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NetworkTelemetryRuntime.cpp
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2#include "network/Network.h"
3#include <utility>
4namespace eve::network_editing {
5
8 if (!source)
9 return eve::editing::failed<void>(EditorStatus::Rejected, RuleId("editor.network.source"),
10 "Network telemetry source is required");
11 const auto s = source->telemetrySnapshot();
13 value.revision = s.revision;
14 value.sentBytes = s.sentBytes;
15 value.receivedBytes = s.receivedBytes;
16 value.completions = s.completions;
17 value.errors = s.errors;
18 value.connections = s.connections;
19 value.watchedTcp = s.watchedTcp;
20 value.watchedUdp = s.watchedUdp;
21 value.channels = s.channels;
22 value.queuedTcpBytes = s.queuedTcpBytes;
23 value.timeSeconds = time;
24 return model.ingest(value);
25}
26
27} // namespace eve::network_editing
double value
const std::string & s
glm::mat4 model
const UnitySourceAsset & source
Move-only operation result carrying either a value or Status.
Definition Result.h:155
Network module: TCP/UDP/HTTP factories, background worker, and completion event plumbing....
Definition Network.h:35
Result< void > collect(network::Network *, double, NetworkTelemetryModel &) const
Collect.
UI-independent bounded history and network health diagnostics.
editing::RuleId RuleId
One copied network telemetry sample; safe after the runtime module changes.