Unity-WebSocket/Assets/FishNet/Runtime/Managing/Timing/TimeManager.cs
2025-06-28 11:28:54 +03:30

1183 lines
42 KiB
C#

using FishNet.Connection;
using FishNet.Serializing;
using FishNet.Transporting;
using GameKit.Dependencies.Utilities;
using System;
using System.Runtime.CompilerServices;
using UnityEngine;
using SystemStopwatch = System.Diagnostics.Stopwatch;
namespace FishNet.Managing.Timing
{
/// <summary>
/// Provides data and actions for network time and tick based systems.
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("FishNet/Manager/TimeManager")]
public sealed partial class TimeManager : MonoBehaviour
{
#region Types.
/// <summary>
/// How networking timing is performed.
/// </summary>
private enum TimingType
{
/// <summary>
/// Send and read data on tick.
/// </summary>
Tick = 0,
/// <summary>
/// Send and read data as soon as possible. This does not include built-in components, which will still run on tick.
/// </summary>
Variable = 1
}
/// <summary>
/// When OnUpdate is performed.
/// </summary>
private enum UpdateOrder : byte
{
BeforeTick = 0,
AfterTick = 1,
}
#endregion
#region Public.
/// <summary>
/// NetworkManager used with this.
/// </summary>
public NetworkManager NetworkManager { get; private set; }
/// <summary>
/// Called when the local clients ping is updated.
/// </summary>
public event Action<long> OnRoundTripTimeUpdated;
/// <summary>
/// Called right before a tick occurs, as well before data is read.
/// </summary>
public event Action OnPreTick;
/// <summary>
/// Called when a tick occurs.
/// </summary>
public event Action OnTick;
/// <summary>
/// When using TimeManager for physics timing, this is called immediately before physics simulation will occur for the tick.
/// While using Unity for physics timing, this is called during FixedUpdate.
/// This may be useful if you wish to run physics differently for stacked scenes.
/// </summary>
public event Action<float> OnPrePhysicsSimulation;
/// <summary>
/// When using TimeManager for physics timing, this is called immediately after the physics simulation has occured for the tick.
/// While using Unity for physics timing, this is called during Update, only if a physics frame.
/// This may be useful if you wish to run physics differently for stacked scenes.
/// </summary>
public event Action<float> OnPostPhysicsSimulation;
/// <summary>
/// Called after a tick occurs; physics would have simulated if using PhysicsMode.TimeManager.
/// </summary>
public event Action OnPostTick;
/// <summary>
/// Called when MonoBehaviours call Update.
/// </summary>
public event Action OnUpdate;
/// <summary>
/// Called when MonoBehaviours call LateUpdate.
/// </summary>
public event Action OnLateUpdate;
/// <summary>
/// Called when MonoBehaviours call FixedUpdate.
/// </summary>
public event Action OnFixedUpdate;
/// <summary>
/// How many ticks must pass to update timing.
/// </summary>
internal uint TimingTickInterval => _tickRate;
/// <summary>
/// RoundTripTime in milliseconds. This value includes latency from the tick rate.
/// </summary>
public long RoundTripTime { get; private set; }
/// <summary>
/// Returns half value of RoundTripTime rounded to nearest whole.
/// </summary>
public long HalfRoundTripTime => (long)Math.Round((double)RoundTripTime / 2d);
/// <summary>
/// True if the number of frames per second are less than the number of expected ticks per second.
/// </summary>
internal bool LowFrameRate => ((Time.unscaledTime - _lastMultipleTicksTime) < 1f);
/// <summary>
/// Tick on the last received packet, be it from server or client.
/// </summary>
public EstimatedTick LastPacketTick { get; internal set; } = new();
/// <summary>
/// Current approximate network tick as it is on server.
/// When running as client only this is an approximation to what the server tick is.
/// The value of this field may increase and decrease as timing adjusts.
/// This value is reset upon disconnecting.
/// Tick can be used to get the server time by using TicksToTime().
/// Use LocalTick for values that only increase.
/// </summary>
public uint Tick { get; internal set; }
/// <summary>
/// A fixed deltaTime for TickRate.
/// </summary>
[HideInInspector]
public double TickDelta { get; private set; }
/// <summary>
/// True if the TimeManager will or has ticked this frame.
/// </summary>
public bool FrameTicked { get; private set; }
/// <summary>
/// How long the local server has been connected.
