breaking: perf: fix: NetworkTime from NetworkClient snapshot interpolation timeline.

-> fixes initial delayed NetworkTime jump after 1-2s from 1.. to 500... depending on how long server was running.
-> improves accuracy / precision of NetworkTime
-> prepares for NetworkTransform & NetworkTime being on the same timeline instead of each component calculating their own timeline separately
This commit is contained in:
vis2k 2022-10-08 10:03:26 +02:00
parent 7298de3929
commit b9bf63790f

View File

@ -1,4 +1,9 @@
using System;
// NetworkTime now uses NetworkClient's snapshot interpolated timeline.
// this gives ideal results & ensures everything is on the same timeline.
// previously, NetworkTransforms were on separate timelines.
//
// however, some of the old NetworkTime code remains for ping time (rtt).
// some users may still be using that.
using System.Runtime.CompilerServices;
using UnityEngine;
#if !UNITY_2020_3_OR_NEWER
@ -11,7 +16,7 @@ namespace Mirror
public static class NetworkTime
{
/// <summary>Ping message frequency, used to calculate network time and RTT</summary>
public static float PingFrequency = 2.0f;
public static float PingFrequency = 2;
/// <summary>Average out the last few results from Ping</summary>
public static int PingWindowSize = 10;
@ -19,11 +24,6 @@ public static class NetworkTime
static double lastPingTime;
static ExponentialMovingAverage _rtt = new ExponentialMovingAverage(10);
static ExponentialMovingAverage _offset = new ExponentialMovingAverage(10);
// the true offset guaranteed to be in this range
static double offsetMin = double.MinValue;
static double offsetMax = double.MaxValue;
/// <summary>Returns double precision clock time _in this system_, unaffected by the network.</summary>
#if UNITY_2020_3_OR_NEWER
@ -42,6 +42,8 @@ public static double localTime
#endif
/// <summary>The time in seconds since the server started.</summary>
// via global NetworkClient snapshot interpolated timeline (if client).
// on server, this is simply Time.timeAsDouble.
//
// I measured the accuracy of float and I got this:
// for the same day, accuracy is better than 1 ms
@ -51,47 +53,30 @@ public static double localTime
// after 60 days, accuracy is 454 ms
// in other words, if the server is running for 2 months,
// and you cast down to float, then the time will jump in 0.4s intervals.
//
// TODO consider using Unbatcher's remoteTime for NetworkTime
public static double time
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => localTime - _offset.Value;
get => NetworkServer.active
? localTime
: NetworkClient.localTimeline;
}
/// <summary>Time measurement variance. The higher, the less accurate the time is.</summary>
// TODO does this need to be public? user should only need NetworkTime.time
public static double timeVariance => _offset.Variance;
/// <summary>Time standard deviation. The highe, the less accurate the time is.</summary>
// TODO does this need to be public? user should only need NetworkTime.time
public static double timeStandardDeviation => Math.Sqrt(timeVariance);
/// <summary>Clock difference in seconds between the client and the server. Always 0 on server.</summary>
public static double offset => _offset.Value;
// original implementation used 'client - server' time. keep it this way.
// TODO obsolete later. people shouldn't worry about this.
public static double offset => localTime - time;
/// <summary>Round trip time (in seconds) that it takes a message to go client->server->client.</summary>
public static double rtt => _rtt.Value;
/// <summary>Round trip time variance. The higher, the less accurate the rtt is.</summary>
// TODO does this need to be public? user should only need NetworkTime.time
public static double rttVariance => _rtt.Variance;
/// <summary>Round trip time standard deviation. The higher, the less accurate the rtt is.</summary>
// TODO does this need to be public? user should only need NetworkTime.time
public static double rttStandardDeviation => Math.Sqrt(rttVariance);
// RuntimeInitializeOnLoadMethod -> fast playmode without domain reload
[UnityEngine.RuntimeInitializeOnLoadMethod]
[RuntimeInitializeOnLoadMethod]
public static void ResetStatics()
{
PingFrequency = 2.0f;
PingFrequency = 2;
PingWindowSize = 10;
lastPingTime = 0;
_rtt = new ExponentialMovingAverage(PingWindowSize);
_offset = new ExponentialMovingAverage(PingWindowSize);
offsetMin = double.MinValue;
offsetMax = double.MaxValue;
#if !UNITY_2020_3_OR_NEWER
stopwatch.Restart();
#endif
@ -127,33 +112,9 @@ internal static void OnServerPing(NetworkConnectionToClient conn, NetworkPingMes
// and update time offset
internal static void OnClientPong(NetworkPongMessage message)
{
double now = localTime;
// how long did this message take to come back
double newRtt = now - message.clientTime;
double newRtt = localTime - message.clientTime;
_rtt.Add(newRtt);
// the difference in time between the client and the server
// but subtract half of the rtt to compensate for latency
// half of rtt is the best approximation we have
double newOffset = now - newRtt * 0.5f - message.serverTime;
double newOffsetMin = now - newRtt - message.serverTime;
double newOffsetMax = now - message.serverTime;
offsetMin = Math.Max(offsetMin, newOffsetMin);
offsetMax = Math.Min(offsetMax, newOffsetMax);
if (_offset.Value < offsetMin || _offset.Value > offsetMax)
{
// the old offset was offrange, throw it away and use new one
_offset = new ExponentialMovingAverage(PingWindowSize);
_offset.Add(newOffset);
}
else if (newOffset >= offsetMin || newOffset <= offsetMax)
{
// new offset looks reasonable, add to the average
_offset.Add(newOffset);
}
}
}
}