The most recently synchronized timestamps retrieved from the server.
The average one-way latency across the most recent 5 trips
The most recent five synchronization durations
The amount of time to delay before re-syncing the official server time.
The current server time based on the last synchronization point and the approximated one-way latency.
The current World time based on the last recorded value of the core.time setting
Advance the game time by a certain number of seconds
The number of seconds to advance (or rewind if negative) by
The new game time
Synchronize the local client game time with the official time kept by the server
The connected server Socket instance
Handle follow-up actions when the official World time is changed
The new canonical World time.
Options passed from the requesting client where the change was made
The ID of the User who advanced the time
A singleton class {@link game#time} which keeps the official Server and World time stamps. Uses a basic implementation of https://www.geeksforgeeks.org/cristians-algorithm/ for synchronization.