Core/Players: Improve setting ActivePlayerData::TransportServerTime by including TIME_SYNC and CMSG_QUEUED_MESSAGES_END values in its calculation

Port From (https://github.com/TrinityCore/TrinityCore/commit/821ecf8fa3b6b922ba178cde7593ef5d84ef734b)
This commit is contained in:
Hondacrx
2025-08-10 17:05:31 -04:00
parent d0bc3cecfd
commit 9340c89bb1
7 changed files with 72 additions and 22 deletions
+33 -17
View File
@@ -624,7 +624,7 @@ namespace Game
}
[WorldPacketHandler(ClientOpcodes.MoveSetAdvFlyingBankingRateAck)]
[WorldPacketHandler(ClientOpcodes.MoveSetAdvFlyingPitchingRateDownAck)]
[WorldPacketHandler(ClientOpcodes.MoveSetAdvFlyingPitchingRateDownAck)]
[WorldPacketHandler(ClientOpcodes.MoveSetAdvFlyingPitchingRateUpAck)]
[WorldPacketHandler(ClientOpcodes.MoveSetAdvFlyingTurnVelocityThresholdAck)]
void HandleSetAdvFlyingSpeedRangeAck(MovementSpeedRangeAck speedRangeAck)
@@ -854,21 +854,20 @@ namespace Game
GetPlayer().CastSpell(GetPlayer(), 2479, true);
}
[WorldPacketHandler(ClientOpcodes.TimeSyncResponse, Processing = PacketProcessing.ThreadSafe)]
void HandleTimeSyncResponse(TimeSyncResponse timeSyncResponse)
void HandleTimeSync(uint counter, long clientTime, DateTime responseReceiveTime)
{
if (!_pendingTimeSyncRequests.ContainsKey(timeSyncResponse.SequenceIndex))
var serverTimeAtSent = _pendingTimeSyncRequests.LookupByKey(counter);
if (serverTimeAtSent == 0)
return;
uint serverTimeAtSent = _pendingTimeSyncRequests.LookupByKey(timeSyncResponse.SequenceIndex);
_pendingTimeSyncRequests.Remove(timeSyncResponse.SequenceIndex);
_pendingTimeSyncRequests.Remove(counter);
// time it took for the request to travel to the client, for the client to process it and reply and for response to travel back to the server.
// we are going to make 2 assumptions:
// 1) we assume that the request processing time equals 0.
// 2) we assume that the packet took as much time to travel from server to client than it took to travel from client to server.
uint roundTripDuration = Time.GetMSTimeDiff(serverTimeAtSent, timeSyncResponse.GetReceivedTime());
uint lagDelay = roundTripDuration / 2;
uint roundTripDuration = Time.GetMSTimeDiff((uint)serverTimeAtSent, responseReceiveTime);
long lagDelay = roundTripDuration / 2;
/*
clockDelta = serverTime - clientTime
@@ -880,11 +879,31 @@ namespace Game
using the following relation:
serverTime = clockDelta + clientTime
*/
long clockDelta = (long)(serverTimeAtSent + lagDelay) - (long)timeSyncResponse.ClientTime;
long clockDelta = serverTimeAtSent + lagDelay - clientTime;
_timeSyncClockDeltaQueue.PushFront(Tuple.Create(clockDelta, roundTripDuration));
ComputeNewClockDelta();
}
[WorldPacketHandler(ClientOpcodes.TimeSyncResponse, Processing = PacketProcessing.ThreadSafe)]
void HandleTimeSyncResponse(TimeSyncResponse timeSyncResponse)
{
HandleTimeSync(timeSyncResponse.SequenceIndex, timeSyncResponse.ClientTime, timeSyncResponse.GetReceivedTime());
}
[WorldPacketHandler(ClientOpcodes.QueuedMessagesEnd, Status = SessionStatus.Authed, Processing = PacketProcessing.Inplace)]
void HandleQueuedMessagesEnd(QueuedMessagesEnd queuedMessagesEnd)
{
HandleTimeSync(SPECIAL_RESUME_COMMS_TIME_SYNC_COUNTER, queuedMessagesEnd.Timestamp, queuedMessagesEnd.GetWorldPacket().GetReceivedTime());
}
[WorldPacketHandler(ClientOpcodes.MoveInitActiveMoverComplete, Processing = PacketProcessing.ThreadSafe)]
void HandleMoveInitActiveMoverComplete(MoveInitActiveMoverComplete moveInitActiveMoverComplete)
{
HandleTimeSync(SPECIAL_INIT_ACTIVE_MOVER_TIME_SYNC_COUNTER, moveInitActiveMoverComplete.Ticks, moveInitActiveMoverComplete.GetWorldPacket().GetReceivedTime());
_player.UpdateObjectVisibility(false);
}
void ComputeNewClockDelta()
{
// implementation of the technique described here: https://web.archive.org/web/20180430214420/http://www.mine-control.com/zack/timesync/timesync.html
@@ -921,15 +940,12 @@ namespace Game
var back = _timeSyncClockDeltaQueue.Back();
_timeSyncClockDelta = back.Item1;
}
}
[WorldPacketHandler(ClientOpcodes.MoveInitActiveMoverComplete, Processing = PacketProcessing.ThreadSafe)]
void HandleMoveInitActiveMoverComplete(MoveInitActiveMoverComplete moveInitActiveMoverComplete)
{
_player.SetPlayerLocalFlag(PlayerLocalFlags.OverrideTransportServerTime);
_player.SetTransportServerTime((int)(GameTime.GetGameTimeMS() - moveInitActiveMoverComplete.Ticks));
_player.UpdateObjectVisibility(false);
if (_player != null)
{
_player.SetPlayerLocalFlag(PlayerLocalFlags.OverrideTransportServerTime);
_player.SetTransportServerTime((int)_timeSyncClockDelta);
}
}
}
}