
com.threerings.presents.client.DeltaCalculator Maven / Gradle / Ivy
//
// $Id: DeltaCalculator.java 6407 2011-01-01 05:02:21Z dhoover $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2011 Three Rings Design, Inc., All Rights Reserved
// http://code.google.com/p/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.presents.client;
import java.util.Arrays;
import com.threerings.presents.net.PingRequest;
import com.threerings.presents.net.PongResponse;
import static com.threerings.presents.Log.log;
/**
* Used to compute the client/server time delta, attempting to account for
* the network delay experienced when the server sends its current time to
* the client.
*/
public class DeltaCalculator
{
/**
* Constructs a delta calculator which is used to calculate the time
* delta between the client and server, accounting reasonably well for
* the delay introduced by sending a timestamp over the network from
* the server to the client.
*/
public DeltaCalculator ()
{
_deltas = new long[CLOCK_SYNC_PING_COUNT];
}
/**
* Should we send another ping?
*/
public boolean shouldSendPing ()
{
return (_ping == null) && !isDone();
}
/**
* Must be called when a ping message is sent to the server.
*/
public void sentPing (PingRequest ping)
{
_ping = ping;
}
/**
* Must be called when the pong response arrives back from the server.
*
* @return true if we've iterated sufficiently many times to establish
* a stable time delta estimate.
*/
public boolean gotPong (PongResponse pong)
{
if (_ping == null) {
// an errant pong that is likely being processed late after
// a new connection was opened.
return false;
}
// don't freak out if they keep calling gotPong() after we're done
if (_iter >= _deltas.length) {
return true;
}
// make a note of when the ping message was sent and when the pong
// response was received (both in client time)
long send = _ping.getPackStamp(), recv = pong.getUnpackStamp();
_ping = null; // clear out the saved sent ping
// make a note of when the pong response was sent (in server time)
// and the processing delay incurred on the server
long server = pong.getPackStamp(), delay = pong.getProcessDelay();
// compute the network delay (round-trip time divided by two)
long nettime = (recv - send - delay)/2;
// the time delta is the client time when the pong was received
// minus the server's send time (plus network delay): dT = C - S
_deltas[_iter] = recv - (server + nettime);
log.debug("Calculated delta", "delay", delay, "nettime", nettime, "delta", _deltas[_iter],
"rtt", (recv-send));
return (++_iter >= CLOCK_SYNC_PING_COUNT);
}
/**
* Returns the best estimate client/server time-delta.
*/
public long getTimeDelta ()
{
if (_iter == 0) { // no responses yet
return 0L;
}
// Return a median value as our estimate, rather than an average.
// Mdb writes:
// -----------
// I used the median because that was more likely to result in a
// sensible value.
//
// Assuming there are two kinds of packets, one that goes and comes
// back without delay and provides an accurate time value, and one
// that gets delayed somewhere on the way there or the way back and
// provides an inaccurate time value.
//
// If no packets are delayed, both algorithms should be fine. If one
// packet is delayed the median will select the middle, non-delayed
// packet, whereas the average will skew everything a bit because
// of the delayed packet. If two packets are delayed, the median
// will be more skewed than the average because it will benefit
// from the one accurate packet and if all three packets are delayed
// both algorithms will be (approximately) equally inaccurate.
//
// I believe the chances are most likely that zero or one packets
// will be delayed, so I chose the median rather than the average.
// -----------
// copy the deltas array so that we don't alter things before
// all pongs have arrived
long[] deltasCopy = new long[_iter];
System.arraycopy(_deltas, 0, deltasCopy, 0, _iter);
// sort the estimates and return one from the middle
Arrays.sort(deltasCopy);
return deltasCopy[deltasCopy.length/2];
}
/**
* Returns true if this calculator has enough data to compute a time
* delta estimate. Stick a fork in it!
*/
public boolean isDone ()
{
return (_iter >= CLOCK_SYNC_PING_COUNT);
}
/** The number of ping/pong iterations we've made. */
protected int _iter;
/** Client/server time delta estimates. */
protected long[] _deltas;
/** A reference to the most recently sent ping which we use to obtain
* the appropriate send stamp when we get the corresponding receive
* stamp. */
protected PingRequest _ping;
/** The number of times we PING during clock sync to try to smooth out
* network jiggling. */
protected static final int CLOCK_SYNC_PING_COUNT = 3;
}
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