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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/>.
- */
- /***********************************************************************************************
- *** 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();
- }
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