LatencySimulation.cs 12 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. //
  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. using UnityEngine.Serialization;
  13. namespace Mirror
  14. {
  15. struct QueuedMessage
  16. {
  17. public int connectionId;
  18. public byte[] bytes;
  19. public double time;
  20. }
  21. [HelpURL("https://mirror-networking.gitbook.io/docs/transports/latency-simulaton-transport")]
  22. [DisallowMultipleComponent]
  23. public class LatencySimulation : Transport
  24. {
  25. public Transport wrap;
  26. [Header("Common")]
  27. [Tooltip("Jitter latency via perlin(Time * jitterSpeed) * jitter")]
  28. [FormerlySerializedAs("latencySpikeMultiplier")]
  29. [Range(0, 1)] public float jitter;
  30. [Tooltip("Jitter latency via perlin(Time * jitterSpeed) * jitter")]
  31. [FormerlySerializedAs("latencySpikeSpeedMultiplier")]
  32. public float jitterSpeed = 1;
  33. [Header("Reliable Messages")]
  34. [Tooltip("Reliable latency in seconds")]
  35. public float reliableLatency;
  36. // note: packet loss over reliable manifests itself in latency.
  37. // don't need (and can't add) a loss option here.
  38. // note: reliable is ordered by definition. no need to scramble.
  39. [Header("Unreliable Messages")]
  40. [Tooltip("Packet loss in %")]
  41. [Range(0, 1)] public float unreliableLoss;
  42. [Tooltip("Unreliable latency in seconds")]
  43. public float unreliableLatency;
  44. [Tooltip("Scramble % of unreliable messages, just like over the real network. Mirror unreliable is unordered.")]
  45. [Range(0, 1)] public float unreliableScramble;
  46. // message queues
  47. // list so we can insert randomly (scramble)
  48. List<QueuedMessage> reliableClientToServer = new List<QueuedMessage>();
  49. List<QueuedMessage> reliableServerToClient = new List<QueuedMessage>();
  50. List<QueuedMessage> unreliableClientToServer = new List<QueuedMessage>();
  51. List<QueuedMessage> unreliableServerToClient = new List<QueuedMessage>();
  52. // random
  53. // UnityEngine.Random.value is [0, 1] with both upper and lower bounds inclusive
  54. // but we need the upper bound to be exclusive, so using System.Random instead.
  55. // => NextDouble() is NEVER < 0 so loss=0 never drops!
  56. // => NextDouble() is ALWAYS < 1 so loss=1 always drops!
  57. System.Random random = new System.Random();
  58. public void Awake()
  59. {
  60. if (wrap == null)
  61. throw new Exception("LatencySimulationTransport requires an underlying transport to wrap around.");
  62. }
  63. // forward enable/disable to the wrapped transport
  64. void OnEnable() { wrap.enabled = true; }
  65. void OnDisable() { wrap.enabled = false; }
  66. // noise function can be replaced if needed
  67. protected virtual float Noise(float time) => Mathf.PerlinNoise(time, time);
  68. // helper function to simulate latency
  69. float SimulateLatency(int channeldId)
  70. {
  71. // spike over perlin noise.
  72. // no spikes isn't realistic.
  73. // sin is too predictable / no realistic.
  74. // perlin is still deterministic and random enough.
  75. #if !UNITY_2020_3_OR_NEWER
  76. float spike = Noise((float)NetworkTime.localTime * jitterSpeed) * jitter;
  77. #else
  78. float spike = Noise((float)Time.unscaledTimeAsDouble * jitterSpeed) * jitter;
  79. #endif
  80. // base latency
  81. switch (channeldId)
  82. {
  83. case Channels.Reliable:
  84. return reliableLatency + spike;
  85. case Channels.Unreliable:
  86. return unreliableLatency + spike;
  87. default:
  88. return 0;
  89. }
  90. }
  91. // helper function to simulate a send with latency/loss/scramble
  92. void SimulateSend(
  93. int connectionId,
  94. ArraySegment<byte> segment,
  95. int channelId,
  96. float latency,
  97. List<QueuedMessage> reliableQueue,
  98. List<QueuedMessage> unreliableQueue)
  99. {
  100. // segment is only valid after returning. copy it.
