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; } } }