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;