LatencySimulation.cs 11 KB

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