145 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			145 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * This file is part of OpenTTD.
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 * 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.
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 * 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.
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 * 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/>.
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 */
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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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#include "../stdafx.h"
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#include "../debug.h"
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#include "../window_func.h"
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#include "network_internal.h"
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#include "network_udp.h"
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#include "network_gamelist.h"
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#include <atomic>
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#include "../safeguards.h"
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NetworkGameList *_network_game_list = nullptr; ///< Game list of this client.
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int _network_game_list_version = 0; ///< Current version of all items in the list.
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/**
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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 connection_string the address of the to-be added item
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 * @return a point to the newly added or already existing item
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 */
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NetworkGameList *NetworkGameListAddItem(const std::string &connection_string)
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{
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	NetworkGameList *item, *prev_item;
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	/* Parse the connection string to ensure the default port is there. */
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	const std::string resolved_connection_string = ServerAddress::Parse(connection_string, NETWORK_DEFAULT_PORT).connection_string;
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	prev_item = nullptr;
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	for (item = _network_game_list; item != nullptr; item = item->next) {
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		if (item->connection_string == resolved_connection_string) return item;
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		prev_item = item;
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	}
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	item = new NetworkGameList(resolved_connection_string);
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	item->info.gamescript_version = -1;
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	item->version = _network_game_list_version;
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	if (prev_item == nullptr) {
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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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	UpdateNetworkGameWindow();
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	return item;
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}
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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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 */
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void NetworkGameListRemoveItem(NetworkGameList *remove)
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{
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	NetworkGameList *prev_item = nullptr;
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	for (NetworkGameList *item = _network_game_list; item != nullptr; item = item->next) {
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		if (remove == item) {
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			if (prev_item == nullptr) {
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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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			delete remove;
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			NetworkRebuildHostList();
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			UpdateNetworkGameWindow();
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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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/**
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 * Remove all servers that have not recently been updated.
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 * Call this after you received all the servers from the Game Coordinator, so
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 * the ones that are no longer listed are removed.
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 */
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void NetworkGameListRemoveExpired()
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{
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	NetworkGameList **prev_item = &_network_game_list;
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	for (NetworkGameList *item = _network_game_list; item != nullptr;) {
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		if (!item->manually && item->version < _network_game_list_version) {
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			NetworkGameList *remove = item;
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			item = item->next;
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			*prev_item = item;
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			/* Remove GRFConfig information */
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			ClearGRFConfigList(&remove->info.grfconfig);
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			delete remove;
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		} else {
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			prev_item = &item->next;
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			item = item->next;
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		}
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	}
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	UpdateNetworkGameWindow();
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}
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/**
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 * Rebuild the GRFConfig's of the servers in the game list as we did
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 * a rescan and might have found new NewGRFs.
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 */
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void NetworkAfterNewGRFScan()
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{
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	for (NetworkGameList *item = _network_game_list; item != nullptr; item = item->next) {
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		/* Reset compatibility state */
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		item->info.compatible = item->info.version_compatible;
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		for (GRFConfig *c = item->info.grfconfig; c != nullptr; c = c->next) {
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			assert(HasBit(c->flags, GCF_COPY));
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			const GRFConfig *f = FindGRFConfig(c->ident.grfid, FGCM_EXACT, &c->ident.md5sum);
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			if (f == nullptr) {
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				/* Don't know the GRF (anymore), so mark game incompatible. */
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				c->status = GCS_NOT_FOUND;
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				/* If we miss a file, we're obviously incompatible. */
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				item->info.compatible = false;
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			} else {
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				c->filename = f->filename;
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				c->name = f->name;
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				c->info = f->info;
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				c->status = GCS_UNKNOWN;
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			}
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		}
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	}
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	InvalidateWindowClassesData(WC_NETWORK_WINDOW);
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}
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