike;
  78. case Channels.Unreliable:
  79. return unreliableLatency + spike;
  80. default:
  81. return 0;
  82. }
  83. }
  84. // helper function to simulate a send with latency/loss/scramble
  85. void SimulateSend(int connectionId, ArraySegment<byte> segment, int channelId, float latency, List<QueuedMessage> reliableQueue, List<QueuedMessage> unreliableQueue)
  86. {
  87. // segment is only valid after returning. copy it.
  88. // (allocates for now. it's only for testing anyway.)
  89. byte[] bytes = new byte[segment.Count];
  90. Buffer.BlockCopy(segment.Array, segment.Offset, bytes, 0, segment.Count);
  91. // enqueue message. send after latency interval.
  92. QueuedMessage message = new QueuedMessage
  93. {
  94. connectionId = connectionId,
  95. bytes = bytes,
  96. time = Time.unscaledTime + latency
  97. };
  98. switch (channelId)
  99. {
  100. case Channels.Reliable:
  101. // simulate latency
  102. reliableQueue.Add(message);
  103. break;
  104. case Channels.Unreliable:
  105. // simulate packet loss
  106. bool drop = random.NextDouble() < unreliableLoss;
  107. if (!drop)
  108. {
  109. // simulate scramble (Random.Next is < max, so +1)
  110. bool scramble = random.NextDouble() < unreliableScramble;
  111. int last = unreliableQueue.Count;
  112. int index = scramble ? random.Next(0, last + 1) : last;
  113. // simulate latency
  114. unreliableQueue.Insert(index, message);
  115. }
  116. break;
  117. default:
  118. Debug.LogError($"{nameof(LatencySimulation)} unexpected channelId: {channelId}");
  119. break;
  120. }
  121. }
  122. public override bool Available() => wrap.Available();
  123. public override void ClientConnect(string address)
  124. {
  125. wrap.OnClientConnected = OnClientConnected;
  126. wrap.OnClientDataReceived = OnClientDataReceived;
  127. wrap.OnClientError = OnClientError;
  128. wrap.OnClientDisconnected = OnClientDisconnected;
  129. wrap.ClientConnect(address);
  130. }
  131. public override void ClientConnect(Uri uri)
  132. {
  133. wrap.OnClientConnected = OnClientConnected;
  134. wrap.OnClientDataReceived = OnClientDataReceived;
  135. wrap.OnClientError = OnClientError;
  136. wrap.OnClientDisconnected = OnClientDisconnected;
  137. wrap.ClientConnect(uri);
  138. }
  139. public override bool ClientConnected() => wrap.ClientConnected();
  140. public override void ClientDisconnect()
  141. {
  142. wrap.ClientDisconnect();
  143. reliableClientToServer.Clear();
  144. unreliableClientToServer.Clear();
  145. }
  146. public override void ClientSend(ArraySegment<byte> segment, int channelId)
  147. {
  148. float latency = SimulateLatency(channelId);
  149. SimulateSend(0, segment, channelId, latency, reliableClientToServer, unreliableClientToServer);
  150. }
  151. public override Uri ServerUri() => wrap.ServerUri();
  152. public override bool ServerActive() => wrap.ServerActive();
  153. public override string ServerGetClientAddress(int connectionId) => wrap.ServerGetClientAddress(connectionId);
  154. public override void ServerDisconnect(int connectionId) => wrap.ServerDisconnect(connectionId);
  155. public override void ServerSend(int connectionId, ArraySegment<byte> segment, int channelId)
  156. {
  157. float latency = SimulateLatency(channelId);
  158. SimulateSend(connectionId, segment, channelId, latency, reliableServerToClient, unreliableServerToClient);
  159. }
  160. public override void ServerStart()
  161. {
  162. wrap.OnServerConnected = OnServerConnected;
  163. wrap.OnServerDataReceived = OnServerDataReceived;
  164. wrap.OnServerError = OnServerError;
  165. wrap.OnServerDisconnected = OnServerDisconnected;
  166. wrap.ServerStart();
  167. }
  168. public override void ServerStop()
  169. {
  170. wrap.ServerStop();
  171. reliableServerToClient.Clear();
  172. unreliableServerToClient.Clear();
  173. }
  174. public override void ClientEarlyUpdate() => wrap.ClientEarlyUpdate();
  175. public override void ServerEarlyUpdate() => wrap.ServerEarlyUpdate();
  176. public override void ClientLateUpdate()
  177. {
  178. // flush reliable messages after latency
  179. while (reliableClientToServer.Count > 0)
  180. {
  181. // check the first message time
  182. QueuedMessage message = reliableClientToServer[0];
  183. if (message.time <= Time.unscaledTime)
  184. {
  185. // send and eat
  186. wrap.ClientSend(new ArraySegment<byte>(message.bytes), Channels.Reliable);
  187. reliableClientToServer.RemoveAt(0);
  188. }
  189. // not enough time elapsed yet
  190. break;
  191. }
  192. // flush unreliable messages after latency
  193. while (unreliableClientToServer.Count > 0)
  194. {
  195. // check the first message time
  196. QueuedMessage message = unreliableClientToServer[0];
  197. if (message.time <= Time.unscaledTime)
  198. {
  199. // send and eat
  200. wrap.ClientSend(new ArraySegment<byte>(message.bytes), Channels.Unreliable);
  201. unreliableClientToServer.RemoveAt(0);
  202. }
  203. // not enough time elapsed yet
  204. break;
  205. }
  206. // update wrapped transport too
  207. wrap.ClientLateUpdate();
  208. }
  209. public override void ServerLateUpdate()
  210. {
  211. // flush reliable messages after latency
  212. while (reliableServerToClient.Count > 0)
  213. {
  214. // check the first message time
  215. QueuedMessage message = reliableServerToClient[0];
  216. if (message.time <= Time.unscaledTime)
  217. {
  218. // send and eat
  219. wrap.ServerSend(message.connectionId, new ArraySegment<byte>(message.bytes), Channels.Reliable);
  220. reliableServerToClient.RemoveAt(0);
  221. }
  222. // not enough time elapsed yet
  223. break;
  224. }
  225. // flush unreliable messages after latency
  226. while (unreliableServerToClient.Count > 0)
  227. {
  228. // check the first message time
  229. QueuedMessage message = unreliableServerToClient[0];
  230. if (message.time <= Time.unscaledTime)
  231. {
  232. // send and eat
  233. wrap.ServerSend(message.connectionId, new ArraySegment<byte>(message.bytes), Channels.Unreliable);
  234. unreliableServerToClient.RemoveAt(0);
  235. }
  236. // not enough time elapsed yet
  237. break;
  238. }
  239. // update wrapped transport too
  240. wrap.ServerLateUpdate();
  241. }
  242. public override int GetBatchThreshold(int channelId) => wrap.GetBatchThreshold(channelId);
  243. public override int GetMaxPacketSize(int channelId = 0) => wrap.GetMaxPacketSize(channelId);
  244. public override void Shutdown() => wrap.Shutdown();
  245. public override string ToString() => $"{nameof(LatencySimulation)} {wrap}";
  246. }
  247. }