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CnC_Renegade/Code/Commando/serverfps.h

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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/serverfps.h $*
* *
* $Author:: Steve_t $*
* *
* $Modtime:: 1/15/02 7:22p $*
* *
* $Revision:: 6 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef __SERVERFPS_H__
#define __SERVERFPS_H__
#include "networkobject.h"
//-----------------------------------------------------------------------------
//
// A S->C mirrored object to inform clients of server fps.
// This singleton object may not be statically allocated.
//
class cServerFps : public NetworkObjectClass
{
public:
void Set_Fps(int fps);
int Get_Fps(void) {return Fps;}
void Delete (void) {}
virtual void Export_Frequent(BitStreamClass &packet);
virtual void Import_Frequent(BitStreamClass &packet);
virtual void Set_Delete_Pending (void) {}; // Never needs deletion since it persists during a game session.
//
// Static methods for the global singleton instance
//
static void Create_Instance(void);
static void Destroy_Instance(void);
static cServerFps * Get_Instance(void);
private:
//
// Constructor and destructor are private - static functions are used to
// manage the global singleton instance.
//
cServerFps(void);
~cServerFps(void) {}
int Fps;
//
// The global singleton instance
//
static cServerFps * TheInstance;
};
//-----------------------------------------------------------------------------
#endif // __SERVERFPS_H__