396 lines
18 KiB
C++
396 lines
18 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* $Archive:: /Commando/Code/wwnet/BWBalance.cpp $*
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* *
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* $Author:: Steve_t $*
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* *
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* $Modtime:: 10/13/02 9:40p $*
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* *
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* $Revision:: 12 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include <always.h>
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#include "bwbalance.h"
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#include "connect.h"
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#include "packetmgr.h"
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#include "systimer.h"
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BandwidthBalancerClass BandwidthBalancer;
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/*
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** 8000 bits per second is about as low as we want to go.
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*/
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#define MIN_ACCEPTABLE_BANDWIDTH 8000
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/***********************************************************************************************
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* BandwidthBalancerClass::BandwidthBalancerClass -- Class constructor *
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* *
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* *
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* *
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* INPUT: Nothing *
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* *
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* OUTPUT: Nothing *
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* *
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* WARNINGS: None *
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* *
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* HISTORY: *
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* 10/21/2001 8:47PM ST : Created *
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*=============================================================================================*/
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BandwidthBalancerClass::BandwidthBalancerClass(void)
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{
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NumClientStructs = 0;
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ClientInfo = NULL;
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Allocate_Client_Structs(8);
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IsEnabled = true;
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}
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/***********************************************************************************************
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* BandwidthBalancerClass::~BandwidthBalancerClass -- Class destructor *
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* *
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* *
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* *
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* INPUT: Nothing *
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* *
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* OUTPUT: Nothing *
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* *
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* WARNINGS: None *
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* *
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* HISTORY: *
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* 10/21/2001 8:47PM ST : Created *
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*=============================================================================================*/
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BandwidthBalancerClass::~BandwidthBalancerClass(void)
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{
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if (ClientInfo) {
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delete [] ClientInfo;
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}
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ClientInfo = NULL;
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}
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/***********************************************************************************************
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* BandwidthBalancerClass::Allocate_Client_Structs -- Make room to store per client info *
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* *
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* *
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* *
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* INPUT: Likely number of clients *
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* *
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* OUTPUT: Nothing *
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* *
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* WARNINGS: None *
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* *
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* HISTORY: *
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* 10/21/2001 8:47PM ST : Created *
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*=============================================================================================*/
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void BandwidthBalancerClass::Allocate_Client_Structs(int num_structs)
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{
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if (num_structs > NumClientStructs) {
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num_structs += 15;
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num_structs &= 0xfffffff0;
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if (ClientInfo) {
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delete [] ClientInfo;
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}
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ClientInfo = new ClientInfoStruct[num_structs];
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NumClientStructs = num_structs;
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}
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}
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/***********************************************************************************************
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* BandwidthBalancerClass::Adjust -- Adjust bandwidth to each client *
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* *
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* *
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* *
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* INPUT: Nothing *
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* *
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* OUTPUT: Nothing *
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* *
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* WARNINGS: None *
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* *
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* HISTORY: *
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* 10/21/2001 8:48PM ST : Created *
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*=============================================================================================*/
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void BandwidthBalancerClass::Adjust(cConnection *connection, bool is_dedicated)
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{
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static unsigned long _last_adjustment = 0; //TIMEGETTIME();
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/*
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**
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** Get average average priority.
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**
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** Do a pass and assign bandwidth to clients based on priority. Boost bandwidth to players currently loading. Clip bandwidth to
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** clients max bps (and +- 50%) and keep a total of spare bandwidth.
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**
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** Repeat until no bandwidth left.
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**
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*/
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if (connection != NULL) {
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bool need_update = false;
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for (int i=connection->Get_Min_RHost() + (is_dedicated ? 0 : 1) ; i <= connection->Get_Max_RHost() ; i++) {
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cRemoteHost *client = connection->Get_Remote_Host(i);
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if (client && client->Get_Target_Bps() == 0) {
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need_update = true;
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break;
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}
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}
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if (need_update || TIMEGETTIME() - _last_adjustment > 100) {
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_last_adjustment = TIMEGETTIME();
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Adjust_Connection_Budget(connection);
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int num_remote_hosts = connection->Get_Num_RHosts();
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if (!is_dedicated) {
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num_remote_hosts--;
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}
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if (num_remote_hosts > NumClientStructs) {
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Allocate_Client_Structs(num_remote_hosts);
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}
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WWASSERT(NumClientStructs >= num_remote_hosts);
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NumClients = 0;
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/*
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** Copy all the info we need into a single place.
