Added some time-related debug graphs to the network example (I should probably roll them into SimEthereal itself actually):
Top spread out ticks show:
White = delayed frame time
Green = object state update times
Cyan = server message time stamps
The pink bar shows time relative to the 'delay' offset from which the UI visualizes.
The short green graph below it is showing the relative drift in client to server time. If the line if flat then that means that client and server consistently agree on the passage of time (ie: the calculated time delta between the two systems has remained constant). As ping times change or frames are dropped this calculated delta may drift more or less.
My most hard-core user occasionally sees object seem to shift slightly back in time. I have a theory that this is related to time indexing and not actually data syncing but it's tough to track that. This graph will at least be a good foundation to show if anything else that's potentially a co-symptom. (Time cannot go backwards and neither can object state... but maybe whatever glitch causes the others will cause blips on these graphs, too... if nothing else you can clearly see state and message drops though the graph moves pretty fast.)