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authorPatric Stout <truebrain@openttd.org>2021-04-29 17:52:09 +0200
committerPatric Stout <github@truebrain.nl>2021-07-10 20:17:07 +0200
commit8a2da494138b9dda5ae94d83a95153f2c68afb58 (patch)
tree00616874a34fea950d726e7f9ef5059d9d91a6e1
parent61fdef84577642122aa8fba58e8ceddfd5bdb67b (diff)
downloadopenttd-8a2da494138b9dda5ae94d83a95153f2c68afb58.tar.xz
Remove: old server listing via Master Server
This removes all UDP from the game except for a local broadcast to find LAN games. So long Master Server, and tnx for all the fish!
-rw-r--r--src/network/core/config.h6
-rw-r--r--src/network/network_gamelist.cpp64
-rw-r--r--src/network/network_gamelist.h2
-rw-r--r--src/network/network_udp.cpp333
-rw-r--r--src/network/network_udp.h2
-rw-r--r--src/settings_type.h2
6 files changed, 8 insertions, 401 deletions
diff --git a/src/network/core/config.h b/src/network/core/config.h
index e0ec63a0c..ab1c3082e 100644
--- a/src/network/core/config.h
+++ b/src/network/core/config.h
@@ -12,8 +12,6 @@
#ifndef NETWORK_CORE_CONFIG_H
#define NETWORK_CORE_CONFIG_H
-/** DNS hostname of the masterserver */
-static const char * const NETWORK_MASTER_SERVER_HOST = "master.openttd.org";
/** DNS hostname of the Game Coordinator server */
static const char * const NETWORK_COORDINATOR_SERVER_HOST = "coordinator.openttd.org";
/** DNS hostname of the content server */
@@ -22,10 +20,7 @@ static const char * const NETWORK_CONTENT_SERVER_HOST = "content.opent
static const char * const NETWORK_CONTENT_MIRROR_HOST = "binaries.openttd.org";
/** URL of the HTTP mirror system */
static const char * const NETWORK_CONTENT_MIRROR_URL = "/bananas";
-/** Message sent to the masterserver to 'identify' this client as OpenTTD */
-static const char * const NETWORK_MASTER_SERVER_WELCOME_MESSAGE = "OpenTTDRegister";
-static const uint16 NETWORK_MASTER_SERVER_PORT = 3978; ///< The default port of the master server (UDP)
static const uint16 NETWORK_COORDINATOR_SERVER_PORT = 3976; ///< The default port of the Game Coordinator server (TCP)
static const uint16 NETWORK_CONTENT_SERVER_PORT = 3978; ///< The default port of the content server (TCP)
static const uint16 NETWORK_CONTENT_MIRROR_PORT = 80; ///< The default port of the content mirror (TCP)
@@ -54,7 +49,6 @@ static const uint16 COMPAT_MTU = 1460; ///< Numbe
static const byte NETWORK_GAME_ADMIN_VERSION = 1; ///< What version of the admin network do we use?
static const byte NETWORK_GAME_INFO_VERSION = 4; ///< What version of game-info do we use?
static const byte NETWORK_COMPANY_INFO_VERSION = 6; ///< What version of company info is this?
-static const byte NETWORK_MASTER_SERVER_VERSION = 2; ///< What version of master-server-protocol do we use?
static const byte NETWORK_COORDINATOR_VERSION = 1; ///< What version of game-coordinator-protocol do we use?
static const uint NETWORK_NAME_LENGTH = 80; ///< The maximum length of the server name and map name, in bytes including '\0'
diff --git a/src/network/network_gamelist.cpp b/src/network/network_gamelist.cpp
index b4f34983f..92964bf25 100644
--- a/src/network/network_gamelist.cpp
+++ b/src/network/network_gamelist.cpp
@@ -23,45 +23,6 @@
NetworkGameList *_network_game_list = nullptr; ///< Game list of this client.
int _network_game_list_version = 0; ///< Current version of all items in the list.
-/** The games to insert when the GUI thread has time for us. */
-static std::atomic<NetworkGameList *> _network_game_delayed_insertion_list(nullptr);
-
-/**
- * Add a new item to the linked gamelist, but do it delayed in the next tick
- * or so to prevent race conditions.
- * @param item the item to add. Will be freed once added.
