/* ** 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 . */ /*********************************************************************************************** *** 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(); }