Change: [Network] Update server's NetworkServerGameInfo only when needed

Split the updating in a "static" version that only needs to be called when a new map is loaded or some settings are changed, and a "dynamic" version that updates everything that changes regularly such as the current game date or the number of spectators.
pull/332/head
rubidium42 3 years ago committed by rubidium42
parent 72bd62fd70
commit e7581fd42d

@ -122,10 +122,10 @@ void CheckGameCompatibility(NetworkGameInfo &ngi)
}
/**
* Get the NetworkServerGameInfo structure with the latest information of the server.
* @return The current NetworkServerGameInfo.
* Fill a NetworkServerGameInfo structure with the static content, or things
* that are so static they can be updated on request from a settings change.
*/
const NetworkServerGameInfo *GetCurrentNetworkServerGameInfo()
void FillStaticNetworkServerGameInfo()
{
_network_game_info.use_password = !StrEmpty(_settings_client.network.server_password);
_network_game_info.start_date = ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1);
@ -140,7 +140,14 @@ const NetworkServerGameInfo *GetCurrentNetworkServerGameInfo()
strecpy(_network_game_info.server_name, _settings_client.network.server_name, lastof(_network_game_info.server_name));
strecpy(_network_game_info.server_revision, GetNetworkRevisionString(), lastof(_network_game_info.server_revision));
}
/**
* Get the NetworkServerGameInfo structure with the latest information of the server.
* @return The current NetworkServerGameInfo.
*/
const NetworkServerGameInfo *GetCurrentNetworkServerGameInfo()
{
/* Client_on is used as global variable to keep track on the number of clients. */
_network_game_info.companies_on = (byte)Company::GetNumItems();
_network_game_info.spectators_on = NetworkSpectatorCount();

@ -94,6 +94,7 @@ const char *GetNetworkRevisionString();
bool IsNetworkCompatibleVersion(const char *other);
void CheckGameCompatibility(NetworkGameInfo &ngi);
void FillStaticNetworkServerGameInfo();
const NetworkServerGameInfo *GetCurrentNetworkServerGameInfo();
void DeserializeGRFIdentifier(Packet *p, GRFIdentifier *grf);

@ -805,6 +805,7 @@ static void NetworkInitGameInfo()
strecpy(_settings_client.network.server_name, "Unnamed Server", lastof(_settings_client.network.server_name));
}
FillStaticNetworkServerGameInfo();
/* The server is a client too */
_network_game_info.clients_on = _network_dedicated ? 0 : 1;

@ -68,6 +68,7 @@ void NetworkServerDailyLoop();
void NetworkServerMonthlyLoop();
void NetworkServerYearlyLoop();
void NetworkServerSendConfigUpdate();
void NetworkServerUpdateGameInfo();
void NetworkServerShowStatusToConsole();
bool NetworkServerStart();
void NetworkServerNewCompany(const Company *company, NetworkClientInfo *ci);

@ -1992,6 +1992,12 @@ void NetworkServerSendConfigUpdate()
}
}
/** Update the server's NetworkServerGameInfo due to changes in settings. */
void NetworkServerUpdateGameInfo()
{
if (_network_server) FillStaticNetworkServerGameInfo();
}
/**
* Tell that a particular company is (not) passworded.
* @param company_id The company that got/removed the password.

@ -832,15 +832,30 @@ void HandleExitGameRequest()
}
}
/**
* Triggers everything that should be triggered when starting a game.
* @param dedicated_server Whether this is a dedicated server or not.
*/
static void OnStartGame(bool dedicated_server)
{
/* Update the local company for a loaded game. It is either always
* company #1 (eg 0) or in the case of a dedicated server a spectator */
SetLocalCompany(dedicated_server ? COMPANY_SPECTATOR : COMPANY_FIRST);
/* Update the static game info to set the values from the new game. */
NetworkServerUpdateGameInfo();
/* Execute the game-start script */
IConsoleCmdExec("exec scripts/game_start.scr 0");
}
static void MakeNewGameDone()
{
SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
/* In a dedicated server, the server does not play */
if (!VideoDriver::GetInstance()->HasGUI()) {
SetLocalCompany(COMPANY_SPECTATOR);
OnStartGame(true);
if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
IConsoleCmdExec("exec scripts/game_start.scr 0");
return;
}
@ -858,9 +873,7 @@ static void MakeNewGameDone()
_company_colours[c->index] = (Colours)c->colour;
}
IConsoleCmdExec("exec scripts/game_start.scr 0");
SetLocalCompany(COMPANY_FIRST);
OnStartGame(false);
InitializeRailGUI();
InitializeRoadGUI();
@ -1032,11 +1045,7 @@ void SwitchToMode(SwitchMode new_mode)
/* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
EngineOverrideManager::ResetToCurrentNewGRFConfig();
}
/* Update the local company for a loaded game. It is either always
* company #1 (eg 0) or in the case of a dedicated server a spectator */
SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
/* Execute the game-start script */
IConsoleCmdExec("exec scripts/game_start.scr 0");
OnStartGame(_network_dedicated);
/* Decrease pause counter (was increased from opening load dialog) */
DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
}

@ -1416,6 +1416,7 @@ static bool UpdateServerPassword(int32 p1)
_settings_client.network.server_password[0] = '\0';
}
NetworkServerUpdateGameInfo();
return true;
}
@ -1430,6 +1431,7 @@ static bool UpdateRconPassword(int32 p1)
static bool UpdateClientConfigValues(int32 p1)
{
NetworkServerUpdateGameInfo();
if (_network_server) NetworkServerSendConfigUpdate();
return true;

@ -3962,6 +3962,7 @@ type = SLE_STRB
flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
guiflags = SGF_NETWORK_ONLY
def = nullptr
proc = UpdateClientConfigValues
cat = SC_BASIC
[SDTC_STR]
@ -4029,6 +4030,7 @@ guiflags = SGF_NETWORK_ONLY
def = 25
min = 2
max = MAX_CLIENTS
proc = UpdateClientConfigValues
cat = SC_BASIC
[SDTC_VAR]

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