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*/
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float average_priority = 0;
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for (int i=connection->Get_Min_RHost() + (is_dedicated ? 0 : 1) ; i <= connection->Get_Max_RHost() ; i++) {
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cRemoteHost *client = connection->Get_Remote_Host(i);
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if (client != NULL) {
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ClientInfo[NumClients].AveragePriority = client->Get_Average_Priority();
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ClientInfo[NumClients].MaxBpsDown = client->Get_Maximum_Bps();
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ClientInfo[NumClients].AllocatedBBO = client->Get_Target_Bps();
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ClientInfo[NumClients].ID = client->Get_Id();
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ClientInfo[NumClients].IsLoading = client->Get_Is_Loading();
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ClientInfo[NumClients].IsDone = false;
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/*
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** Track the overally average priority.
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*/
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average_priority += ClientInfo[NumClients].AveragePriority;
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NumClients++;
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}
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}
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WWASSERT(NumClients == num_remote_hosts);
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if (NumClients) {
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/*
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** Get the average object priority among all players.
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*/
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average_priority = average_priority / NumClients;
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int bw_adjust = 100;
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unsigned long total_bbo_allocated = Allocate_Bandwidth(average_priority, bw_adjust, connection->Get_Bandwidth_Budget_Out());
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/*
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** Ok, we have a rough bandwidth allocation. If we allocated too much or too little then we will need to do
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** some fine tuning.
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*/
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unsigned long total_bbo = connection->Get_Bandwidth_Budget_Out();
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int diff = total_bbo - total_bbo_allocated;
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int percent_diff = (100 * abs(diff)) / total_bbo;
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diff = total_bbo - total_bbo_allocated;
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bw_adjust = 100 + ((100 * diff) / (((int)total_bbo * 9) / 10));
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if (bw_adjust) {
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/*
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** If we allocated more or less than we have then keep adjusting until it comes out at about 95%.
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*/
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int tries = 5;
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while ((diff < 0 || percent_diff > 10) && tries >= 0) {
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//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));
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total_bbo_allocated = Allocate_Bandwidth(average_priority, bw_adjust, connection->Get_Bandwidth_Budget_Out());
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diff = total_bbo - total_bbo_allocated;
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percent_diff = (100 * abs(diff)) / total_bbo;
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bw_adjust = bw_adjust * (100 + ((100 * diff) / (((int)total_bbo * 9) / 10))) / 100;
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if (bw_adjust <= 0) {
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break;
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}
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tries--;
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}
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/*
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** If we get to this point, there should still be bandwidth left.
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*/
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if (diff < 0 && percent_diff > 3) {
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WWDEBUG_SAY(("***** WARNING - BandwidthBalancer: Insufficient bandwidth for the number of clients in the game *********\n"));
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WWDEBUG_SAY(("Allocated too much bandwidth. total_bbo = %d, total_bbo_allocated = %d, bw_adjust = %d\n", total_bbo, total_bbo_allocated, bw_adjust));
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}
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/*
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** Oh well, let's assume that's right. Set the bandwidth budgets back into the rhosts.
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*/
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int index = 0;
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for (int i=connection->Get_Min_RHost() + (is_dedicated ? 0 : 1) ; i <= connection->Get_Max_RHost() ; i++) {
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cRemoteHost *client = connection->Get_Remote_Host(i);
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if (client != NULL) {
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client->Set_Target_Bps(ClientInfo[index++].AllocatedBBO);
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}
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}
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}
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}
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}
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}
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}
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/***********************************************************************************************
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* BandwidthBalancerClass::Allocate_Bandwidth -- Split bandwidth between clients *
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* *
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* *
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* *
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* INPUT: Average object priority for all clients *
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* *
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* *
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* OUTPUT: Percentage to apply to final bandwidth numbers *
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* *
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* WARNINGS: None *
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* *
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* HISTORY: *
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* 10/21/2001 8:49PM ST : Created *
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*=============================================================================================*/
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unsigned long BandwidthBalancerClass::Allocate_Bandwidth(float average_priority, int bw_adjust, unsigned long total_server_bbo)
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{
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WWASSERT(bw_adjust != 0);
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WWASSERT(average_priority >= 0.0f);
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WWASSERT(average_priority <= 1.0f);
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/*
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** Get our total bandwidth budget out. This has to be split between all clients.
