mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
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:
parent
7298de3929
commit
b9bf63790f
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user