Exemple #1
0
        // Executed at the client when we receive a Pong message
        // find out how long it took since we sent the Ping
        // and update time offset
        internal void OnClientPong(NetworkPongMessage msg)
        {
            double now = LocalTime();

            // how long did this message take to come back
            double newRtt = now - msg.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 - msg.serverTime;

            double newOffsetMin = now - newRtt - msg.serverTime;
            double newOffsetMax = now - msg.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);
            }
        }
Exemple #2
0
        // executed at the server when we receive a ping message
        // reply with a pong containing the time from the client
        // and time from the server
        internal void OnServerPing(INetworkConnection conn, NetworkPingMessage msg)
        {
            if (logger.LogEnabled())
            {
                logger.Log("OnPingServerMessage  conn=" + conn);
            }

            var pongMsg = new NetworkPongMessage
            {
                clientTime = msg.clientTime,
                serverTime = LocalTime()
            };

            conn.Send(pongMsg, Channel.Unreliable);
        }