2005-07-24 14:12:37 +00:00
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/* $Id$ */
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2007-02-23 08:37:33 +00:00
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/**
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* @file network_gamelist.cpp This file handles the GameList
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* Also, it handles the request to a server for data about the server
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*/
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2006-10-12 14:13:39 +00:00
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#ifdef ENABLE_NETWORK
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2007-01-02 17:34:03 +00:00
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#include "../stdafx.h"
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#include "../debug.h"
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2007-12-25 09:48:53 +00:00
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#include "../core/alloc_func.hpp"
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2009-01-20 03:44:43 +00:00
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#include "../thread.h"
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#include "../string_func.h"
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2008-05-30 18:20:26 +00:00
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#include "network_internal.h"
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2007-02-01 21:04:40 +00:00
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#include "network_udp.h"
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2007-02-02 21:32:58 +00:00
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#include "network_gamelist.h"
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NetworkGameList *_network_game_list = NULL;
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2007-02-01 21:04:40 +00:00
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2009-01-20 03:44:43 +00:00
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ThreadMutex *_network_game_list_mutex = ThreadMutex::New();
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NetworkGameList *_network_game_delayed_insertion_list = NULL;
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/** Add a new item to the linked gamelist, but do it delayed in the next tick
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* or so to prevent race conditions.
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* @param item the item to add. Will be freed once added.
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*/
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void NetworkGameListAddItemDelayed(NetworkGameList *item)
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{
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_network_game_list_mutex->BeginCritical();
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item->next = _network_game_delayed_insertion_list;
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_network_game_delayed_insertion_list = item;
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_network_game_list_mutex->EndCritical();
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}
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/** Perform the delayed (thread safe) insertion into the game list */
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static void NetworkGameListHandleDelayedInsert()
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{
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_network_game_list_mutex->BeginCritical();
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while (_network_game_delayed_insertion_list != NULL) {
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NetworkGameList *ins_item = _network_game_delayed_insertion_list;
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_network_game_delayed_insertion_list = ins_item->next;
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2009-04-02 20:17:46 +00:00
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NetworkGameList *item = NetworkGameListAddItem(ins_item->address);
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2009-01-20 03:44:43 +00:00
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if (item != NULL) {
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if (StrEmpty(item->info.server_name)) {
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memset(&item->info, 0, sizeof(item->info));
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strecpy(item->info.server_name, ins_item->info.server_name, lastof(item->info.server_name));
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strecpy(item->info.hostname, ins_item->info.hostname, lastof(item->info.hostname));
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item->online = false;
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}
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item->manually = ins_item->manually;
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UpdateNetworkGameWindow(false);
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}
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free(ins_item);
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}
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_network_game_list_mutex->EndCritical();
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}
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2006-01-26 13:01:53 +00:00
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/** Add a new item to the linked gamelist. If the IP and Port match
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* return the existing item instead of adding it again
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2009-04-03 11:02:41 +00:00
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* @param address the address of the to-be added item
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2006-01-26 13:01:53 +00:00
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* @param port the port the server is running on
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* @return a point to the newly added or already existing item */
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2009-04-02 20:17:46 +00:00
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NetworkGameList *NetworkGameListAddItem(NetworkAddress address)
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2004-12-04 17:54:56 +00:00
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{
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2009-04-02 20:39:30 +00:00
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if (StrEmpty(address.GetHostname())) return NULL;
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2008-04-14 20:31:21 +00:00
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2006-01-25 19:03:50 +00:00
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NetworkGameList *item, *prev_item;
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2004-12-04 17:54:56 +00:00
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2006-01-25 19:03:50 +00:00
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prev_item = NULL;
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for (item = _network_game_list; item != NULL; item = item->next) {
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2009-04-02 20:17:46 +00:00
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if (item->address == address) return item;
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2006-01-25 19:03:50 +00:00
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prev_item = item;
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2004-12-04 17:54:56 +00:00
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}
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2009-01-20 03:44:43 +00:00
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item = CallocT<NetworkGameList>(1);