- */
-void NetworkGameListAddItemDelayed(NetworkGameList *item)
-{
- item->next = _network_game_delayed_insertion_list.load(std::memory_order_relaxed);
- while (!_network_game_delayed_insertion_list.compare_exchange_weak(item->next, item, std::memory_order_acq_rel)) {}
-}
-
-/** Perform the delayed (thread safe) insertion into the game list */
-static void NetworkGameListHandleDelayedInsert()
-{
- while (true) {
- NetworkGameList *ins_item = _network_game_delayed_insertion_list.load(std::memory_order_relaxed);
- while (ins_item != nullptr && !_network_game_delayed_insertion_list.compare_exchange_weak(ins_item, ins_item->next, std::memory_order_acq_rel)) {}
- if (ins_item == nullptr) break; // No item left.
-
- NetworkGameList *item = NetworkGameListAddItem(ins_item->connection_string);
-
- if (item != nullptr) {
- if (item->info.server_name.empty()) {
- ClearGRFConfigList(&item->info.grfconfig);
- item->info = {};
- item->info.server_name = ins_item->info.server_name;
- item->online = false;
- }
- item->manually |= ins_item->manually;
- if (item->manually) NetworkRebuildHostList();
- UpdateNetworkGameWindow();
- }
- delete ins_item;
- }
-}
-
/**
* Add a new item to the linked gamelist. If the IP and Port match
* return the existing item instead of adding it again
@@ -149,31 +110,6 @@ void NetworkGameListRemoveExpired()
UpdateNetworkGameWindow();
}
-static const uint MAX_GAME_LIST_REQUERY_COUNT = 10; ///< How often do we requery in number of times per server?
-static const uint REQUERY_EVERY_X_GAMELOOPS = 60; ///< How often do we requery in time?
-static const uint REFRESH_GAMEINFO_X_REQUERIES = 50; ///< Refresh the game info itself after REFRESH_GAMEINFO_X_REQUERIES * REQUERY_EVERY_X_GAMELOOPS game loops
-
-/** Requeries the (game) servers we have not gotten a reply from */
-void NetworkGameListRequery()
-{
- NetworkGameListHandleDelayedInsert();
-
- static uint8 requery_cnt = 0;
-
- if (++requery_cnt < REQUERY_EVERY_X_GAMELOOPS) return;
- requery_cnt = 0;
-
- for (NetworkGameList *item = _network_game_list; item != nullptr; item = item->next) {
- item->retries++;
- if (item->retries < REFRESH_GAMEINFO_X_REQUERIES && (item->online || item->retries >= MAX_GAME_LIST_REQUERY_COUNT)) continue;
-
- /* item gets mostly zeroed by NetworkUDPQueryServer */
- uint8 retries = item->retries;
- NetworkUDPQueryServer(item->connection_string);
- item->retries = (retries >= REFRESH_GAMEINFO_X_REQUERIES) ? 0 : retries;
- }
-}
-
/**
* Rebuild the GRFConfig's of the servers in the game list as we did
* a rescan and might have found new NewGRFs.
diff --git a/src/network/network_gamelist.h b/src/network/network_gamelist.h
index 2bab7626e..7fdd37c66 100644
--- a/src/network/network_gamelist.h
+++ b/src/network/network_gamelist.h
@@ -33,10 +33,8 @@ struct NetworkGameList {
extern NetworkGameList *_network_game_list;
extern int _network_game_list_version;
-void NetworkGameListAddItemDelayed(NetworkGameList *item);
NetworkGameList *NetworkGameListAddItem(const std::string &connection_string);
void NetworkGameListRemoveItem(NetworkGameList *remove);
void NetworkGameListRemoveExpired();
-void NetworkGameListRequery();
#endif /* NETWORK_GAMELIST_H */
diff --git a/src/network/network_udp.cpp b/src/network/network_udp.cpp
index ffa07f087..3deb7e312 100644
--- a/src/network/network_udp.cpp
+++ b/src/network/network_udp.cpp
@@ -23,12 +23,10 @@
#include "network.h"
#include "../core/endian_func.hpp"
#include "../company_base.h"
-#include "../thread.h"
#include "../rev.h"
#include "../newgrf_text.h"
#include "../strings_func.h"
#include "table/strings.h"
-#include <mutex>
#include "core/udp.h"
@@ -40,79 +38,32 @@ static uint16 _network_udp_broadcast; ///< Timeout for the UDP broadcasts.
/** Some information about a socket, which exists before the actual socket has been created to provide locking and the likes. */
struct UDPSocket {
const std::string name; ///< The name of the socket.
