Files @ r23482:de566f8c088d
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Location: cpp/openttd-patchpack/source/src/network/network_gamelist.cpp - annotation

Patric Stout
Remove: DOS support

In 10 years there was no active development on DOS. Although it
turned out to still work, the FPS was very bad. There is little
interest in the current community to look into this.

Further more, we like to switch to c++11 functions for threads,
which are not implemented by DJGPP, the only current compiler
for DOS.

Additionally, DOS is the only platform which does not support
networking. It is the reason we have tons of #ifdefs to support
disabling networking.

By removing DOS support, we can both use c++11 functions for threads,
and remove all the code related to disabling network. Sadly, this
means we have to see DOS go.

Of course, if you feel up for the task, simply revert this commit,
and implement stub c++11 functions for threads and stub functions
for networking. We are more than happy to accept such Pull Request.
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/* $Id$ */

/*
 * 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
 */

#ifdef ENABLE_NETWORK

#include "../stdafx.h"
#include "../debug.h"
#include "../window_func.h"
#include "../thread/thread.h"
#include "network_internal.h"
#include "network_udp.h"
#include "network_gamelist.h"

#include "../safeguards.h"

NetworkGameList *_network_game_list = NULL;

/** Mutex for handling delayed insertion/querying of servers. */
static ThreadMutex *_network_game_list_mutex = ThreadMutex::New();
/** The games to insert when the GUI thread has time for us. */
static NetworkGameList *_network_game_delayed_insertion_list = NULL;

/**
 * Add a new item to the linked gamelist, but do it delayed in the next tick
 * or so to prevent race conditions.
 * @param item the item to add. Will be freed once added.
 */
void NetworkGameListAddItemDelayed(NetworkGameList *item)
{
	_network_game_list_mutex->BeginCritical();
	item->next = _network_game_delayed_insertion_list;
	_network_game_delayed_insertion_list = item;
	_network_game_list_mutex->EndCritical();
}

/** Perform the delayed (thread safe) insertion into the game list */
static void NetworkGameListHandleDelayedInsert()
{
	_network_game_list_mutex->BeginCritical();
	while (_network_game_delayed_insertion_list != NULL) {
		NetworkGameList *ins_item = _network_game_delayed_insertion_list;
		_network_game_delayed_insertion_list = ins_item->next;

		NetworkGameList *item = NetworkGameListAddItem(ins_item->address);

		if (item != NULL) {
			if (StrEmpty(item->info.server_name)) {
				ClearGRFConfigList(&item->info.grfconfig);
				memset(&item->info, 0, sizeof(item->info));
				strecpy(item->info.server_name, ins_item->info.server_name, lastof(item->info.server_name));
				strecpy(item->info.hostname, ins_item->info.hostname, lastof(item->info.hostname));
				item->online = false;
			}
			item->manually |= ins_item->manually;
			if (item->manually) NetworkRebuildHostList();
			UpdateNetworkGameWindow();
		}
		free(ins_item);
	}
	_network_game_list_mutex->EndCritical();
}

/**
 * Add a new item to the linked gamelist. If the IP and Port match
 * return the existing item instead of adding it again
 * @param address the address of the to-be added item
 * @return a point to the newly added or already existing item
 */
NetworkGameList *NetworkGameListAddItem(NetworkAddress address)
{
	const char *hostname = address.GetHostname();

	/* Do not query the 'any' address. */
	if (StrEmpty(hostname) ||
			strcmp(hostname, "0.0.0.0") == 0 ||
			strcmp(hostname, "::") == 0) {
		return NULL;
	}

	NetworkGameList *item, *prev_item;

	prev_item = NULL;
	for (item = _network_game_list; item != NULL; item = item->next) {
		if (item->address == address) return item;
		prev_item = item;
	}

	item = CallocT<NetworkGameList>(1);
	item->next = NULL;
	item->address = address;

	if (prev_item == NULL) {
		_network_game_list = item;
	} else {
		prev_item->next = item;
	}
	DEBUG(net, 4, "[gamelist] added server to list");

	UpdateNetworkGameWindow();

	return item;
}

/**
 * Remove an item from the gamelist linked list
 * @param remove pointer to the item to be removed
 */
void NetworkGameListRemoveItem(NetworkGameList *remove)
{
	NetworkGameList *prev_item = NULL;
	for (NetworkGameList *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;
			}

			/* Remove GRFConfig information */
			ClearGRFConfigList(&remove->info.grfconfig);
			free(remove);
			remove = NULL;

			DEBUG(net, 4, "[gamelist] removed server from list");
			NetworkRebuildHostList();
			UpdateNetworkGameWindow();
			return;
		}
		prev_item = item;
	}
}

static const uint MAX_GAME_LIST_REQUERY_COUNT  = 10; ///< How often do we requery in number of times per server?
static const uint REQUERY_EVERY_X_GAMELOOPS    = 60; ///< How often do we requery in time?
static const uint REFRESH_GAMEINFO_X_REQUERIES = 50; ///< Refresh the game info itself after REFRESH_GAMEINFO_X_REQUERIES * REQUERY_EVERY_X_GAMELOOPS game loops

/** Requeries the (game) servers we have not gotten a reply from */
void NetworkGameListRequery()
{
	NetworkGameListHandleDelayedInsert();

	static uint8 requery_cnt = 0;

	if (++requery_cnt < REQUERY_EVERY_X_GAMELOOPS) return;
	requery_cnt = 0;

	for (NetworkGameList *item = _network_game_list; item != NULL; item = item->next) {
		item->retries++;
		if (item->retries < REFRESH_GAMEINFO_X_REQUERIES && (item->online || item->retries >= MAX_GAME_LIST_REQUERY_COUNT)) continue;

		/* item gets mostly zeroed by NetworkUDPQueryServer */
		uint8 retries = item->retries;
		NetworkUDPQueryServer(NetworkAddress(item->address));
		item->retries = (retries >= REFRESH_GAMEINFO_X_REQUERIES) ? 0 : retries;
	}
}

/**
 * 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 (NetworkGameList *item = _network_game_list; item != NULL; item = item->next) {
		/* Reset compatibility state */
		item->info.compatible = item->info.version_compatible;

		for (GRFConfig *c = item->info.grfconfig; c != NULL; c = c->next) {
			assert(HasBit(c->flags, GCF_COPY));

			const GRFConfig *f = FindGRFConfig(c->ident.grfid, FGCM_EXACT, c->ident.md5sum);
			if (f == NULL) {
				/* Don't know the GRF, so mark game incompatible and the (possibly)
				 * already resolved name for this GRF (another server has sent the
				 * name of the GRF already. */
				c->name->Release();
				c->name = FindUnknownGRFName(c->ident.grfid, c->ident.md5sum, true);
				c->name->AddRef();
				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->Release();
				c->name = f->name;
				c->name->AddRef();
				c->info->Release();
				c->info = f->info;
				c->info->AddRef();
				c->status = GCS_UNKNOWN;
			}
		}
	}

	InvalidateWindowClassesData(WC_NETWORK_WINDOW);
}

#endif /* ENABLE_NETWORK */