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2004-12-04 17:54:56 +00:00
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item->next = NULL;
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2009-04-02 20:17:46 +00:00
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item->address = address;
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2006-01-25 19:03:50 +00:00
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2006-06-27 21:25:53 +00:00
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if (prev_item == NULL) {
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_network_game_list = item;
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} else {
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prev_item->next = item;
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}
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2006-12-26 17:36:18 +00:00
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DEBUG(net, 4, "[gamelist] added server to list");
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2004-12-04 17:54:56 +00:00
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UpdateNetworkGameWindow(false);
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return item;
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}
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2006-01-26 13:01:53 +00:00
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/** Remove an item from the gamelist linked list
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* @param remove pointer to the item to be removed */
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2004-12-20 22:14:39 +00:00
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void NetworkGameListRemoveItem(NetworkGameList *remove)
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{
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2006-01-25 19:03:50 +00:00
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NetworkGameList *item, *prev_item;
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2004-12-20 22:14:39 +00:00
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2006-01-25 19:03:50 +00:00
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prev_item = NULL;
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for (item = _network_game_list; item != NULL; item = item->next) {
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if (remove == item) {
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2006-06-27 21:25:53 +00:00
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if (prev_item == NULL) {
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_network_game_list = remove->next;
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} else {
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prev_item->next = remove->next;
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}
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2004-12-20 22:14:39 +00:00
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2006-12-18 12:26:55 +00:00
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/* Remove GRFConfig information */
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2006-12-20 21:17:33 +00:00
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ClearGRFConfigList(&remove->info.grfconfig);
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2004-12-20 22:14:39 +00:00
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free(remove);
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2006-12-20 21:17:33 +00:00
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remove = NULL;
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2006-12-26 17:36:18 +00:00
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DEBUG(net, 4, "[gamelist] removed server from list");
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2006-01-25 19:03:50 +00:00
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UpdateNetworkGameWindow(false);
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2004-12-20 22:14:39 +00:00
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return;
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}
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2006-01-25 19:03:50 +00:00
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prev_item = item;
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2004-12-20 22:14:39 +00:00
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}
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}
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2007-02-01 21:04:40 +00:00
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enum {
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2007-07-26 09:53:58 +00:00
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MAX_GAME_LIST_REQUERY_COUNT = 5, ///< How often do we requery in number of times per server?
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REQUERY_EVERY_X_GAMELOOPS = 60, ///< How often do we requery in time?
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REFRESH_GAMEINFO_X_REQUERIES = 50, ///< Refresh the game info itself after REFRESH_GAMEINFO_X_REQUERIES * REQUERY_EVERY_X_GAMELOOPS game loops
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2007-02-01 21:04:40 +00:00
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};
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/** Requeries the (game) servers we have not gotten a reply from */
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2007-03-07 11:47:46 +00:00
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void NetworkGameListRequery()
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2007-02-01 21:04:40 +00:00
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{
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2009-01-20 03:44:43 +00:00
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NetworkGameListHandleDelayedInsert();
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2007-02-01 21:04:40 +00:00
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static uint8 requery_cnt = 0;
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2007-07-26 09:53:58 +00:00
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if (++requery_cnt < REQUERY_EVERY_X_GAMELOOPS) return;
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2007-02-01 21:04:40 +00:00
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requery_cnt = 0;
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2009-01-20 01:32:06 +00:00
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for (NetworkGameList *item = _network_game_list; item != NULL; item = item->next) {
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2007-07-26 09:53:58 +00:00
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item->retries++;
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if (item->retries < REFRESH_GAMEINFO_X_REQUERIES && (item->online || item->retries >= MAX_GAME_LIST_REQUERY_COUNT)) continue;
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2007-02-01 21:04:40 +00:00
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/* item gets mostly zeroed by NetworkUDPQueryServer */
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uint8 retries = item->retries;
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2009-04-02 20:17:46 +00:00
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NetworkUDPQueryServer(NetworkAddress(item->address));
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2007-07-26 09:53:58 +00:00
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item->retries = (retries >= REFRESH_GAMEINFO_X_REQUERIES) ? 0 : retries;
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2007-02-01 21:04:40 +00:00
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}
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}
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2004-12-04 17:54:56 +00:00
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#endif /* ENABLE_NETWORK */
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