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(svn r8520) -Fix/Feature: requery gameservers that did not respond to their first query.
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@ -1275,6 +1275,7 @@ void NetworkUDPGameLoop(void)
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} else {
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} else {
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_udp_client_socket->ReceivePackets();
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_udp_client_socket->ReceivePackets();
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if (_network_udp_broadcast > 0) _network_udp_broadcast--;
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if (_network_udp_broadcast > 0) _network_udp_broadcast--;
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NetworkGameListRequery();
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}
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}
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}
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}
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@ -71,6 +71,7 @@ typedef struct NetworkGameList {
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uint16 port;
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uint16 port;
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bool online; // False if the server did not respond (default status)
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bool online; // False if the server did not respond (default status)
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bool manually; // True if the server was added manually
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bool manually; // True if the server was added manually
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uint8 retries;
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struct NetworkGameList *next;
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struct NetworkGameList *next;
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} NetworkGameList;
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} NetworkGameList;
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@ -7,6 +7,10 @@
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#include "network_data.h"
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#include "network_data.h"
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#include "../newgrf_config.h"
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#include "../newgrf_config.h"
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#include "../helpers.hpp"
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#include "../helpers.hpp"
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#include "network_udp.h"
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/** Should we stop/contiue requerying of offline servers? */
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static bool _stop_requerying = false;
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// This file handles the GameList
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// This file handles the GameList
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// Also, it handles the request to a server for data about the server
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// Also, it handles the request to a server for data about the server
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@ -40,6 +44,7 @@ NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port)
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DEBUG(net, 4, "[gamelist] added server to list");
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DEBUG(net, 4, "[gamelist] added server to list");
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UpdateNetworkGameWindow(false);
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UpdateNetworkGameWindow(false);
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_stop_requerying = false;
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return item;
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return item;
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}
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}
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@ -72,4 +77,37 @@ void NetworkGameListRemoveItem(NetworkGameList *remove)
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}
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}
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}
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}
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enum {
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MAX_GAME_LIST_REQUERY_COUNT = 5,
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REQUERY_EVERY_X_GAMELOOPS = 30,
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};
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/** Requeries the (game) servers we have not gotten a reply from */
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void NetworkGameListRequery(void)
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{
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static uint8 requery_cnt = 0;
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if (_stop_requerying || ++requery_cnt < REQUERY_EVERY_X_GAMELOOPS) return;
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requery_cnt = 0;
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_stop_requerying = true;
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struct in_addr ip;
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NetworkGameList *item;
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for (item = _network_game_list; item != NULL; item = item->next) {
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if (item->online || item->retries >= MAX_GAME_LIST_REQUERY_COUNT) continue;
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ip.s_addr = item->ip;
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/* item gets mostly zeroed by NetworkUDPQueryServer */
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uint8 retries = item->retries;
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NetworkUDPQueryServer(inet_ntoa(ip), item->port);
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item->retries = retries + 1;
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_stop_requerying = false;
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}
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}
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#endif /* ENABLE_NETWORK */
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#endif /* ENABLE_NETWORK */
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@ -7,5 +7,6 @@ void NetworkGameListClear(void);
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NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port);
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NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port);
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void NetworkGameListRemoveItem(NetworkGameList *remove);
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void NetworkGameListRemoveItem(NetworkGameList *remove);
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void NetworkGameListAddQueriedItem(const NetworkGameInfo *info, bool server_online);
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void NetworkGameListAddQueriedItem(const NetworkGameInfo *info, bool server_online);
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void NetworkGameListRequery(void);
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#endif /* NETWORK_GAMELIST_H */
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#endif /* NETWORK_GAMELIST_H */
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