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https://github.com/BeamMP/BeamMP-Server.git
synced 2026-04-08 00:36:11 +00:00
rework UDP recv loop, add packet statistics tracking
The UDPServerMain was badly designed and had multiple potential bugs and unexpected & silent failures. The changes simplify the code here, and tracks those unexpected failures in app-wide statistics. Also added, while at that, some more tracking of how many packets and bytes are sent & received per client
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@@ -87,6 +87,23 @@ public:
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void UpdatePingTime();
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int SecondsSinceLastPing();
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// bytes received on UDP
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std::atomic_size_t UdpReceived = 0;
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// number of packets received on UDP
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std::atomic_size_t UdpPacketsReceived = 0;
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// bytes sent on UDP
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std::atomic_size_t UdpSent = 0;
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// number of packets sent on UDP
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std::atomic_size_t UdpPacketsSent = 0;
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// bytes received on TCP
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std::atomic_size_t TcpReceived = 0;
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// bytes sent on TCP
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std::atomic_size_t TcpSent = 0;
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std::chrono::high_resolution_clock::time_point ConnectionTime{};
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private:
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void InsertVehicle(int ID, const std::string& Data);
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@@ -148,6 +148,14 @@ public:
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static std::string SettingToString(const SettingValue& Value);
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// Keeps track of how many packets we dropped on UDP due to fundamentally being malformed
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static inline std::atomic_size_t MalformedUdpPackets { 0 };
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// Keeps track of how many packets we dropped on UDP due to
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// 1) not having a valid (known) player id
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// 2) player disconnecting
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// 3) packet failing to parse
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static inline std::atomic_size_t InvalidUdpPackets { 0 };
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private:
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static void SetShutdown(bool Val);
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