LatencySimulation.cs 13 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. // latency always needs to be applied to both channels!
  28. // fixes a bug in prediction where predictedTime would have no latency, but [Command]s would have 100ms latency resulting in heavy, hard to debug jittering!
  29. // in real world, all UDP channels go over the same socket connection with the same latency.
  30. [Tooltip("Latency in milliseconds (1000 = 1 second). Always applied to both reliable and unreliable, otherwise unreliable NetworkTime may be behind reliable [SyncVars/Commands/Rpcs] or vice versa!")]
  31. [Range(0, 10000)] public float latency = 100;
  32. [Tooltip("Jitter latency via perlin(Time * jitterSpeed) * jitter")]
  33. [FormerlySerializedAs("latencySpikeMultiplier")]
  34. [Range(0, 1)] public float jitter = 0.02f;
  35. [Tooltip("Jitter latency via perlin(Time * jitterSpeed) * jitter")]
  36. [FormerlySerializedAs("latencySpikeSpeedMultiplier")]
  37. public float jitterSpeed = 1;
  38. [Header("Reliable Messages")]
  39. // note: packet loss over reliable manifests itself in latency.
  40. // don't need (and can't add) a loss option here.
  41. // note: reliable is ordered by definition. no need to scramble.
  42. [Header("Unreliable Messages")]
  43. [Tooltip("Packet loss in %\n2% recommended for long term play testing, upto 5% for short bursts.\nAnything higher, or for a prolonged amount of time, suggests user has a connection fault.")]
  44. [Range(0, 100)] public float unreliableLoss = 2;
  45. [Tooltip("Scramble % of unreliable messages, just like over the real network. Mirror unreliable is unordered.")]
  46. [Range(0, 100)] public float unreliableScramble = 2;
  47. // message queues
  48. // list so we can insert randomly (scramble)
  49. readonly List<QueuedMessage> reliableClientToServer = new List<QueuedMessage>();
  50. readonly List<QueuedMessage> reliableServerToClient = new List<QueuedMessage>();
  51. readonly List<QueuedMessage> unreliableClientToServer = new List<QueuedMessage>();
  52. readonly List<QueuedMessage> unreliableServerToClient = new List<QueuedMessage>();
  53. // random
  54. // UnityEngine.Random.value is [0, 1] with both upper and lower bounds inclusive
  55. // but we need the upper bound to be exclusive, so using System.Random instead.
  56. // => NextDouble() is NEVER < 0 so loss=0 never drops!
  57. // => NextDouble() is ALWAYS < 1 so loss=1 always drops!
  58. readonly System.Random random = new System.Random();
  59. public void Awake()
  60. {
  61. if (wrap == null)
  62. throw new Exception("LatencySimulationTransport requires an underlying transport to wrap around.");
  63. }
  64. // forward enable/disable to the wrapped transport
  65. void OnEnable() { wrap.enabled = true; }
  66. void OnDisable() { wrap.enabled = false; }
  67. // noise function can be replaced if needed
  68. protected virtual float Noise(float time) => Mathf.PerlinNoise(time, time);
  69. // helper function to simulate latency
  70. float SimulateLatency(int channeldId)
  71. {
  72. // spike over perlin noise.
  73. // no spikes isn't realistic.
  74. // sin is too predictable / no realistic.
  75. // perlin is still deterministic and random enough.
  76. #if !UNITY_2020_3_OR_NEWER
  77. float spike = Noise((float)NetworkTime.localTime * jitterSpeed) * jitter;
  78. #else
  79. float spike = Noise((float)Time.unscaledTimeAsDouble * jitterSpeed) * jitter;
  80. #endif
  81. // base latency
  82. switch (channeldId)
  83. {
  84. case Channels.Reliable:
  85. return latency/1000 + spike;
  86. case Channels.Unreliable:
  87. return latency/1000 + spike;
  88. default:
  89. return 0;
  90. }
  91. }
  92. // helper function to simulate a send with latency/loss/scramble
  93. void SimulateSend(
  94. int connectionId,
  95. ArraySegment<byte> segment,
  96. int channelId,
  97. float latency,
  98. List<QueuedMessage> reliableQueue,
  99. List<QueuedMessage> unreliableQueue)
  100. {
  101. // segment is only valid after returning. copy it.
