88 lines
3.0 KiB
C++
88 lines
3.0 KiB
C++
/***
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Copyright (C) 2021 J Reece Wilson (a/k/a "Reece"). All rights reserved.
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File: SocketStatAverageBps.hpp
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Date: 2021-10-31
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Author: Reece
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***/
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#pragma once
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namespace Aurora::IO::Net
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{
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struct SocketStatAverageBps
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{
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inline AuUInt32 GetBytesPerMS(AuUInt32 timeNow)
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{
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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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{
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AU_LOCK_GUARD(lock);
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// If timeNow isn't at least that of one socket frame, then we just have to return some old data
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if (frameZero) return GetLastBytesPerSecond();
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// Cool we can extrapolate usage using a time weight at least that of one server frame
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// Some useful variables...
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auto frameAtPoint = GetBytesPerMS(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 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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return double(frameAtPoint) * weight;
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}
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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.f;
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}
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inline void Reset()
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{
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bytesTransferred = 0;
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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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inline void Add(AuUInt32 timeNow, AuUInt32 bytes)
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{
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AU_LOCK_GUARD(lock);
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auto nextTick = frameLastEnd + 1000;
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if (nextTick < timeNow)
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{
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frameLastEnd = timeNow;
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frameLastStart = std::exchange(frameStart, timeNow);
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lastBytesTransferred = std::exchange(bytesTransferred, bytes);
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frameZero = true;
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}
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else
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{
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frameZero = false;
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bytesTransferred += bytes;
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}
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}
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AuThreadPrimitives::SpinLock lock;
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AuUInt32 frameStart {};
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AuUInt32 bytesTransferred {};
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AuUInt32 frameLastStart {};
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AuUInt32 frameLastEnd {};
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AuUInt32 lastBytesTransferred {};
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bool frameZero {true};
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};
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} |