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- /*
- ===========================================================================
- 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;
- }
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