Codechange: Use vector/unique_ptr to manage network game information. (#13902)
Replaces linked list with manual memory management.
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@@ -25,7 +25,7 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::CloseConnection(NetworkRecvStat
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assert(this->sock != INVALID_SOCKET);
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/* Connection is closed, but we never received a packet. Must be offline. */
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NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
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NetworkGame *item = NetworkGameListAddItem(this->connection_string);
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if (item->refreshing) {
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item->status = NGLS_OFFLINE;
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item->refreshing = false;
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@@ -91,7 +91,7 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_FULL(Packet &)
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{
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Debug(net, 9, "Query::Receive_SERVER_FULL()");
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NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
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NetworkGame *item = NetworkGameListAddItem(this->connection_string);
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item->status = NGLS_FULL;
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item->refreshing = false;
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@@ -104,7 +104,7 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet &)
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{
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Debug(net, 9, "Query::Receive_SERVER_BANNED()");
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NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
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NetworkGame *item = NetworkGameListAddItem(this->connection_string);
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item->status = NGLS_BANNED;
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item->refreshing = false;
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@@ -117,7 +117,7 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet
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{
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Debug(net, 9, "Query::Receive_SERVER_GAME_INFO()");
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NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
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NetworkGame *item = NetworkGameListAddItem(this->connection_string);
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/* Clear any existing GRFConfig chain. */
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ClearGRFConfigList(item->info.grfconfig);
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@@ -140,7 +140,7 @@ NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet &p)
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Debug(net, 9, "Query::Receive_SERVER_ERROR(): error={}", error);
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NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
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NetworkGame *item = NetworkGameListAddItem(this->connection_string);
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if (error == NETWORK_ERROR_NOT_EXPECTED) {
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/* If we query a server that is 1.11.1 or older, we get an
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