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CnC_Renegade/Code/Commando/clientfps.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Commando/clientfps.cpp $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 9/20/01 11:28a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "clientfps.h"
#include "networkobjectfactory.h"
#include "networkobjectmgr.h"
#include "cnetwork.h"
#include "playermanager.h"
#include "apppackettypes.h"
CClientFps * PClientFps = NULL;
DECLARE_NETWORKOBJECT_FACTORY(CClientFps, NETCLASSID_CLIENTFPS);
#pragma message("(TSS) high priority for me to fix this CClientFps bug...")
//
// TSS2001 problem: destruction of this object on the server. Quitting and rejoining
// a game will crash the server.
//
//-----------------------------------------------------------------------------
CClientFps::CClientFps(void)
{
ClientId = -1;
Fps = 0;
Set_App_Packet_Type(APPPACKETTYPE_CLIENTFPS);
}
//-----------------------------------------------------------------------------
CClientFps::~CClientFps(void)
{
}
//-----------------------------------------------------------------------------
void
CClientFps::Init(void)
{
WWASSERT(cNetwork::I_Am_Client());
ClientId = cNetwork::Get_My_Id();
Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
Set_Object_Dirty_Bit(0, NetworkObjectClass::BIT_CREATION, true);
}
//-----------------------------------------------------------------------------
void
CClientFps::Set_Fps(int fps)
{
WWASSERT(cNetwork::I_Am_Client());
WWASSERT(fps >= 0);
Fps = (BYTE) fps;
Set_Object_Dirty_Bit(0, NetworkObjectClass::BIT_FREQUENT, true);
}
//-----------------------------------------------------------------------------
void
CClientFps::Act(void)
{
WWASSERT(cNetwork::I_Am_Server());
cPlayer * p_player = cPlayerManager::Find_Player(ClientId);
if (p_player != NULL)
{
p_player->Set_Fps(Fps);
}
}
//-----------------------------------------------------------------------------
void
CClientFps::Export_Creation(BitStreamClass & packet)
{
WWASSERT(cNetwork::I_Am_Client());
NetworkObjectClass::Export_Creation(packet);
packet.Add(ClientId);
}
//-----------------------------------------------------------------------------
void
CClientFps::Import_Creation(BitStreamClass & packet)
{
WWASSERT(cNetwork::I_Am_Server());
NetworkObjectClass::Import_Creation(packet);
packet.Get(ClientId);
}
//-----------------------------------------------------------------------------
void
CClientFps::Export_Frequent(BitStreamClass & packet)
{
WWASSERT(cNetwork::I_Am_Client());
packet.Add(Fps);
}
//-----------------------------------------------------------------------------
void
CClientFps::Import_Frequent(BitStreamClass & packet)
{
WWASSERT(cNetwork::I_Am_Server());
packet.Get(Fps);
Act();
}