I'm adding networked multiplayer to a game I've made. When the server sends an update packet to the client, I include a timestamp so that the client knows exactly when that information is valid. However, the server computer and the client computer might have their clocks set to different times (maybe even just a few seconds difference), so the timestamp from the server needs to be translated to the client's local time.
So, I'd like to know the best way to calculate the time difference between the server and the client. Currently, the client pings the server for a time stamp during initialization, takes note of when the request was sent and when it was answered, and guesses that the time stamp was generated roughly halfway along the journey. The client also runs 10 of these trials and takes the average.
But, the problem is that I'm getting different results over repeated runs of the program. Within each set of 10, each measurement rarely diverges by more than 400 milliseconds, which might be acceptable. But if I wait a few minutes between each run of the program, the resulting averages might disagree by as much as 2 seconds, which is not acceptable.
Is there a better way to figure out the difference between the clocks of two networked devices? Or is there at least a way to tweak my algorithm to yield more accurate results?
Details that may or may not be relevant: The devices are iPod Touches communicating over Bluetooth. I'm measuring pings to be anywhere from 50-200 milliseconds. I can't ask the users to sync up their clocks. :)
Update: With the help of the below answers, I wrote an objective-c class to handle this. I posted it on my blog: http://scooops.blogspot.com/2010/09/timesync-was-time-sink.html