Closed
Description
Describe the bug
RPC calls are not affected by Simulator Tools artificial network conditions
To Reproduce
- Clone this repository
- Open
Netcode -> Simulator Tools
- Set delay to
200
(we can leave others the default value) - Open
ParrelSync -> Clones Manager
- Click Add new clone
- After a while, there'll be a option called
Open in new Editor
click on it - In this new editor start the game and select
Server
- In the previous editor also start the game and select
Client
- 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
client
sendsrpc
with timet1 = current time
server
changesNetwork Var
with received timet1
client
receives theNetwork Var
update witht1
client
stores the differencecurrentTime - t1
client
calculates mean RTTclient
updates text- Repeat
1 to 6
Rpc Ping
client
sendsrpc
with timet1 = current time
server
replyrpc
with received timet1
client
receives therpc
witht1
client
stores the differencecurrentTime - t1
client
calculates mean RTTclient
updates text- Repeat
1 to 6
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