/// </summary>
public float ServerUptime { get; private set; }
/// <summary>
/// How long the local client has been connected.
/// </summary>
public float ClientUptime { get; private set; }
#endregion
#region Serialized.
/// <summary>
/// When to invoke OnUpdate and other Unity callbacks relayed by the TimeManager.
/// </summary>
[Tooltip("When to invoke OnUpdate and other Unity callbacks relayed by the TimeManager.")]
[SerializeField]
private UpdateOrder _updateOrder = UpdateOrder.BeforeTick;
/// <summary>
/// Timing for sending and receiving data.
/// </summary>
[Tooltip("Timing for sending and receiving data.")]
[SerializeField]
private TimingType _timingType = TimingType.Tick;
/// <summary>
/// While true clients may drop local ticks if their devices are unable to maintain the tick rate.
/// This could result in a temporary desynchronization but will prevent the client falling further behind on ticks by repeatedly running the logic cycle multiple times per frame.
/// </summary>
[Tooltip("While true clients may drop local ticks if their devices are unable to maintain the tick rate. This could result in a temporary desynchronization but will prevent the client falling further behind on ticks by repeatedly running the logic cycle multiple times per frame.")]
[SerializeField]
private bool _allowTickDropping = true;
/// <summary>
/// Maximum number of ticks which may occur in a single frame before remainder are dropped for the frame.
/// </summary>
[Tooltip("Maximum number of ticks which may occur in a single frame before remainder are dropped for the frame.")]
[Range(1, 25)]
[SerializeField]
private byte _maximumFrameTicks = 3;
/// <summary>
///
/// </summary>
[Tooltip("How many times per second the server will simulate. This does not limit server frame rate.")]
[Range(1, 240)]
[SerializeField]
private ushort _tickRate = 30;
/// <summary>
/// How many times per second the server will simulate. This does not limit server frame rate.
/// </summary>
public ushort TickRate
{
get => _tickRate;
private set => _tickRate = value;
}
/// <summary>
///
/// </summary>
[Tooltip("How often in seconds to a connections ping. This is also responsible for approximating server tick. This value does not affect prediction.")]
[Range(1, 15)]
[SerializeField]
private byte _pingInterval = 1;
/// <summary>
/// How often in seconds to a connections ping. This is also responsible for approximating server tick. This value does not affect prediction.
/// </summary>
public byte PingInterval => _pingInterval;
/// <summary>
///
/// </summary>
[Tooltip("How to perform physics.")]
[SerializeField]
private PhysicsMode _physicsMode = PhysicsMode.Unity;
/// <summary>
/// How to perform physics.
/// </summary>
public PhysicsMode PhysicsMode => _physicsMode;
#endregion
#region Private.
/// <summary>
///
/// </summary>
private uint _localTick;
/// <summary>
/// A tick that is not synchronized. This value will only increment. May be used for indexing or Ids with custom logic.
/// When called on the server Tick is returned, otherwise LocalTick is returned.
/// This value resets upon disconnecting.
/// </summary>
public uint LocalTick
{
get => (NetworkManager.IsServerStarted) ? Tick : _localTick;
private set => _localTick = value;
}
/// <summary>
/// Stopwatch used for pings.
/// </summary>
private SystemStopwatch _pingStopwatch = new();
/// <summary>
/// Ticks passed since last ping.
/// </summary>
private uint _pingTicks;
/// <summary>
/// MovingAverage instance used to calculate mean ping.
/// </summary>
private MovingAverage _pingAverage = new(5);
/// <summary>
/// Accumulating frame time to determine when to increase tick.
/// </summary>
private double _elapsedTickTime;
/// <summary>
/// Internal deltaTime for clients. Controlled by the server.
/// </summary>
private double _adjustedTickDelta;
/// <summary>
/// Last frame an iteration occurred for incoming.
/// </summary>
private int _lastIncomingIterationFrame = -1;
/// <summary>
/// True if client received Pong since last ping.
/// </summary>
private bool _receivedPong = true;
/// <summary>
/// Last unscaledTime multiple ticks occurred in a single frame.
/// </summary>
private float _lastMultipleTicksTime;
/// <summary>
/// Number of TimeManagers open which are using manual physics.
/// </summary>
private static uint _manualPhysics;
/// <summary>
/// True if FixedUpdate called this frame and using Unity physics mode.
