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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/comnetrcvinst.cpp $*
- * *
- * $Author:: Steve_t $*
- * *
- * $Modtime:: 2/22/02 7:00p $*
- * *
- * $Revision:: 118 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "comnetrcvinst.h"
- #include "gameobjmanager.h"
- #include "playermanager.h"
- #include "cnetwork.h"
- #include "WWAudio.H"
- #include "ccamera.h"
- #include "gametype.h"
- #include "textdisplay.h"
- #include "wwprofile.h"
- #include "serverfps.h"
- #include "useroptions.h"
- #include "serversettings.h"
- #include "consolemode.h"
- #include "demosupport.h"
- //-----------------------------------------------------------------------------
- void CombatNetworkReceiverInstanceClass::Print( const char *format, ... )
- {
- va_list arg_list;
- va_start (arg_list, format);
- StringClass string;
- string.Format_Args( format, arg_list );
- ConsoleBox.Print_Maybe(string);
- if (!ConsoleBox.Is_Exclusive()) {
- WWASSERT( Get_Text_Display() );
- Get_Text_Display()->Print_System( string );
- }
- va_end (arg_list);
- }
- //-----------------------------------------------------------------------------
- void CombatNetworkReceiverInstanceClass::Print( const Vector3 & color, const char *format, ... )
- {
- WWASSERT( Get_Text_Display() );
- va_list arg_list;
- va_start (arg_list, format);
- StringClass string;
- string.Format_Args( format, arg_list );
- WideStringClass ws(string, true);
- ConsoleBox.Add_Message(&ws, (Vector3*)&color);
- if (!ConsoleBox.Is_Exclusive()) {
- WWASSERT( Get_Text_Display() );
- Get_Text_Display()->Print( string, color );
- }
- va_end (arg_list);
- }
- //-----------------------------------------------------------------------------
- void CombatNetworkReceiverInstanceClass::Server_Send_Delete_Notifications(void)
- {
- WWASSERT(cNetwork::I_Am_Server());
- if (IS_SOLOPLAY) {
- return;
- }
- //
- // Figure out what data to send to each player (client)
- //
- for (
- SLNode<cPlayer> * player_node = cPlayerManager::Get_Player_Object_List()->Head();
- player_node;
- player_node = player_node->Next()) {
- cPlayer * p_player = player_node->Data();
- WWASSERT(p_player != NULL);
- int client_id = p_player->Get_Id();
- if (client_id < 0) {
- //
- // AI... no sends
- //
- continue;
- }
- if (p_player->Get_Is_Active().Is_False()) {
- continue;
- }
- if (p_player->Get_Is_In_Game().Is_False()) {
- //
- // Loading... delay send
- //
- continue;
- }
- cNetwork::Tell_Client_About_Delete_Notifications(client_id);
- }
- return ;
- }
- //-----------------------------------------------------------------------------
- bool CombatNetworkReceiverInstanceClass::Server_Update_Dynamic_Objects(bool is_urgent)
- {
- WWASSERT(cNetwork::I_Am_Server());
- if (IS_SOLOPLAY) {
- return(false);
- }
- DEMO_SECURITY_CHECK;
- //
- // Limit the maximum rate at which the server sends updates.
- // This code will result in updates at a little less than NetUpdateRate.
- // This saves bandwidth at the cost of added latency.
- //
- static DWORD last_update_time = 0;
- DWORD time_now = TIMEGETTIME();
- if (!is_urgent && (time_now - last_update_time < 1000 / (float) cUserOptions::NetUpdateRate.Get())) {
- return(false);
- }
- last_update_time = time_now;
- //
- // cRemoteHost figures out when to update priorities based on this so keep it in sync with the NetUpdateRate.
- //
- cRemoteHost::Set_Priority_Update_Rate(cUserOptions::NetUpdateRate.Get());
- //
- // TSS - bug
- // Must handle sniper... also, should use camera position
- // rather than commando position
- //
- //
- // Figure out what data to send to each player (client)
- //
- for (
- SLNode<cPlayer> * player_node = cPlayerManager::Get_Player_Object_List()->Head();
- player_node;
- player_node = player_node->Next()) {
- cPlayer * p_player = player_node->Data();
- WWASSERT(p_player != NULL);
- int client_id = p_player->Get_Id();
- if (client_id < 0) {
- //
- // AI... no sends
- //
- continue;
- }
- if (p_player->Get_Is_Active().Is_False()) {
- continue;
- }
- if (!is_urgent && p_player->Get_Is_In_Game().Is_False()) {
- //
- // Loading... delay sends
- //
- continue;
- }
- //is_urgent = true;//XXX
- if (!is_urgent) {
- //
- // Do not send to the client at a rate much higher than his framerate
- // This code will only impact if his framerate is below NetUpdateRate.
- // This code should help prevent players whose framerate bogs from
- // getting packet-swamped.
- //
- int min_delay_ms = 0;
- if (p_player->Get_Fps() > 0) {
- const float arbitrary_scale_factor = 1.0;
- min_delay_ms = (int)(arbitrary_scale_factor * 1000 / (float) p_player->Get_Fps());
- }
- int time_elapsed_ms = time_now - p_player->Get_Last_Update_Time_Ms();
- if (time_elapsed_ms < min_delay_ms) {
- continue;
- }
- }
- p_player->Set_Last_Update_Time_Ms(time_now);
- SmartGameObj * p_soldier = GameObjManager::Find_Soldier_Of_Client_ID(client_id);
- Vector3 dest_pos;
- if (p_soldier == NULL) {
- //
- // Act like the guy is far, far away.
- // He'll only receive priority 1 messages.
- //
- dest_pos.Set(Vector3(0, 0, -10000));
- } else {
- p_soldier->Get_Position(&dest_pos);
- //
- // His eyes are say 1.5 m above his feet
- //
- dest_pos.Z += 1.5;
- }
- cNetwork::Tell_Client_About_Dynamic_Objects(client_id, dest_pos);
- }
- return(true);
- }
- //-----------------------------------------------------------------------------
- bool CombatNetworkReceiverInstanceClass::Client_Update_Dynamic_Objects(bool is_urgent)
- {
- //
- // TSS092001
- // Do not send updates to the server at a rate higher than NetUpdateRate.
- // If the server framerate is below this, match the client send rate to it.
- //
- /*TSS092101*/
- WWASSERT(cNetwork::I_Am_Client());
- static DWORD last_update_time_ms = 0;
- DWORD time_now_ms = TIMEGETTIME();
- DWORD time_elapsed_ms = time_now_ms - last_update_time_ms;
- int max_updates_per_second = cUserOptions::NetUpdateRate.Get();
- WWASSERT(cServerFps::Get_Instance() != NULL);
- int server_fps = cServerFps::Get_Instance()->Get_Fps();
- if (server_fps > 0 && server_fps < cUserOptions::NetUpdateRate.Get()) {
- max_updates_per_second = server_fps;
- }
- DWORD min_delay_ms = (DWORD)(1000 / (float) max_updates_per_second);
- //is_urgent = true;//XXX
- if (is_urgent || (time_elapsed_ms >= min_delay_ms)) {
- last_update_time_ms = time_now_ms;
- cNetwork::Tell_Server_About_Dynamic_Objects();
- return(true);
- }
- return(false);
- /**/
- }
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