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feature: NetworkConnectionToClient.rtt via Ping & Pong Messages (#3545)
* NetworkConnectionToClient: send Ping message every PingFrequency * breaking: NetworkPing/PongMessage .clientTime renamed to .localTime because it'll be used in both directions * Server->Client->Server Ping/Pong messages and rtt * don't ping in host mode * adjust tests * TODO
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@ -29,6 +29,9 @@ internal override void Send(ArraySegment<byte> segment, int channelId = Channels
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// true because local connections never timeout
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internal override bool IsAlive(float timeout) => true;
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// don't ping host client in host mode
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protected override void UpdatePing() {}
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internal void DisconnectInternal()
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{
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// set not ready and handle clientscene disconnect in any case
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@ -111,22 +111,21 @@ public struct EntityStateMessage : NetworkMessage
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public ArraySegment<byte> payload;
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}
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// A client sends this message to the server
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// to calculate RTT and synchronize time
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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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public double clientTime;
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public double localTime;
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public NetworkPingMessage(double value)
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{
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clientTime = value;
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localTime = value;
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}
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}
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// The server responds with this message
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// The client can use this to calculate RTT and sync time
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// the other end responds with this message.
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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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public double clientTime;
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public double localTime;
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}
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}
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@ -471,6 +471,7 @@ internal static void RegisterMessageHandlers(bool hostMode)
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RegisterHandler<ObjectDestroyMessage>(OnObjectDestroy);
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RegisterHandler<ObjectHideMessage>(OnObjectHide);
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RegisterHandler<NetworkPongMessage>(NetworkTime.OnClientPong, false);
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RegisterHandler<NetworkPingMessage>(NetworkTime.OnClientPing, false);
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RegisterHandler<SpawnMessage>(OnSpawn);
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RegisterHandler<ObjectSpawnStartedMessage>(OnObjectSpawnStarted);
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RegisterHandler<ObjectSpawnFinishedMessage>(OnObjectSpawnFinished);
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@ -46,6 +46,14 @@ public class NetworkConnectionToClient : NetworkConnection
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// Snapshot Buffer size limit to avoid ever growing list memory consumption attacks from clients.
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public int snapshotBufferSizeLimit = 64;
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// ping for rtt (round trip time)
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// useful for statistics, lag compensation, etc.
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double lastPingTime = 0;
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internal ExponentialMovingAverage _rtt = new ExponentialMovingAverage(NetworkTime.PingWindowSize);
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/// <summary>Round trip time (in seconds) that it takes a message to go server->client->server.</summary>
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public double rtt => _rtt.Value;
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public NetworkConnectionToClient(int networkConnectionId)
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: base(networkConnectionId)
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{
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@ -175,12 +183,29 @@ internal void BufferRpc(RpcMessage message, int channelId)
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}
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}
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protected virtual void UpdatePing()
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{
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// localTime (double) instead of Time.time for accuracy over days
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if (NetworkTime.localTime >= lastPingTime + NetworkTime.PingInterval)
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{
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// TODO it would be safer for the server to store the last N
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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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NetworkPingMessage pingMessage = new NetworkPingMessage(NetworkTime.localTime);
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Send(pingMessage, Channels.Unreliable);
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lastPingTime = NetworkTime.localTime;
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}
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}
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internal override void Update()
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{
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// send rpc buffers
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FlushRpcs(reliableRpcs, Channels.Reliable);
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FlushRpcs(unreliableRpcs, Channels.Unreliable);
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// ping client for rtt
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UpdatePing();
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// call base update to flush out batched messages
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base.Update();
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}
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@ -250,7 +275,7 @@ internal void DestroyOwnedObjects()
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{
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// unspawn scene objects, destroy instantiated objects.
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// fixes: https://github.com/MirrorNetworking/Mirror/issues/3538
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if (netIdentity.sceneId != 0)
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if (netIdentity.sceneId != 0)
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NetworkServer.UnSpawn(netIdentity.gameObject);
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else
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NetworkServer.Destroy(netIdentity.gameObject);
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@ -266,6 +266,7 @@ internal static void RegisterMessageHandlers()
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RegisterHandler<ReadyMessage>(OnClientReadyMessage);
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RegisterHandler<CommandMessage>(OnCommandMessage);
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RegisterHandler<NetworkPingMessage>(NetworkTime.OnServerPing, false);
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RegisterHandler<NetworkPongMessage>(NetworkTime.OnServerPong, false);
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RegisterHandler<EntityStateMessage>(OnEntityStateMessage, true);
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RegisterHandler<TimeSnapshotMessage>(OnTimeSnapshotMessage, true);
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}
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@ -109,15 +109,16 @@ internal static void UpdateClient()
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}
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}
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// client rtt calculation //////////////////////////////////////////////
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// executed at the server when we receive a ping message
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// reply with a pong containing the time from the client
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// and time from the server
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internal static void OnServerPing(NetworkConnectionToClient conn, NetworkPingMessage message)
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{
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// Debug.Log($"OnPingServerMessage conn:{conn}");
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// Debug.Log($"OnServerPing conn:{conn}");
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NetworkPongMessage pongMessage = new NetworkPongMessage
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{
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clientTime = message.clientTime,
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localTime = message.localTime,
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};
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conn.Send(pongMessage, Channels.Unreliable);
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}
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@ -128,8 +129,32 @@ internal static void OnServerPing(NetworkConnectionToClient conn, NetworkPingMes
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internal static void OnClientPong(NetworkPongMessage message)
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{
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// how long did this message take to come back
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double newRtt = localTime - message.clientTime;
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double newRtt = localTime - message.localTime;
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_rtt.Add(newRtt);
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}
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// server rtt calculation //////////////////////////////////////////////
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// Executed at the client when we receive a ping message from the server.
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// in other words, this is for server sided ping + rtt calculation.
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// reply with a pong containing the time from the server
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internal static void OnClientPing(NetworkPingMessage message)
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{
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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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localTime = message.localTime,
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};
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NetworkClient.Send(pongMessage, Channels.Unreliable);
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}
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// Executed at the server when we receive a Pong message back.
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// find out how long it took since we sent the Ping
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// and update time offset
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internal static void OnServerPong(NetworkConnectionToClient conn, NetworkPongMessage message)
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{
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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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conn._rtt.Add(newRtt);
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}
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}
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}
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@ -35,6 +35,7 @@ public void Send_BatchesUntilUpdate()
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{
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// create connection and send
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NetworkConnectionToClient connection = new NetworkConnectionToClient(42);
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NetworkTime.PingInterval = float.MaxValue; // disable ping for this test
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byte[] message = {0x01, 0x02};
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connection.Send(new ArraySegment<byte>(message));
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@ -63,6 +64,7 @@ public void SendBatchingResetsPreviousWriter()
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// create connection
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NetworkConnectionToClient connection = new NetworkConnectionToClient(42);
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NetworkTime.PingInterval = float.MaxValue; // disable ping for this test
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// send and update big message
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byte[] message = {0x01, 0x02};
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