/// </summary>
private bool _fixedUpdateTimeStep;
/// <summary>
///
/// </summary>
private float _physicsTimeScale = 1f;
/// <summary>
/// Gets the current physics time scale.
/// </summary>
/// <returns></returns>
public float GetPhysicsTimeScale() => _physicsTimeScale;
/// <summary>
/// Sets the physics time scale.
/// This is not automatically synchronized.
/// </summary>
/// <param name="value">New value.</param>
public void SetPhysicsTimeScale(float value)
{
value = Mathf.Clamp(value, 0f, float.PositiveInfinity);
_physicsTimeScale = value;
}
#endregion
#region Const.
/// <summary>
/// Value for a tick that is invalid.
/// </summary>
public const uint UNSET_TICK = 0;
/// <summary>
/// Playerprefs string to load and save user fixed time.
/// </summary>
private const string SAVED_FIXED_TIME_TEXT = "SavedFixedTimeFN";
#endregion
#if UNITY_EDITOR
private void OnDisable()
{
//If closing/stopping.
if (ApplicationState.IsQuitting())
{
_manualPhysics = 0;
UnsetSimulationSettings();
}
else if (PhysicsMode == PhysicsMode.TimeManager)
{
_manualPhysics = Math.Max(0, _manualPhysics - 1);
}
}
#endif
/// <summary>
/// Called when FixedUpdate ticks. This is called before any other script.
/// </summary>
internal void TickFixedUpdate()
{
OnFixedUpdate?.Invoke();
/* Invoke onsimulation if using Unity time.
* Otherwise let the tick cycling part invoke. */
if (PhysicsMode == PhysicsMode.Unity)
{
/* If fixedUpdateTimeStep then that means
* FixedUpdate already called for this frame, which
* means a post physics should also be called.
* This can only happen if a FixedUpdate occurs
* multiple times per frame. */
if (_fixedUpdateTimeStep)
OnPostPhysicsSimulation?.Invoke(Time.fixedDeltaTime);
_fixedUpdateTimeStep = true;
OnPrePhysicsSimulation?.Invoke(Time.fixedDeltaTime);
}
}
/// <summary>
/// Called when Update ticks. This is called before any other script.
/// </summary>
internal void TickUpdate()
{
if (NetworkManager.IsServerStarted)
ServerUptime += Time.deltaTime;
if (NetworkManager.IsClientStarted)
ClientUptime += Time.deltaTime;
bool beforeTick = (_updateOrder == UpdateOrder.BeforeTick);
if (beforeTick)
{
OnUpdate?.Invoke();
MethodLogic();
}
else
{
MethodLogic();
OnUpdate?.Invoke();
}
void MethodLogic()
{
IncreaseTick();
/* Invoke onsimulation if using Unity time.
* Otherwise let the tick cycling part invoke. */
if (PhysicsMode == PhysicsMode.Unity && _fixedUpdateTimeStep)
{
_fixedUpdateTimeStep = false;
OnPostPhysicsSimulation?.Invoke(Time.fixedDeltaTime);
}
}
}
/// <summary>
/// Called when LateUpdate ticks. This is called after all other scripts.
/// </summary>
internal void TickLateUpdate()
{
OnLateUpdate?.Invoke();
}
/// <summary>
/// Initializes this script for use.
/// </summary>
internal void InitializeOnce_Internal(NetworkManager networkManager)
{
NetworkManager = networkManager;
LastPacketTick.Initialize(networkManager.TimeManager);
SetInitialValues();
networkManager.ServerManager.OnServerConnectionState += ServerManager_OnServerConnectionState;
networkManager.ClientManager.OnClientConnectionState += ClientManager_OnClientConnectionState;
AddNetworkLoops();
}
/// <summary>
/// Adds network loops to gameObject.
/// </summary>
private void AddNetworkLoops()
{
//Writer.
if (!gameObject.TryGetComponent<NetworkWriterLoop>(out _))
gameObject.AddComponent<NetworkWriterLoop>();
//Reader.
if (!gameObject.TryGetComponent<NetworkReaderLoop>(out _))
gameObject.AddComponent<NetworkReaderLoop>();
}
/// <summary>
/// Called after the local client connection state changes.
