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CnC_Renegade/Code/wwnet/BWBalance.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/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* $Archive:: /Commando/Code/wwnet/BWBalance.cpp $*
* *
* $Author:: Steve_t $*
* *
* $Modtime:: 10/13/02 9:40p $*
* *
* $Revision:: 12 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include <always.h>
#include "bwbalance.h"
#include "connect.h"
#include "packetmgr.h"
#include "systimer.h"
BandwidthBalancerClass BandwidthBalancer;
/*
** 8000 bits per second is about as low as we want to go.
*/
#define MIN_ACCEPTABLE_BANDWIDTH 8000
/***********************************************************************************************
* BandwidthBalancerClass::BandwidthBalancerClass -- Class constructor *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 10/21/2001 8:47PM ST : Created *
*=============================================================================================*/
BandwidthBalancerClass::BandwidthBalancerClass(void)
{
NumClientStructs = 0;
ClientInfo = NULL;
Allocate_Client_Structs(8);
IsEnabled = true;
}
/***********************************************************************************************
* BandwidthBalancerClass::~BandwidthBalancerClass -- Class destructor *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 10/21/2001 8:47PM ST : Created *
*=============================================================================================*/
BandwidthBalancerClass::~BandwidthBalancerClass(void)
{
if (ClientInfo) {
delete [] ClientInfo;
}
ClientInfo = NULL;
}
/***********************************************************************************************
* BandwidthBalancerClass::Allocate_Client_Structs -- Make room to store per client info *
* *
* *
* *
* INPUT: Likely number of clients *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 10/21/2001 8:47PM ST : Created *
*=============================================================================================*/
void BandwidthBalancerClass::Allocate_Client_Structs(int num_structs)
{
if (num_structs > NumClientStructs) {
num_structs += 15;
num_structs &= 0xfffffff0;
if (ClientInfo) {
delete [] ClientInfo;
}
ClientInfo = new ClientInfoStruct[num_structs];
NumClientStructs = num_structs;
}
}
/***********************************************************************************************
* BandwidthBalancerClass::Adjust -- Adjust bandwidth to each client *
* *
* *
* *
* INPUT: Nothing *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 10/21/2001 8:48PM ST : Created *
*=============================================================================================*/
void BandwidthBalancerClass::Adjust(cConnection *connection, bool is_dedicated)
{
static unsigned long _last_adjustment = 0; //TIMEGETTIME();
/*
**
** Get average average priority.
**
** Do a pass and assign bandwidth to clients based on priority. Boost bandwidth to players currently loading. Clip bandwidth to
** clients max bps (and +- 50%) and keep a total of spare bandwidth.
**
** Repeat until no bandwidth left.
**
*/
if (connection != NULL) {
bool need_update = false;
for (int i=connection->Get_Min_RHost() + (is_dedicated ? 0 : 1) ; i <= connection->Get_Max_RHost() ; i++) {
cRemoteHost *client = connection->Get_Remote_Host(i);
if (client && client->Get_Target_Bps() == 0) {
need_update = true;
break;
}
}
if (need_update || TIMEGETTIME() - _last_adjustment > 100) {
_last_adjustment = TIMEGETTIME();
Adjust_Connection_Budget(connection);
int num_remote_hosts = connection->Get_Num_RHosts();
if (!is_dedicated) {
num_remote_hosts--;
}
if (num_remote_hosts > NumClientStructs) {
Allocate_Client_Structs(num_remote_hosts);
}
WWASSERT(NumClientStructs >= num_remote_hosts);
NumClients = 0;
/*
** Copy all the info we need into a single place.
*/
float average_priority = 0;
for (int i=connection->Get_Min_RHost() + (is_dedicated ? 0 : 1) ; i <= connection->Get_Max_RHost() ; i++) {
cRemoteHost *client = connection->Get_Remote_Host(i);
if (client != NULL) {
ClientInfo[NumClients].AveragePriority = client->Get_Average_Priority();
ClientInfo[NumClients].MaxBpsDown = client->Get_Maximum_Bps();
ClientInfo[NumClients].AllocatedBBO = client->Get_Target_Bps();
ClientInfo[NumClients].ID = client->Get_Id();
ClientInfo[NumClients].IsLoading = client->Get_Is_Loading();
ClientInfo[NumClients].IsDone = false;
/*
** Track the overally average priority.
*/
average_priority += ClientInfo[NumClients].AveragePriority;
NumClients++;
}
}
WWASSERT(NumClients == num_remote_hosts);
if (NumClients) {
/*
** Get the average object priority among all players.
*/
average_priority = average_priority / NumClients;
int bw_adjust = 100;
unsigned long total_bbo_allocated = Allocate_Bandwidth(average_priority, bw_adjust, connection->Get_Bandwidth_Budget_Out());
/*
** Ok, we have a rough bandwidth allocation. If we allocated too much or too little then we will need to do
** some fine tuning.
*/
unsigned long total_bbo = connection->Get_Bandwidth_Budget_Out();
int diff = total_bbo - total_bbo_allocated;
int percent_diff = (100 * abs(diff)) / total_bbo;
diff = total_bbo - total_bbo_allocated;
bw_adjust = 100 + ((100 * diff) / (((int)total_bbo * 9) / 10));