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*/
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unsigned long total_bbo = total_server_bbo;
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unsigned long bbo_per_client = total_bbo / NumClients;
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unsigned long total_bbo_allocated = 0;
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/*
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** Loop through and assign bandwidth based on average priority and other metrics.
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*/
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for (int i=0 ; i<NumClients ; i++) {
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ClientInfoStruct *client = &ClientInfo[i];
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float pri = client->AveragePriority;
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/*
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** Work out the bandwidth, initially based on average priority.
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*/
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int client_bbo_adjust = (pri - average_priority) * bbo_per_client;
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if (client_bbo_adjust > 0) {
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client_bbo_adjust = min(client_bbo_adjust, (int)bbo_per_client / 2);
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} else {
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client_bbo_adjust = max(client_bbo_adjust, -((int)bbo_per_client / 2));
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}
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int new_client_bbo = bbo_per_client + client_bbo_adjust;
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WWASSERT(new_client_bbo > 0);
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/*
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** Boost the bandwidth if the client is loading. He doesn't need it now but there will be a huge demand for
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** bandwidth as soon as the load is done so it's good to free some up now.
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*/
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if (client->IsLoading) {
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new_client_bbo = new_client_bbo << 1;
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}
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/*
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** Apply the overall percentage adjustment.
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*/
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double big_client_bbo = (double) new_client_bbo;
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double big_bw_adjust = (double) bw_adjust;
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big_client_bbo = (big_client_bbo * big_bw_adjust) / 100.0;
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big_client_bbo = min(big_client_bbo, (double) 0x7fffffff);
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//new_client_bbo = (new_client_bbo * bw_adjust) / 100;
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new_client_bbo = (int) big_client_bbo;
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/*
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** OK, we have the bandwidth adjusted according to priority.
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** Clamp it to the min allowed and the max the client can take.
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*/
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new_client_bbo = min(new_client_bbo, (int)client->MaxBpsDown);
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new_client_bbo = max(new_client_bbo, MIN_ACCEPTABLE_BANDWIDTH);
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client->AllocatedBBO = (unsigned long) new_client_bbo;
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total_bbo_allocated += (unsigned long) new_client_bbo;
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}
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return(total_bbo_allocated);
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}
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/***********************************************************************************************
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* BandwidthBalancerClass::Adjust_Connection_Budget -- Adjust BBO of server connection *
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* *
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* *
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* *
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* INPUT: Ptr to server connection *
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* *
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* OUTPUT: Nothing *
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* *
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* WARNINGS: None *
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* *
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* HISTORY: *
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* 10/24/2001 1:56PM ST : Created *
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*=============================================================================================*/
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void BandwidthBalancerClass::Adjust_Connection_Budget(cConnection *connection)
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{
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static unsigned long _last_time = 0;
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unsigned long time = TIMEGETTIME();
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/*
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** Check every n seconds and see if we had any send errors that would be caused by sending too much data.
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*/
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if (PacketManager.Get_Error_State() == PacketManagerClass::STATE_WS_BUFFERS_FULL) {
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if (time - _last_time > 10000) {
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_last_time = time;
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ULONG bbo = connection->Get_Bandwidth_Budget_Out();
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ULONG new_bbo = (bbo * 9) / 10;
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connection->Set_Bandwidth_Budget_Out(new_bbo);
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WWDEBUG_SAY(("*** WARNING BandwidthBalancerClass - Adjusting Server connection BBO from %d to %d due to send overflow ***\n", bbo, new_bbo));
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}
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}
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}
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