Globally determining WIFI Download and Upload Speed

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KickinAezz
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Globally determining WIFI Download and Upload Speed

Post by KickinAezz »

Suddenly, I am starting to feel that one real thing is Missing -- the download speed.

Not just while Downloading a particular file but, when a webpage is loading, etc

Monitoring Rx and Tx packets per second? -- which functions?

Any ideas how this can be achieved?


Thanks.
Intrigued by PSP system Since December 2006.
Use it more for Development than for Gaming.
KickinAezz
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Post by KickinAezz »

Hello all :D

---

Is there a way to determine Wifi Speed in KB/s or bytes/sec.
Intrigued by PSP system Since December 2006.
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KickinAezz
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Post by KickinAezz »

Like how M33 Update Downloader shows speed while downloading, but in the Netfront webbrowser.

--

Anyone please?
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J.F.
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Post by J.F. »

Just upload and download a file and time it. Sheesh!

If you know the size of the file (and you should) and how long it takes to transmit, you can calculate the transfer rate... and if you can't, you aren't ready to be programming network apps. :)
KickinAezz
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Post by KickinAezz »

J.F. wrote:Just upload and download a file and time it. Sheesh!

If you know the size of the file (and you should) and how long it takes to transmit, you can calculate the transfer rate... and if you can't, you aren't ready to be programming network apps. :)
I already thought of such a GENERIC idea of monitoring the KB's downloaded, but it's a waste of memory stick usage. And When a webpage is loading it directly goes to RAM and not memory stick so this doesn't work

My main questions is,
Is there any sceHttp* or any network Function that shows realtime speed...
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J.F.
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Post by J.F. »

No one said the file contents had to be saved. Since many networks also do compression, a good test would be to "upload" a set of random numbers generated on the fly, then "download" that same file while throwing away the contents as you receive it. You get a good measurement of the real transfer rate while not wasting any RAM or space on the stick.
danzel
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Post by danzel »

There is not likely to be a direct function, this is something usually left up to the program doing the transferring to keep track of.

You could override the sceNetInetSend/sceNetInetRecv functions and record how much traffic goes through.
Then run another thread to take the numbers once a second and throw em on the screen or something.
pspZorba
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Post by pspZorba »

btw you guys what kind of updownload/upload speed do you have ?
and what kind of speed is it reasonable to expect ?
--pspZorba--
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moonlight
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Post by moonlight »

pspZorba wrote:btw you guys what kind of updownload/upload speed do you have ?
and what kind of speed is it reasonable to expect ?
From local network transference with a server in the pc (the pc being connected with a lan cable), I get speeds of 250-300 KB/sec more or less, the router in B mode scores a bit better than mixed one, the psp slim scores better than phat.
pspZorba
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Post by pspZorba »

thanks Moonlight.

So I have a real pb because when I do tests in the same configuration PSP <=> PC (using a router) I am far from this speed.

Is there a special way to init the communication ?
I have :

Code: Select all

...
sceNetInit&#40;0x40000, 0x12, 0x4000, 0x12, 0x4000&#41;;
 ...
sceNetApctlInit&#40;0x8000, 0x10&#41;;
...

do you have any hints?
--pspZorba--
NO to K1.5 !
KickinAezz
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Post by KickinAezz »

danzel wrote:There is not likely to be a direct function, this is something usually left up to the program doing the transferring to keep track of.

You could override the sceNetInetSend/sceNetInetRecv functions and record how much traffic goes through.
Then run another thread to take the numbers once a second and throw em on the screen or something.
I had this idea too,
This should do the trick. :)

-

I keep getting all these fantastic ideas once in a while and ps2dev is here for rescue :D
Intrigued by PSP system Since December 2006.
Use it more for Development than for Gaming.
KickinAezz
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Post by KickinAezz »

sceHttp Imports 0xCDA85C99 sceNetInetRecv
htmlviewer_plugin inturn, imports from sceHttp.

---

BUT
sceInetRecv returns 0x8002013a (Library not yet linked) ? TOTALLY IMPOSSIBLE.
Anyone know why, this behaviour seems to occur?
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steve0
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Post by steve0 »

Since many networks also do compression, a good test would be to "upload" a set of random numbers generated on the fly, then "download" that same file while throwing away the contents as you receive it.
Pirata Nervo
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Post by Pirata Nervo »

@kickinAezz, you may not be linking the prx library
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KickinAezz
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Post by KickinAezz »

Pirata Nervo wrote:@kickinAezz, you may not be linking the prx library
No, Not that basic. :D

Will try M33 SDKs redirect functions.
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Pirata Nervo
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Post by Pirata Nervo »

well that error means you have not linked the needed library lol.
maybe it can be a consequence of another error.
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Question_dev
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Post by Question_dev »

Ask team chillt (or something), they made a hb to determine download speed.

Ciao
pspZorba
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Post by pspZorba »

sceInetRecv returns 0x8002013a (Library not yet linked) ? TOTALLY IMPOSSIBLE.
this error can come from the fact that you didn't load the network prx, but I guess that is not the case ( =>TOTALLY IMPOSSIBLE).

But it can happen if you have allowed "WLAN power save", when I do so I have very weird behavior like the one you are describing.
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Pirata Nervo
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Post by Pirata Nervo »

@Question dev. You always tell people to ask someone lol
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Question_dev
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Post by Question_dev »

Pirata Nervo wrote:@Question dev. You always tell people to ask someone lol
Yh :d but i can't ask team chilt, it's kickin azz' job

Cyaa
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