- summary: The server's wall-clock time and timezone offset, used to correct the client's own clock.
- area: Game.Basic
- confidence: 0.94
The server's wall-clock time and timezone offset, used to correct the client's own clock.
- Kind event
- Area Game.Basic
- Named by beta, gamemapping
The server's clock. The client compares timestamp against its own UTC epoch
milliseconds and stores two corrections: the raw skew, and the skew adjusted for
timezone_offset.
USE IT INSTEAD OF YOUR OWN CLOCK FOR ANYTHING THE SERVER TIMES. Cooldowns, regrowth timers and scheduled events are all reckoned against the server's clock, and a script running on a machine whose clock drifts will be early or late by exactly that drift.
timestamp is in MILLISECONDS, not seconds - a value read as seconds lands
about fifty thousand years in the future. timezone_offset is in MINUTES, not
hours and not milliseconds; the client multiplies it up itself.
When you may send it
- Requires
authenticatedobserved
Related messages
- Unsolicited - nothing you send causes this the server states its clock; no request asks for it
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | timezone_offset | int32 | The server's timezone offset from UTC. (minutes) MINUTES. The client converts it to milliseconds itself. | never |
| 2 | timestamp | int64 | The server's current wall-clock time. (milliseconds since the unix epoch) MILLISECONDS. Reading it as seconds is off by a factor of a thousand. | never |
Recovered with score 90, confidence 0.94, margin 90 over the runner-up. A margin close to the score means nothing else came near; a thin margin means a decoy nearly won. Members recovered: 2 of 2.
Aucun avis à afficher.