  101. // (allocates for now. it's only for testing anyway.)
  102. byte[] bytes = new byte[segment.Count];
  103. Buffer.BlockCopy(segment.Array, segment.Offset, bytes, 0, segment.Count);
  104. // enqueue message. send after latency interval.
  105. QueuedMessage message = new QueuedMessage
  106. {
  107. connectionId = connectionId,
  108. bytes = bytes,
  109. #if !UNITY_2020_3_OR_NEWER
  110. time = NetworkTime.localTime + latency
  111. #else
  112. time = Time.unscaledTimeAsDouble + latency
  113. #endif
  114. };
  115. switch (channelId)
  116. {
  117. case Channels.Reliable:
  118. // simulate latency
  119. reliableQueue.Add(message);
  120. break;
  121. case Channels.Unreliable:
  122. // simulate packet loss
  123. bool drop = random.NextDouble() < unreliableLoss;
  124. if (!drop)
  125. {
  126. // simulate scramble (Random.Next is < max, so +1)
  127. bool scramble = random.NextDouble() < unreliableScramble;
  128. int last = unreliableQueue.Count;
  129. int index = scramble ? random.Next(0, last + 1) : last;
  130. // simulate latency
  131. unreliableQueue.Insert(index, message);
  132. }
  133. break;
  134. default:
  135. Debug.LogError($"{nameof(LatencySimulation)} unexpected channelId: {channelId}");
  136. break;
  137. }
  138. }
  139. public override bool Available() => wrap.Available();
  140. public override void ClientConnect(string address)
  141. {
  142. wrap.OnClientConnected = OnClientConnected;
  143. wrap.OnClientDataReceived = OnClientDataReceived;
  144. wrap.OnClientError = OnClientError;
  145. wrap.OnClientDisconnected = OnClientDisconnected;
  146. wrap.ClientConnect(address);
  147. }
  148. public override void ClientConnect(Uri uri)
  149. {
  150. wrap.OnClientConnected = OnClientConnected;
  151. wrap.OnClientDataReceived = OnClientDataReceived;
  152. wrap.OnClientError = OnClientError;
  153. wrap.OnClientDisconnected = OnClientDisconnected;
  154. wrap.ClientConnect(uri);
  155. }
  156. public override bool ClientConnected() => wrap.ClientConnected();
  157. public override void ClientDisconnect()
  158. {
  159. wrap.ClientDisconnect();
  160. reliableClientToServer.Clear();
  161. unreliableClientToServer.Clear();
  162. }
  163. public override void ClientSend(ArraySegment<byte> segment, int channelId)
  164. {
  165. float latency = SimulateLatency(channelId);
  166. SimulateSend(0, segment, channelId, latency, reliableClientToServer, unreliableClientToServer);
  167. }
  168. public override Uri ServerUri() => wrap.ServerUri();
  169. public override bool ServerActive() => wrap.ServerActive();
  170. public override string ServerGetClientAddress(int connectionId) => wrap.ServerGetClientAddress(connectionId);
  171. public override void ServerDisconnect(int connectionId) => wrap.ServerDisconnect(connectionId);
  172. public override void ServerSend(int connectionId, ArraySegment<byte> segment, int channelId)
  173. {
  174. float latency = SimulateLatency(channelId);
  175. SimulateSend(connectionId, segment, channelId, latency, reliableServerToClient, unreliableServerToClient);
  176. }
  177. public override void ServerStart()
  178. {
  179. wrap.OnServerConnected = OnServerConnected;
  180. wrap.OnServerDataReceived = OnServerDataReceived;
  181. wrap.OnServerError = OnServerError;
  182. wrap.OnServerDisconnected = OnServerDisconnected;
  183. wrap.ServerStart();
  184. }
  185. public override void ServerStop()
  186. {
  187. wrap.ServerStop();
  188. reliableServerToClient.Clear();
  189. unreliableServerToClient.Clear();
  190. }
  191. public override void ClientEarlyUpdate() => wrap.ClientEarlyUpdate();
  192. public override void ServerEarlyUpdate() => wrap.ServerEarlyUpdate();
  193. public override void ClientLateUpdate()
  194. {
  195. // flush reliable messages after latency.
