OpenTTD-patches/src/network/network_gamelist.cpp

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/* $Id$ */
/**
* @file network_gamelist.cpp This file handles the GameList
* Also, it handles the request to a server for data about the server
*/
#ifdef ENABLE_NETWORK
#include "../stdafx.h"
#include "../debug.h"
#include "../newgrf_config.h"
#include "../core/alloc_func.hpp"
#include "core/game.h"
#include "network_udp.h"
#include "network_gamelist.h"
#include "network_gui.h"
NetworkGameList *_network_game_list = NULL;
/** Add a new item to the linked gamelist. If the IP and Port match
* return the existing item instead of adding it again
* @param ip the IP-address (inet_addr) of the to-be added item
* @param port the port the server is running on
* @return a point to the newly added or already existing item */
NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port)
{
if (ip == 0) return NULL;
NetworkGameList *item, *prev_item;
prev_item = NULL;
for (item = _network_game_list; item != NULL; item = item->next) {
if (item->ip == ip && item->port == port) return item;
prev_item = item;
}
item = MallocT<NetworkGameList>(1);
memset(item, 0, sizeof(*item));
item->next = NULL;
item->ip = ip;
item->port = port;
if (prev_item == NULL) {
_network_game_list = item;
} else {
prev_item->next = item;
}
DEBUG(net, 4, "[gamelist] added server to list");
UpdateNetworkGameWindow(false);
return item;
}
/** Remove an item from the gamelist linked list
* @param remove pointer to the item to be removed */
void NetworkGameListRemoveItem(NetworkGameList *remove)
{
NetworkGameList *item, *prev_item;
prev_item = NULL;
for (item = _network_game_list; item != NULL; item = item->next) {
if (remove == item) {
if (prev_item == NULL) {
_network_game_list = remove->next;
} else {
prev_item->next = remove->next;
}
/* Remove GRFConfig information */
ClearGRFConfigList(&remove->info.grfconfig);
free(remove);
remove = NULL;
DEBUG(net, 4, "[gamelist] removed server from list");
UpdateNetworkGameWindow(false);
return;
}
prev_item = item;
}
}
enum {
MAX_GAME_LIST_REQUERY_COUNT = 5, ///< How often do we requery in number of times per server?
REQUERY_EVERY_X_GAMELOOPS = 60, ///< How often do we requery in time?
REFRESH_GAMEINFO_X_REQUERIES = 50, ///< Refresh the game info itself after REFRESH_GAMEINFO_X_REQUERIES * REQUERY_EVERY_X_GAMELOOPS game loops
};
/** Requeries the (game) servers we have not gotten a reply from */
void NetworkGameListRequery()
{
static uint8 requery_cnt = 0;
if (++requery_cnt < REQUERY_EVERY_X_GAMELOOPS) return;
requery_cnt = 0;
struct in_addr ip;
NetworkGameList *item;
for (item = _network_game_list; item != NULL; item = item->next) {
item->retries++;
if (item->retries < REFRESH_GAMEINFO_X_REQUERIES && (item->online || item->retries >= MAX_GAME_LIST_REQUERY_COUNT)) continue;
ip.s_addr = item->ip;
/* item gets mostly zeroed by NetworkUDPQueryServer */
uint8 retries = item->retries;
NetworkUDPQueryServer(inet_ntoa(ip), item->port);
item->retries = (retries >= REFRESH_GAMEINFO_X_REQUERIES) ? 0 : retries;
}
}
#endif /* ENABLE_NETWORK */