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Issues with the Implementation of the Syncplay Protocol #119

@Predidit

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@Predidit

Sorry to bother you. I'm attempting to implement the Syncplay protocol, but I'm running into some issues since the documentation on the official Syncplay website appears to be outdated.

I would like to ask for clarification regarding the structure of the ping message within the state message. Here’s what I’m currently doing:

  1. In the first message, I set clientRtt to 0.
  2. Fill clientLatencyCalculation with a floating point value derived by dividing the current Unix timestamp (in milliseconds) by 1000.
  3. leave latencyCalculation unset.
    Upon receiving the response message, I record the clientLatencyCalculation from that message and then use it to fill in latencyCalculation in the next message I send.

Under this approach, I receive a serverRtt value over 2000 in the response message, which clearly indicates a problem. I’m very curious about what the correct approach should be. Additionally, could the current method be the cause of the issue where I’m unable to properly set the position? Every time I send a state message, the position field in the returned state message is always 0.

Any guidance would be greatly appreciated!

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