/* * 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 . */ /** * @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 #include "../safeguards.h" std::vector> _network_game_list; ///< 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 connection_string the address of the to-be added item * @return a point to the newly added or already existing item */ NetworkGame *NetworkGameListAddItem(std::string_view connection_string) { /* Parse the connection string to ensure the default port is there. */ const std::string resolved_connection_string = ServerAddress::Parse(connection_string, NETWORK_DEFAULT_PORT).connection_string; /* Check if it's already added. */ auto it = std::ranges::find(_network_game_list, resolved_connection_string, &NetworkGame::connection_string); if (it != std::end(_network_game_list)) return it->get(); auto &item = _network_game_list.emplace_back(std::make_unique(resolved_connection_string)); item->info.gamescript_version = -1; item->version = _network_game_list_version; UpdateNetworkGameWindow(); return item.get(); } /** * Remove an item from the gamelist linked list * @param remove pointer to the item to be removed */ void NetworkGameListRemoveItem(NetworkGame *remove) { auto it = std::ranges::find_if(_network_game_list, [&remove](const auto &item) { return item.get() == remove; }); if (it != std::end(_network_game_list)) { _network_game_list.erase(it); NetworkRebuildHostList(); UpdateNetworkGameWindow(); } } /** * 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() { auto it = std::remove_if(std::begin(_network_game_list), std::end(_network_game_list), [](const auto &item) { return !item->manually && item->version < _network_game_list_version; }); _network_game_list.erase(it, std::end(_network_game_list)); 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 (const auto &item : _network_game_list) { /* Reset compatibility state */ item->info.compatible = item->info.version_compatible; for (auto &c : item->info.grfconfig) { assert(c->flags.Test(GRFConfigFlag::Copy)); const GRFConfig *f = FindGRFConfig(c->ident.grfid, FGCM_EXACT, &c->ident.md5sum); if (f == nullptr) { /* Don't know the GRF (anymore), so mark game incompatible. */ 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); }