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com.unity.netcode.gameobjects/Runtime/Timing/NetworkTimeSystem.cs
Unity Technologies 18ffd5fdc8 com.unity.netcode.gameobjects@1.0.0
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [1.0.0] - 2022-06-27

### Changed

- Changed version to 1.0.0. (#2046)
2022-06-27 00:00:00 +00:00

134 lines
6.1 KiB
C#

using System;
namespace Unity.Netcode
{
/// <summary>
/// <see cref="NetworkTimeSystem"/> 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
/// </summary>
public class NetworkTimeSystem
{
private double m_TimeSec;
private double m_CurrentLocalTimeOffset;
private double m_DesiredLocalTimeOffset;
private double m_CurrentServerTimeOffset;
private double m_DesiredServerTimeOffset;
/// <summary>
/// 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.
/// </summary>
public double LocalBufferSec { get; set; }
/// <summary>
/// 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.
/// </summary>
public double ServerBufferSec { get; set; }
/// <summary>
/// Gets or sets a threshold in seconds used to force a hard catchup of network time.
/// </summary>
public double HardResetThresholdSec { get; set; }
/// <summary>
/// Gets or sets the ratio at which the NetworkTimeSystem speeds up or slows down time.
/// </summary>
public double AdjustmentRatio { get; set; }
/// <summary>
/// The current local time with the local time offset applied
/// </summary>
public double LocalTime => m_TimeSec + m_CurrentLocalTimeOffset;
/// <summary>
/// The current server time with the server time offset applied
/// </summary>
public double ServerTime => m_TimeSec + m_CurrentServerTimeOffset;
internal double LastSyncedServerTimeSec { get; private set; }
internal double LastSyncedRttSec { get; private set; }
/// <summary>
/// The constructor class for <see cref="NetworkTickSystem"/>
/// </summary>
/// <param name="localBufferSec">The amount of time, in seconds, the server should buffer incoming client messages.</param>
/// <param name="serverBufferSec">The amount of the time in seconds the client should buffer incoming messages from the server.</param>
/// <param name="hardResetThresholdSec">The threshold, in seconds, used to force a hard catchup of network time.</param>
/// <param name="adjustmentRatio">The ratio at which the NetworkTimeSystem speeds up or slows down time.</param>
public NetworkTimeSystem(double localBufferSec, double serverBufferSec, double hardResetThresholdSec, double adjustmentRatio = 0.01d)
{
LocalBufferSec = localBufferSec;
ServerBufferSec = serverBufferSec;
HardResetThresholdSec = hardResetThresholdSec;
AdjustmentRatio = adjustmentRatio;
}
/// <summary>
/// Creates a new instance of the <see cref="NetworkTimeSystem"/> class for a server instance.
/// The server will not apply any buffer values which ensures that local time equals server time.
/// </summary>
/// <returns>The instance.</returns>
public static NetworkTimeSystem ServerTimeSystem()
{
return new NetworkTimeSystem(0, 0, double.MaxValue);
}
/// <summary>
/// Advances the time system by a certain amount of time. Should be called once per frame with Time.deltaTime or similar.
/// </summary>
/// <param name="deltaTimeSec">The amount of time to advance. The delta time which passed since Advance was last called.</param>
/// <returns></returns>
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;
}
/// <summary>
/// Resets the time system to a time based on the given network parameters.
/// </summary>
/// <param name="serverTimeSec">The most recent server time value received in seconds.</param>
/// <param name="rttSec">The current RTT in seconds. Can be an averaged or a raw value.</param>
public void Reset(double serverTimeSec, double rttSec)
{
Sync(serverTimeSec, rttSec);
Advance(0);
}
/// <summary>
/// Synchronizes the time system with up-to-date network statistics but does not change any time values or advance the time.
/// </summary>
/// <param name="serverTimeSec">The most recent server time value received in seconds.</param>
/// <param name="rttSec">The current RTT in seconds. Can be an averaged or a raw value.</param>
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;
}
}
}