mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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215 lines
5.8 KiB
C++
215 lines
5.8 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "NetworkSystem.h"
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idNetworkSystem networkSystemLocal;
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idNetworkSystem * networkSystem = &networkSystemLocal;
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/*
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==================
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idNetworkSystem::ServerSendReliableMessage
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==================
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*/
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void idNetworkSystem::ServerSendReliableMessage( int clientNum, const idBitMsg &msg ) {
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if ( idAsyncNetwork::server.IsActive() ) {
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idAsyncNetwork::server.SendReliableGameMessage( clientNum, msg );
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}
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}
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/*
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==================
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idNetworkSystem::ServerSendReliableMessageExcluding
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==================
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*/
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void idNetworkSystem::ServerSendReliableMessageExcluding( int clientNum, const idBitMsg &msg ) {
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if ( idAsyncNetwork::server.IsActive() ) {
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idAsyncNetwork::server.SendReliableGameMessageExcluding( clientNum, msg );
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}
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}
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/*
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==================
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idNetworkSystem::ServerGetClientPing
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==================
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*/
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int idNetworkSystem::ServerGetClientPing( int clientNum ) {
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if ( idAsyncNetwork::server.IsActive() ) {
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return idAsyncNetwork::server.GetClientPing( clientNum );
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}
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return 0;
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}
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/*
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==================
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idNetworkSystem::ServerGetClientPrediction
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==================
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*/
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int idNetworkSystem::ServerGetClientPrediction( int clientNum ) {
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if ( idAsyncNetwork::server.IsActive() ) {
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return idAsyncNetwork::server.GetClientPrediction( clientNum );
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}
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return 0;
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}
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/*
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==================
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idNetworkSystem::ServerGetClientTimeSinceLastPacket
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==================
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*/
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int idNetworkSystem::ServerGetClientTimeSinceLastPacket( int clientNum ) {
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if ( idAsyncNetwork::server.IsActive() ) {
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return idAsyncNetwork::server.GetClientTimeSinceLastPacket( clientNum );
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}
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return 0;
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}
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/*
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==================
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idNetworkSystem::ServerGetClientTimeSinceLastInput
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==================
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*/
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int idNetworkSystem::ServerGetClientTimeSinceLastInput( int clientNum ) {
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if ( idAsyncNetwork::server.IsActive() ) {
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return idAsyncNetwork::server.GetClientTimeSinceLastInput( clientNum );
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}
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return 0;
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}
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/*
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==================
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idNetworkSystem::ServerGetClientOutgoingRate
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==================
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*/
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int idNetworkSystem::ServerGetClientOutgoingRate( int clientNum ) {
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if ( idAsyncNetwork::server.IsActive() ) {
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return idAsyncNetwork::server.GetClientOutgoingRate( clientNum );
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}
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return 0;
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}
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/*
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==================
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idNetworkSystem::ServerGetClientIncomingRate
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==================
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*/
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int idNetworkSystem::ServerGetClientIncomingRate( int clientNum ) {
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if ( idAsyncNetwork::server.IsActive() ) {
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return idAsyncNetwork::server.GetClientIncomingRate( clientNum );
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}
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return 0;
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}
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/*
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==================
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idNetworkSystem::ServerGetClientIncomingPacketLoss
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==================
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*/
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float idNetworkSystem::ServerGetClientIncomingPacketLoss( int clientNum ) {
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if ( idAsyncNetwork::server.IsActive() ) {
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return idAsyncNetwork::server.GetClientIncomingPacketLoss( clientNum );
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}
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return 0.0f;
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}
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/*
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==================
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idNetworkSystem::ClientSendReliableMessage
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==================
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*/
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void idNetworkSystem::ClientSendReliableMessage( const idBitMsg &msg ) {
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if ( idAsyncNetwork::client.IsActive() ) {
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idAsyncNetwork::client.SendReliableGameMessage( msg );
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} else if ( idAsyncNetwork::server.IsActive() ) {
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idAsyncNetwork::server.LocalClientSendReliableMessage( msg );
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}
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}
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/*
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==================
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idNetworkSystem::ClientGetPrediction
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==================
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*/
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int idNetworkSystem::ClientGetPrediction( void ) {
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if ( idAsyncNetwork::client.IsActive() ) {
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return idAsyncNetwork::client.GetPrediction();
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}
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return 0;
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}
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/*
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==================
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idNetworkSystem::ClientGetTimeSinceLastPacket
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==================
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*/
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int idNetworkSystem::ClientGetTimeSinceLastPacket( void ) {
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if ( idAsyncNetwork::client.IsActive() ) {
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return idAsyncNetwork::client.GetTimeSinceLastPacket();
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}
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return 0;
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}
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/*
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==================
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idNetworkSystem::ClientGetOutgoingRate
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==================
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*/
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int idNetworkSystem::ClientGetOutgoingRate( void ) {
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if ( idAsyncNetwork::client.IsActive() ) {
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return idAsyncNetwork::client.GetOutgoingRate();
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}
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return 0;
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}
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/*
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==================
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idNetworkSystem::ClientGetIncomingRate
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==================
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*/
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int idNetworkSystem::ClientGetIncomingRate( void ) {
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if ( idAsyncNetwork::client.IsActive() ) {
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return idAsyncNetwork::client.GetIncomingRate();
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}
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return 0;
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}
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/*
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==================
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idNetworkSystem::ClientGetIncomingPacketLoss
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==================
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*/
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float idNetworkSystem::ClientGetIncomingPacketLoss( void ) {
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if ( idAsyncNetwork::client.IsActive() ) {
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return idAsyncNetwork::client.GetIncomingPacketLoss();
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}
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return 0.0f;
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}
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