- std::mutex mutex; ///< Mutex for everything that (indirectly) touches the sockets within the handler.
NetworkUDPSocketHandler *socket; ///< The actual socket, which may be nullptr when not initialized yet.
- std::atomic<int> receive_iterations_locked; ///< The number of receive iterations the mutex was locked.
- UDPSocket(const std::string &name_) : name(name_), socket(nullptr) {}
+ UDPSocket(const std::string &name) : name(name), socket(nullptr) {}
void CloseSocket()
{
- std::lock_guard<std::mutex> lock(mutex);
- socket->CloseSocket();
- delete socket;
- socket = nullptr;
+ this->socket->CloseSocket();
+ delete this->socket;
+ this->socket = nullptr;
}
void ReceivePackets()
{
- std::unique_lock<std::mutex> lock(mutex, std::defer_lock);
- if (!lock.try_lock()) {
- if (++receive_iterations_locked % 32 == 0) {
- Debug(net, 0, "{} background UDP loop processing appears to be blocked. Your OS may be low on UDP send buffers.", name);
- }
- return;
- }
-
- receive_iterations_locked.store(0);
- socket->ReceivePackets();
+ this->socket->ReceivePackets();
}
};
static UDPSocket _udp_client("Client"); ///< udp client socket
static UDPSocket _udp_server("Server"); ///< udp server socket
-/**
- * Helper function doing the actual work for querying the server.
- * @param connection_string The address of the server.
- * @param needs_mutex Whether we need to acquire locks when sending the packet or not.
- * @param manually Whether the address was entered manually.
- */
-static void DoNetworkUDPQueryServer(const std::string &connection_string, bool needs_mutex, bool manually)
-{
- /* Clear item in gamelist */
- NetworkGameList *item = new NetworkGameList(connection_string, manually);
- item->info.server_name = connection_string;
- NetworkGameListAddItemDelayed(item);
-
- std::unique_lock<std::mutex> lock(_udp_client.mutex, std::defer_lock);
- if (needs_mutex) lock.lock();
- /* Init the packet */
- NetworkAddress address = NetworkAddress(ParseConnectionString(connection_string, NETWORK_DEFAULT_PORT));
- Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
- if (_udp_client.socket != nullptr) _udp_client.socket->SendPacket(&p, &address);
-}
-
-/**
- * Query a specific server.
- * @param connection_string The address of the server.
- * @param manually Whether the address was entered manually.
- */
-void NetworkUDPQueryServer(const std::string &connection_string, bool manually)
-{
- if (!StartNewThread(nullptr, "ottd:udp-query", &DoNetworkUDPQueryServer, std::move(connection_string), true, std::move(manually))) {
- DoNetworkUDPQueryServer(connection_string, true, manually);
- }
-}
-
///*** Communication with clients (we are server) ***/
/** Helper class for handling all server side communication. */
class ServerNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
void Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr) override;
- void Receive_CLIENT_DETAIL_INFO(Packet *p, NetworkAddress *client_addr) override;
- void Receive_CLIENT_GET_NEWGRFS(Packet *p, NetworkAddress *client_addr) override;
public:
/**
* Create the socket.
