How do we get a correct timer if Photon.Time & Photon.ServerTimestamp have a wrap around?
Options
meatloaf
✭
The documentation seems a bit odd in PUN2 for PhotonNetwork.Time in that it has some wrap around to 0 which could really mess with timers. Also it references a v1.55 update where the changelog states the following
"PhotonNetwork.time so that it's always positive, even on iOS 64bit exports. Note: this time value does not start at 0 and it will "wrap around" from 4294967.295 to 0! Use with care - we will implement a better soltion asap."
Lastly there is this article which summarizes my thoughts on the timer
PhotonNetwork Time Online Timer
How are we suppose to ensure we have a correct timer on the wrap around?
"PhotonNetwork.time so that it's always positive, even on iOS 64bit exports. Note: this time value does not start at 0 and it will "wrap around" from 4294967.295 to 0! Use with care - we will implement a better soltion asap."
Lastly there is this article which summarizes my thoughts on the timer
PhotonNetwork Time Online Timer
How are we suppose to ensure we have a correct timer on the wrap around?
0
Comments
-
confused by this as well. None of the examples I have seen seem to take into account the possibility of Time or ServerTimestamp wrapping around. Did you find a good solution?
Thanks0 -
HI @BigGameCo ,
for a while ive written a timer(countdown timer,round timer) for a project, where i used it for a Lobby and match rounds.
https://gist.github.com/SradnickDev/de0d8bc9d6467f9705a23ed7e047c0e0
Its maybe a bit to much but i never had any issues with the Time wrapping around.
1 -
Thanks for that. I did look at your example while investigating this. Did you build it in a way that took wrapping into account or have you just never actually had a problem with it?0
-
I never had a problem this.So i did not.0
-
OK thanks again.0