/** Perform the delayed (thread safe) insertion into the game list */ static void NetworkGameListHandleDelayedInsert() { _network_game_list_mutex->BeginCritical(); while (_network_game_delayed_insertion_list != NULL) { NetworkGameList *ins_item = _network_game_delayed_insertion_list; _network_game_delayed_insertion_list = ins_item->next; NetworkGameList *item = NetworkGameListAddItem(ins_item->address); if (item != NULL) { if (StrEmpty(item->info.server_name)) { ClearGRFConfigList(&item->info.grfconfig); memset(&item->info, 0, sizeof(item->info)); strecpy(item->info.server_name, ins_item->info.server_name, lastof(item->info.server_name)); strecpy(item->info.hostname, ins_item->info.hostname, lastof(item->info.hostname)); item->online = false; } item->manually |= ins_item->manually; if (item->manually) NetworkRebuildHostList(); UpdateNetworkGameWindow(false); } free(ins_item); } _network_game_list_mutex->EndCritical(); }
static void Load_NGRF_common(GRFConfig *&grfconfig) { ClearGRFConfigList(&grfconfig); while (SlIterateArray() != -1) { GRFConfig *c = new GRFConfig(); SlObject(c, _grfconfig_desc); if (IsSavegameVersionBefore(101)) c->SetSuitablePalette(); AppendToGRFConfigList(&grfconfig, c); } }
virtual void OnDropdownSelect(int widget, int index) { if (index == -1) { ClearGRFConfigList(&this->list); this->preset = -1; } else { GRFConfig *c = LoadGRFPresetFromConfig(_grf_preset_list[index]); if (c != NULL) { this->sel = NULL; ClearGRFConfigList(&this->list); this->list = c; this->preset = index; } } this->sel = NULL; this->InvalidateData(3); }
~NewGRFWindow() { if (this->editable && !this->execute) { CopyGRFConfigList(this->orig_list, this->list, true); ResetGRFConfig(false); ReloadNewGRFData(); } /* Remove the temporary copy of grf-list used in window */ ClearGRFConfigList(&this->list); _grf_preset_list.Clear(); }
/** * Really perform the scan for all NewGRFs. * @param callback The callback to call after the scanning is complete. */ void DoScanNewGRFFiles(void *callback) { _modal_progress_work_mutex->BeginCritical(); ClearGRFConfigList(&_all_grfs); TarScanner::DoScan(TarScanner::NEWGRF); DEBUG(grf, 1, "Scanning for NewGRFs"); uint num = GRFFileScanner::DoScan(); DEBUG(grf, 1, "Scan complete, found %d files", num); if (num != 0 && _all_grfs != NULL) { /* Sort the linked list using quicksort. * For that we first have to make an array, then sort and * then remake the linked list. */ GRFConfig **to_sort = MallocT<GRFConfig*>(num); uint i = 0; for (GRFConfig *p = _all_grfs; p != NULL; p = p->next, i++) { to_sort[i] = p; } /* Number of files is not necessarily right */ num = i; QSortT(to_sort, num, &GRFSorter); for (i = 1; i < num; i++) { to_sort[i - 1]->next = to_sort[i]; } to_sort[num - 1]->next = NULL; _all_grfs = to_sort[0]; free(to_sort); #ifdef ENABLE_NETWORK NetworkAfterNewGRFScan(); #endif } _modal_progress_work_mutex->EndCritical(); _modal_progress_paint_mutex->BeginCritical(); /* Yes... these are the NewGRF windows */ InvalidateWindowClassesData(WC_SAVELOAD, 0, true); InvalidateWindowData(WC_GAME_OPTIONS, WN_GAME_OPTIONS_NEWGRF_STATE, GOID_NEWGRF_RESCANNED, true); if (callback != NULL) ((NewGRFScanCallback*)callback)->OnNewGRFsScanned(); DeleteWindowByClass(WC_MODAL_PROGRESS); SetModalProgress(false); MarkWholeScreenDirty(); _modal_progress_paint_mutex->EndCritical(); }
/** * Reset read data. */ void LoadCheckData::Clear() { this->checkable = false; this->error = INVALID_STRING_ID; free(this->error_data); this->error_data = NULL; this->map_size_x = this->map_size_y = 256; // Default for old savegames which do not store mapsize. this->current_date = 0; memset(&this->settings, 0, sizeof(this->settings)); const CompanyPropertiesMap::iterator end = this->companies.End(); for (CompanyPropertiesMap::iterator it = this->companies.Begin(); it != end; it++) { delete it->second; } companies.Clear(); ClearGRFConfigList(&this->grfconfig); }
/** Scan for all NewGRFs. */ void ScanNewGRFFiles() { ClearGRFConfigList(&_all_grfs); TarScanner::DoScan(); DEBUG(grf, 1, "Scanning for NewGRFs"); uint num = GRFFileScanner::DoScan(); DEBUG(grf, 1, "Scan complete, found %d files", num); if (num == 0 || _all_grfs == NULL) return; /* Sort the linked list using quicksort. * For that we first have to make an array, then sort and * then remake the linked list. */ GRFConfig **to_sort = MallocT<GRFConfig*>(num); uint i = 0; for (GRFConfig *p = _all_grfs; p != NULL; p = p->next, i++) { to_sort[i] = p; } /* Number of files is not necessarily right */ num = i; QSortT(to_sort, num, &GRFSorter); for (i = 1; i < num; i++) { to_sort[i - 1]->next = to_sort[i]; } to_sort[num - 1]->next = NULL; _all_grfs = to_sort[0]; free(to_sort); #ifdef ENABLE_NETWORK NetworkAfterNewGRFScan(); #endif }
/** * Remove an item from the gamelist linked list * @param remove pointer to the item to be removed */ void NetworkGameListRemoveItem(NetworkGameList *remove) { NetworkGameList *prev_item = NULL; for (NetworkGameList *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; } /* Remove GRFConfig information */ ClearGRFConfigList(&remove->info.grfconfig); free(remove); remove = NULL; DEBUG(net, 4, "[gamelist] removed server from list"); NetworkRebuildHostList(); UpdateNetworkGameWindow(false); return; } prev_item = item; } }