  102. // (allocates for now. it's only for testing anyway.)
  103. byte[] bytes = new byte[segment.Count];
  104. Buffer.BlockCopy(segment.Array, segment.Offset, bytes, 0, segment.Count);
  105. // enqueue message. send after latency interval.
  106. QueuedMessage message = new QueuedMessage
  107. {
  108. connectionId = connectionId,
  109. bytes = bytes,
  110. #if !UNITY_2020_3_OR_NEWER
  111. time = NetworkTime.localTime + latency
  112. #else
  113. time = Time.unscaledTimeAsDouble + latency
  114. #endif
  115. };
  116. switch (channelId)
  117. {
  118. case Channels.Reliable:
  119. // simulate latency
  120. reliableQueue.Add(message);
  121. break;
  122. case Channels.Unreliable:
  123. // simulate packet loss
  124. bool drop = random.NextDouble() < unreliableLoss/100;
  125. if (!drop)
  126. {
  127. // simulate scramble (Random.Next is < max, so +1)
  128. bool scramble = random.NextDouble() < unreliableScramble/100;
  129. int last = unreliableQueue.Count;
  130. int index = scramble ? random.Next(0, last + 1) : last;
  131. // simulate latency
  132. unreliableQueue.Insert(index, message);
  133. }
  134. break;
  135. default:
  136. Debug.LogError($"{nameof(LatencySimulation)} unexpected channelId: {channelId}");
  137. break;
  138. }
  139. }
  140. public override bool Available() => wrap.Available();
  141. public override void ClientConnect(string address)
  142. {
  143. wrap.OnClientConnected = OnClientConnected;
  144. wrap.OnClientDataReceived = OnClientDataReceived;
  145. wrap.OnClientError = OnClientError;
  146. wrap.OnClientDisconnected = OnClientDisconnected;
  147. wrap.ClientConnect(address);
  148. }
  149. public override void ClientConnect(Uri uri)
  150. {
  151. wrap.OnClientConnected = OnClientConnected;
  152. wrap.OnClientDataReceived = OnClientDataReceived;
  153. wrap.OnClientError = OnClientError;
  154. wrap.OnClientDisconnected = OnClientDisconnected;
  155. wrap.ClientConnect(uri);
  156. }
  157. public override bool ClientConnected() => wrap.ClientConnected();
  158. public override void ClientDisconnect()
  159. {
  160. wrap.ClientDisconnect();
  161. reliableClientToServer.Clear();
  162. unreliableClientToServer.Clear();
  163. }
  164. public override void ClientSend(ArraySegment<byte> segment, int channelId)
  165. {
  166. float latency = SimulateLatency(channelId);
  167. SimulateSend(0, segment, channelId, latency, reliableClientToServer, unreliableClientToServer);
  168. }
  169. public override Uri ServerUri() => wrap.ServerUri();
  170. public override bool ServerActive() => wrap.ServerActive();
  171. public override string ServerGetClientAddress(int connectionId) => wrap.ServerGetClientAddress(connectionId);
  172. public override void ServerDisconnect(int connectionId) => wrap.ServerDisconnect(connectionId);
  173. public override void ServerSend(int connectionId, ArraySegment<byte> segment, int channelId)
  174. {
  175. float latency = SimulateLatency(channelId);
  176. SimulateSend(connectionId, segment, channelId, latency, reliableServerToClient, unreliableServerToClient);
  177. }
  178. public override void ServerStart()
  179. {
  180. wrap.OnServerConnected = OnServerConnected;
  181. wrap.OnServerDataReceived = OnServerDataReceived;
  182. wrap.OnServerError = OnServerError;
  183. wrap.OnServerDisconnected = OnServerDisconnected;
  184. wrap.ServerStart();
  185. }
  186. public override void ServerStop()
  187. {
  188. wrap.ServerStop();
  189. reliableServerToClient.Clear();
  190. unreliableServerToClient.Clear();
  191. }
  192. public override void ClientEarlyUpdate() => wrap.ClientEarlyUpdate();
  193. public override void ServerEarlyUpdate() => wrap.ServerEarlyUpdate();
  194. public override void ClientLateUpdate()
  195. {
  196. // flush reliable messages after latency.