/// </summary>
private void ClientManager_OnClientConnectionState(ClientConnectionStateArgs obj)
{
if (obj.ConnectionState != LocalConnectionState.Started)
{
if (!NetworkManager.IsServerStarted)
LastPacketTick.ResetTicks();
_pingStopwatch.Stop();
ClientUptime = 0f;
//Only reset ticks if also not server.
if (!NetworkManager.IsServerStarted)
{
LocalTick = 0;
Tick = 0;
SetTickRate(TickRate);
}
}
//Started.
else
{
_pingStopwatch.Restart();
}
}
/// <summary>
/// Called after the local server connection state changes.
/// </summary>
private void ServerManager_OnServerConnectionState(ServerConnectionStateArgs obj)
{
//If no servers are running.
if (!NetworkManager.ServerManager.IsAnyServerStarted())
{
LastPacketTick.ResetTicks();
ServerUptime = 0f;
Tick = 0;
}
}
/// <summary>
/// Sets values to use based on settings.
/// </summary>
private void SetInitialValues()
{
SetTickRate(TickRate);
InitializePhysicsMode(PhysicsMode);
}
/// <summary>
/// Sets simulation settings to Unity defaults.
/// </summary>
private void UnsetSimulationSettings()
{
SetAutomaticPhysicsSimulation(true);
float simulationTime = PlayerPrefs.GetFloat(SAVED_FIXED_TIME_TEXT, float.MinValue);
if (simulationTime != float.MinValue)
Time.fixedDeltaTime = simulationTime;
}
/// <summary>
/// Sets automatic physics simulation mode.
/// </summary>
/// <param name="automatic"></param>
private void SetAutomaticPhysicsSimulation(bool automatic)
{
#if UNITY_2022_1_OR_NEWER
if (automatic)
{
Physics.simulationMode = SimulationMode.FixedUpdate;
Physics2D.simulationMode = SimulationMode2D.FixedUpdate;
}
else
{
Physics.simulationMode = SimulationMode.Script;
Physics2D.simulationMode = SimulationMode2D.Script;
}
#else
Physics.autoSimulation = automatic;
if (automatic)
Physics2D.simulationMode = SimulationMode2D.FixedUpdate;
else
Physics2D.simulationMode = SimulationMode2D.Script;
#endif
}
/// <summary>
/// Initializes physics mode when starting.
/// </summary>
/// <param name="automatic"></param>
private void InitializePhysicsMode(PhysicsMode mode)
{
//Disable.
if (mode == PhysicsMode.Disabled)
{
SetPhysicsMode(mode);
}
//Do not automatically simulate.
else if (mode == PhysicsMode.TimeManager)
{
#if UNITY_EDITOR
//Preserve user tick rate.
PlayerPrefs.SetFloat(SAVED_FIXED_TIME_TEXT, Time.fixedDeltaTime);
//Let the player know.
//if (Time.fixedDeltaTime != (float)TickDelta)
// Debug.LogWarning("Time.fixedDeltaTime is being overriden with TimeManager.TickDelta");
#endif
Time.fixedDeltaTime = (float)TickDelta;
/* Only check this if network manager
* is not null. It would be null via
* OnValidate. */
if (NetworkManager != null)
{
//If at least one time manager is already running manual physics.
if (_manualPhysics > 0)
NetworkManager.LogError($"There are multiple TimeManagers instantiated which are using manual physics. Manual physics with multiple TimeManagers is not supported.");
_manualPhysics++;
}
SetPhysicsMode(mode);
}
//Automatically simulate.
else
{
#if UNITY_EDITOR
float savedTime = PlayerPrefs.GetFloat(SAVED_FIXED_TIME_TEXT, float.MinValue);
if (savedTime != float.MinValue && Time.fixedDeltaTime != savedTime)
{
Debug.LogWarning("Time.fixedDeltaTime has been set back to user values.");
Time.fixedDeltaTime = savedTime;
}
PlayerPrefs.DeleteKey(SAVED_FIXED_TIME_TEXT);
#endif
SetPhysicsMode(mode);
}
}
/// <summary>
/// Updates physics based on which physics mode to use.
/// </summary>
/// <param name="enabled"></param>
public void SetPhysicsMode(PhysicsMode mode)
{
_physicsMode = mode;
//Disable.
if (mode == PhysicsMode.Disabled || mode == PhysicsMode.TimeManager)
SetAutomaticPhysicsSimulation(false);
//Automatically simulate.
else
SetAutomaticPhysicsSimulation(true);
}
#region PingPong.
