nn::nex::RendezVous::GetGameServerTime Member Function

Syntax

qBool GetGameServerTime(
     DateTime * pServerTime
) const;

Parameters

Name Description
out pServerTime The server time.

Return Values

Returns the execution result.

Value Description
true Succeeded.
false Failure (Station has never logged in to the game server, or pServerTime is NULL.)

Description

Gets the game server time (UTC).

This can be retrieved after logging in to the game server. The value can still be retrieved even after logging out. Calculates the current time based on the time obtained from the game server when logging in.

The main causes of the time being off are: game server latency at the time of login when getting the game server time, one-way latency from the game server, and client latency when calling Scheduler::Dispatch. In addition, the game server clock is only as accurate as NTP synchronization, so it may be off from UTC by as many as several hundred milliseconds. To distribute the load, each station may connect to a different game server. In such cases, the times are not guaranteed to be the same.

The accuracy of the time also depends on the system clock, so accuracy cannot be guaranteed if a number of days have passed since logging in.

See Also

GetServerTime()

Revision History

2013/07/25
Initial version.

CONFIDENTIAL