File diff r542:6d2403a77bf9 → r543:efdb197f91ad
network_client.c
Show inline comments
 
new file 100644
 
#include "stdafx.h"
 
#include "network_data.h"
 

	
 
#ifdef ENABLE_NETWORK
 

	
 
#include "table/strings.h"
 
#include "network_client.h"
 
#include "network_gamelist.h"
 
#include "command.h"
 
#include "gfx.h"
 
#include "window.h"
 
#include "settings.h"
 

	
 

	
 
// This file handles all the client-commands
 

	
 

	
 
// So we don't make too much typos ;)
 
#define MY_CLIENT DEREF_CLIENT(0)
 

	
 
static uint32 last_ack_frame;
 

	
 
void NetworkRecvPatchSettings(Packet *p);
 

	
 
// **********
 
// Sending functions
 
//   DEF_CLIENT_SEND_COMMAND has no parameters
 
// **********
 

	
 
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)
 
{
 
	//
 
	// Packet: CLIENT_COMPANY_INFO
 
	// Function: Request company-info (in detail)
 
	// Data:
 
	//    <none>
 
	//
 
	Packet *p;
 
	_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
 
	InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
 

	
 
	p = NetworkSend_Init(PACKET_CLIENT_COMPANY_INFO);
 
	NetworkSend_Packet(p, MY_CLIENT);
 
}
 

	
 
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN)
 
{
 
	//
 
	// Packet: CLIENT_JOIN
 
	// Function: Try to join the server
 
	// Data:
 
	//    String: OpenTTD Revision (norev000 if no revision)
 
	//    String: Player Name (max NETWORK_NAME_LENGTH)
 
	//    uint8:  Play as Player id (1..MAX_PLAYERS)
 
	//    uint8:  Language ID
 
	//
 

	
 
#if defined(WITH_REV)
 
		extern char _openttd_revision[];
 
#else
 
		const char _openttd_revision[] = "norev000";
 
#endif
 
	Packet *p;
 
	_network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
 
	InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
 

	
 
	p = NetworkSend_Init(PACKET_CLIENT_JOIN);
 
	NetworkSend_string(p, _openttd_revision);
 
	NetworkSend_string(p, _network_player_name); // Player name
 
	NetworkSend_uint8(p, _network_playas); // Password
 
	NetworkSend_uint8(p, NETLANG_ANY); // Language
 
	NetworkSend_Packet(p, MY_CLIENT);
 
}
 

	
 
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_PASSWORD)(NetworkPasswordType type, const char *password)
 
{
 
	//
 
	// Packet: CLIENT_PASSWORD
 
	// Function: Send a password to the server to authorize
 
	// Data:
 
	//    uint8:  NetworkPasswordType
 
	//    String: Password
 
	//
 
	Packet *p = NetworkSend_Init(PACKET_CLIENT_PASSWORD);
 
	NetworkSend_uint8(p, type);
 
	NetworkSend_string(p, password);
 
	NetworkSend_Packet(p, MY_CLIENT);
 
}
 

	
 
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GETMAP)
 
{
 
	//
 
	// Packet: CLIENT_GETMAP
 
	// Function: Request the map from the server
 
	// Data:
 
	//    <none>
 
	//
 

	
 
	Packet *p = NetworkSend_Init(PACKET_CLIENT_GETMAP);
 
	NetworkSend_Packet(p, MY_CLIENT);
 
}
 

	
 
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_MAP_OK)
 
{
 
	//
 
	// Packet: CLIENT_MAP_OK
 
	// Function: Tell the server that we are done receiving/loading the map
 
	// Data:
 
	//    <none>
 
	//
 

	
 
	Packet *p = NetworkSend_Init(PACKET_CLIENT_MAP_OK);
 
	NetworkSend_Packet(p, MY_CLIENT);
 
}
 

	
 
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK)
 
{
 
	//
 
	// Packet: CLIENT_ACK
 
	// Function: Tell the server we are done with this frame
 
	// Data:
 
	//    uint32: current FrameCounter of the client
 
	//
 

	
 
	Packet *p = NetworkSend_Init(PACKET_CLIENT_ACK);
 

	
 
	NetworkSend_uint32(p, _frame_counter);
 
	NetworkSend_Packet(p, MY_CLIENT);
 
}
 

	
 
// Send a command packet to the server
 
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(CommandPacket *cp)
 
{
 
	//
 
	// Packet: CLIENT_COMMAND
 
	// Function: Send a DoCommand to the Server
 
	// Data:
 
	//    uint8:  PlayerID (0..MAX_PLAYERS-1)
 
	//    uint32: CommandID (see command.h)
 
	//    uint32: P1 (free variables used in DoCommand)
 
	//    uint32: P2
 
	//    uint32: Tile
 
	//    uint32: decode_params
 
	//      10 times the last one (lengthof(cp->dp))
 
	//    uint8:  CallBackID (see callback_table.c)
 
	//
 

	
 
	int i;
 
	Packet *p = NetworkSend_Init(PACKET_CLIENT_COMMAND);
 

	
 
	NetworkSend_uint8(p, cp->player);
 
	NetworkSend_uint32(p, cp->cmd);
 
	NetworkSend_uint32(p, cp->p1);
 
	NetworkSend_uint32(p, cp->p2);
 
	NetworkSend_uint32(p, (uint32)cp->tile);
 
	for (i = 0; i < lengthof(cp->dp); i++) {
 
		NetworkSend_uint32(p, cp->dp[i]);
 
	}
 
	NetworkSend_uint8(p, cp->callback);
 

