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CnC_Renegade/Code/Commando/gamechanlist.cpp

110 lines
3 KiB
C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
//
// Filename: gamechanlist.cpp
// Project: Network.lib, for Commando
// Author: Tom Spencer-Smith
// Date: Dec 1998
// Description:
//
#include "gamedata.h"
#include "gamechannel.h"
#include "gamechanlist.h"
#include "wwdebug.h"
#include <WWOnline\WOLChannel.h>
//
// Class statics
//
SList<cGameChannel> cGameChannelList::ChanList;
//-----------------------------------------------------------------------------
void cGameChannelList::Add_Channel(cGameData * p_game_data, const RefPtr<WWOnline::ChannelData>& p_channel)
{
WWASSERT(p_game_data != NULL);
cGameChannel * p_game_channel = Find_Channel(p_game_data->Get_Owner());
if (p_game_channel == NULL) {
cGameChannel * p_game_channel = new cGameChannel(p_game_data, p_channel);
WWASSERT(p_game_channel != NULL);
ChanList.Add_Tail(p_game_channel);
} else {
//
// Update any dynamic data
//
p_game_channel->Get_Game_Data()->Set_Current_Players(
p_game_data->Get_Current_Players());
p_game_channel->Get_Game_Data()->Set_Map_Name(
p_game_data->Get_Map_Name());
p_game_channel->WolChannel = p_channel;
delete p_game_data;
}
}
//-----------------------------------------------------------------------------
cGameChannel * cGameChannelList::Find_Channel(const WideStringClass & owner)
{
for (
SLNode<cGameChannel> * objnode = ChanList.Head();
objnode;
objnode = objnode->Next()) {
cGameChannel * p_channel = objnode->Data();
WWASSERT(p_channel != NULL);
if (p_channel->Get_Game_Data()->Get_Owner() == owner) {
return p_channel;
}
}
return NULL;
}
//-----------------------------------------------------------------------------
void cGameChannelList::Remove_Channel(const WideStringClass & owner)
{
cGameChannel * p_channel = Find_Channel(owner);
if (p_channel != NULL) {
ChanList.Remove(p_channel);
p_channel->Release_Ref ();
//delete p_channel;
}
}
//-----------------------------------------------------------------------------
void cGameChannelList::Remove_All(void)
{
WWDEBUG_SAY(("cGameChannelList::Remove_All\n"));
for (
SLNode<cGameChannel> * objnode = ChanList.Head();
objnode;
objnode = objnode->Next()) {
cGameChannel * p_channel = objnode->Data();
WWASSERT(p_channel != NULL);
p_channel->Release_Ref ();
}
ChanList.Remove_All();
}