@@ -124,307 +75,40 @@ public:
void ServerNetworkUDPSocketHandler::Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr)
{
- /* Just a fail-safe.. should never happen */
- if (!_network_udp_server) {
- return;
- }
-
Packet packet(PACKET_UDP_SERVER_RESPONSE);
- SerializeNetworkGameInfo(&packet, GetCurrentNetworkServerGameInfo());
-
- /* Let the client know that we are here */
this->SendPacket(&packet, client_addr);
Debug(net, 7, "Queried from {}", client_addr->GetHostname());
}
-void ServerNetworkUDPSocketHandler::Receive_CLIENT_DETAIL_INFO(Packet *p, NetworkAddress *client_addr)
-{
- /* Just a fail-safe.. should never happen */
- if (!_network_udp_server) return;
-
- Packet packet(PACKET_UDP_SERVER_DETAIL_INFO);
-
- /* Send the amount of active companies */
- packet.Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
- packet.Send_uint8 ((uint8)Company::GetNumItems());
-
- /* Fetch the latest version of the stats */
- NetworkCompanyStats company_stats[MAX_COMPANIES];
- NetworkPopulateCompanyStats(company_stats);
-
- /* The minimum company information "blob" size. */
- static const uint MIN_CI_SIZE = 54;
- uint max_cname_length = NETWORK_COMPANY_NAME_LENGTH;
-
- if (!packet.CanWriteToPacket(Company::GetNumItems() * (MIN_CI_SIZE + NETWORK_COMPANY_NAME_LENGTH))) {
- /* Assume we can at least put the company information in the packets. */
- assert(packet.CanWriteToPacket(Company::GetNumItems() * MIN_CI_SIZE));
-
- /* At this moment the company names might not fit in the
- * packet. Check whether that is really the case. */
-
- for (;;) {
- size_t required = 0;
- for (const Company *company : Company::Iterate()) {
- char company_name[NETWORK_COMPANY_NAME_LENGTH];
- SetDParam(0, company->index);
- GetString(company_name, STR_COMPANY_NAME, company_name + max_cname_length - 1);
- required += MIN_CI_SIZE;
- required += strlen(company_name);
- }
- if (packet.CanWriteToPacket(required)) break;
-
- /* Try again, with slightly shorter strings. */
- assert(max_cname_length > 0);
- max_cname_length--;
- }
- }
-
- /* Go through all the companies */
- for (const Company *company : Company::Iterate()) {
- /* Send the information */
- this->SendCompanyInformation(&packet, company, &company_stats[company->index], max_cname_length);
- }
-
- this->SendPacket(&packet, client_addr);
-}
-
-/**
- * A client has requested the names of some NewGRFs.
- *
- * Replying this can be tricky as we have a limit of UDP_MTU bytes
- * in the reply packet and we can send up to 100 bytes per NewGRF
- * (GRF ID, MD5sum and NETWORK_GRF_NAME_LENGTH bytes for the name).
- * As UDP_MTU is _much_ less than 100 * NETWORK_MAX_GRF_COUNT, it
- * could be that a packet overflows. To stop this we only reply
- * with the first N NewGRFs so that if the first N + 1 NewGRFs
- * would be sent, the packet overflows.
- * in_reply and in_reply_count are used to keep a list of GRFs to
- * send in the reply.
- */
-void ServerNetworkUDPSocketHandler::Receive_CLIENT_GET_NEWGRFS(Packet *p, NetworkAddress *client_addr)
-{
- uint8 num_grfs;
- uint i;
-
- const GRFConfig *in_reply[NETWORK_MAX_GRF_COUNT];
- uint8 in_reply_count = 0;
- size_t packet_len = 0;
-
- Debug(net, 7, "NewGRF data request from {}", client_addr->GetAddressAsString());
-
- num_grfs = p->Recv_uint8 ();
- if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
-
- for (i = 0; i < num_grfs; i++) {
- GRFIdentifier c;
- const GRFConfig *f;
-
- DeserializeGRFIdentifier(p, &c);
-
- /* Find the matching GRF file */
- f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum);
- if (f == nullptr) continue; // The GRF is unknown to this server
-
- /* If the reply might exceed the size of the packet, only reply
- * the current list and do not send the other data.
- * The name could be an empty string, if so take the filename. */
- packet_len += sizeof(c.grfid) + sizeof(c.md5sum) +
- std::min(strlen(f->GetName()) + 1, (size_t)NETWORK_GRF_NAME_LENGTH);
- if (packet_len > UDP_MTU - 4) { // 4 is 3 byte header + grf count in reply
- break;
- }
- in_reply[in_reply_count] = f;
- in_reply_count++;
- }
-
- if (in_reply_count == 0) return;
-
- Packet packet(PACKET_UDP_SERVER_NEWGRFS);
- packet.Send_uint8(in_reply_count);
- for (i = 0; i < in_reply_count; i++) {
- char name[NETWORK_GRF_NAME_LENGTH];
-
- /* The name could be an empty string, if so take the filename */
- strecpy(name, in_reply[i]->GetName(), lastof(name));
- SerializeGRFIdentifier(&packet, &in_reply[i]->ident);
- packet.Send_string(name);
- }
-
- this->SendPacket(&packet, client_addr);
-}
-
///*** Communication with servers (we are client) ***/
