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- // wraps around a transport and adds latency/loss/scramble simulation.
- //
- // reliable: latency
- // unreliable: latency, loss, scramble (unreliable isn't ordered so we scramble)
- using System;
- using System.Collections.Generic;
- using UnityEngine;
- namespace Mirror
- {
- struct QueuedMessage
- {
- public int connectionId;
- public byte[] bytes;
- public float time;
- }
- [HelpURL("https://mirror-networking.gitbook.io/docs/transports/latency-simulaton-transport")]
- [DisallowMultipleComponent]
- public class LatencySimulation : Transport
- {
- public Transport wrap;
- [Header("Common")]
- [Tooltip("Spike latency via perlin(Time * speedMultiplier) * spikeMultiplier")]
- [Range(0, 1)] public float latencySpikeMultiplier;
- [Tooltip("Spike latency via perlin(Time * speedMultiplier) * spikeMultiplier")]
- public float latencySpikeSpeedMultiplier = 1;
- [Header("Reliable Messages")]
- [Tooltip("Reliable latency in seconds")]
- public float reliableLatency;
- // note: packet loss over reliable manifests itself in latency.
- // don't need (and can't add) a loss option here.
- // note: reliable is ordered by definition. no need to scramble.
- [Header("Unreliable Messages")]
- [Tooltip("Packet loss in %")]
- [Range(0, 1)] public float unreliableLoss;
- [Tooltip("Unreliable latency in seconds")]
- public float unreliableLatency;
- [Tooltip("Scramble % of unreliable messages, just like over the real network. Mirror unreliable is unordered.")]
- [Range(0, 1)] public float unreliableScramble;
- // message queues
- // list so we can insert randomly (scramble)
- List<QueuedMessage> reliableClientToServer = new List<QueuedMessage>();
- List<QueuedMessage> reliableServerToClient = new List<QueuedMessage>();
- List<QueuedMessage> unreliableClientToServer = new List<QueuedMessage>();
- List<QueuedMessage> unreliableServerToClient = new List<QueuedMessage>();
- // random
- // UnityEngine.Random.value is [0, 1] with both upper and lower bounds inclusive
- // but we need the upper bound to be exclusive, so using System.Random instead.
- // => NextDouble() is NEVER < 0 so loss=0 never drops!
- // => NextDouble() is ALWAYS < 1 so loss=1 always drops!
- System.Random random = new System.Random();
- public void Awake()
- {
- if (wrap == null)
- throw new Exception("PressureDrop requires an underlying transport to wrap around.");
- }
- // forward enable/disable to the wrapped transport
- void OnEnable() { wrap.enabled = true; }
- void OnDisable() { wrap.enabled = false; }
- // noise function can be replaced if needed
- protected virtual float Noise(float time) => Mathf.PerlinNoise(time, time);
- // helper function to simulate latency
- float SimulateLatency(int channeldId)
- {
- // spike over perlin noise.
- // no spikes isn't realistic.
- // sin is too predictable / no realistic.
- // perlin is still deterministic and random enough.
- float spike = Noise(Time.time * latencySpikeSpeedMultiplier) * latencySpikeMultiplier;
- // base latency
- switch (channeldId)
- {
- case Channels.Reliable:
- return reliableLatency + spike;
- case Channels.Unreliable:
- return unreliableLatency + spike;
- default:
- return 0;
- }
- }
- // helper function to simulate a send with latency/loss/scramble
- void SimulateSend(int connectionId, ArraySegment<byte> segment, int channelId, float latency, List<QueuedMessage> reliableQueue, List<QueuedMessage> unreliableQueue)
- {
- // segment is only valid after returning. copy it.
- // (allocates for now. it's only for testing anyway.)
- byte[] bytes = new byte[segment.Count];
- Buffer.BlockCopy(segment.Array, segment.Offset, bytes, 0, segment.Count);
- // enqueue message. send after latency interval.
