serverfps.cpp 3.9 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** Confidential - Westwood Studios ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : Commando *
  23. * *
  24. * $Archive:: /Commando/Code/Commando/serverfps.cpp $*
  25. * *
  26. * $Author:: Tom_s $*
  27. * *
  28. * $Modtime:: 11/10/01 1:06p $*
  29. * *
  30. * $Revision:: 6 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #include "serverfps.h"
  36. #include "cnetwork.h"
  37. #include "gameobjmanager.h"
  38. #include "apppackettypes.h"
  39. //
  40. // Class statics
  41. //
  42. cServerFps * cServerFps::TheInstance = NULL;
  43. //-----------------------------------------------------------------------------
  44. cServerFps::cServerFps(void)
  45. {
  46. Set_Network_ID(NETID_SERVER_FPS);
  47. Fps = 0;
  48. Set_App_Packet_Type(APPPACKETTYPE_SERVERFPS);
  49. }
  50. //-----------------------------------------------------------------------------
  51. void
  52. cServerFps::Set_Fps(int fps)
  53. {
  54. WWASSERT(fps >= 0);
  55. WWASSERT(cNetwork::I_Am_Server());
  56. Fps = fps;
  57. Set_Object_Dirty_Bit(NetworkObjectClass::BIT_FREQUENT, true);
  58. }
  59. //-----------------------------------------------------------------------------
  60. void
  61. cServerFps::Export_Frequent(BitStreamClass &packet)
  62. {
  63. WWASSERT(cNetwork::I_Am_Server());
  64. packet.Add(Fps);
  65. }
  66. //-----------------------------------------------------------------------------
  67. void
  68. cServerFps::Import_Frequent(BitStreamClass &packet)
  69. {
  70. WWASSERT(cNetwork::I_Am_Client());
  71. packet.Get(Fps);
  72. }
  73. //-----------------------------------------------------------------------------
  74. void
  75. cServerFps::Create_Instance
  76. (
  77. void
  78. )
  79. {
  80. WWASSERT(TheInstance == NULL);
  81. TheInstance = new cServerFps;
  82. }
  83. //-----------------------------------------------------------------------------
  84. void
  85. cServerFps::Destroy_Instance
  86. (
  87. void
  88. )
  89. {
  90. WWASSERT(TheInstance != NULL);
  91. delete TheInstance;
  92. TheInstance = NULL;
  93. }
  94. //-----------------------------------------------------------------------------
  95. cServerFps *
  96. cServerFps::Get_Instance
  97. (
  98. void
  99. )
  100. {
  101. return TheInstance;
  102. }