[*] Bug fixes. Socket stat math didn't make much sense.
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@ -13,7 +13,8 @@ namespace Aurora::IO::Net
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{
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inline AuUInt32 GetBytesPerMS(AuUInt32 timeNow)
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{
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return (double(bytesTransferred) / (double(frameStart - timeNow) + std::numeric_limits<double>::epsilon()));
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if (!frameLastEnd) return bytesTransferred;
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return (double(bytesTransferred) / (double(timeNow - frameLastEnd) + std::numeric_limits<double>::epsilon()));
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}
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inline AuUInt32 GetBytesPerSecondNormalized(AuUInt32 timeNow)
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@ -27,10 +28,10 @@ namespace Aurora::IO::Net
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// Some useful variables...
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auto frameAtPoint = GetBytesPerMS(timeNow);
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auto timeElapsed = frameStart - timeNow;
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auto timeElapsed = timeNow - frameLastEnd; // time elapsed since last packet dispatch finish. makes sense to use this is the packet delta of a high bandwidth stream
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// Edge case: we aren't receiving much data. if we have more than 1 second of data, we should just average it
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if (timeElapsed > 1000) return frameAtPoint / 1000; // from ms
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// Edge case: we aren't receiving much data. if we have more than 1 second of data, we should use the stream average
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if (timeElapsed > 1000) return frameAtPoint * 1000; // from ms
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// else assume constant usage will continue to trend for at least another second
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// the actual extrapolation
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auto weight = double(1000) / double(timeElapsed);
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@ -40,7 +41,7 @@ namespace Aurora::IO::Net
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inline AuUInt32 GetLastBytesPerSecond()
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{
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AU_LOCK_GUARD(lock);
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return (double(lastBytesTransferred) / (double(frameLastEnd - frameLastStart) + std::numeric_limits<double>::epsilon())) / 1000;
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return double(lastBytesTransferred) / (double(frameLastEnd - frameLastStart) + std::numeric_limits<double>::epsilon()) * 1000.f;
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}
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inline void Reset()
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@ -49,6 +50,7 @@ namespace Aurora::IO::Net
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frameStart = 0;
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frameLastEnd = 0;
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frameLastStart = 0;
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frameZero = true;
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lastBytesTransferred = 0;
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}
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@ -180,5 +180,7 @@ namespace Aurora::Locale::Encoding::UTF32
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return 5;
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else if (cp < 0x80000000)
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return 6;
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else
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return 0;
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}
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}
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