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fix: #3576 Pings are now stamped with a scene hash so we can drop messages before a (potentially long) scene load. fixes a bug where RTT would be very high after a long scene load. (#3650)
* fix: #3576 Pings are now stamped with a scene hash so we can drop messages before a (potentially long) scene load. fixes a bug where RTT would be very high after a long scene load. * 16 bit hash fakebyte
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@ -105,6 +105,13 @@ public struct EntityStateMessage : NetworkMessage
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// whoever wants to measure rtt, sends this to the other end.
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public struct NetworkPingMessage : NetworkMessage
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{
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// ping messages are stamped with scene name (as hash).
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// this way we can disregard messages from before a scene change.
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// otherwise a 30s loading pause would cause super high RTT after:
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// https://github.com/MirrorNetworking/Mirror/issues/3576
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// (2 byte hash instead of N byte string to minimize bandwidth)
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public ushort sceneHash;
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// local time is used to calculate round trip time,
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// and to calculate the predicted time offset.
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public double localTime;
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@ -112,8 +119,9 @@ public struct NetworkPingMessage : NetworkMessage
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// predicted time is sent to compare the final error, for debugging only
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public double predictedTimeAdjusted;
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public NetworkPingMessage(double localTime, double predictedTimeAdjusted)
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public NetworkPingMessage(ushort sceneHash, double localTime, double predictedTimeAdjusted)
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{
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this.sceneHash = sceneHash;
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this.localTime = localTime;
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this.predictedTimeAdjusted = predictedTimeAdjusted;
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}
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@ -123,6 +131,13 @@ public NetworkPingMessage(double localTime, double predictedTimeAdjusted)
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// we can use this to calculate rtt.
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public struct NetworkPongMessage : NetworkMessage
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{
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// ping messages are stamped with scene name (as hash).
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// this way we can disregard messages from before a scene change.
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// otherwise a 30s loading pause would cause super high RTT after:
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// https://github.com/MirrorNetworking/Mirror/issues/3576
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// (2 byte hash instead of N byte string to minimize bandwidth)
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public ushort sceneHash;
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// local time is used to calculate round trip time.
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public double localTime;
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@ -130,8 +145,9 @@ public struct NetworkPongMessage : NetworkMessage
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public double predictionErrorUnadjusted;
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public double predictionErrorAdjusted; // for debug purposes
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public NetworkPongMessage(double localTime, double predictionErrorUnadjusted, double predictionErrorAdjusted)
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public NetworkPongMessage(ushort sceneHash, double localTime, double predictionErrorUnadjusted, double predictionErrorAdjusted)
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{
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this.sceneHash = sceneHash;
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this.localTime = localTime;
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this.predictionErrorUnadjusted = predictionErrorUnadjusted;
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this.predictionErrorAdjusted = predictionErrorAdjusted;
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@ -2,6 +2,7 @@
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Mirror
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{
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@ -129,7 +130,8 @@ protected virtual void UpdatePing()
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// messages' timestamp and only send a message number.
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// This way client's can't just modify the timestamp.
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// predictedTime parameter is 0 because the server doesn't predict.
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NetworkPingMessage pingMessage = new NetworkPingMessage(NetworkTime.localTime, 0);
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ushort sceneHash = SceneManager.GetActiveScene().name.GetStableHashCode16();
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NetworkPingMessage pingMessage = new NetworkPingMessage(sceneHash, NetworkTime.localTime, 0);
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Send(pingMessage, Channels.Unreliable);
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lastPingTime = NetworkTime.localTime;
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}
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@ -7,6 +7,7 @@
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using System;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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#if !UNITY_2020_3_OR_NEWER
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using Stopwatch = System.Diagnostics.Stopwatch;
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#endif
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@ -144,8 +145,11 @@ internal static void UpdateClient()
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{
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// send raw predicted time without the offset applied yet.
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// we then apply the offset to it after.
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// include scene name (as hash)
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ushort sceneHash = SceneManager.GetActiveScene().name.GetStableHashCode16();
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NetworkPingMessage pingMessage = new NetworkPingMessage
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(
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sceneHash,
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localTime,
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predictedTime
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);
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@ -175,6 +179,7 @@ internal static void OnServerPing(NetworkConnectionToClient conn, NetworkPingMes
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// Debug.Log($"OnServerPing conn:{conn}");
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NetworkPongMessage pongMessage = new NetworkPongMessage
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(
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message.sceneHash,
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message.localTime,
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unadjustedError,
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adjustedError
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@ -190,6 +195,13 @@ internal static void OnClientPong(NetworkPongMessage message)
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// prevent attackers from sending timestamps which are in the future
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if (message.localTime > localTime) return;
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// ping messages are stamped with scene name (as hash).
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// this way we can disregard messages from before a scene change.
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// otherwise a 30s loading pause would cause super high RTT after:
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// https://github.com/MirrorNetworking/Mirror/issues/3576
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int sceneHash = SceneManager.GetActiveScene().name.GetStableHashCode();
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if (message.sceneHash != sceneHash) return;
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// how long did this message take to come back
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double newRtt = localTime - message.localTime;
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_rtt.Add(newRtt);
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@ -210,6 +222,7 @@ internal static void OnClientPing(NetworkPingMessage message)
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// Debug.Log($"OnClientPing conn:{conn}");
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NetworkPongMessage pongMessage = new NetworkPongMessage
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(
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message.sceneHash,
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message.localTime,
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0, 0 // server doesn't predict
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);
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