Add OutgoingPacketsResentCount clientstack stat.
This allows one to monitor the total number of messages resent to clients over time. A constantly increasing stat may indicate a general server network or overloading issue if a fairly high proportion of packets sent A smaller constantly increasing stat may indicate a problem with a particular client-server connection, would need to check "show queues" in this case.link-sitting
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b7c57294cc
commit
3d5a7e9b19
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@ -3801,7 +3801,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_udpClient.NeedAcks.Remove(oPacket.SequenceNumber);
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// Count this as a resent packet since we are going to requeue all of the updates contained in it
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Interlocked.Increment(ref m_udpClient.PacketsResent);
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Interlocked.Increment(ref m_udpClient.PacketsResent);
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// We're not going to worry about interlock yet since its not currently critical that this total count
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// is 100% correct
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m_udpServer.PacketsResentCount++;
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foreach (EntityUpdate update in updates)
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ResendPrimUpdate(update);
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@ -145,6 +145,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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stat => stat.Value = m_udpServer.UdpSends,
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StatVerbosity.Debug));
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StatsManager.RegisterStat(
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new Stat(
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"OutgoingPacketsResentCount",
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"Number of packets resent because a client did not acknowledge receipt",
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"",
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"",
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"clientstack",
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scene.Name,
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StatType.Pull,
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MeasuresOfInterest.AverageChangeOverTime,
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stat => stat.Value = m_udpServer.PacketsResentCount,
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StatVerbosity.Debug));
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StatsManager.RegisterStat(
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new Stat(
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"AverageUDPProcessTime",
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@ -294,6 +307,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public Socket Server { get { return null; } }
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/// <summary>
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/// Record how many packets have been resent
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/// </summary>
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internal int PacketsResentCount { get; set; }
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/// <summary>
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/// Record how many packets have been sent
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/// </summary>
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internal int PacketsSentCount { get; set; }
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/// <summary>
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/// Record how many inbound packets could not be recognized as LLUDP packets.
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/// </summary>
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@ -1221,6 +1244,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Stats tracking
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Interlocked.Increment(ref udpClient.PacketsSent);
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// We're not going to worry about interlock yet since its not currently critical that this total count
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// is 100% correct
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PacketsSentCount++;
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// Put the UDP payload on the wire
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AsyncBeginSend(buffer);
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