(svn r3726) - [6/6] Finalize conversion, finally save the patches struct.
- Remove the temporary synchronisation in during the map-transfer as this is no longer needed
- The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences.
- The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions.
- The savegame version has been increased to 22.
- The last 6 orso patches close the following reports:
[ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console.
[ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values.
[ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer.
[ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
/* $Id$ */
#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 */