Game developers building on SpacetimeDB want to know their connection's round-trip time, how much it jitters, and what time the server thinks it is. These are pretty standard metrics for a game's networking layer, feeding lag compensation, interpolation and "ping" displays.
The server already sends WebSocket Ping frames, but browsers never expose control frames to JavaScript (as #5525 notes), and none of the SDKs surface them. So users are building their own: Pogly runs a ping/pong system on top of ours (see #5357). Others time reducer calls, which counts reducer queueing and runs a transaction every time. The /unstable/timestamp route (#2864) gives a clock reading, but over a separate HTTP connection.
We propose adding a dedicated Ping client message and Pong server message to the protocol. The Pong echoes the client's send time and adds the server receive Timestamp and how long the server held the message before replying. The server should answer Pings ahead of the normal message handler, which runs Subscribe and OneOffQuery inline, so the measurement doesn't include query evaluation.
The SDKs then derive the metrics below, using RFC 6298 smoothing for RTT and taking the clock offset from the lowest-RTT samples.
| Metric |
Meaning |
rtt |
Smoothed round-trip time (RFC 6298 SRTT) |
rttLatest |
Most recent sample |
rttMin |
Minimum over the recent sample window |
jitter |
RTT variation (RFC 6298 RTTVAR) |
serverNow() |
Estimated server Timestamp, on the same clock as ctx.timestamp; adjusts gradually and never goes backwards |
Related:
This would be independent of QUIC support (#2619), but complementary. We need the RTT for Websockets regardless, but QUIC's independent datastreams would be a very natural fit.
Game developers building on SpacetimeDB want to know their connection's round-trip time, how much it jitters, and what time the server thinks it is. These are pretty standard metrics for a game's networking layer, feeding lag compensation, interpolation and "ping" displays.
The server already sends WebSocket Ping frames, but browsers never expose control frames to JavaScript (as #5525 notes), and none of the SDKs surface them. So users are building their own: Pogly runs a ping/pong system on top of ours (see #5357). Others time reducer calls, which counts reducer queueing and runs a transaction every time. The
/unstable/timestamproute (#2864) gives a clock reading, but over a separate HTTP connection.We propose adding a dedicated
Pingclient message andPongserver message to the protocol. The Pong echoes the client's send time and adds the server receiveTimestampand how long the server held the message before replying. The server should answer Pings ahead of the normal message handler, which runs Subscribe and OneOffQuery inline, so the measurement doesn't include query evaluation.The SDKs then derive the metrics below, using RFC 6298 smoothing for RTT and taking the clock offset from the lowest-RTT samples.
rttrttLatestrttMinjitterserverNow()Timestamp, on the same clock asctx.timestamp; adjusts gradually and never goes backwardsRelated:
This would be independent of QUIC support (#2619), but complementary. We need the RTT for Websockets regardless, but QUIC's independent datastreams would be a very natural fit.