/// <summary>
/// Modifies client ping based on LocalTick and clientTIck.
/// </summary>
/// <param name="clientTick"></param>
internal void ModifyPing(uint clientTick)
{
uint tickDifference = (LocalTick - clientTick);
_pingAverage.ComputeAverage(tickDifference);
double averageInTime = (_pingAverage.Average * TickDelta * 1000);
RoundTripTime = (long)Math.Round(averageInTime);
_receivedPong = true;
OnRoundTripTimeUpdated?.Invoke(RoundTripTime);
}
/// <summary>
/// Sends a ping to the server.
/// </summary>
private void TrySendPing(uint? tickOverride = null)
{
byte pingInterval = PingInterval;
/* How often client may send ping is based on if
* the server responded to the last ping.
* A response may not be received if the server
* believes the client is pinging too fast, or if the
* client is having difficulties reaching the server. */
long requiredTime = (pingInterval * 1000);
float multiplier = (_receivedPong) ? 1f : 1.5f;
requiredTime = (long)(requiredTime * multiplier);
uint requiredTicks = TimeToTicks(pingInterval * multiplier);
_pingTicks++;
/* We cannot just consider time because ticks might run slower
* from adjustments. We also cannot only consider ticks because
* they might run faster from adjustments. Therefor require both
* to have pass checks. */
if (_pingTicks < requiredTicks || _pingStopwatch.ElapsedMilliseconds < requiredTime)
return;
_pingTicks = 0;
_pingStopwatch.Restart();
//Unset receivedPong, wait for new response.
_receivedPong = false;
uint tick = (tickOverride == null) ? LocalTick : tickOverride.Value;
PooledWriter writer = WriterPool.Retrieve();
writer.WritePacketIdUnpacked(PacketId.PingPong);
writer.WriteTickUnpacked(tick);
NetworkManager.TransportManager.SendToServer((byte)Channel.Unreliable, writer.GetArraySegment());
writer.Store();
}
/// <summary>
/// Sends a pong to a client.
/// </summary>
internal void SendPong(NetworkConnection conn, uint clientTick)
{
if (!conn.IsActive || !conn.IsAuthenticated)
return;
PooledWriter writer = WriterPool.Retrieve();
writer.WritePacketIdUnpacked(PacketId.PingPong);
writer.WriteTickUnpacked(clientTick);
conn.SendToClient((byte)Channel.Unreliable, writer.GetArraySegment());
writer.Store();
}
#endregion
/// <summary>
/// Increases the tick based on simulation rate.
/// </summary>
private void IncreaseTick()
{
bool isClient = NetworkManager.IsClientStarted;
bool isServer = NetworkManager.IsServerStarted;
double timePerSimulation = (isServer) ? TickDelta : _adjustedTickDelta;
if (timePerSimulation == 0d)
{
NetworkManagerExtensions.LogWarning($"Simulation delta cannot be 0. Network timing will not continue.");
return;
}
double time = Time.unscaledDeltaTime;
_elapsedTickTime += time;
FrameTicked = (_elapsedTickTime >= timePerSimulation);
//Number of ticks to occur this frame.
int ticksCount = Mathf.FloorToInt((float)(_elapsedTickTime / timePerSimulation));
if (ticksCount > 1)
_lastMultipleTicksTime = Time.unscaledDeltaTime;
if (_allowTickDropping)
{
//If ticks require dropping. Set exactly to maximum ticks.
if (ticksCount > _maximumFrameTicks)
_elapsedTickTime = (timePerSimulation * (double)_maximumFrameTicks);
}
bool variableTiming = (_timingType == TimingType.Variable);
bool frameTicked = FrameTicked;
float tickDelta = ((float)TickDelta * GetPhysicsTimeScale());
do
{
if (frameTicked)
OnPreTick?.Invoke();
/* This has to be called inside the loop because
* OnPreTick promises data hasn't been read yet.
* Therefor iterate must occur after OnPreTick.
* Iteration will only run once per frame. */
if (frameTicked || variableTiming)
TryIterateData(true);
if (frameTicked)
{
//Tell predicted objecs to reconcile before OnTick.
