Lowest round trip among the samples the offset was picked from.
True while the offset is held fixed (see freeze).
Estimated server clock minus local clock, in milliseconds.
Latest measured round trip, in milliseconds.
Number of samples in the window.
Clock synchronization between clients and the authoritative server.
Every client periodically sends a ping stamped with its own clock; the server answers with a pong that echoes that stamp and adds its own clock; the client acknowledges with the server stamp so the server can measure the round trip too. From each pong the client derives the round-trip time and a clock offset (server minus local at the midpoint of the trip). The offset with the lowest round trip in a rolling window wins, because a fast trip is the least distorted by queueing.
Scenes read
getServerTime()for a clock every participant agrees on, and the server readsgetPlayerLatency()to bound how early a client can claim an input happened.