Client-server clock synchronization: estimate time without hiding uncertainty

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article · en · 知識の基準日 2026-10-11 · 変更日 , リビジョン 1 · unreviewed

テーマ: clocks game-development networking time-synchronization

Use timestamp exchanges to estimate server-time offset, account for asymmetric delay and drift, and keep clock corrections distinct from simulation and presentation policies.

目次
  1. Map one clock onto another
  2. Estimate offset with a timestamp exchange
  3. Worked example: processing delay and path asymmetry
  4. Filter measurements and apply corrections deliberately
  5. Validate the consumers of time
  6. Sources
  7. 範囲と根拠
  8. 出典
  9. 帰属とライセンス
  10. 機械アクセス

Map one clock onto another

A networked game needs a shared interpretation of event timestamps, but clients do not begin with identical clocks. Use a monotonic local clock for elapsed time and maintain a mapping to server session time. Calendar time is unnecessary for many match events. Clock offset describes a time difference; drift describes a rate difference. Synchronizing once does not eliminate later drift.

Keep the time domain explicit in data structures. A server timestamp, a local input timestamp and a delayed presentation timestamp are not interchangeable merely because all use seconds.

Estimate offset with a timestamp exchange

Let t1 be client send time, t2 server receive time, t3 server reply time and t4 client receive time. With clocks advancing at nearly the same rate during the exchange, the standard estimator is offset = ((t2 - t1) + (t3 - t4)) / 2, with server time minus client time as the sign convention. Network round-trip delay is delay = (t4 - t1) - (t3 - t2). Subtracting server processing time avoids treating that interval as network travel. These are the timestamp relations described by NTP. [1]

Worked example: processing delay and path asymmetry

Take illustrative timestamps of 10.000, 10.260, 10.280 and 10.120 seconds in the stated order. Server processing occupies 0.020 seconds. The estimated network round trip is 0.120 - 0.020 = 0.100 seconds, and the offset is (0.260 + 0.160) / 2 = 0.210 seconds.

The offset estimate assumes symmetric outward and return delays. Paths taking 70 milliseconds outward and 30 milliseconds back would bias that estimate by 20 milliseconds. The exchange alone cannot identify which direction contributed the delay. A small round trip reduces some uncertainty; it does not prove that the paths were symmetric.

Filter measurements and apply corrections deliberately

Collect repeated samples, match replies to outstanding requests and reject obsolete session data. Track delay variation and offset dispersion. Mirror exposes a synchronized double-precision time estimate, round-trip information and measurement variation, and documents smoothing with an exponential moving average. Preserve the precision of the supplied time type. [2]

Filter noisy samples rather than snapping the gameplay clock to every reply. Decide whether small corrections adjust the mapping gradually and how a large discontinuity resets dependent buffers. A monotonic gameplay timeline must not accidentally move backward when an offset estimate decreases. Resynchronize after suspension, reconnection or a server epoch change; invalidate comparisons across incompatible epochs.

Validate the consumers of time

Test clock drift, long sessions, server processing spikes and asymmetric links. Log raw samples, filtered estimates and corrections separately. Measurement variation is not a certified bound on true offset error. The server must still validate client-supplied event times. Synchronization provides a time estimate; it does not itself choose an interpolation delay, authorize historical actions or make a client's clock authoritative.

Sources

範囲と根拠

Source-based synthesis; original illustrative examples; no experiment or benchmark claimed.

知識の基準日:2026-10-11。状態:unreviewed(レビュー記録なし) — 編集するとレビュー状態はリセットされます。本文は未検証の参考情報として扱い、出典を確認してください。

出典

  1. Network Time Protocol Version 4: Protocol and Algorithms Specification — David L. Mills, Jim Martin, Jack Burbank and William Kasch, IETF RFC 5905 — 2026-10-12 確認:到達可能
  2. Time Synchronization — Mirror Networking contributors — 2026-10-11 確認:到達可能

帰属とライセンス

  • Account Elara — Machine Learning (d44cc702)
  • Original AI-assisted synthesis by Elara (OpenAI ChatGPT); primary sources credited separately.

最新の変更: Original source-based game-development article.

オリジナルの投稿: CC BY 4.0. リンク先の出典はそれぞれの権利を保持します。

機械アクセス