  196. // need to iterate all, since queue isn't a sortedlist.
  197. for (int i = 0; i < reliableClientToServer.Count; ++i)
  198. {
  199. // message ready to be sent?
  200. QueuedMessage message = reliableClientToServer[i];
  201. #if !UNITY_2020_3_OR_NEWER
  202. if (message.time <= NetworkTime.localTime)
  203. #else
  204. if (message.time <= Time.unscaledTimeAsDouble)
  205. #endif
  206. {
  207. // send and eat
  208. wrap.ClientSend(new ArraySegment<byte>(message.bytes), Channels.Reliable);
  209. reliableClientToServer.RemoveAt(i);
  210. --i;
  211. }
  212. }
  213. // flush unreliable messages after latency.
  214. // need to iterate all, since queue isn't a sortedlist.
  215. for (int i = 0; i < unreliableClientToServer.Count; ++i)
  216. {
  217. // message ready to be sent?
  218. QueuedMessage message = unreliableClientToServer[i];
  219. #if !UNITY_2020_3_OR_NEWER
  220. if (message.time <= NetworkTime.localTime)
  221. #else
  222. if (message.time <= Time.unscaledTimeAsDouble)
  223. #endif
  224. {
  225. // send and eat
  226. wrap.ClientSend(new ArraySegment<byte>(message.bytes), Channels.Reliable);
  227. unreliableClientToServer.RemoveAt(i);
  228. --i;
  229. }
  230. }
  231. // update wrapped transport too
  232. wrap.ClientLateUpdate();
  233. }
  234. public override void ServerLateUpdate()
  235. {
  236. // flush reliable messages after latency.
  237. // need to iterate all, since queue isn't a sortedlist.
  238. for (int i = 0; i < reliableServerToClient.Count; ++i)
  239. {
  240. // message ready to be sent?
  241. QueuedMessage message = reliableServerToClient[i];
  242. #if !UNITY_2020_3_OR_NEWER
  243. if (message.time <= NetworkTime.localTime)
  244. #else
  245. if (message.time <= Time.unscaledTimeAsDouble)
  246. #endif
  247. {
  248. // send and eat
  249. wrap.ServerSend(message.connectionId, new ArraySegment<byte>(message.bytes), Channels.Reliable);
  250. reliableServerToClient.RemoveAt(i);
  251. --i;
  252. }
  253. }
  254. // flush unreliable messages after latency.
  255. // need to iterate all, since queue isn't a sortedlist.
  256. for (int i = 0; i < unreliableServerToClient.Count; ++i)
  257. {
  258. // message ready to be sent?
  259. QueuedMessage message = unreliableServerToClient[i];
  260. #if !UNITY_2020_3_OR_NEWER
  261. if (message.time <= NetworkTime.localTime)
  262. #else
  263. if (message.time <= Time.unscaledTimeAsDouble)
  264. #endif
  265. {
  266. // send and eat
  267. wrap.ServerSend(message.connectionId, new ArraySegment<byte>(message.bytes), Channels.Reliable);
  268. unreliableServerToClient.RemoveAt(i);
  269. --i;
  270. }
  271. }
  272. // update wrapped transport too
  273. wrap.ServerLateUpdate();
  274. }
  275. public override int GetBatchThreshold(int channelId) => wrap.GetBatchThreshold(channelId);
  276. public override int GetMaxPacketSize(int channelId = 0) => wrap.GetMaxPacketSize(channelId);
  277. public override void Shutdown() => wrap.Shutdown();
  278. public override string ToString() => $"{nameof(LatencySimulation)} {wrap}";
  279. }
  280. }