Class NetworkTime
NetworkTime encapsulates state and functionality for client-server synchronization. Step(double) should be called during Update and FixedUpdate to increment the ClientSimulationFrame. NetworkTime can operate in two different modes: normal mode and multi-client mode. In normal mode, the NetworkTimeScale should be applied to Time.timeScale each frame. This will affect the rate at which Unity triggers FixedUpdate on all game objects, adjusting the speed of the simulation to smoothly catch up with the server clock. This works well for most applications, however, since Time.timeScale is a global property, it cannot be used to synchronize multiple clients within the same application. For these scenarios, you can use the MultiClientMode which makes NetworkTime operate differently. With MultiClientMode enabled, Step(double) will apply NetworkTimeScale internally when incrementing simulation frames and when invoking the OnFixedNetworkUpdate. In order to adapt the simulation speed in multi-client mode, all MonoBehaviour simulation code should be moved from FixedUpdate into OnFixedNetworkUpdate event handlers. When working with multiple networked scenes with multi-client mode, it is also important to trigger PhysicsScene.Simulate for each scene from their respective OnFixedNetworkUpdate.
public class NetworkTime
- Inheritance
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NetworkTime
Constructors
NetworkTime()
public NetworkTime()
Fields
AccountForPing
If true, the server frame will be adjusted by ping, resulting in the client frame matching the server frame as it is on the Replication Server the moment packet is received. If false, the client frame will aim to match the server frame as it was at the moment of being sent from the Replication Server.
public bool AccountForPing
Field Value
LastPing
Used to offset ClientSimulationFrame calculations during Step(double). See AccountForPing.
public Ping LastPing
Field Value
MultiClientMode
Allows multiple CoherenceBridge instances within one application to maintain independent time scales. This is useful for testing multiple connections within the Unity editor without making standalone builds. Instead of adapting Time.timeScale to catch up with server clock, it applies the frequency of OnFixedNetworkUpdate.
public bool MultiClientMode
Field Value
Pause
Pauses updating the client simulation frame. When set to true any calls to Step(double) will have no effect on the simulation frame and fixed simulation frame.
public bool Pause
Field Value
SmoothTimeScaleChange
Enables smoothing time scale changes, i.e. if there is a big gap between client and server simulation frames, instead of sudden jumps in time scale it will smoothly transition NetworkTimeScale towards TargetTimeScale.
public bool SmoothTimeScaleChange
Field Value
floatingPointTolerance
public const double floatingPointTolerance = 1E-06
Field Value
maxFrameDiffForHoldingTimeScale
public const int maxFrameDiffForHoldingTimeScale = 3
Field Value
maxTimeScale
public const double maxTimeScale = 1.5
Field Value
minTimeScale
public const double minTimeScale = 0.5
Field Value
simulationFrameResetTreshold
public const long simulationFrameResetTreshold = 256
Field Value
timeStep
public const double timeStep = 0.016666666666666666
Field Value
timeStepMs
public const double timeStepMs = 16.666666666666668
Field Value
Properties
ClientFixedSimulationFrame
Similar to ClientSimulationFrame but quantized to FixedTimeStep.
public AbsoluteSimulationFrame ClientFixedSimulationFrame { get; }
Property Value
ClientSimulationFrame
ClientSimulationFrame is the current network time quantized to 60hz. It is used to timestamp outgoing packets.
public AbsoluteSimulationFrame ClientSimulationFrame { get; }
Property Value
ConnectionSimulationFrame
The first ServerSimulationFrame received from the replication server. Used as a baseline for calculating SessionTime.
public AbsoluteSimulationFrame ConnectionSimulationFrame { get; }
Property Value
FixedTimeStep
The rate at which which OnFixedNetworkUpdate is invoked. Should normally be set to Time.fixedTimeStep. If set to zero, OnFixedNetworkUpdate will not be invoked.
public double FixedTimeStep { get; set; }
Property Value
IsTimeSynced
IsTimeSynced will be set to true the first time SetServerSimulationFrame(AbsoluteSimulationFrame) is called (usually when connecting). IsTimeSynced will be reset back to false by Reset(AbsoluteSimulationFrame, bool).
