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Location: cpp/openttd-patchpack/source/network_gamelist.c - annotation
r3016:b28a60dfd364
1.7 KiB
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(svn r3596) -Codechange: [OSX] changed to use Apple's macros instead of OTTD macros for endian conversion
This increases the execution speed a lot since GCC can't detect the OTTD macro as an endian conversion
while Apple's code uses the instruction to convert endian instead of a series of instructions to produce the same result
Since we don't have that many endian conversions in the game, overall performance should not increase noteworthy
This increases the execution speed a lot since GCC can't detect the OTTD macro as an endian conversion
while Apple's code uses the instruction to convert endian instead of a series of instructions to produce the same result
Since we don't have that many endian conversions in the game, overall performance should not increase noteworthy
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#include "stdafx.h"
#include "debug.h"
#include "network_data.h"
#ifdef ENABLE_NETWORK
//
// This file handles the GameList
// Also, it handles the request to a server for data about the server
extern void UpdateNetworkGameWindow(bool unselect);
/** Add a new item to the linked gamelist. If the IP and Port match
* return the existing item instead of adding it again
* @param ip the IP-address (inet_addr) of the to-be added item
* @param port the port the server is running on
* @return a point to the newly added or already existing item */
NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port)
{
NetworkGameList *item, *prev_item;
prev_item = NULL;
for (item = _network_game_list; item != NULL; item = item->next) {
if (item->ip == ip && item->port == port) return item;
prev_item = item;
}
item = malloc(sizeof(*item));
memset(item, 0, sizeof(*item));
item->next = NULL;
item->ip = ip;
item->port = port;
if (prev_item == NULL) {_network_game_list = item;}
else {prev_item->next = item;}
DEBUG(net, 4) ("[NET][GameList] Added server to list");
UpdateNetworkGameWindow(false);
return item;
}
/** Remove an item from the gamelist linked list
* @param remove pointer to the item to be removed */
void NetworkGameListRemoveItem(NetworkGameList *remove)
{
NetworkGameList *item, *prev_item;
prev_item = NULL;
for (item = _network_game_list; item != NULL; item = item->next) {
if (remove == item) {
if (prev_item == NULL) {_network_game_list = remove->next;}
else {prev_item->next = remove->next;}
free(remove);
DEBUG(net, 4) ("[NET][GameList] Removed server from list");
UpdateNetworkGameWindow(false);
return;
}
prev_item = item;
}
}
#endif /* ENABLE_NETWORK */
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