Filesystem update.

This commit is contained in:
Justin Marshall
2026-05-09 07:37:04 -07:00
parent 53dc4276d5
commit 8c4a087aa9
2076 changed files with 11142 additions and 87 deletions
@@ -0,0 +1,215 @@
/*
===========================================================================
IceTech GPL Source Code
Copyright (C) 2026 Justin Marshall
This file is part of the IceTech GPL Source Code (?IceTech Source Code?).
IceTech 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.
IceTech 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 IceTech Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the IceTech 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 IceTech 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 Justin Marshall, justinmarshall20@gmail.com
===========================================================================
*/
#include "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;
}