if (bw_adjust) {
/*
** If we allocated more or less than we have then keep adjusting until it comes out at about 95%.
*/
int tries = 5;
while ((diff < 0 || percent_diff > 10) && tries >= 0) {
//WWDEBUG_SAY(("Allocated too much or too little bandwidth. total_bbo = %d, total_bbo_allocated = %d, bw_adjust = %d\n", total_bbo, total_bbo_allocated, bw_adjust));
total_bbo_allocated = Allocate_Bandwidth(average_priority, bw_adjust, connection->Get_Bandwidth_Budget_Out());
diff = total_bbo - total_bbo_allocated;
percent_diff = (100 * abs(diff)) / total_bbo;
bw_adjust = bw_adjust * (100 + ((100 * diff) / (((int)total_bbo * 9) / 10))) / 100;
if (bw_adjust <= 0) {
break;
}
tries--;
}
/*
** If we get to this point, there should still be bandwidth left.
*/
if (diff < 0 && percent_diff > 3) {
WWDEBUG_SAY(("***** WARNING - BandwidthBalancer: Insufficient bandwidth for the number of clients in the game *********\n"));
WWDEBUG_SAY(("Allocated too much bandwidth. total_bbo = %d, total_bbo_allocated = %d, bw_adjust = %d\n", total_bbo, total_bbo_allocated, bw_adjust));
}
/*
** Oh well, let's assume that's right. Set the bandwidth budgets back into the rhosts.
*/
int index = 0;
for (int i=connection->Get_Min_RHost() + (is_dedicated ? 0 : 1) ; i <= connection->Get_Max_RHost() ; i++) {
cRemoteHost *client = connection->Get_Remote_Host(i);
if (client != NULL) {
client->Set_Target_Bps(ClientInfo[index++].AllocatedBBO);
}
}
}
}
}
}
}
/***********************************************************************************************
* BandwidthBalancerClass::Allocate_Bandwidth -- Split bandwidth between clients *
* *
* *
* *
* INPUT: Average object priority for all clients *
* *
* *
* OUTPUT: Percentage to apply to final bandwidth numbers *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 10/21/2001 8:49PM ST : Created *
*=============================================================================================*/
unsigned long BandwidthBalancerClass::Allocate_Bandwidth(float average_priority, int bw_adjust, unsigned long total_server_bbo)
{
WWASSERT(bw_adjust != 0);
WWASSERT(average_priority >= 0.0f);
WWASSERT(average_priority <= 1.0f);
/*
** Get our total bandwidth budget out. This has to be split between all clients.
*/
unsigned long total_bbo = total_server_bbo;
unsigned long bbo_per_client = total_bbo / NumClients;
unsigned long total_bbo_allocated = 0;
/*
** Loop through and assign bandwidth based on average priority and other metrics.
*/
for (int i=0 ; i<NumClients ; i++) {
ClientInfoStruct *client = &ClientInfo[i];
float pri = client->AveragePriority;
/*
** Work out the bandwidth, initially based on average priority.
*/
int client_bbo_adjust = (pri - average_priority) * bbo_per_client;
if (client_bbo_adjust > 0) {
client_bbo_adjust = min(client_bbo_adjust, (int)bbo_per_client / 2);
} else {
client_bbo_adjust = max(client_bbo_adjust, -((int)bbo_per_client / 2));
}
int new_client_bbo = bbo_per_client + client_bbo_adjust;
WWASSERT(new_client_bbo > 0);
/*
** Boost the bandwidth if the client is loading. He doesn't need it now but there will be a huge demand for
** bandwidth as soon as the load is done so it's good to free some up now.
*/
if (client->IsLoading) {
new_client_bbo = new_client_bbo << 1;
}
/*
** Apply the overall percentage adjustment.
*/
double big_client_bbo = (double) new_client_bbo;
double big_bw_adjust = (double) bw_adjust;
big_client_bbo = (big_client_bbo * big_bw_adjust) / 100.0;
big_client_bbo = min(big_client_bbo, (double) 0x7fffffff);
//new_client_bbo = (new_client_bbo * bw_adjust) / 100;
new_client_bbo = (int) big_client_bbo;
/*
** OK, we have the bandwidth adjusted according to priority.
** Clamp it to the min allowed and the max the client can take.
*/
new_client_bbo = min(new_client_bbo, (int)client->MaxBpsDown);
new_client_bbo = max(new_client_bbo, MIN_ACCEPTABLE_BANDWIDTH);
client->AllocatedBBO = (unsigned long) new_client_bbo;
total_bbo_allocated += (unsigned long) new_client_bbo;
}
return(total_bbo_allocated);
}
/***********************************************************************************************
* BandwidthBalancerClass::Adjust_Connection_Budget -- Adjust BBO of server connection *
* *
* *
* *
* INPUT: Ptr to server connection *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 10/24/2001 1:56PM ST : Created *
*=============================================================================================*/
void BandwidthBalancerClass::Adjust_Connection_Budget(cConnection *connection)
{
static unsigned long _last_time = 0;
unsigned long time = TIMEGETTIME();
/*
** Check every n seconds and see if we had any send errors that would be caused by sending too much data.
*/
if (PacketManager.Get_Error_State() == PacketManagerClass::STATE_WS_BUFFERS_FULL) {
if (time - _last_time > 10000) {
_last_time = time;
ULONG bbo = connection->Get_Bandwidth_Budget_Out();
ULONG new_bbo = (bbo * 9) / 10;
connection->Set_Bandwidth_Budget_Out(new_bbo);
WWDEBUG_SAY(("*** WARNING BandwidthBalancerClass - Adjusting Server connection BBO from %d to %d due to send overflow ***\n", bbo, new_bbo));
}
}
}