mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-02 09:40:35 +00:00
(svn r8543) -Codechange: make a real difference between querying the server via UDP and TCP.
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@ -851,14 +851,12 @@ static void NetworkInitialize(void)
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// Query a server to fetch his game-info
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// If game_info is true, only the gameinfo is fetched,
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// else only the client_info is fetched
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NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info)
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void NetworkTCPQueryServer(const char* host, unsigned short port)
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{
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if (!_network_available) return NULL;
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if (!_network_available) return;
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NetworkDisconnect();
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if (game_info) return NetworkUDPQueryServer(host, port);
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NetworkInitialize();
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_network_server = false;
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@ -872,8 +870,6 @@ NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool
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} else { // No networking, close everything down again
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NetworkDisconnect();
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}
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return NULL;
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}
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/* Validates an address entered as a string and adds the server to
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@ -882,7 +878,6 @@ NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool
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void NetworkAddServer(const char *b)
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{
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if (*b != '\0') {
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NetworkGameList *item;
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const char *port = NULL;
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const char *player = NULL;
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char host[NETWORK_HOSTNAME_LENGTH];
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@ -896,8 +891,7 @@ void NetworkAddServer(const char *b)
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ParseConnectionString(&player, &port, host);
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if (port != NULL) rport = atoi(port);
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item = NetworkQueryServer(host, rport, true);
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item->manually = true;
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NetworkUDPQueryServer(host, rport, true);
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}
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}
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@ -163,7 +163,7 @@ VARDEF uint8 _network_autoclean_protected; // Unprotect a company after X mont
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VARDEF Year _network_restart_game_year; // If this year is reached, the server automaticly restarts
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VARDEF uint8 _network_min_players; // Minimum number of players for game to unpause
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NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info);
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void NetworkTCPQueryServer(const char* host, unsigned short port);
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byte NetworkSpectatorCount(void);
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@ -446,7 +446,7 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
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break;
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case 17: // Refresh
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if (nd->server != NULL)
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NetworkQueryServer(nd->server->info.hostname, nd->server->port, true);
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NetworkUDPQueryServer(nd->server->info.hostname, nd->server->port);
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break;
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case 18: // NewGRF Settings
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if (nd->server != NULL) ShowNewGRFSettings(false, false, false, &nd->server->info.grfconfig);
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@ -945,8 +945,8 @@ static void NetworkLobbyWindowWndProc(Window *w, WindowEvent *e)
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NetworkClientConnectGame(_network_last_host, _network_last_port);
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break;
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case 10: /* Refresh */
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NetworkQueryServer(_network_last_host, _network_last_port, false); // company info
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NetworkUDPQueryServer(_network_last_host, _network_last_port); // general data
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NetworkTCPQueryServer(_network_last_host, _network_last_port); // company info
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NetworkUDPQueryServer(_network_last_host, _network_last_port); // general data
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break;
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} break;
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@ -994,8 +994,8 @@ static void ShowNetworkLobbyWindow(NetworkGameList *ngl)
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Window *w;
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DeleteWindowById(WC_NETWORK_WINDOW, 0);
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NetworkQueryServer(_network_last_host, _network_last_port, false); // company info
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NetworkUDPQueryServer(_network_last_host, _network_last_port); // general data
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NetworkTCPQueryServer(_network_last_host, _network_last_port); // company info
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NetworkUDPQueryServer(_network_last_host, _network_last_port); // general data
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w = AllocateWindowDesc(&_network_lobby_window_desc);
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if (w != NULL) {
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@ -481,14 +481,14 @@ void NetworkUDPSearchGame(void)
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_network_udp_broadcast = 300; // Stay searching for 300 ticks
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}
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NetworkGameList *NetworkUDPQueryServer(const char* host, unsigned short port)
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void NetworkUDPQueryServer(const char* host, unsigned short port, bool manually)
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{
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struct sockaddr_in out_addr;
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NetworkGameList *item;
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// No UDP-socket yet..
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if (!_udp_client_socket->IsConnected()) {
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if (!_udp_client_socket->Listen(0, 0, true)) return NULL;
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if (!_udp_client_socket->Listen(0, 0, true)) return;
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}
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out_addr.sin_family = AF_INET;
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@ -500,14 +500,14 @@ NetworkGameList *NetworkUDPQueryServer(const char* host, unsigned short port)
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memset(&item->info, 0, sizeof(item->info));
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ttd_strlcpy(item->info.server_name, host, lengthof(item->info.server_name));
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ttd_strlcpy(item->info.hostname, host, lengthof(item->info.hostname));
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item->online = false;
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item->online = false;
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item->manually = manually;
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// Init the packet
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Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
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_udp_client_socket->SendPacket(&p, &out_addr);
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UpdateNetworkGameWindow(false);
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return item;
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}
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/* Remove our advertise from the master-server */
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@ -8,7 +8,7 @@
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void NetworkUDPInitialize(void);
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void NetworkUDPSearchGame(void);
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void NetworkUDPQueryMasterServer(void);
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NetworkGameList *NetworkUDPQueryServer(const char* host, unsigned short port);
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void NetworkUDPQueryServer(const char* host, unsigned short port, bool manually = false);
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void NetworkUDPAdvertise(void);
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void NetworkUDPRemoveAdvertise(void);
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void NetworkUDPShutdown(void);
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