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			281 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			281 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| // wraps around a transport and adds latency/loss/scramble simulation.
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| //
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| // reliable: latency
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| // unreliable: latency, loss, scramble (unreliable isn't ordered so we scramble)
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| using System;
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| using System.Collections.Generic;
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| using UnityEngine;
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| 
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| namespace Mirror
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| {
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|     struct QueuedMessage
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|     {
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|         public int connectionId;
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|         public byte[] bytes;
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|         public float time;
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|     }
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| 
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|     [HelpURL("https://mirror-networking.gitbook.io/docs/transports/latency-simulaton-transport")]
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|     [DisallowMultipleComponent]
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|     public class LatencySimulation : Transport
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|     {
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|         public Transport wrap;
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| 
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|         [Header("Common")]
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|         [Tooltip("Spike latency via perlin(Time * speedMultiplier) * spikeMultiplier")]
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|         [Range(0, 1)] public float latencySpikeMultiplier;
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|         [Tooltip("Spike latency via perlin(Time * speedMultiplier) * spikeMultiplier")]
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|         public float latencySpikeSpeedMultiplier = 1;
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| 
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|         [Header("Reliable Messages")]
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|         [Tooltip("Reliable latency in seconds")]
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|         public float reliableLatency;
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|         // note: packet loss over reliable manifests itself in latency.
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|         //       don't need (and can't add) a loss option here.
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|         // note: reliable is ordered by definition. no need to scramble.
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| 
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|         [Header("Unreliable Messages")]
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|         [Tooltip("Packet loss in %")]
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|         [Range(0, 1)] public float unreliableLoss;
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|         [Tooltip("Unreliable latency in seconds")]
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|         public float unreliableLatency;
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|         [Tooltip("Scramble % of unreliable messages, just like over the real network. Mirror unreliable is unordered.")]
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|         [Range(0, 1)] public float unreliableScramble;
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| 
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|         // message queues
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|         // list so we can insert randomly (scramble)
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|         List<QueuedMessage> reliableClientToServer = new List<QueuedMessage>();
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|         List<QueuedMessage> reliableServerToClient = new List<QueuedMessage>();
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|         List<QueuedMessage> unreliableClientToServer = new List<QueuedMessage>();
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|         List<QueuedMessage> unreliableServerToClient = new List<QueuedMessage>();
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| 
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|         // random
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|         // UnityEngine.Random.value is [0, 1] with both upper and lower bounds inclusive
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|         // but we need the upper bound to be exclusive, so using System.Random instead.
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|         // => NextDouble() is NEVER < 0 so loss=0 never drops!
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|         // => NextDouble() is ALWAYS < 1 so loss=1 always drops!
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|         System.Random random = new System.Random();
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| 
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|         public void Awake()
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|         {
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|             if (wrap == null)
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|                 throw new Exception("PressureDrop requires an underlying transport to wrap around.");
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|         }
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| 
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|         // forward enable/disable to the wrapped transport
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|         void OnEnable() { wrap.enabled = true; }
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|         void OnDisable() { wrap.enabled = false; }
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| 
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|         // noise function can be replaced if needed
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|         protected virtual float Noise(float time) => Mathf.PerlinNoise(time, time);
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| 
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|         // helper function to simulate latency
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|         float SimulateLatency(int channeldId)
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|         {
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|             // spike over perlin noise.
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|             // no spikes isn't realistic.
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|             // sin is too predictable / no realistic.
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|             // perlin is still deterministic and random enough.
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|             float spike = Noise(Time.time * latencySpikeSpeedMultiplier) * latencySpikeMultiplier;
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| 
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|             // base latency
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|             switch (channeldId)
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|             {
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|                 case Channels.Reliable:
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|                     return reliableLatency + spike;
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|                 case Channels.Unreliable:
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|                     return unreliableLatency + spike;
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|                 default:
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|                     return 0;
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|             }
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|         }
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| 
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|         // helper function to simulate a send with latency/loss/scramble
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|         void SimulateSend(int connectionId, ArraySegment<byte> segment, int channelId, float latency, List<QueuedMessage> reliableQueue, List<QueuedMessage> unreliableQueue)
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|         {
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|             // segment is only valid after returning. copy it.
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|             // (allocates for now. it's only for testing anyway.)
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|             byte[] bytes = new byte[segment.Count];
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|             Buffer.BlockCopy(segment.Array, segment.Offset, bytes, 0, segment.Count);
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| 
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|             // enqueue message. send after latency interval.
