From 8e1bf55e7b85f8c92237ef2208a4a2c31ba6153c Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 6 Nov 2013 01:02:20 +0000
Subject: Add IncomingPacketsResentCount clientstack statistics
This records how many packets were indicated to be resends by clients
Not 100% reliable since clients can lie about resends, but usually would indicate if clients are not receiving UDP acks at all or in a manner they consider timely.
---
.../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 23 ++++++++++++++++++++++
1 file changed, 23 insertions(+)
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index 3bd1ef1..c0a4e56 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -134,6 +134,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
StatsManager.RegisterStat(
new Stat(
+ "IncomingPacketsResentCount",
+ "Number of inbound packets that clients indicate are resends.",
+ "",
+ "",
+ "clientstack",
+ scene.Name,
+ StatType.Pull,
+ MeasuresOfInterest.AverageChangeOverTime,
+ stat => stat.Value = m_udpServer.IncomingPacketsResentCount,
+ StatVerbosity.Debug));
+
+ StatsManager.RegisterStat(
+ new Stat(
"OutgoingUDPSendsCount",
"Number of UDP sends performed",
"",
@@ -318,6 +331,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
internal int PacketsSentCount { get; set; }
///
+ /// Record how many incoming packets are indicated as resends by clients.
+ ///
+ internal int IncomingPacketsResentCount { get; set; }
+
+ ///
/// Record how many inbound packets could not be recognized as LLUDP packets.
///
public int IncomingMalformedPacketCount { get; private set; }
@@ -1467,6 +1485,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region Incoming Packet Accounting
+ // We're not going to worry about interlock yet since its not currently critical that this total count
+ // is 100% correct
+ if (packet.Header.Resent)
+ IncomingPacketsResentCount++;
+
// Check the archive of received reliable packet IDs to see whether we already received this packet
if (packet.Header.Reliable && !udpClient.PacketArchive.TryEnqueue(packet.Header.Sequence))
{
--
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