Codechange: Use vector/unique_ptr to manage network game information. (#13902)

Replaces linked list with manual memory management.
This commit is contained in:
Peter Nelson
2025-03-27 18:48:41 +00:00
committed by GitHub
parent 0b3619ea35
commit 9feaa6b7bc
7 changed files with 60 additions and 93 deletions

View File

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