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CnC_Renegade/Code/Commando/sbbomanager.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/sbbomanager.cpp $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 11/27/01 12:13p $*
* *
* $Revision:: 6 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "sbbomanager.h"
#include "debug.h"
#include "cnetwork.h"
//
// Class statics
//
float cSbboManager::AccumTimeSNetUpdate = 0;
float cSbboManager::AccumTimeSCombatThink = 0;
float cSbboManager::NetToCombatRatio = 0;
int cSbboManager::PoorRatios = 0;
int cSbboManager::SlowSamples = 0;
bool cSbboManager::IsEnabled = true;
//-----------------------------------------------------------------------------
void
cSbboManager::Reset
(
void
)
{
WWASSERT(cNetwork::I_Am_Server());
AccumTimeSNetUpdate = 0;
AccumTimeSCombatThink = 0;
NetToCombatRatio = 0;
PoorRatios = 0;
SlowSamples = 0;
}
//-----------------------------------------------------------------------------
void
cSbboManager::Think
(
void
)
{
//
// This function reduces server bandwidth out if the framerate is low and we are
// spending way too much time doing network updates.
//
if (!IsEnabled)
{
return;
}
WWASSERT(cNetwork::I_Am_Server());
float total_time = AccumTimeSNetUpdate + AccumTimeSCombatThink;
if (AccumTimeSCombatThink > 0 && total_time > 2)
{
NetToCombatRatio = AccumTimeSNetUpdate / AccumTimeSCombatThink;
AccumTimeSNetUpdate = 0;
AccumTimeSCombatThink = 0;
if (NetToCombatRatio > 5) {
PoorRatios++;
} else {
PoorRatios = 0;
}
if (cNetwork::Get_Fps() < 20) {
SlowSamples++;
} else {
SlowSamples = 0;
}
if (SlowSamples >= 10 && PoorRatios >= 10) {
ULONG sbbo = cNetwork::PServerConnection->Get_Bandwidth_Budget_Out();
if (sbbo >= 64000)
{
sbbo *= 0.90;
cNetwork::PServerConnection->Set_Bandwidth_Budget_Out(sbbo);
Debug_Say(("cSbboManager::Think: reducing sbbo to %d\n", sbbo));
SlowSamples = 0;
PoorRatios = 0;
}
}
}
}
//-----------------------------------------------------------------------------
void
cSbboManager::Increment_Accum_Time_S_Net_Update
(
float time_increment_s
)
{
WWASSERT(cNetwork::I_Am_Server());
WWASSERT(time_increment_s >= 0);
AccumTimeSNetUpdate += time_increment_s;
}
//-----------------------------------------------------------------------------
void
cSbboManager::Increment_Accum_Time_S_Combat_Think
(
float time_increment_s
)
{
WWASSERT(cNetwork::I_Am_Server());
WWASSERT(time_increment_s >= 0);
AccumTimeSCombatThink += time_increment_s;
}
//-----------------------------------------------------------------------------
float
cSbboManager::Get_Net_To_Combat_Ratio
(
void
)
{
WWASSERT(cNetwork::I_Am_Server());
return NetToCombatRatio;
}
//-----------------------------------------------------------------------------
bool
cSbboManager::Toggle_Is_Enabled
(
void
)
{
IsEnabled = !IsEnabled;
Reset();
return IsEnabled;
}