- QueuedMessage message = new QueuedMessage
- {
- connectionId = connectionId,
- bytes = bytes,
- time = Time.time + latency
- };
- switch (channelId)
- {
- case Channels.Reliable:
- // simulate latency
- reliableQueue.Add(message);
- break;
- case Channels.Unreliable:
- // simulate packet loss
- bool drop = random.NextDouble() < unreliableLoss;
- if (!drop)
- {
- // simulate scramble (Random.Next is < max, so +1)
- bool scramble = random.NextDouble() < unreliableScramble;
- int last = unreliableQueue.Count;
- int index = scramble ? random.Next(0, last + 1) : last;
- // simulate latency
- unreliableQueue.Insert(index, message);
- }
- break;
- default:
- Debug.LogError($"{nameof(LatencySimulation)} unexpected channelId: {channelId}");
- break;
- }
- }
- public override bool Available() => wrap.Available();
- public override void ClientConnect(string address)
- {
- wrap.OnClientConnected = OnClientConnected;
- wrap.OnClientDataReceived = OnClientDataReceived;
- wrap.OnClientError = OnClientError;
- wrap.OnClientDisconnected = OnClientDisconnected;
- wrap.ClientConnect(address);
- }
- public override void ClientConnect(Uri uri)
- {
- wrap.OnClientConnected = OnClientConnected;
- wrap.OnClientDataReceived = OnClientDataReceived;
- wrap.OnClientError = OnClientError;
- wrap.OnClientDisconnected = OnClientDisconnected;
- wrap.ClientConnect(uri);
- }
- public override bool ClientConnected() => wrap.ClientConnected();
- public override void ClientDisconnect()
- {
- wrap.ClientDisconnect();
- reliableClientToServer.Clear();
- unreliableClientToServer.Clear();
- }
- public override void ClientSend(ArraySegment<byte> segment, int channelId)
- {
- float latency = SimulateLatency(channelId);
- SimulateSend(0, segment, channelId, latency, reliableClientToServer, unreliableClientToServer);
- }
- public override Uri ServerUri() => wrap.ServerUri();
- public override bool ServerActive() => wrap.ServerActive();
- public override string ServerGetClientAddress(int connectionId) => wrap.ServerGetClientAddress(connectionId);
- public override void ServerDisconnect(int connectionId) => wrap.ServerDisconnect(connectionId);
- public override void ServerSend(int connectionId, ArraySegment<byte> segment, int channelId)
- {
- float latency = SimulateLatency(channelId);
- SimulateSend(connectionId, segment, channelId, latency, reliableServerToClient, unreliableServerToClient);
- }
- public override void ServerStart()
- {
- wrap.OnServerConnected = OnServerConnected;
- wrap.OnServerDataReceived = OnServerDataReceived;
- wrap.OnServerError = OnServerError;
- wrap.OnServerDisconnected = OnServerDisconnected;
- wrap.ServerStart();
- }
- public override void ServerStop()
- {
- wrap.ServerStop();
- reliableServerToClient.Clear();
- unreliableServerToClient.Clear();
- }
- public override void ClientEarlyUpdate() => wrap.ClientEarlyUpdate();
- public override void ServerEarlyUpdate() => wrap.ServerEarlyUpdate();
- public override void ClientLateUpdate()
- {
- // flush reliable messages after latency
- while (reliableClientToServer.Count > 0)
- {
- // check the first message time
- QueuedMessage message = reliableClientToServer[0];
- if (message.time <= Time.time)
- {
- // send and eat
- wrap.ClientSend(new ArraySegment<byte>(message.bytes), Channels.Reliable);
- reliableClientToServer.RemoveAt(0);
- }
- // not enough time elapsed yet
- break;
- }
- // flush unreliable messages after latency
- while (unreliableClientToServer.Count > 0)
- {
- // check the first message time
- QueuedMessage message = unreliableClientToServer[0];
- if (message.time <= Time.time)
- {
- // send and eat
- wrap.ClientSend(new ArraySegment<byte>(message.bytes), Channels.Unreliable);
- unreliableClientToServer.RemoveAt(0);
- }
- // not enough time elapsed yet
- break;
- }
- // update wrapped transport too
- wrap.ClientLateUpdate();
- }
- public override void ServerLateUpdate()
- {
- // flush reliable messages after latency
- while (reliableServerToClient.Count > 0)
- {
- // check the first message time
- QueuedMessage message = reliableServerToClient[0];
- if (message.time <= Time.time)
- {
- // send and eat
- wrap.ServerSend(message.connectionId, new ArraySegment<byte>(message.bytes), Channels.Reliable);
- reliableServerToClient.RemoveAt(0);
- }
- // not enough time elapsed yet
- break;
- }
- // flush unreliable messages after latency
- while (unreliableServerToClient.Count > 0)
- {
- // check the first message time
- QueuedMessage message = unreliableServerToClient[0];
- if (message.time <= Time.time)
- {
- // send and eat
- wrap.ServerSend(message.connectionId, new ArraySegment<byte>(message.bytes), Channels.Unreliable);
- unreliableServerToClient.RemoveAt(0);
- }
- // not enough time elapsed yet
- break;
- }
- // update wrapped transport too
- wrap.ServerLateUpdate();
- }
- public override int GetBatchThreshold(int channelId) => wrap.GetBatchThreshold(channelId);
- public override int GetMaxPacketSize(int channelId = 0) => wrap.GetMaxPacketSize(channelId);
- public override void Shutdown() => wrap.Shutdown();
- public override string ToString() => $"{nameof(LatencySimulation)} {wrap}";
- }
- }
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