/** Helper class for handling all client side communication. */
class ClientNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
void Receive_SERVER_RESPONSE(Packet *p, NetworkAddress *client_addr) override;
- void Receive_MASTER_RESPONSE_LIST(Packet *p, NetworkAddress *client_addr) override;
- void Receive_SERVER_NEWGRFS(Packet *p, NetworkAddress *client_addr) override;
public:
virtual ~ClientNetworkUDPSocketHandler() {}
};
void ClientNetworkUDPSocketHandler::Receive_SERVER_RESPONSE(Packet *p, NetworkAddress *client_addr)
{
- NetworkGameList *item;
-
- /* Just a fail-safe.. should never happen */
- if (_network_udp_server) return;
-
Debug(net, 3, "Server response from {}", client_addr->GetAddressAsString());
- /* Find next item */
- item = NetworkGameListAddItem(client_addr->GetAddressAsString(false));
-
- /* Clear any existing GRFConfig chain. */
- ClearGRFConfigList(&item->info.grfconfig);
- /* Retrieve the NetworkGameInfo from the packet. */
- DeserializeNetworkGameInfo(p, &item->info);
- /* Check for compatability with the client. */
- CheckGameCompatibility(item->info);
- /* Ensure we consider the server online. */
- item->online = true;
- /* Make sure this entry never expires. */
- item->version = INT32_MAX;
-
- {
- /* Checks whether there needs to be a request for names of GRFs and makes
- * the request if necessary. GRFs that need to be requested are the GRFs
- * that do not exist on the clients system and we do not have the name
- * resolved of, i.e. the name is still UNKNOWN_GRF_NAME_PLACEHOLDER.
- * The in_request array and in_request_count are used so there is no need
- * to do a second loop over the GRF list, which can be relatively expensive
- * due to the string comparisons. */
- const GRFConfig *in_request[NETWORK_MAX_GRF_COUNT];
- const GRFConfig *c;
- uint in_request_count = 0;
-
- for (c = item->info.grfconfig; c != nullptr; c = c->next) {
- if (c->status != GCS_NOT_FOUND || strcmp(c->GetName(), UNKNOWN_GRF_NAME_PLACEHOLDER) != 0) continue;
- in_request[in_request_count] = c;
- in_request_count++;
- }
-
- if (in_request_count > 0) {
- /* There are 'unknown' GRFs, now send a request for them */
- uint i;
- Packet packet(PACKET_UDP_CLIENT_GET_NEWGRFS);
-
- packet.Send_uint8(in_request_count);
- for (i = 0; i < in_request_count; i++) {
- SerializeGRFIdentifier(&packet, &in_request[i]->ident);
- }
-
- NetworkAddress address = NetworkAddress(ParseConnectionString(item->connection_string, NETWORK_DEFAULT_PORT));
- this->SendPacket(&packet, &address);
- }
- }
-
- if (client_addr->GetAddress()->ss_family == AF_INET6) {
- item->info.server_name.append(" (IPv6)");
- }
-
- UpdateNetworkGameWindow();
-}
-
-void ClientNetworkUDPSocketHandler::Receive_MASTER_RESPONSE_LIST(Packet *p, NetworkAddress *client_addr)
-{
- /* packet begins with the protocol version (uint8)
- * then an uint16 which indicates how many
- * ip:port pairs are in this packet, after that
- * an uint32 (ip) and an uint16 (port) for each pair.
- */
-
- ServerListType type = (ServerListType)(p->Recv_uint8() - 1);
-
- if (type < SLT_END) {
- for (int i = p->Recv_uint16(); i != 0 ; i--) {
- sockaddr_storage addr_storage;
- memset(&addr_storage, 0, sizeof(addr_storage));
-
- if (type == SLT_IPv4) {
- addr_storage.ss_family = AF_INET;
- ((sockaddr_in*)&addr_storage)->sin_addr.s_addr = TO_LE32(p->Recv_uint32());
- } else {
- assert(type == SLT_IPv6);
- addr_storage.ss_family = AF_INET6;
- byte *addr = (byte*)&((sockaddr_in6*)&addr_storage)->sin6_addr;
- for (uint i = 0; i < sizeof(in6_addr); i++) *addr++ = p->Recv_uint8();
- }
- NetworkAddress addr(addr_storage, type == SLT_IPv4 ? sizeof(sockaddr_in) : sizeof(sockaddr_in6));
- addr.SetPort(p->Recv_uint16());
-
- /* Somehow we reached the end of the packet */
- if (this->HasClientQuit()) return;
-
- DoNetworkUDPQueryServer(addr.GetAddressAsString(false), false, false);
- }
- }
-}
-
-/** The return of the client's request of the names of some NewGRFs */
-void ClientNetworkUDPSocketHandler::Receive_SERVER_NEWGRFS(Packet *p, NetworkAddress *client_addr)
-{
- uint8 num_grfs;
- uint i;
-
- Debug(net, 7, "NewGRF data reply from {}", client_addr->GetAddressAsString());
-
- num_grfs = p->Recv_uint8 ();
- if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
-
- for (i = 0; i < num_grfs; i++) {
- GRFIdentifier c;
-
- DeserializeGRFIdentifier(p, &c);
- std::string name = p->Recv_string(NETWORK_GRF_NAME_LENGTH);
-
- /* An empty name is not possible under normal circumstances
- * and causes problems when showing the NewGRF list. */
- if (name.empty()) continue;
-
- /* Try to find the GRFTextWrapper for the name of this GRF ID and MD5sum tuple.