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|             QueuedMessage message = new QueuedMessage
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|             {
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|                 connectionId = connectionId,
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|                 bytes = bytes,
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|                 time = Time.time + latency
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|             };
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| 
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|             switch (channelId)
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|             {
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|                 case Channels.Reliable:
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|                     // simulate latency
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|                     reliableQueue.Add(message);
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|                     break;
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|                 case Channels.Unreliable:
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|                     // simulate packet loss
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|                     bool drop = random.NextDouble() < unreliableLoss;
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|                     if (!drop)
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|                     {
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|                         // simulate scramble (Random.Next is < max, so +1)
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|                         bool scramble = random.NextDouble() < unreliableScramble;
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|                         int last = unreliableQueue.Count;
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|                         int index = scramble ? random.Next(0, last + 1) : last;
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| 
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|                         // simulate latency
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|                         unreliableQueue.Insert(index, message);
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|                     }
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|                     break;
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|                 default:
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|                     Debug.LogError($"{nameof(LatencySimulation)} unexpected channelId: {channelId}");
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|                     break;
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|             }
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|         }
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| 
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|         public override bool Available() => wrap.Available();
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| 
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|         public override void ClientConnect(string address)
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|         {
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|             wrap.OnClientConnected = OnClientConnected;
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|             wrap.OnClientDataReceived = OnClientDataReceived;
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|             wrap.OnClientError = OnClientError;
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|             wrap.OnClientDisconnected = OnClientDisconnected;
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|             wrap.ClientConnect(address);
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|         }
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| 
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|         public override void ClientConnect(Uri uri)
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|         {
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|             wrap.OnClientConnected = OnClientConnected;
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|             wrap.OnClientDataReceived = OnClientDataReceived;
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|             wrap.OnClientError = OnClientError;
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|             wrap.OnClientDisconnected = OnClientDisconnected;
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|             wrap.ClientConnect(uri);
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|         }
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| 
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|         public override bool ClientConnected() => wrap.ClientConnected();
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| 
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|         public override void ClientDisconnect()
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|         {
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|             wrap.ClientDisconnect();
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|             reliableClientToServer.Clear();
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|             unreliableClientToServer.Clear();
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|         }
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| 
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|         public override void ClientSend(ArraySegment<byte> segment, int channelId)
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|         {
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|             float latency = SimulateLatency(channelId);
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|             SimulateSend(0, segment, channelId, latency, reliableClientToServer, unreliableClientToServer);
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|         }
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| 
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|         public override Uri ServerUri() => wrap.ServerUri();
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| 
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|         public override bool ServerActive() => wrap.ServerActive();
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| 
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|         public override string ServerGetClientAddress(int connectionId) => wrap.ServerGetClientAddress(connectionId);
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| 
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|         public override void ServerDisconnect(int connectionId) => wrap.ServerDisconnect(connectionId);
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| 
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|         public override void ServerSend(int connectionId, ArraySegment<byte> segment, int channelId)
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|         {
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|             float latency = SimulateLatency(channelId);
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|             SimulateSend(connectionId, segment, channelId, latency, reliableServerToClient, unreliableServerToClient);
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|         }
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| 
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|         public override void ServerStart()
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|         {
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|             wrap.OnServerConnected = OnServerConnected;
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|             wrap.OnServerDataReceived = OnServerDataReceived;
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|             wrap.OnServerError = OnServerError;
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|             wrap.OnServerDisconnected = OnServerDisconnected;
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|             wrap.ServerStart();
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|         }
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| 
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|         public override void ServerStop()
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|         {
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|             wrap.ServerStop();
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|             reliableServerToClient.Clear();
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|             unreliableServerToClient.Clear();
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|         }
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| 
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|         public override void ClientEarlyUpdate() => wrap.ClientEarlyUpdate();
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|         public override void ServerEarlyUpdate() => wrap.ServerEarlyUpdate();
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|         public override void ClientLateUpdate()
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|         {
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|             // flush reliable messages after latency
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|             while (reliableClientToServer.Count > 0)
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|             {
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|                 // check the first message time
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|                 QueuedMessage message = reliableClientToServer[0];
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|                 if (message.time <= Time.time)
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|                 {
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|                     // send and eat
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|                     wrap.ClientSend(new ArraySegment<byte>(message.bytes), Channels.Reliable);
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|                     reliableClientToServer.RemoveAt(0);
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|                 }
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|                 // not enough time elapsed yet
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|                 break;
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|             }
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| 
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|             // flush unreliable messages after latency
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|             while (unreliableClientToServer.Count > 0)
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|             {
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|                 // check the first message time
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|                 QueuedMessage message = unreliableClientToServer[0];
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|                 if (message.time <= Time.time)
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|                 {
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|                     // send and eat
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|                     wrap.ClientSend(new ArraySegment<byte>(message.bytes), Channels.Unreliable);
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|                     unreliableClientToServer.RemoveAt(0);
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|                 }
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|                 // not enough time elapsed yet
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|                 break;
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|             }
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| 
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|             // update wrapped transport too
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|             wrap.ClientLateUpdate();
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|         }
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|         public override void ServerLateUpdate()
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|         {
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|             // flush reliable messages after latency
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|             while (reliableServerToClient.Count > 0)
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|             {
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|                 // check the first message time
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|                 QueuedMessage message = reliableServerToClient[0];
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|                 if (message.time <= Time.time)
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|                 {
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|                     // send and eat
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|                     wrap.ServerSend(message.connectionId, new ArraySegment<byte>(message.bytes), Channels.Reliable);
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|                     reliableServerToClient.RemoveAt(0);
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|                 }
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|                 // not enough time elapsed yet
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|                 break;
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|             }
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| 
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|             // flush unreliable messages after latency
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|             while (unreliableServerToClient.Count > 0)
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|             {
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|                 // check the first message time
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|                 QueuedMessage message = unreliableServerToClient[0];
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|                 if (message.time <= Time.time)
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|                 {
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|                     // send and eat
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|                     wrap.ServerSend(message.connectionId, new ArraySegment<byte>(message.bytes), Channels.Unreliable);
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|                     unreliableServerToClient.RemoveAt(0);
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|                 }
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|                 // not enough time elapsed yet
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|                 break;
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|             }
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| 
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|             // update wrapped transport too
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|             wrap.ServerLateUpdate();
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|         }
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| 
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|         public override int GetBatchThreshold(int channelId) => wrap.GetBatchThreshold(channelId);
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|         public override int GetMaxPacketSize(int channelId = 0) => wrap.GetMaxPacketSize(channelId);
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| 
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|         public override void Shutdown() => wrap.Shutdown();
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| 
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|         public override string ToString() => $"{nameof(LatencySimulation)} {wrap}";
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|     }
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| }
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