NetworkManager.PredictionManager.ReconcileToStates();
OnTick?.Invoke();
if (PhysicsMode == PhysicsMode.TimeManager && tickDelta > 0f)
{
OnPrePhysicsSimulation?.Invoke(tickDelta);
Physics.Simulate(tickDelta);
Physics2D.Simulate(tickDelta);
OnPostPhysicsSimulation?.Invoke(tickDelta);
}
OnPostTick?.Invoke();
//After post tick send states.
NetworkManager.PredictionManager.SendStateUpdate();
/* If isClient this is the
* last tick during this loop. */
bool lastTick = (_elapsedTickTime < (timePerSimulation * 2d));
if (isClient && lastTick)
TrySendPing(LocalTick + 1);
if (NetworkManager.IsServerStarted)
SendTimingAdjustment();
}
//Send out data.
if (frameTicked || variableTiming)
TryIterateData(false);
if (frameTicked)
{
_elapsedTickTime -= timePerSimulation;
Tick++;
LocalTick++;
}
} while (_elapsedTickTime >= timePerSimulation);
}
#region Tick conversions.
/// <summary>
/// Returns the percentage of how far the TimeManager is into the next tick as a double.
/// Value will return between 0d and 1d.
/// </summary>
/// <returns></returns>
public double GetTickPercentAsDouble()
{
if (NetworkManager == null)
return 0d;
double percent = (_elapsedTickTime / TickDelta);
return percent;
}
/// <summary>
/// Returns the current elapsed amount for the next tick.
/// </summary>
/// <returns></returns>
public double GetTickElapsedAsDouble() => _elapsedTickTime;
/// <summary>
/// Returns the percentage of how far the TimeManager is into the next tick.
/// Value will return between 0 and 100.
/// </summary>
public byte GetTickPercentAsByte()
{
double result = GetTickPercentAsDouble();
return (byte)(result * 100d);
}
/// <summary>
/// Converts a 0 to 100 byte value to a 0d to 1d percent value.
/// This does not check for excessive byte values, such as anything over 100.
/// </summary>
public static double GetTickPercentAsDouble(byte value)
{
return (value / 100d);
}
/// <summary>
/// Returns a PreciseTick.
/// </summary>
/// <param name="tick">Tick to set within the returned PreciseTick.</param>
/// <returns></returns>
public PreciseTick GetPreciseTick(uint tick)
{
if (NetworkManager == null)
return default;
double delta = (NetworkManager.IsServerStarted) ? TickDelta : _adjustedTickDelta;
double percent = (_elapsedTickTime / delta);
return new(tick, percent);
}
/// <summary>
/// Returns a PreciseTick.
/// </summary>
/// <param name="tickType">Tick to use within PreciseTick.</param>
/// <returns></returns>
public PreciseTick GetPreciseTick(TickType tickType)
{
if (NetworkManager == null)
return default;
if (tickType == TickType.Tick)
{
return GetPreciseTick(Tick);
}
else if (tickType == TickType.LocalTick)
{
return GetPreciseTick(LocalTick);
}
else if (tickType == TickType.LastPacketTick)
{
return GetPreciseTick(LastPacketTick.LastRemoteTick);
}
else
{
NetworkManager.LogError($"TickType {tickType.ToString()} is unhandled.");
return default;
}
}
/// <summary>
/// Converts current ticks to time.
/// </summary>
/// <param name="tickType">TickType to compare against.</param>
/// <returns></returns>
public double TicksToTime(TickType tickType = TickType.LocalTick)
{
if (tickType == TickType.LocalTick)
{
return TicksToTime(LocalTick);
}
else if (tickType == TickType.Tick)
{
return TicksToTime(Tick);
}
else if (tickType == TickType.LastPacketTick)
{
return TicksToTime(LastPacketTick.LastRemoteTick);
}
else
{
NetworkManager.LogError($"TickType {tickType} is unhandled.");
return 0d;
}
}
/// <summary>
/// Converts a PreciseTick to time.
/// </summary>
/// <param name="pt">PreciseTick to convert.</param>
/// <returns></returns>
public double TicksToTime(PreciseTick pt)
{
double tickTime = TicksToTime(pt.Tick);
double percentTime = (pt.PercentAsDouble * TickDelta);
return (tickTime + percentTime);
}
/// <summary>
/// Converts a number ticks to time.
/// </summary>
/// <param name="ticks">Ticks to convert.</param>
/// <returns></returns>
public double TicksToTime(uint ticks)
{
return (TickDelta * (double)ticks);
}
/// <summary>
/// Gets time passed from currentTick to previousTick.
