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TimeSynchronization #7
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Just poking around @honusz Stagelinq repo and saw this: https://github.com/honusz/StageLinq/blob/beatinfo/services/TimeSync.ts Seems to just be a service for getting the uptime of the device? |
Oh, that was some remnant of some test exploring the service. I think I just copied beatinfo module over and was trying to get a response. I've actually made a bit of progress with it, just haven't pushed the code up to Github. I've been meaning to do a write-up about where I've gotten to, maybe if I get a chance tmw. I think the service has something to do with either syncing clocks between devices, or determining latency. |
@honusz - Gotcha. Looking forward to seeing what you've discovered thus far! |
@mhite sorry, I haven't forgotten, just been a bit busy. It seems like the exchange of messages goes something like this: Device sends a message, The software (soundswitch or timecode) replies: 4 bytes - message length That's it really. The software sometimes reverses this by sending a request with its epoch-in-ms time back as the first 8-byte bigint field, and the device responds with the timestamp (using its clock) of when it received the message. I suppose the simplest utility this has is just letting the players know what latency there is between them. I need to play around with it a bit more, but I think you can make the clock shift, like, bring the two clocks together. This might be nonsense, and just the result of some mistakes I made in some test replies. |
@honusz - No problem -- this is great information and certainly enough for me to get started poking at this, too! Thank you! |
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