I'm trying to measure latency in processing of journal events in my tool and I'm comparing the event timestamp against wall clock time, but I'm regularly seeing events with timestamps 1-2 seconds into the future, which throws my latency measuring logic off (generally I'm aiming to process new events within a second, so if an event is stamped 2 seconds in the future and I process it in 2.5 seconds I will not be able to measure that I'm under target latency).
I've tailed the log files manually and I've confirmed visually that they do indeed appear with timestamps later than wall time, it's not some weird artefact of my code. I've confirmed that the HUD clock rendered in-game is in sync with my computer's time and I have no idea where this discrepancy comes from. My only guess is that events are actually stamped with server time and either the server is desynced from true time, or my computer is.
Has anyone else encountered this? If anyone else is measuring processing latency, I'm interested in what best practices would be.
I've tailed the log files manually and I've confirmed visually that they do indeed appear with timestamps later than wall time, it's not some weird artefact of my code. I've confirmed that the HUD clock rendered in-game is in sync with my computer's time and I have no idea where this discrepancy comes from. My only guess is that events are actually stamped with server time and either the server is desynced from true time, or my computer is.
Has anyone else encountered this? If anyone else is measuring processing latency, I'm interested in what best practices would be.