network_gamelist.c
author Darkvater
Wed, 11 May 2005 00:00:27 +0000
changeset 1786 7cfd46c3fcc4
parent 1299 39c06aba09aa
child 2186 db48cf29b983
permissions -rw-r--r--
(svn r2290) - CodeChange: protect the next batch of commands. This brings us to a total of 61, which is 53% :)
- CodeChange: To correctly accept engine-prototypes, the best-player checking has been moved to its own function, I hope it functions the same as before.
- CodeChange: Added symbolic types of PlayerID, OrderID and EngineID. For engines also added GetEngine() and IsEngineIndex(), similar to the other such functions.
- CodeChange: To correctly build industries, some tables have been moved to build_industry.h. The only way to find out currently if an industry is valid in a climate is by looping all industries and checking if it matches. Also to comply with the patch setting build_rawmaterial_industries, it is assumed that these industries do not accept any cargo of any type. This can and probably should changed in the future to some flag in their struct. Also use _opt_ptr instead of _opt.
- CodeChange: implemented the HQ checking code inspired by MarkR2 in "[ 1190944 ] Many commands not checked for security". Unfortunately it is impossible to prevent only deleting a HQ by a modified client atm.
- CodeChange: For insert order and modify order their parameters are implicitely truncated to 8 bits, instead of the 16 bits said in the comments.
#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);


NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port)
{
	NetworkGameList *item;

	item = _network_game_list;
	if (item != NULL) {
		while (item->next != NULL) {
			if (item->ip == ip && item->port == port)
				return item;
			item = item->next;
		}

		if (item->ip == ip && item->port == port)
			return item;

		item->next = malloc(sizeof(*item));
		item = item->next;
	} else {
		item = malloc(sizeof(*item));
		_network_game_list = item;
	}

	DEBUG(net, 4) ("[NET][GameList] Added server to list");

	memset(item, 0, sizeof(*item));

	item->next = NULL;
	item->ip = ip;
	item->port = port;
	_network_game_count++;

	UpdateNetworkGameWindow(false);

	return item;
}

void NetworkGameListRemoveItem(NetworkGameList *remove)
{
	NetworkGameList *item;

	item = _network_game_list;

	// examine head of the list
	if ( remove == _network_game_list ) {
		_network_game_list = remove->next;
		free(remove);
		DEBUG(net, 4) ("[NET][GameList] Removed server from list");
		return;
	}

	// examine each item
	while ( item->next != NULL ) {
		if ( item->next == remove )
		{
			item->next = remove->next;
			free(remove);
			DEBUG(net, 4) ("[NET][GameList] Removed server from list");
			return;
		}
		item = item->next;
	}
}

#endif /* ENABLE_NETWORK */