mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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116 lines
3.1 KiB
C++
116 lines
3.1 KiB
C++
/* $Id$ */
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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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#ifdef ENABLE_NETWORK
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#include "../stdafx.h"
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#include "../debug.h"
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#include "../newgrf_config.h"
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#include "../core/alloc_func.hpp"
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#include "network_internal.h"
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#include "core/game.h"
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#include "network_udp.h"
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#include "network_gamelist.h"
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#include "network_gui.h"
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NetworkGameList *_network_game_list = NULL;
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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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* @param ip the IP-address (inet_addr) of the to-be added item
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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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NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port)
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{
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if (ip == 0) return NULL;
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NetworkGameList *item, *prev_item;
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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 (item->ip == ip && item->port == port) return item;
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prev_item = item;
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}
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item = MallocT<NetworkGameList>(1);
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memset(item, 0, sizeof(*item));
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item->next = NULL;
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item->ip = ip;
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item->port = port;
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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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DEBUG(net, 4, "[gamelist] added server to list");
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UpdateNetworkGameWindow(false);
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return item;
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}
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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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void NetworkGameListRemoveItem(NetworkGameList *remove)
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{
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NetworkGameList *item, *prev_item;
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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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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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/* Remove GRFConfig information */
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ClearGRFConfigList(&remove->info.grfconfig);
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free(remove);
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remove = NULL;
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DEBUG(net, 4, "[gamelist] removed server from list");
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UpdateNetworkGameWindow(false);
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return;
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}
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prev_item = item;
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}
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}
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enum {
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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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};
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/** Requeries the (game) servers we have not gotten a reply from */
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void NetworkGameListRequery()
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{
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static uint8 requery_cnt = 0;
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if (++requery_cnt < REQUERY_EVERY_X_GAMELOOPS) return;
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requery_cnt = 0;
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struct in_addr ip;
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NetworkGameList *item;
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for (item = _network_game_list; item != NULL; item = item->next) {
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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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ip.s_addr = item->ip;
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/* item gets mostly zeroed by NetworkUDPQueryServer */
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uint8 retries = item->retries;
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NetworkUDPQueryServer(inet_ntoa(ip), item->port);
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item->retries = (retries >= REFRESH_GAMEINFO_X_REQUERIES) ? 0 : retries;
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}
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}
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#endif /* ENABLE_NETWORK */
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