209 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			209 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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/*
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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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#ifdef ENABLE_NETWORK
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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 "../thread/thread.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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NetworkGameList *_network_game_list = NULL;
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/** Mutex for handling delayed insertion/querying of servers. */
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static ThreadMutex *_network_game_list_mutex = ThreadMutex::New();
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/** The games to insert when the GUI thread has time for us. */
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static NetworkGameList *_network_game_delayed_insertion_list = NULL;
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/**
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 * Add a new item to the linked gamelist, but do it delayed in the next tick
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 * or so to prevent race conditions.
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 * @param item the item to add. Will be freed once added.
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 */
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void NetworkGameListAddItemDelayed(NetworkGameList *item)
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{
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	_network_game_list_mutex->BeginCritical();
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	item->next = _network_game_delayed_insertion_list;
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	_network_game_delayed_insertion_list = item;
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	_network_game_list_mutex->EndCritical();
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}
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/** Perform the delayed (thread safe) insertion into the game list */
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static void NetworkGameListHandleDelayedInsert()
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{
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	_network_game_list_mutex->BeginCritical();
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	while (_network_game_delayed_insertion_list != NULL) {
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		NetworkGameList *ins_item = _network_game_delayed_insertion_list;
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		_network_game_delayed_insertion_list = ins_item->next;
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		NetworkGameList *item = NetworkGameListAddItem(ins_item->address);
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		if (item != NULL) {
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			if (StrEmpty(item->info.server_name)) {
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				ClearGRFConfigList(&item->info.grfconfig);
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				memset(&item->info, 0, sizeof(item->info));
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				strecpy(item->info.server_name, ins_item->info.server_name, lastof(item->info.server_name));
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				strecpy(item->info.hostname, ins_item->info.hostname, lastof(item->info.hostname));
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				item->online = false;
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			}
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			item->manually |= ins_item->manually;
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			if (item->manually) NetworkRebuildHostList();
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			UpdateNetworkGameWindow();
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		}
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		free(ins_item);
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	}
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	_network_game_list_mutex->EndCritical();
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}
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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 address 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(NetworkAddress address)
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{
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	const char *hostname = address.GetHostname();
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	/* Do not query the 'any' address. */
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	if (StrEmpty(hostname) ||
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			strcmp(hostname, "0.0.0.0") == 0 ||
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			strcmp(hostname, "::") == 0) {
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		return NULL;
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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 (item->address == address) return item;
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		prev_item = item;
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	}
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	item = CallocT<NetworkGameList>(1);
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	item->next = NULL;
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	item->address = address;
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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();
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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 = NULL;
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	for (NetworkGameList *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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			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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static const uint MAX_GAME_LIST_REQUERY_COUNT  = 10; ///< How often do we requery in number of times per server?
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static const uint REQUERY_EVERY_X_GAMELOOPS    = 60; ///< How often do we requery in time?
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static const uint 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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/** 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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	NetworkGameListHandleDelayedInsert();
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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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	for (NetworkGameList *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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		/* item gets mostly zeroed by NetworkUDPQueryServer */
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		uint8 retries = item->retries;
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		NetworkUDPQueryServer(NetworkAddress(item->address));
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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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/**
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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 != NULL; 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 != NULL; 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 == NULL) {
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				/* Don't know the GRF, so mark game incompatible and the (possibly)
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				 * already resolved name for this GRF (another server has sent the
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				 * name of the GRF already. */
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				c->name->Release();
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				c->name = FindUnknownGRFName(c->ident.grfid, c->ident.md5sum, true);
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				c->name->AddRef();
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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->Release();
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				c->name = f->name;
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				c->name->AddRef();
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				c->info->Release();
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				c->info = f->info;
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				c->info->AddRef();
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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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#endif /* ENABLE_NETWORK */
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