Codechange: Use vector/unique_ptr to manage network game information. (#13902)
Replaces linked list with manual memory management.
This commit is contained in:
@@ -20,7 +20,7 @@
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#include "../safeguards.h"
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NetworkGameList *_network_game_list = nullptr; ///< Game list of this client.
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std::vector<std::unique_ptr<NetworkGame>> _network_game_list; ///< Game list of this client.
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int _network_game_list_version = 0; ///< Current version of all items in the list.
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/**
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@@ -29,56 +29,36 @@ int _network_game_list_version = 0; ///< Current version of all items in the lis
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* @param connection_string the address of the to-be added item
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* @return a point to the newly added or already existing item
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*/
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NetworkGameList *NetworkGameListAddItem(const std::string &connection_string)
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NetworkGame *NetworkGameListAddItem(const std::string &connection_string)
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{
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NetworkGameList *item, *prev_item;
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/* Parse the connection string to ensure the default port is there. */
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const std::string resolved_connection_string = ServerAddress::Parse(connection_string, NETWORK_DEFAULT_PORT).connection_string;
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prev_item = nullptr;
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for (item = _network_game_list; item != nullptr; item = item->next) {
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if (item->connection_string == resolved_connection_string) return item;
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prev_item = item;
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}
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/* Check if it's already added. */
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auto it = std::ranges::find(_network_game_list, resolved_connection_string, &NetworkGame::connection_string);
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if (it != std::end(_network_game_list)) return it->get();
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item = new NetworkGameList(resolved_connection_string);
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auto &item = _network_game_list.emplace_back(std::make_unique<NetworkGame>(resolved_connection_string));
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item->info.gamescript_version = -1;
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item->version = _network_game_list_version;
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if (prev_item == nullptr) {
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_network_game_list = item;
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} else {
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prev_item->next = item;
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}
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UpdateNetworkGameWindow();
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return item;
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return item.get();
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}
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/**
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* Remove an item from the gamelist linked list
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* @param remove pointer to the item to be removed
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*/
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void NetworkGameListRemoveItem(NetworkGameList *remove)
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void NetworkGameListRemoveItem(NetworkGame *remove)
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{
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NetworkGameList *prev_item = nullptr;
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for (NetworkGameList *item = _network_game_list; item != nullptr; item = item->next) {
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if (remove == item) {
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if (prev_item == nullptr) {
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_network_game_list = remove->next;
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} else {
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prev_item->next = remove->next;
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}
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auto it = std::ranges::find_if(_network_game_list, [&remove](const auto &item) { return item.get() == remove; });
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if (it != std::end(_network_game_list)) {
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_network_game_list.erase(it);
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delete remove;
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NetworkRebuildHostList();
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UpdateNetworkGameWindow();
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return;
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}
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prev_item = item;
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NetworkRebuildHostList();
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UpdateNetworkGameWindow();
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}
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}
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@@ -89,20 +69,8 @@ void NetworkGameListRemoveItem(NetworkGameList *remove)
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*/
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void NetworkGameListRemoveExpired()
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{
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NetworkGameList **prev_item = &_network_game_list;
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for (NetworkGameList *item = _network_game_list; item != nullptr;) {
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if (!item->manually && item->version < _network_game_list_version) {
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NetworkGameList *remove = item;
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item = item->next;
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*prev_item = item;
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delete remove;
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} else {
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prev_item = &item->next;
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item = item->next;
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}
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}
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auto it = std::remove_if(std::begin(_network_game_list), std::end(_network_game_list), [](const auto &item) { return !item->manually && item->version < _network_game_list_version; });
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_network_game_list.erase(it, std::end(_network_game_list));
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UpdateNetworkGameWindow();
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}
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@@ -113,7 +81,7 @@ void NetworkGameListRemoveExpired()
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*/
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void NetworkAfterNewGRFScan()
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{
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for (NetworkGameList *item = _network_game_list; item != nullptr; item = item->next) {
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for (const auto &item : _network_game_list) {
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/* Reset compatibility state */
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item->info.compatible = item->info.version_compatible;
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