breaking: NetworkTime.PingFrequency renamed to PingInterval. Makes it more obvious that we use it as interval, not as frequency in Hz.

This commit is contained in:
mischa 2023-07-06 16:45:11 +08:00
parent d64c5fb61b
commit 59e04f7902

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@ -4,6 +4,7 @@
//
// however, some of the old NetworkTime code remains for ping time (rtt).
// some users may still be using that.
using System;
using System.Runtime.CompilerServices;
using UnityEngine;
#if !UNITY_2020_3_OR_NEWER
@ -15,8 +16,16 @@ namespace Mirror
/// <summary>Synchronizes server time to clients.</summary>
public static class NetworkTime
{
/// <summary>Ping message frequency, used to calculate network time and RTT</summary>
public static float PingFrequency = 2;
/// <summary>Ping message interval, used to calculate network time and RTT</summary>
public static float PingInterval = 2;
// DEPRECATED 2023-07-06
[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.")]
public static float PingFrequency
{
get => PingInterval;
set => PingInterval = value;
}
/// <summary>Average out the last few results from Ping</summary>
public static int PingWindowSize = 6;
@ -80,7 +89,7 @@ public static double time
[RuntimeInitializeOnLoadMethod]
public static void ResetStatics()
{
PingFrequency = 2;
PingInterval = 2;
PingWindowSize = 6;
lastPingTime = 0;
_rtt = new ExponentialMovingAverage(PingWindowSize);
@ -92,7 +101,7 @@ public static void ResetStatics()
internal static void UpdateClient()
{
// localTime (double) instead of Time.time for accuracy over days
if (localTime >= lastPingTime + PingFrequency)
if (localTime >= lastPingTime + PingInterval)
{
NetworkPingMessage pingMessage = new NetworkPingMessage(localTime);
NetworkClient.Send(pingMessage, Channels.Unreliable);