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breaking: NetworkTime.PingFrequency renamed to PingInterval. Makes it more obvious that we use it as interval, not as frequency in Hz.
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@ -4,6 +4,7 @@
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//
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// however, some of the old NetworkTime code remains for ping time (rtt).
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// some users may still be using that.
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using System;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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#if !UNITY_2020_3_OR_NEWER
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@ -15,8 +16,16 @@ namespace Mirror
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/// <summary>Synchronizes server time to clients.</summary>
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public static class NetworkTime
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{
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/// <summary>Ping message frequency, used to calculate network time and RTT</summary>
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public static float PingFrequency = 2;
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/// <summary>Ping message interval, used to calculate network time and RTT</summary>
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public static float PingInterval = 2;
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// DEPRECATED 2023-07-06
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[Obsolete("NetworkTime.PingFrequency was renamed to PingInterval, because we use it as seconds, not as Hz. Please rename all usages, but keep using it just as before.")]
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public static float PingFrequency
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{
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get => PingInterval;
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set => PingInterval = value;
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}
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/// <summary>Average out the last few results from Ping</summary>
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public static int PingWindowSize = 6;
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@ -80,7 +89,7 @@ public static double time
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[RuntimeInitializeOnLoadMethod]
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public static void ResetStatics()
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{
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PingFrequency = 2;
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PingInterval = 2;
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PingWindowSize = 6;
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lastPingTime = 0;
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_rtt = new ExponentialMovingAverage(PingWindowSize);
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@ -92,7 +101,7 @@ public static void ResetStatics()
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internal static void UpdateClient()
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{
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// localTime (double) instead of Time.time for accuracy over days
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if (localTime >= lastPingTime + PingFrequency)
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if (localTime >= lastPingTime + PingInterval)
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{
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NetworkPingMessage pingMessage = new NetworkPingMessage(localTime);
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NetworkClient.Send(pingMessage, Channels.Unreliable);
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