Return the total estimated inbound and outbound bandwidth for all data transmission through the Multiplayer object, in bytes per second.
Return the total number of separate inbound and outbound messages sent and received by the Multiplayer object. This includes internally-used messages for things like ping and synchronisation; generally the bandwidth is the more practically useful statistic.
Above is the excerpt from the manual, so what I'm trying to achieve here is calculating the total size of transferred data. I'm not sure whether this is doable or not, I've been trying, it seems I never get the math right for some reason/limitation. I've used events like every 1 second and all condition I can think of, but never seems to be plausible.
I need to start fresh with the math, so can anybody throw me some math expression to calculate this correctly?
Note: This is none important for game mechanics, but I think it will be useful to gauge the requirement of your game in terms of bandwidth. This is not an issue if the game is PC based, but for mobile, it might be important to gauge some game that throwing array.asjson in and out since mobile sometimes are limited in terms of available transfer quota. Think of Clash of Clans, it's the only game I play on mobile, and it can easily go over 500mb in a month of play.