mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
8a2da49413
This removes all UDP from the game except for a local broadcast to find LAN games. So long Master Server, and tnx for all the fish!
147 lines
4.5 KiB
C++
147 lines
4.5 KiB
C++
/*
|
|
* This file is part of OpenTTD.
|
|
* OpenTTD 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, version 2.
|
|
* OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
/**
|
|
* @file network_gamelist.cpp This file handles the GameList
|
|
* Also, it handles the request to a server for data about the server
|
|
*/
|
|
|
|
#include "../stdafx.h"
|
|
#include "../debug.h"
|
|
#include "../window_func.h"
|
|
#include "network_internal.h"
|
|
#include "network_udp.h"
|
|
#include "network_gamelist.h"
|
|
#include <atomic>
|
|
|
|
#include "../safeguards.h"
|
|
|
|
NetworkGameList *_network_game_list = nullptr; ///< Game list of this client.
|
|
int _network_game_list_version = 0; ///< Current version of all items in the list.
|
|
|
|
/**
|
|
* Add a new item to the linked gamelist. If the IP and Port match
|
|
* return the existing item instead of adding it again
|
|
* @param address the address of the to-be added item
|
|
* @return a point to the newly added or already existing item
|
|
*/
|
|
NetworkGameList *NetworkGameListAddItem(const std::string &connection_string)
|
|
{
|
|
NetworkGameList *item, *prev_item;
|
|
|
|
/* Parse the connection string to ensure the default port is there. */
|
|
const std::string resolved_connection_string = ParseConnectionString(connection_string, NETWORK_DEFAULT_PORT).GetAddressAsString(false);
|
|
|
|
prev_item = nullptr;
|
|
for (item = _network_game_list; item != nullptr; item = item->next) {
|
|
if (item->connection_string == resolved_connection_string) return item;
|
|
prev_item = item;
|
|
}
|
|
|
|
item = new NetworkGameList(resolved_connection_string);
|
|
item->version = _network_game_list_version;
|
|
|
|
if (prev_item == nullptr) {
|
|
_network_game_list = item;
|
|
} else {
|
|
prev_item->next = item;
|
|
}
|
|
|
|
UpdateNetworkGameWindow();
|
|
|
|
return item;
|
|
}
|
|
|
|
/**
|
|
* Remove an item from the gamelist linked list
|
|
* @param remove pointer to the item to be removed
|
|
*/
|
|
void NetworkGameListRemoveItem(NetworkGameList *remove)
|
|
{
|
|
NetworkGameList *prev_item = nullptr;
|
|
for (NetworkGameList *item = _network_game_list; item != nullptr; item = item->next) {
|
|
if (remove == item) {
|
|
if (prev_item == nullptr) {
|
|
_network_game_list = remove->next;
|
|
} else {
|
|
prev_item->next = remove->next;
|
|
}
|
|
|
|
/* Remove GRFConfig information */
|
|
ClearGRFConfigList(&remove->info.grfconfig);
|
|
delete remove;
|
|
|
|
NetworkRebuildHostList();
|
|
UpdateNetworkGameWindow();
|
|
return;
|
|
}
|
|
prev_item = item;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Remove all servers that have not recently been updated.
|
|
* Call this after you received all the servers from the Game Coordinator, so
|
|
* the ones that are no longer listed are removed.
|
|
*/
|
|
void NetworkGameListRemoveExpired()
|
|
{
|
|
NetworkGameList **prev_item = &_network_game_list;
|
|
|
|
for (NetworkGameList *item = _network_game_list; item != nullptr;) {
|
|
if (!item->manually && item->version < _network_game_list_version) {
|
|
NetworkGameList *remove = item;
|
|
item = item->next;
|
|
*prev_item = item;
|
|
|
|
/* Remove GRFConfig information */
|
|
ClearGRFConfigList(&remove->info.grfconfig);
|
|
delete remove;
|
|
} else {
|
|
prev_item = &item->next;
|
|
item = item->next;
|
|
}
|
|
}
|
|
|
|
UpdateNetworkGameWindow();
|
|
}
|
|
|
|
/**
|
|
* Rebuild the GRFConfig's of the servers in the game list as we did
|
|
* a rescan and might have found new NewGRFs.
|
|
*/
|
|
void NetworkAfterNewGRFScan()
|
|
{
|
|
for (NetworkGameList *item = _network_game_list; item != nullptr; item = item->next) {
|
|
/* Reset compatibility state */
|
|
item->info.compatible = item->info.version_compatible;
|
|
|
|
for (GRFConfig *c = item->info.grfconfig; c != nullptr; c = c->next) {
|
|
assert(HasBit(c->flags, GCF_COPY));
|
|
|
|
const GRFConfig *f = FindGRFConfig(c->ident.grfid, FGCM_EXACT, c->ident.md5sum);
|
|
if (f == nullptr) {
|
|
/* Don't know the GRF, so mark game incompatible and the (possibly)
|
|
* already resolved name for this GRF (another server has sent the
|
|
* name of the GRF already. */
|
|
c->name = FindUnknownGRFName(c->ident.grfid, c->ident.md5sum, true);
|
|
c->status = GCS_NOT_FOUND;
|
|
|
|
/* If we miss a file, we're obviously incompatible. */
|
|
item->info.compatible = false;
|
|
} else {
|
|
c->filename = f->filename;
|
|
c->name = f->name;
|
|
c->info = f->info;
|
|
c->status = GCS_UNKNOWN;
|
|
}
|
|
}
|
|
}
|
|
|
|
InvalidateWindowClassesData(WC_NETWORK_WINDOW);
|
|
}
|