Network Time Receiver
Tools - Allows to check time difference between two rendering engine separated by the network.
Add a Network Time Receiver to one or many Smode computers in a simple compo or project.
In another Smode Machine, add a Network Time Sender . Then add NetworkPeer for any Network Time Receiver this by setting the distant Smode computers related ip address in the NetworkPeer parameter tab.
Default port should be ok but can be modified if needed.
-
Note: if you add NetworkTimeReceiver or NetworkTimeSender on a project inside a complex multicomputer topology take care to let them run only on only one server in their respective advanced parameters)
-
Note: when the IPs are ok, ping pong between distant engines is starting. Disable the Element to mute this costly behavior
-
Note: for proper measurement, Smode output and onAir should be activated.
Results can be interpreted like this (Server is the sender, Client is the Receiver):
-
ServerNetworkPingDeltaTime is the difference between Server Network Ping Time and Server Rendering Ping Time
-
ClientNetworkPingDeltaTime is the difference between Client Network Ping Time and Server Rendering Ping Time
-
ClientRenderingPingDeltaTime is the difference between Client Rendering Time and Server Rendering Ping Time
-
ClientFrameNumberDelta is the difference between Client Frame Number and Server Ping Frame Number
-
ClientFrameTimeDelta is the difference between Client Frame Time and Server Ping Frame Time
-
ClientNetworkPongDeltaTime is the difference between Client Network Pong Time and Server Rendering Ping Time
-
ServerNetworkPongDeltaTime is the difference between Server Network Pong Time and Server Rendering Ping Time
-
ServerRenderingPongDeltaTime is the difference between Server Rendering Pong Time and Server Rendering Ping Time
-
FrameNumberDelta is the difference between Server Current Frame Number and Server Ping Frame Number
-
FrameTimeDelta is the difference between Server Current Frame Time and Server Ping Frame Time