mirror of https://github.com/OpenTTD/OpenTTD
109 lines
3.8 KiB
C++
109 lines
3.8 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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std::vector<std::unique_ptr<NetworkGame>> _network_game_list; ///< 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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NetworkGame *NetworkGameListAddItem(std::string_view connection_string)
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{
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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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/* Check if it's already added. */
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auto it = std::ranges::find(_network_game_list, resolved_connection_string, &NetworkGame::connection_string);
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if (it != std::end(_network_game_list)) return it->get();
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auto &item = _network_game_list.emplace_back(std::make_unique<NetworkGame>(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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UpdateNetworkGameWindow();
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return item.get();
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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(NetworkGame *remove)
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{
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auto it = std::ranges::find_if(_network_game_list, [&remove](const auto &item) { return item.get() == remove; });
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if (it != std::end(_network_game_list)) {
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_network_game_list.erase(it);
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NetworkRebuildHostList();
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UpdateNetworkGameWindow();
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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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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; });
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_network_game_list.erase(it, std::end(_network_game_list));
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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 (const auto &item : _network_game_list) {
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/* Reset compatibility state */
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item->info.compatible = item->info.version_compatible;
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for (auto &c : item->info.grfconfig) {
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assert(c->flags.Test(GRFConfigFlag::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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