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Network RTT calculation significantly inaccurate after ServerChangeScene #3576

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Description

@Mr-Oregano

Describe the bug
The Network RTT calculation becomes highly inaccurate after an online scene is loaded with ServerChangeScene. This is due to all messages being blocked by server and client whenever a scene is being loaded. If the scene takes a long time to load, EMA for NetworkTime.cs will be thrown off.

How can we reproduce the issue, step by step:

  • Using "Room" example...
  • In OfflineScene, add NetworkPingDisplay component to the NetworkRoomManager game object.
    -> Since the example room scene is simple, it loads really fast, so we need to artificially create a loading delay.
  • In NetworkRoomManagerExt.OnGUI() I added...
...

ServerChangeScene(GameplayScene);

// ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
static async void foo()
{
    loadingSceneAsync.allowSceneActivation = false;
    await System.Threading.Tasks.Task.Delay(5000);
    loadingSceneAsync.allowSceneActivation = true;
};

foo();
// ↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑
  • Open project on new instance of Unity editor (could use ParrelSync)
  • Run game on both Unity editors (start host on one, start client on the other)
  • Ready players on both clients, and start game on host client
  • Scene should take 5 seconds to load after which you should see the RTT on the client rise significantly (usually in the 1000s)

Expected behavior
Ideally, NetworkPingMessage should still go through while loading a scene so that server/client RTT calculation always stays as accurate as possible.

Screenshots
image

Desktop:

  • OS: Windows
  • Build target: Android, Windows
  • Unity version: v2021.3.8f1
  • Mirror branch: master

Additional context
After a while, the RTT will settle back down to a more accurate number, usually this takes a few seconds to happen.

Activity

  1. MrGadget1024 commented on Oct 29, 2023

    @MrGadget1024
    Collaborator

    Need to reset RTT after scene loading.

  2. miwarnec commented on Nov 15, 2023

    @miwarnec
    Collaborator

    great bug report @Mr-Oregano , I can reproduce it:
    2023-11-15 - 09-54-39@2x

  3. miwarnec commented on Nov 15, 2023

    @miwarnec
    Collaborator

    okay so the above repro is not valid because it sleeps after the scene was loaded.
    in other words, that's just a server freezing randomly - which is expected to increase RTT.

    however, this is more fitting repro for the issue:
    NetworkManager.ServerChangeScene gets an artificial 5s delay right after LoadSceneAsync(), simulating a slow scene load:

            public virtual void ServerChangeScene(string newSceneName)
            {
                if (string.IsNullOrWhiteSpace(newSceneName))
                {
                    Debug.LogError("ServerChangeScene empty scene name");
                    return;
                }
    
                if (NetworkServer.isLoadingScene && newSceneName == networkSceneName)
                {
                    Debug.LogError($"Scene change is already in progress for {newSceneName}");
                    return;
                }
    
                // Debug.Log($"ServerChangeScene {newSceneName}");
                NetworkServer.SetAllClientsNotReady();
                networkSceneName = newSceneName;
    
                // Let server prepare for scene change
                OnServerChangeScene(newSceneName);
    
                // set server flag to stop processing messages while changing scenes
                // it will be re-enabled in FinishLoadScene.
                NetworkServer.isLoadingScene = true;
    
                loadingSceneAsync = SceneManager.LoadSceneAsync(newSceneName);
    
                // ARTIFICIAL DELAY
                Thread.Sleep(5000);
    
                // ServerChangeScene can be called when stopping the server
                // when this happens the server is not active so does not need to tell clients about the change
                if (NetworkServer.active)
                {
                    // notify all clients about the new scene
                    NetworkServer.SendToAll(new SceneMessage
                    {
                        sceneName = newSceneName
                    });
                }
    
                startPositionIndex = 0;
                startPositions.Clear();
            }

    this is a better repro, so the client doesn't immediately enter the scene either.
    working on the fix now.

  4. miwarnec commented on Nov 15, 2023

    @miwarnec
    Collaborator

    resetting NetworkTime statics isn't enough.
    we are still receiving messages with high rtt:
    2023-11-15 - 10-22-59@2x

  5. miwarnec commented on Nov 15, 2023

    @miwarnec
    Collaborator

    client is still receiving about 50 messages from the previous scene with the previous old time.
    we need to disregard them somehow.

  6. added a commit that references this issue on Nov 15, 2023
    263a6b7
  7. miwarnec commented on Nov 15, 2023

    @miwarnec
    Collaborator

    fix is ready, see PR linked above

  8. added a commit that references this issue on Nov 15, 2023
    f76107c
  9. added 2 commits that reference this issue on Nov 17, 2023
    d34a046
    26ae2be
  10. miwarnec commented on Nov 17, 2023

    @miwarnec
    Collaborator

    reopening, had to revert the original fix since it breaks tanks/billiards demos with latency sim.
    new pr: #3656

  11. added 2 commits that reference this issue on Feb 14, 2024
    c729fe1
    816b775
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