using System;
namespace Unity.Netcode
{
///
/// is a standalone system which can be used to run a network time simulation.
/// The network time system maintains both a local and a server time. The local time is based on
///
public class NetworkTimeSystem
{
private double m_TimeSec;
private double m_CurrentLocalTimeOffset;
private double m_DesiredLocalTimeOffset;
private double m_CurrentServerTimeOffset;
private double m_DesiredServerTimeOffset;
///
/// Gets or sets the amount of time in seconds the server should buffer incoming client messages.
/// This increases the difference between local and server time so that messages arrive earlier on the server.
///
public double LocalBufferSec { get; set; }
///
/// Gets or sets the amount of the time in seconds the client should buffer incoming messages from the server. This increases server time.
/// A higher value increases latency but makes the game look more smooth in bad networking conditions.
/// This value must be higher than the tick length client side.
///
public double ServerBufferSec { get; set; }
///
/// Gets or sets a threshold in seconds used to force a hard catchup of network time.
///
public double HardResetThresholdSec { get; set; }
///
/// Gets or sets the ratio at which the NetworkTimeSystem speeds up or slows down time.
///
public double AdjustmentRatio { get; set; }
///
/// The current local time with the local time offset applied
///
public double LocalTime => m_TimeSec + m_CurrentLocalTimeOffset;
///
/// The current server time with the server time offset applied
///
public double ServerTime => m_TimeSec + m_CurrentServerTimeOffset;
internal double LastSyncedServerTimeSec { get; private set; }
internal double LastSyncedRttSec { get; private set; }
///
/// The constructor class for
///
/// The amount of time, in seconds, the server should buffer incoming client messages.
/// The amount of the time in seconds the client should buffer incoming messages from the server.
/// The threshold, in seconds, used to force a hard catchup of network time.
/// The ratio at which the NetworkTimeSystem speeds up or slows down time.
public NetworkTimeSystem(double localBufferSec, double serverBufferSec, double hardResetThresholdSec, double adjustmentRatio = 0.01d)
{
LocalBufferSec = localBufferSec;
ServerBufferSec = serverBufferSec;
HardResetThresholdSec = hardResetThresholdSec;
AdjustmentRatio = adjustmentRatio;
}
///
/// Creates a new instance of the class for a server instance.
/// The server will not apply any buffer values which ensures that local time equals server time.
///
/// The instance.
public static NetworkTimeSystem ServerTimeSystem()
{
return new NetworkTimeSystem(0, 0, double.MaxValue);
}
///
/// Advances the time system by a certain amount of time. Should be called once per frame with Time.unscaledDeltaTime or similar.
///
/// The amount of time to advance. The delta time which passed since Advance was last called.
///
public bool Advance(double deltaTimeSec)
{
m_TimeSec += deltaTimeSec;
if (Math.Abs(m_DesiredLocalTimeOffset - m_CurrentLocalTimeOffset) > HardResetThresholdSec || Math.Abs(m_DesiredServerTimeOffset - m_CurrentServerTimeOffset) > HardResetThresholdSec)
{
m_TimeSec += m_DesiredServerTimeOffset;
m_DesiredLocalTimeOffset -= m_DesiredServerTimeOffset;
m_CurrentLocalTimeOffset = m_DesiredLocalTimeOffset;
m_DesiredServerTimeOffset = 0;
m_CurrentServerTimeOffset = 0;
return true;
}
m_CurrentLocalTimeOffset += deltaTimeSec * (m_DesiredLocalTimeOffset > m_CurrentLocalTimeOffset ? AdjustmentRatio : -AdjustmentRatio);
m_CurrentServerTimeOffset += deltaTimeSec * (m_DesiredServerTimeOffset > m_CurrentServerTimeOffset ? AdjustmentRatio : -AdjustmentRatio);
return false;
}
///
/// Resets the time system to a time based on the given network parameters.
///
/// The most recent server time value received in seconds.
/// The current RTT in seconds. Can be an averaged or a raw value.
public void Reset(double serverTimeSec, double rttSec)
{
Sync(serverTimeSec, rttSec);
Advance(0);
}
///
/// Synchronizes the time system with up-to-date network statistics but does not change any time values or advance the time.
///
/// The most recent server time value received in seconds.
/// The current RTT in seconds. Can be an averaged or a raw value.
public void Sync(double serverTimeSec, double rttSec)
{
LastSyncedRttSec = rttSec;
LastSyncedServerTimeSec = serverTimeSec;
var timeDif = serverTimeSec - m_TimeSec;
m_DesiredServerTimeOffset = timeDif - ServerBufferSec;
m_DesiredLocalTimeOffset = timeDif + rttSec + LocalBufferSec;
}
}
}