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Initial commit of Command & Conquer Renegade source code.
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172
Code/Commando/sbbomanager.cpp
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172
Code/Commando/sbbomanager.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program 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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**
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** This program 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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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Commando/sbbomanager.cpp $*
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* *
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* $Author:: Tom_s $*
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* *
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* $Modtime:: 11/27/01 12:13p $*
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* *
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* $Revision:: 6 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "sbbomanager.h"
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#include "debug.h"
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#include "cnetwork.h"
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//
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// Class statics
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//
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float cSbboManager::AccumTimeSNetUpdate = 0;
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float cSbboManager::AccumTimeSCombatThink = 0;
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float cSbboManager::NetToCombatRatio = 0;
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int cSbboManager::PoorRatios = 0;
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int cSbboManager::SlowSamples = 0;
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bool cSbboManager::IsEnabled = true;
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//-----------------------------------------------------------------------------
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void
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cSbboManager::Reset
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(
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void
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)
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{
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WWASSERT(cNetwork::I_Am_Server());
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AccumTimeSNetUpdate = 0;
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AccumTimeSCombatThink = 0;
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NetToCombatRatio = 0;
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PoorRatios = 0;
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SlowSamples = 0;
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}
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//-----------------------------------------------------------------------------
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void
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cSbboManager::Think
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(
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void
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)
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{
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//
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// This function reduces server bandwidth out if the framerate is low and we are
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// spending way too much time doing network updates.
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//
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if (!IsEnabled)
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{
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return;
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}
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WWASSERT(cNetwork::I_Am_Server());
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float total_time = AccumTimeSNetUpdate + AccumTimeSCombatThink;
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if (AccumTimeSCombatThink > 0 && total_time > 2)
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{
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NetToCombatRatio = AccumTimeSNetUpdate / AccumTimeSCombatThink;
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AccumTimeSNetUpdate = 0;
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AccumTimeSCombatThink = 0;
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if (NetToCombatRatio > 5) {
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PoorRatios++;
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} else {
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PoorRatios = 0;
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}
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if (cNetwork::Get_Fps() < 20) {
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SlowSamples++;
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} else {
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SlowSamples = 0;
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}
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if (SlowSamples >= 10 && PoorRatios >= 10) {
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ULONG sbbo = cNetwork::PServerConnection->Get_Bandwidth_Budget_Out();
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if (sbbo >= 64000)
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{
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sbbo *= 0.90;
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cNetwork::PServerConnection->Set_Bandwidth_Budget_Out(sbbo);
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Debug_Say(("cSbboManager::Think: reducing sbbo to %d\n", sbbo));
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SlowSamples = 0;
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PoorRatios = 0;
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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void
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cSbboManager::Increment_Accum_Time_S_Net_Update
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(
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float time_increment_s
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)
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{
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WWASSERT(cNetwork::I_Am_Server());
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WWASSERT(time_increment_s >= 0);
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AccumTimeSNetUpdate += time_increment_s;
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}
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//-----------------------------------------------------------------------------
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void
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cSbboManager::Increment_Accum_Time_S_Combat_Think
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(
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float time_increment_s
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)
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{
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WWASSERT(cNetwork::I_Am_Server());
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WWASSERT(time_increment_s >= 0);
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AccumTimeSCombatThink += time_increment_s;
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}
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//-----------------------------------------------------------------------------
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float
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cSbboManager::Get_Net_To_Combat_Ratio
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(
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void
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)
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{
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WWASSERT(cNetwork::I_Am_Server());
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return NetToCombatRatio;
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}
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//-----------------------------------------------------------------------------
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bool
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cSbboManager::Toggle_Is_Enabled
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(
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void
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)
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{
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IsEnabled = !IsEnabled;
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Reset();
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return IsEnabled;
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}
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