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Examples/PingTool/README.md

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# Netcode for GameObjects Ping Tool
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This project is only for example purposes and provides one example of how one can acquire ping times between clients during a network session. It also includes integration with the Realtime Network Stats Monitor tool that provides additional relative (and useful) network stats.
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This project is only for example purposes and provides an example of how one can acquire ping times between clients during a network session. It also includes integration with the Realtime Network Stats Monitor tool that provides additional relative (and useful) network stats.
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## Ping Tool
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The ping tool lives in its own assembly for convenience purposes:
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## Ping Tool RNSM Integration
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Depending upon the network topology selected in the **NetworkManager** depends upon how information is displayed.
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The RTT values represnt the UnitTransport's Round Trip Time calculated values.
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The Ping values represent the time it takes to send a message from client-a to client-b which includes the time it takes to be serialized, added to the outbound queue, sent via UTP, received by UTP, deserialized and processed on the client-b side. The delta time is based off of the delta network server time on client-a and client-b.
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The RTT values represnt the UnityTransport's Round Trip Time calculated values.
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The Ping values represent the time it takes to send a message from Client-A to Client-B which includes the time it takes to be serialized, added to the outbound queue, sent via UTP, received by UTP, deserialized and processed on the Client-B side. The delta time is based off of the delta network server time on Client-A and Client-B.
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### Client-Server Network Topology
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When using a client-server network topology, upon first starting a host with no other connected clients you should see no stats other than the frame frate:

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