quadrilateralcowboy/framework/async/NetworkSystem.cpp
2020-06-12 14:06:25 -07:00

215 lines
5.8 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code 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.
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "NetworkSystem.h"
idNetworkSystem networkSystemLocal;
idNetworkSystem * networkSystem = &networkSystemLocal;
/*
==================
idNetworkSystem::ServerSendReliableMessage
==================
*/
void idNetworkSystem::ServerSendReliableMessage( int clientNum, const idBitMsg &msg ) {
if ( idAsyncNetwork::server.IsActive() ) {
idAsyncNetwork::server.SendReliableGameMessage( clientNum, msg );
}
}
/*
==================
idNetworkSystem::ServerSendReliableMessageExcluding
==================
*/
void idNetworkSystem::ServerSendReliableMessageExcluding( int clientNum, const idBitMsg &msg ) {
if ( idAsyncNetwork::server.IsActive() ) {
idAsyncNetwork::server.SendReliableGameMessageExcluding( clientNum, msg );
}
}
/*
==================
idNetworkSystem::ServerGetClientPing
==================
*/
int idNetworkSystem::ServerGetClientPing( int clientNum ) {
if ( idAsyncNetwork::server.IsActive() ) {
return idAsyncNetwork::server.GetClientPing( clientNum );
}
return 0;
}
/*
==================
idNetworkSystem::ServerGetClientPrediction
==================
*/
int idNetworkSystem::ServerGetClientPrediction( int clientNum ) {
if ( idAsyncNetwork::server.IsActive() ) {
return idAsyncNetwork::server.GetClientPrediction( clientNum );
}
return 0;
}
/*
==================
idNetworkSystem::ServerGetClientTimeSinceLastPacket
==================
*/
int idNetworkSystem::ServerGetClientTimeSinceLastPacket( int clientNum ) {
if ( idAsyncNetwork::server.IsActive() ) {
return idAsyncNetwork::server.GetClientTimeSinceLastPacket( clientNum );
}
return 0;
}
/*
==================
idNetworkSystem::ServerGetClientTimeSinceLastInput
==================
*/
int idNetworkSystem::ServerGetClientTimeSinceLastInput( int clientNum ) {
if ( idAsyncNetwork::server.IsActive() ) {
return idAsyncNetwork::server.GetClientTimeSinceLastInput( clientNum );
}
return 0;
}
/*
==================
idNetworkSystem::ServerGetClientOutgoingRate
==================
*/
int idNetworkSystem::ServerGetClientOutgoingRate( int clientNum ) {
if ( idAsyncNetwork::server.IsActive() ) {
return idAsyncNetwork::server.GetClientOutgoingRate( clientNum );
}
return 0;
}
/*
==================
idNetworkSystem::ServerGetClientIncomingRate
==================
*/
int idNetworkSystem::ServerGetClientIncomingRate( int clientNum ) {
if ( idAsyncNetwork::server.IsActive() ) {
return idAsyncNetwork::server.GetClientIncomingRate( clientNum );
}
return 0;
}
/*
==================
idNetworkSystem::ServerGetClientIncomingPacketLoss
==================
*/
float idNetworkSystem::ServerGetClientIncomingPacketLoss( int clientNum ) {
if ( idAsyncNetwork::server.IsActive() ) {
return idAsyncNetwork::server.GetClientIncomingPacketLoss( clientNum );
}
return 0.0f;
}
/*
==================
idNetworkSystem::ClientSendReliableMessage
==================
*/
void idNetworkSystem::ClientSendReliableMessage( const idBitMsg &msg ) {
if ( idAsyncNetwork::client.IsActive() ) {
idAsyncNetwork::client.SendReliableGameMessage( msg );
} else if ( idAsyncNetwork::server.IsActive() ) {
idAsyncNetwork::server.LocalClientSendReliableMessage( msg );
}
}
/*
==================
idNetworkSystem::ClientGetPrediction
==================
*/
int idNetworkSystem::ClientGetPrediction( void ) {
if ( idAsyncNetwork::client.IsActive() ) {
return idAsyncNetwork::client.GetPrediction();
}
return 0;
}
/*
==================
idNetworkSystem::ClientGetTimeSinceLastPacket
==================
*/
int idNetworkSystem::ClientGetTimeSinceLastPacket( void ) {
if ( idAsyncNetwork::client.IsActive() ) {
return idAsyncNetwork::client.GetTimeSinceLastPacket();
}
return 0;
}
/*
==================
idNetworkSystem::ClientGetOutgoingRate
==================
*/
int idNetworkSystem::ClientGetOutgoingRate( void ) {
if ( idAsyncNetwork::client.IsActive() ) {
return idAsyncNetwork::client.GetOutgoingRate();
}
return 0;
}
/*
==================
idNetworkSystem::ClientGetIncomingRate
==================
*/
int idNetworkSystem::ClientGetIncomingRate( void ) {
if ( idAsyncNetwork::client.IsActive() ) {
return idAsyncNetwork::client.GetIncomingRate();
}
return 0;
}
/*
==================
idNetworkSystem::ClientGetIncomingPacketLoss
==================
*/
float idNetworkSystem::ClientGetIncomingPacketLoss( void ) {
if ( idAsyncNetwork::client.IsActive() ) {
return idAsyncNetwork::client.GetIncomingPacketLoss();
}
return 0.0f;
}