/* ** 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/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__