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RPCs are not affected by Simulator Tools artificial network conditions #1476

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@elton-okawa

Description

@elton-okawa

Describe the bug
RPC calls are not affected by Simulator Tools artificial network conditions

To Reproduce

  1. Clone this repository
  2. Open Netcode -> Simulator Tools
  3. Set delay to 200 (we can leave others the default value)
  4. Open ParrelSync -> Clones Manager
  5. Click Add new clone
  6. After a while, there'll be a option called Open in new Editor click on it
  7. In this new editor start the game and select Server
  8. In the previous editor also start the game and select Client
  9. View the client editor calculated ping

Actual outcome
RPC based ping is not roughly equals configured network conditions

Expected outcome
RPC based ping should be roughly equals configured network conditions

Screenshots
The following screenshot shows using client/server editor delay of 200 and 0 in other options

Network Var Ping

  1. client sends rpc with time t1 = current time
  2. server changes Network Var with received time t1
  3. client receives the Network Var update with t1
  4. client stores the difference currentTime - t1
  5. client calculates mean RTT
  6. client updates text
  7. Repeat 1 to 6

Rpc Ping

  1. client sends rpc with time t1 = current time
  2. server reply rpc with received time t1
  3. client receives the rpc with t1
  4. client stores the difference currentTime - t1
  5. client calculates mean RTT
  6. client updates text
  7. Repeat 1 to 6

image

Environment

  • OS: Windows 10
  • Unity Version: 2020.3.12f1
  • Netcode Version: 1.0.0-pre.3
  • Transport for Netcode Version: 1.0.0-pre.3

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priority:lowThis issue has low priority and will take some time to be resolvedtype:bugBug Report

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