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@ r19056:723de07a18e9
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Location: cpp/openttd-patchpack/source/src/network/network_gamelist.cpp
r19056:723de07a18e9
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(svn r23924) -Fix [FS#5054]: [NoGo] "Some" news messages would cause an assertion to be triggered due to a missing proper location for the viewport of the news message, so only allow building when valid data for the viewport is provided or no viewport is used
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/*
* 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"
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(false);
}
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(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 *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(false);
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 compatability 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 */
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