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docs: Document the network time class
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@ -4,13 +4,20 @@
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namespace Mirror
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{
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// calculates synchronized time and rtt
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/// <summary>
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/// Synchronize time between the server and the clients
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/// </summary>
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public static class NetworkTime
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{
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/// <summary>
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// how often are we sending ping messages
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// used to calculate network time and RTT
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/// </summary>
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public static float PingFrequency = 2.0f;
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// average out the last few results from Ping
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/// <summary>
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/// average out the last few results from Ping
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/// </summary>
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public static int PingWindowSize = 10;
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static double lastPingTime;
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@ -105,38 +112,66 @@ internal static void OnClientPong(NetworkConnection conn, NetworkPongMessage msg
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}
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}
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// returns the same time in both client and server
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// time should be a double because after a while
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// float loses too much accuracy if the server is up for more than
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// a few days. I measured the accuracy of float and I got this:
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// for the same day, accuracy is better than 1 ms
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// after 1 day, accuracy goes down to 7 ms
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// after 10 days, accuracy is 61 ms
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// after 30 days , accuracy is 238 ms
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// after 60 days, accuracy is 454 ms
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// in other words, if the server is running for 2 months,
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// and you cast down to float, then the time will jump in 0.4s intervals.
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// Notice _offset is 0 at the server
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/// <summary>
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/// The time in seconds since the server started.
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/// </summary>
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/// <remarks>
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///
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/// <para>Note this value works in the client and the server
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/// the value is synchronized accross the network with high accuracy</para>
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///
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/// <para>You should not cast this down to a float because the it loses too much accuracy
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/// when the server is up for a while</para>
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/// <para>I measured the accuracy of float and I got this:</para>
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/// <list type="bullet">
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/// <item>for the same day, accuracy is better than 1 ms</item>
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/// <item>after 1 day, accuracy goes down to 7 ms</item>
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/// <item>after 10 days, accuracy is 61 ms</item>
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/// <item>after 30 days , accuracy is 238 ms</item>
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/// <item>after 60 days, accuracy is 454 ms</item>
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/// </list>
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///
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/// <para>in other words, if the server is running for 2 months,
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/// and you cast down to float, then the time will jump in 0.4s intervals.</para>
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/// </remarks>
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public static double time => LocalTime() - _offset.Value;
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// measure volatility of time.
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// the higher the number, the less accurate the time is
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/// <summary>
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/// Measurement of the variance of time.
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/// <para>The higher the variance, the less accurate the time is</para>
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/// </summary>
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public static double timeVar => _offset.Var;
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// standard deviation of time
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/// <summary>
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/// standard deviation of time.
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/// <para>The higher the variance, the less accurate the time is</para>
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/// </summary>
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public static double timeSd => Math.Sqrt(timeVar);
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/// <summary>
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/// Clock difference in seconds between the client and the server
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/// </summary>
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/// <remarks>
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/// Note this value is always 0 at the server
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/// </remarks>
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public static double offset => _offset.Value;
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// how long does it take for a message to go
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// to the server and come back
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/// <summary>
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/// how long in seconds does it take for a message to go
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/// to the server and come back
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/// </summary>
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public static double rtt => _rtt.Value;
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// measure volatility of rtt
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// the higher the number, the less accurate rtt is
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/// <summary>
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/// measure variance of rtt
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/// the higher the number, the less accurate rtt is
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/// </summary>
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public static double rttVar => _rtt.Var;
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// standard deviation of rtt
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/// <summary>
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/// Measure the standard deviation of rtt
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/// the higher the number, the less accurate rtt is
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/// </summary>
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public static double rttSd => Math.Sqrt(rttVar);
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}
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}
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