/// </summary>
/// <param name="currentTick">The current tick.</param>
/// <param name="previousTick">The previous tick.</param>
/// <returns></returns>
public double TimePassed(uint currentTick, uint previousTick)
{
double multiplier;
double result;
if (currentTick >= previousTick)
{
multiplier = 1f;
result = TicksToTime(currentTick - previousTick);
}
else
{
multiplier = -1f;
result = TicksToTime(previousTick - currentTick);
}
return (result * multiplier);
}
/// <summary>
/// Gets time passed from Tick to preciseTick.
/// </summary>
/// <param name="preciseTick">PreciseTick value to compare against.</param>
/// <param name="allowNegative">True to allow negative values. When false and value would be negative 0 is returned.</param>
/// <returns></returns>
public double TimePassed(PreciseTick preciseTick, bool allowNegative = false)
{
PreciseTick currentPt = GetPreciseTick(TickType.Tick);
long tickDifference = ((long)currentPt.Tick - (long)preciseTick.Tick);
double percentDifference = (currentPt.PercentAsDouble - preciseTick.PercentAsDouble);
/* If tickDifference is less than 0 or tickDifference and percentDifference are 0 or less
* then the result would be negative. */
bool negativeValue = (tickDifference < 0 || (tickDifference <= 0 && percentDifference <= 0));
if (!allowNegative && negativeValue)
return 0d;
double tickTime = TimePassed(preciseTick.Tick, true);
double percentTime = (percentDifference * TickDelta);
return (tickTime + percentTime);
}
/// <summary>
/// Gets time passed from Tick to previousTick.
/// </summary>
/// <param name="previousTick">The previous tick.</param>
/// <param name="allowNegative">True to allow negative values. When false and value would be negative 0 is returned.</param>
/// <returns></returns>
public double TimePassed(uint previousTick, bool allowNegative = false)
{
uint currentTick = Tick;
//Difference will be positive.
if (currentTick >= previousTick)
{
return TicksToTime(currentTick - previousTick);
}
//Difference would be negative.
else
{
if (!allowNegative)
{
return 0d;
}
else
{
double difference = TicksToTime(previousTick - currentTick);
return (difference * -1d);
}
}
}
/// <summary>
/// Converts time to ticks.
/// </summary>
/// <param name="time">Time to convert as decimal.</param>
/// <returns></returns>
public uint TimeToTicks(double time, TickRounding rounding = TickRounding.RoundNearest)
{
double result = (time / TickDelta);
if (rounding == TickRounding.RoundNearest)
return (uint)Math.Round(result);
else if (rounding == TickRounding.RoundDown)
return (uint)Math.Floor(result);
else
return (uint)Math.Ceiling(result);
}
/// <summary>
/// Converts time to ticks.
/// </summary>
/// <param name="time">Time to convert as whole (milliseconds)</param>
/// <returns></returns>
public uint TimeToTicks(long time, TickRounding rounding = TickRounding.RoundNearest)
{
double dTime = ((double)time / 1000d);
return TimeToTicks(dTime, rounding);
}
/// <summary>
/// Converts time to a PreciseTick.
/// </summary>
/// <param name="time">Time to convert.</param>
/// <returns></returns>
public PreciseTick TimeToPreciseTick(double time) => time.AsPreciseTick(TickDelta);
/// <summary>
/// Estimatedly converts a synchronized tick to what it would be for the local tick.
/// </summary>
/// <param name="tick">Synchronized tick to convert.</param>
/// <returns></returns>
public uint TickToLocalTick(uint tick)
{
//Server will always have local and tick aligned.
if (NetworkManager.IsServerStarted)
return tick;
long difference = (Tick - tick);
long result = (LocalTick - difference);
if (result <= 0)
result = 0;
return (uint)result;
}
/// <summary>
/// Estimatedly converts a local tick to what it would be for the synchronized tick.
/// </summary>
/// <param name="localTick">Local tick to convert.</param>
/// <returns></returns>
public uint LocalTickToTick(uint localTick)
{
//Server will always have local and tick aligned.
if (NetworkManager.IsServerStarted)
return localTick;
long difference = (LocalTick - localTick);
long result = (Tick - difference);
if (result <= 0)
result = 0;
return (uint)result;
}
#endregion
/// <summary>
/// Tries to iterate incoming or outgoing data.
