This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/Commando/serverfps.cpp

122 lines
3.9 KiB
C++

/*
** 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.cpp $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 11/10/01 1:06p $*
* *
* $Revision:: 6 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "serverfps.h"
#include "cnetwork.h"
#include "gameobjmanager.h"
#include "apppackettypes.h"
//
// Class statics
//
cServerFps * cServerFps::TheInstance = NULL;
//-----------------------------------------------------------------------------
cServerFps::cServerFps(void)
{
Set_Network_ID(NETID_SERVER_FPS);
Fps = 0;
Set_App_Packet_Type(APPPACKETTYPE_SERVERFPS);
}
//-----------------------------------------------------------------------------
void
cServerFps::Set_Fps(int fps)
{
WWASSERT(fps >= 0);
WWASSERT(cNetwork::I_Am_Server());
Fps = fps;
Set_Object_Dirty_Bit(NetworkObjectClass::BIT_FREQUENT, true);
}
//-----------------------------------------------------------------------------
void
cServerFps::Export_Frequent(BitStreamClass &packet)
{
WWASSERT(cNetwork::I_Am_Server());
packet.Add(Fps);
}
//-----------------------------------------------------------------------------
void
cServerFps::Import_Frequent(BitStreamClass &packet)
{
WWASSERT(cNetwork::I_Am_Client());
packet.Get(Fps);
}
//-----------------------------------------------------------------------------
void
cServerFps::Create_Instance
(
void
)
{
WWASSERT(TheInstance == NULL);
TheInstance = new cServerFps;
}
//-----------------------------------------------------------------------------
void
cServerFps::Destroy_Instance
(
void
)
{
WWASSERT(TheInstance != NULL);
delete TheInstance;
TheInstance = NULL;
}
//-----------------------------------------------------------------------------
cServerFps *
cServerFps::Get_Instance
(
void
)
{
return TheInstance;
}