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CnC_Renegade/Code/Commando/floodprotectionmgr.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 : commando *
* *
* $Archive:: /Commando/Code/Commando/floodprotectionmgr.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 2/25/02 1:22p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "floodprotectionmgr.h"
#include "combat.h"
#include "messagewindow.h"
#include "translatedb.h"
#include "string_ids.h"
//////////////////////////////////////////////////////////////////////
// Static member initialization
//////////////////////////////////////////////////////////////////////
SimpleDynVecClass<FloodProtectionMgrClass::FLOOD_ENTRY> FloodProtectionMgrClass::FloodList;
//////////////////////////////////////////////////////////////////////
//
// Reset
//
//////////////////////////////////////////////////////////////////////
void
FloodProtectionMgrClass::Reset (void)
{
FloodList.Delete_All ();
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Decay_Old_Entries
//
//////////////////////////////////////////////////////////////////////
void
FloodProtectionMgrClass::Decay_Old_Entries (void)
{
const int DECAY_TIME = 15000;
uint32 curr_time = ::GetTickCount ();
//
// Loop over all the entries in the list
//
int count = FloodList.Count ();
for (int index = 0; index < count; index ++) {
//
// Has this entry expired?
//
uint32 time = FloodList[index].time;
if ((curr_time - time) >= DECAY_TIME) {
FloodList.Delete (index);
index --;
count --;
}
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Detect_Flooding
//
//////////////////////////////////////////////////////////////////////
bool
FloodProtectionMgrClass::Detect_Flooding (const WCHAR *text)
{
//
// First, remove any old entries
//
Decay_Old_Entries ();
//
// The user is "flooding" if they have sent more then
// 10 messages in the last 15 seconds
//
const int FLOOD_THRESHOLD = 5;
bool retval = (FloodList.Count () >= FLOOD_THRESHOLD);
//
// If the user is spamming, then let them know it
//
if (retval) {
Display_Flood_Message ();
} else {
//
// Add a new entry to the list
//
FLOOD_ENTRY entry;
entry.time = ::GetTickCount ();
entry.text_len = 0;
FloodList.Add (entry);
}
return retval;
}
//////////////////////////////////////////////////////////////////////
//
// Display_Flood_Message
//
//////////////////////////////////////////////////////////////////////
void
FloodProtectionMgrClass::Display_Flood_Message (void)
{
MessageWindowClass *message_window = CombatManager::Get_Message_Window ();
if (message_window != NULL) {
//
// Display a message letting the user know they've been caught spamming
//
message_window->Add_Message (TRANSLATE (IDS_FLOOD_MSG), Vector3 (1.0F, 1.0F, 1.0F));
}
return ;
}