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OpenTTD/src/network/network_gamelist.cpp

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3.8 KiB
C++

/*
* 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 <http://www.gnu.org/licenses/>.
*/
/**
* @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 <atomic>
#include "../safeguards.h"
std::vector<std::unique_ptr<NetworkGame>> _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<NetworkGame>(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);
}