  197. // need to iterate all, since queue isn't a sortedlist.
  198. for (int i = 0; i < reliableClientToServer.Count; ++i)
  199. {
  200. // message ready to be sent?
  201. QueuedMessage message = reliableClientToServer[i];
  202. #if !UNITY_2020_3_OR_NEWER
  203. if (message.time <= NetworkTime.localTime)
  204. #else
  205. if (message.time <= Time.unscaledTimeAsDouble)
  206. #endif
  207. {
  208. // send and eat
  209. wrap.ClientSend(new ArraySegment<byte>(message.bytes), Channels.Reliable);
  210. reliableClientToServer.RemoveAt(i);
  211. --i;
  212. }
  213. }
  214. // flush unreliable messages after latency.
  215. // need to iterate all, since queue isn't a sortedlist.
  216. for (int i = 0; i < unreliableClientToServer.Count; ++i)
  217. {
  218. // message ready to be sent?
  219. QueuedMessage message = unreliableClientToServer[i];
  220. #if !UNITY_2020_3_OR_NEWER
  221. if (message.time <= NetworkTime.localTime)
  222. #else
  223. if (message.time <= Time.unscaledTimeAsDouble)
  224. #endif
  225. {
  226. // send and eat
  227. wrap.ClientSend(new ArraySegment<byte>(message.bytes), Channels.Reliable);
  228. unreliableClientToServer.RemoveAt(i);
  229. --i;
  230. }
  231. }
  232. // update wrapped transport too
  233. wrap.ClientLateUpdate();
  234. }
  235. public override void ServerLateUpdate()
  236. {
  237. // flush reliable messages after latency.
  238. // need to iterate all, since queue isn't a sortedlist.
  239. for (int i = 0; i < reliableServerToClient.Count; ++i)
  240. {
  241. // message ready to be sent?
  242. QueuedMessage message = reliableServerToClient[i];
  243. #if !UNITY_2020_3_OR_NEWER
  244. if (message.time <= NetworkTime.localTime)
  245. #else
  246. if (message.time <= Time.unscaledTimeAsDouble)
  247. #endif
  248. {
  249. // send and eat
  250. wrap.ServerSend(message.connectionId, new ArraySegment<byte>(message.bytes), Channels.Reliable);
  251. reliableServerToClient.RemoveAt(i);
  252. --i;
  253. }
  254. }
  255. // flush unreliable messages after latency.
  256. // need to iterate all, since queue isn't a sortedlist.
  257. for (int i = 0; i < unreliableServerToClient.Count; ++i)
  258. {
  259. // message ready to be sent?
  260. QueuedMessage message = unreliableServerToClient[i];
  261. #if !UNITY_2020_3_OR_NEWER
  262. if (message.time <= NetworkTime.localTime)
  263. #else
  264. if (message.time <= Time.unscaledTimeAsDouble)
  265. #endif
  266. {
  267. // send and eat
  268. wrap.ServerSend(message.connectionId, new ArraySegment<byte>(message.bytes), Channels.Reliable);
  269. unreliableServerToClient.RemoveAt(i);
  270. --i;
  271. }
  272. }
  273. // update wrapped transport too
  274. wrap.ServerLateUpdate();
  275. }
  276. public override int GetBatchThreshold(int channelId) => wrap.GetBatchThreshold(channelId);
  277. public override int GetMaxPacketSize(int channelId = 0) => wrap.GetMaxPacketSize(channelId);
  278. public override void Shutdown() => wrap.Shutdown();
  279. public override string ToString() => $"{nameof(LatencySimulation)} {wrap}";
  280. }
  281. }