public bool IsTimeSynced { get; }
Property Value
NetworkTimeScale
The recommended time scale that should be applied to Time.timeScale for the client clock to smoothly catch up/slow down to server clock. TargetTimeScale is calculated during SetServerSimulationFrame(AbsoluteSimulationFrame) based on the current client/server frame diff, and NetworkTimeScale will smoothly approach this value over time.
public float NetworkTimeScale { get; }
Property Value
NetworkTimeScaleAsDouble
Similar to NetworkTimeScale with double precision.
public double NetworkTimeScaleAsDouble { get; }
Property Value
ServerSimulationFrame
The last ServerSimulationFrame received from the replication server. Used for calculating TargetTimeScale in order to synchronize client with server.
public AbsoluteSimulationFrame ServerSimulationFrame { get; }
Property Value
SessionTime
Monotonic clock that only increases when connected to a replication server and that resets back to zero on disconnect. Value will jump considerably during time reset as client network time adapts to server time, see Reset(AbsoluteSimulationFrame, bool).
public float SessionTime { get; }
Property Value
SessionTimeAsDouble
Similar to SessionTime but with double precision.
public double SessionTimeAsDouble { get; }
Property Value
TargetTimeScale
The time scale that NetworkTimeScale is smoothly approaching over time. When SmoothTimeScaleChange is set to false, TargetTimeScale and NetworkTimeScale are always equal.
public double TargetTimeScale { get; }
Property Value
Time
Monotonic clock that increases with each call to Step(double) regardless if connected to a replication server or not. Value will jump considerably during connect, disconnect and time reset as client network time adapts to server time, see Reset(AbsoluteSimulationFrame, bool).
public float Time { get; }
Property Value
TimeAsDouble
Similar to Time but with double precision.
public double TimeAsDouble { get; }
Property Value
Methods
Reset(AbsoluteSimulationFrame, bool)
Resets client and server frames to the given value. Happens on connect, disconnect and when client/server frames are too far apart. Sets IsTimeSynced to false, causing SessionTime to reset back to zero. Triggers OnTimeReset.
The new frame value that will be applied to both ClientSimulationFrame and ServerSimulationFrame. Default is frame zero.public void Reset(AbsoluteSimulationFrame newClientAndServerFrame = default, bool notify = true)
Parameters
newClientAndServerFrame
AbsoluteSimulationFramenotify
bool
SetServerSimulationFrame(AbsoluteSimulationFrame)
Updates ServerSimulationFrame and recalculates TargetTimeScale. TargetTimeScale will be proportional to the distance from the client simulation frame to the server simulation frame. The first time this method is called, it will trigger Reset(AbsoluteSimulationFrame, bool), causing ClientSimulationFrame to reset to ServerSimulationFrame. Subsequent calls will only trigger Reset(AbsoluteSimulationFrame, bool) if the client frame has drifted away from the server frame by at least simulationFrameResetTreshold frames.
public void SetServerSimulationFrame(AbsoluteSimulationFrame frame)
Parameters
frame
AbsoluteSimulationFrame
Step(double)
Updates the ClientSimulationFrame using the current game time, advancing one frame every 1/60 second. The NetworkTimeScale is smoothly interpolated towards TargetTimeScale with each call. With multiClientMode enabled, however, the callback trigger rate is scaled by NetworkTimeScale.
public void Step(double currentTime)
Parameters
currentTime
doubleThe current game time, usually just Time.time. Must be non-zero for OnFixedNetworkUpdate to be invoked.
Events
OnFixedNetworkUpdate
With MultiClientMode enabled it is recommended to put simulation code in OnFixedNetworkUpdate event handlers instead of FixedUpdate. This allows multiple connected clients within the application to execute at different frequencies for correct network synchronization. The Time.fixedDeltaTime should be applied similar to how it is normally used in FixedUpdate.
public event Action OnFixedNetworkUpdate
Event Type
OnLateFixedNetworkUpdate
Similar to OnFixedNetworkUpdate but guaranteed to be called later.
public event Action OnLateFixedNetworkUpdate
Event Type
OnTimeReset
Triggered the first time SetServerSimulationFrame(AbsoluteSimulationFrame) is called and at any subsequent call if ClientSimulationFrame and ServerSimulationFrame have drifter too far apart.
public event Action OnTimeReset