- * If it exists and not resolved yet, then name of the fake GRF is
- * overwritten with the name from the reply. */
- GRFTextWrapper unknown_name = FindUnknownGRFName(c.grfid, c.md5sum, false);
- if (unknown_name && strcmp(GetGRFStringFromGRFText(unknown_name), UNKNOWN_GRF_NAME_PLACEHOLDER) == 0) {
- AddGRFTextToList(unknown_name, name);
- }
- }
+ NetworkAddServer(client_addr->GetAddressAsString(false), false, true);
}
/** Broadcast to all ips */
static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket)
{
for (NetworkAddress &addr : _broadcast_list) {
- Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
-
Debug(net, 5, "Broadcasting to {}", addr.GetHostname());
+ Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
socket->SendPacket(&p, &addr, true, true);
}
}
-
-/** Request the the server-list from the master server */
-void NetworkUDPQueryMasterServer()
-{
- Packet p(PACKET_UDP_CLIENT_GET_LIST);
- NetworkAddress out_addr(NETWORK_MASTER_SERVER_HOST, NETWORK_MASTER_SERVER_PORT);
-
- /* packet only contains protocol version */
- p.Send_uint8(NETWORK_MASTER_SERVER_VERSION);
- p.Send_uint8(SLT_AUTODETECT);
-
- std::lock_guard<std::mutex> lock(_udp_client.mutex);
- _udp_client.socket->SendPacket(&p, &out_addr, true);
-
- Debug(net, 6, "Master server queried at {}", out_addr.GetAddressAsString());
-}
-
/** Find all servers */
void NetworkUDPSearchGame()
{
@@ -446,8 +130,6 @@ void NetworkUDPInitialize()
Debug(net, 3, "Initializing UDP listeners");
assert(_udp_client.socket == nullptr && _udp_server.socket == nullptr);
- std::scoped_lock lock(_udp_client.mutex, _udp_server.mutex);
-
_udp_client.socket = new ClientNetworkUDPSocketHandler();
NetworkAddressList server;
@@ -461,7 +143,6 @@ void NetworkUDPInitialize()
/** Start the listening of the UDP server component. */
void NetworkUDPServerListen()
{
- std::lock_guard<std::mutex> lock(_udp_server.mutex);
_network_udp_server = _udp_server.socket->Listen();
}
diff --git a/src/network/network_udp.h b/src/network/network_udp.h
index 735e5f223..b640da018 100644
--- a/src/network/network_udp.h
+++ b/src/network/network_udp.h
@@ -14,8 +14,6 @@
void NetworkUDPInitialize();
void NetworkUDPSearchGame();
-void NetworkUDPQueryMasterServer();
-void NetworkUDPQueryServer(const std::string &connection_string, bool manually = false);
void NetworkUDPClose();
void NetworkUDPServerListen();
void NetworkBackgroundUDPLoop();
diff --git a/src/settings_type.h b/src/settings_type.h
index 05efc11e5..3377bdede 100644
--- a/src/settings_type.h
+++ b/src/settings_type.h
@@ -270,7 +270,7 @@ struct NetworkSettings {
std::string server_password; ///< password for joining this server
std::string rcon_password; ///< password for rconsole (server side)
std::string admin_password; ///< password for the admin network
- bool server_advertise; ///< advertise the server to the masterserver
+ bool server_advertise; ///< Advertise the server to the game coordinator.
std::string client_name; ///< name of the player (as client)
std::string default_company_pass; ///< default password for new companies in encrypted form
std::string connect_to_ip; ///< default for the "Add server" query