and 'void' where needed, prefixed all functions, typedefs and global vars with 'Network' and organized all externals nicely.
		
			
				
	
	
		
			84 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			84 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#include "stdafx.h"
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#include "network_data.h"
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#ifdef ENABLE_NETWORK
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//
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// 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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extern void UpdateNetworkGameWindow(bool unselect);
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void NetworkGameListClear(void)
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{
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	NetworkGameList *item;
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	NetworkGameList *next;
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	item = _network_game_list;
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	while (item != NULL) {
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		next = item->next;
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		free(item);
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		item = next;
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	}
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	_network_game_list = NULL;
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	_network_game_count = 0;
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	UpdateNetworkGameWindow(true);
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	DEBUG(net, 4)("[NET][GameList] Cleared list");
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}
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NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port)
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{
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	NetworkGameList *item;
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	item = _network_game_list;
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	if (item != NULL) {
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		while (item->next != NULL) {
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			if (item->ip == ip && item->port == port)
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				return item;
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			item = item->next;
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		}
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		if (item->ip == ip && item->port == port)
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			return item;
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		item->next = malloc(sizeof(*item));
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		item = item->next;
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	} else {
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		item = malloc(sizeof(*item));
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		_network_game_list = item;
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	}
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	DEBUG(net, 4) ("[NET][GameList] Added server to list");
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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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	_network_game_count++;
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	UpdateNetworkGameWindow(false);
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	return item;
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}
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void NetworkGameListAddQueriedItem(const NetworkGameInfo *info, bool server_online)
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{
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	// We queried a server and now we are going to add it to the list
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	NetworkGameList *item;
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	item = NetworkGameListAddItem(_network_last_host_ip, _network_last_port);
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	item->online = server_online;
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	memcpy(&item->info, info, sizeof(NetworkGameInfo));
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	ttd_strlcpy(item->info.hostname, _network_last_host, sizeof(item->info.hostname));
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	UpdateNetworkGameWindow(false);
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}
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#endif /* ENABLE_NETWORK */
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