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