Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: baseclientstate.cpp: implementation of the CBaseClientState class.
//
//=============================================================================//
#include "client.h"
#include "convar.h"
#include "convar_serverbounded.h"
#include "sys.h"
#include "net.h"
// These are the server cvars that control our cvars.
extern int ClampClientRate( int nRate );
extern ConVar sv_mincmdrate; extern ConVar sv_maxcmdrate; extern ConVar sv_minupdaterate; extern ConVar sv_maxupdaterate; extern ConVar sv_client_cmdrate_difference;
extern ConVar sv_client_interp; extern ConVar sv_client_predict;
// ------------------------------------------------------------------------------------------ //
// rate
// ------------------------------------------------------------------------------------------ //
class CBoundedCvar_Rate : public ConVar_ServerBounded { public: CBoundedCvar_Rate() : ConVar_ServerBounded( "rate", #if defined( _X360 )
"6000", #else
V_STRINGIFY(DEFAULT_RATE), #endif
FCVAR_ARCHIVE | FCVAR_USERINFO, "Max bytes/sec the host can receive data" ) { }
virtual float GetFloat() const { if ( cl.m_nSignonState >= SIGNONSTATE_FULL ) { int nRate = (int)GetBaseFloatValue(); return (float)ClampClientRate( nRate ); } else { return GetBaseFloatValue(); } } };
static CBoundedCvar_Rate cl_rate_var; ConVar_ServerBounded *cl_rate = &cl_rate_var;
// ------------------------------------------------------------------------------------------ //
// cl_cmdrate
// ------------------------------------------------------------------------------------------ //
class CBoundedCvar_CmdRate : public ConVar_ServerBounded { public: CBoundedCvar_CmdRate() : ConVar_ServerBounded( "cl_cmdrate", "30", FCVAR_ARCHIVE | FCVAR_USERINFO, "Max number of command packets sent to server per second", true, MIN_CMD_RATE, true, MAX_CMD_RATE ) { }
virtual float GetFloat() const { float flCmdRate = GetBaseFloatValue();
if ( sv_mincmdrate.GetInt() != 0 && cl.m_nSignonState >= SIGNONSTATE_FULL ) { // First, we make it stay within range of cl_updaterate.
float diff = flCmdRate - cl_updaterate->GetFloat(); if ( fabs( diff ) > sv_client_cmdrate_difference.GetFloat() ) { if ( diff > 0 ) flCmdRate = cl_updaterate->GetFloat() + sv_client_cmdrate_difference.GetFloat(); else flCmdRate = cl_updaterate->GetFloat() - sv_client_cmdrate_difference.GetFloat(); }
// Then we clamp to the min/max values the server has set.
return clamp( flCmdRate, sv_mincmdrate.GetFloat(), sv_maxcmdrate.GetFloat() ); } else { return flCmdRate; } } };
static CBoundedCvar_CmdRate cl_cmdrate_var; ConVar_ServerBounded *cl_cmdrate = &cl_cmdrate_var;
// ------------------------------------------------------------------------------------------ //
// cl_updaterate
// ------------------------------------------------------------------------------------------ //
class CBoundedCvar_UpdateRate : public ConVar_ServerBounded { public: CBoundedCvar_UpdateRate() : ConVar_ServerBounded( "cl_updaterate", "20", FCVAR_ARCHIVE | FCVAR_USERINFO | FCVAR_NOT_CONNECTED, "Number of packets per second of updates you are requesting from the server" ) { }
virtual float GetFloat() const { // Clamp to the min/max values the server has set.
//
// This cvar only takes effect on the server anyway, and this is done there too,
// but we have this here so they'll get the **note thing telling them the value
// isn't functioning the way they set it.
return clamp( GetBaseFloatValue(), sv_minupdaterate.GetFloat(), sv_maxupdaterate.GetFloat() ); } };
static CBoundedCvar_UpdateRate cl_updaterate_var; ConVar_ServerBounded *cl_updaterate = &cl_updaterate_var;
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