/// </summary>
/// <param name="incoming">True to iterate incoming.</param>
private void TryIterateData(bool incoming)
{
if (incoming)
{
/* It's not possible for data to come in
* more than once per frame but there could
* be new data going out each tick, since
* movement is often based off the tick system.
* Because of this don't iterate incoming if
* it's the same frame, but the outgoing
* may iterate multiple times per frame due to
* there possibly being multiple ticks per frame. */
int frameCount = Time.frameCount;
if (frameCount == _lastIncomingIterationFrame)
return;
_lastIncomingIterationFrame = frameCount;
NetworkManager.TransportManager.IterateIncoming(asServer: true);
NetworkManager.TransportManager.IterateIncoming(asServer: false);
}
else
{
NetworkManager.TransportManager.IterateOutgoing(asServer: true);
NetworkManager.TransportManager.IterateOutgoing(asServer: false);
}
}
#region Timing adjusting.
/// <summary>
/// Changes the adjustedTickDelta, increasing or decreasing it.
/// </summary>
/// <param name="additionalMultiplier">Amount to multiply expected change by. This can be used to make larger or smaller changes.</param>
internal void ChangeAdjustedTickDelta(bool speedUp, double additionalMultiplier = 1d)
{
double share = (TickDelta * 0.01d) * additionalMultiplier;
if (speedUp)
_adjustedTickDelta -= share;
else
_adjustedTickDelta += share;
}
/// <summary>
/// Sends a TimingUpdate packet to clients.
/// </summary>
private void SendTimingAdjustment()
{
//Send every second.
if (LocalTick % TimingTickInterval == 0)
{
//Now send using a packetId.
PooledWriter writer = WriterPool.Retrieve();
foreach (NetworkConnection item in NetworkManager.ServerManager.Clients.Values)
{
if (!item.IsAuthenticated)
continue;
writer.WritePacketIdUnpacked(PacketId.TimingUpdate);
writer.WriteTickUnpacked(item.PacketTick.Value());
item.SendToClient((byte)Channel.Unreliable, writer.GetArraySegment());
writer.Clear();
}
writer.Store();
}
}
/// <summary>
/// Called on client when server sends a timing update.
/// </summary>
/// <param name="ta"></param>
internal void ParseTimingUpdate(Reader reader)
{
uint clientTick = reader.ReadTickUnpacked();
//Don't adjust timing on server.
if (NetworkManager.IsServerStarted)
return;
/* This should never be possible since the server is sending a tick back
* that the client previously sent. In other words, the value returned should
* always be in the past. */
if (LocalTick < clientTick)
return;
/* Use the last ordered remote tick rather than
* lastPacketTick. This will help with out of order
* packets where the timing update sent before
* the remote tick but arrived after. By using ordered
* remote tick we are comparing against however many
* ticks really passed rather than the difference
* between the out of order/late packet. */
uint lastPacketTick = LastPacketTick.RemoteTick;
//Set Tick based on difference between localTick and clientTick, added onto lastPacketTick.
uint prevTick = Tick;
//Added ticks for delay in reading packet.
const uint socketReadDelay = 1;
uint nextTick = ((LocalTick - clientTick) / 2) + lastPacketTick + socketReadDelay;
long difference = ((long)nextTick - (long)prevTick);
Tick = nextTick;
//Maximum difference allowed before resetting values.
const int maximumDifference = 4;
//Difference is extreme, reset to default timings. Client probably had an issue.
if (Mathf.Abs(difference) > maximumDifference)
{
_adjustedTickDelta = TickDelta;
}
//Otherwise adjust the delta marginally.
else if (difference != 0)
{
/* A negative tickDifference indicates the client is
* moving too fast, while positive indicates too slow. */
bool speedUp = (difference > 0);
ChangeAdjustedTickDelta(speedUp);
}
}
#endregion
/// <summary>
/// Sets the TickRate to use. This value is not synchronized, it must be set on client and server independently.
/// </summary>
/// <param name="value">New TickRate to use.</param>
public void SetTickRate(ushort value)
{
TickRate = value;
TickDelta = (1d / TickRate);
_adjustedTickDelta = TickDelta;
}
#region UNITY_EDITOR
private void OnValidate()
{
SetInitialValues();
}
#endregion
}
}