	
 
	NetworkSend_Packet(p, MY_CLIENT);
 
}
 

	
 
// Send a chat-packet over the network
 
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType desttype, int dest, const char *msg)
 
{
 
	//
 
	// Packet: CLIENT_CHAT
 
	// Function: Send a chat-packet to the serve
 
	// Data:
 
	//    uint8:  ActionID (see network_data.h, NetworkAction)
 
	//    uint8:  Destination Type (see network_data.h, DestType);
 
	//    uint8:  Destination Player (1..MAX_PLAYERS)
 
	//    String: Message (max MAX_TEXT_MSG_LEN)
 
	//
 

	
 
	Packet *p = NetworkSend_Init(PACKET_CLIENT_CHAT);
 

	
 
	NetworkSend_uint8(p, action);
 
	NetworkSend_uint8(p, desttype);
 
	NetworkSend_uint8(p, dest);
 
	NetworkSend_string(p, msg);
 
	NetworkSend_Packet(p, MY_CLIENT);
 
}
 

	
 
// Send an error-packet over the network
 
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno)
 
{
 
	//
 
	// Packet: CLIENT_ERROR
 
	// Function: The client made an error and is quiting the game
 
	// Data:
 
	//    uint8:  ErrorID (see network_data.h, NetworkErrorCode)
 
	//
 
	Packet *p = NetworkSend_Init(PACKET_CLIENT_ERROR);
 

	
 
	NetworkSend_uint8(p, errorno);
 
	NetworkSend_Packet(p, MY_CLIENT);
 
}
 

	
 
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password)
 
{
 
	//
 
	// Packet: PACKET_CLIENT_SET_PASSWORD
 
	// Function: Set the password for the clients current company
 
	// Data:
 
	//    String: Password
 
	//
 
	Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_PASSWORD);
 

	
 
	NetworkSend_string(p, password);
 
	NetworkSend_Packet(p, MY_CLIENT);
 
}
 

	
 
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name)
 
{
 
	//
 
	// Packet: PACKET_CLIENT_SET_NAME
 
	// Function: Gives the player a new name
 
	// Data:
 
	//    String: Name
 
	//
 
	Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_NAME);
 

	
 
	NetworkSend_string(p, name);
 
	NetworkSend_Packet(p, MY_CLIENT);
 
}
 

	
 
// Send an quit-packet over the network
 
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)(const char *leavemsg)
 
{
 
	//
 
	// Packet: CLIENT_QUIT
 
	// Function: The client is quiting the game
 
	// Data:
 
	//    String: leave-message
 
	//
 
	Packet *p = NetworkSend_Init(PACKET_CLIENT_QUIT);
 

	
 
	NetworkSend_string(p, leavemsg);
 
	NetworkSend_Packet(p, MY_CLIENT);
 
}
 

	
 

	
 
// **********
 
// Receiving functions
 
//   DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
 
// **********
 

	
 
extern bool SafeSaveOrLoad(const char *filename, int mode, int newgm);
 

	
 
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FULL)
 
{
 
	// We try to join a server which is full
 
	_switch_mode_errorstr = STR_NETWORK_ERR_SERVER_FULL;
 
	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
 

	
 
	return NETWORK_RECV_STATUS_SERVER_FULL;
 
}
 

	
 
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
 
{
 
	byte company_info_version;
 
	int i;
 

	
 
	company_info_version = NetworkRecv_uint8(p);
 

	
 
	if (company_info_version == 1) {
 
		byte total;
 
		byte current;
 

	
 
		total = NetworkRecv_uint8(p);
 
		_network_lobby_company_count = total;
 

	
 
		// There is no data at all..
 
		if (total == 0)
 
			return NETWORK_RECV_STATUS_CLOSE_QUERY;
 

	
 
		current = NetworkRecv_uint8(p) - 1;
 
		if (current >= MAX_PLAYERS)
 
			return NETWORK_RECV_STATUS_CLOSE_QUERY;
 

	
 
		NetworkRecv_string(p, _network_player_info[current].company_name, sizeof(_network_player_info[current].company_name));
 
		_network_player_info[current].inaugurated_year = NetworkRecv_uint8(p);
 
		_network_player_info[current].company_value = NetworkRecv_uint64(p);
 
		_network_player_info[current].money = NetworkRecv_uint64(p);
 
		_network_player_info[current].income = NetworkRecv_uint64(p);
 
		_network_player_info[current].performance = NetworkRecv_uint16(p);
 
		for (i = 0; i < NETWORK_VEHICLE_TYPES; i++)
 
			_network_player_info[current].num_vehicle[i] = NetworkRecv_uint16(p);
 
		for (i = 0; i < NETWORK_STATION_TYPES; i++)
 
			_network_player_info[current].num_station[i] = NetworkRecv_uint16(p);
 

	
 
		NetworkRecv_string(p, _network_player_info[current].players, sizeof(_network_player_info[current].players));
 

	
 
		InvalidateWindow(WC_NETWORK_WINDOW, 0);
 

	
 
		if (total == current + 1)
 
			// This was the last one
 
			return NETWORK_RECV_STATUS_CLOSE_QUERY;
 
		else
 
			return NETWORK_RECV_STATUS_OKAY;
 
	}
 

	
 
	return NETWORK_RECV_STATUS_CLOSE_QUERY;
 
}
 

	
 
// This packet contains info about the client (playas and name)
 
//  as client we save this in NetworkClientInfo, linked via 'index'
 
//  which is always an unique number on a server.
 
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
 
{
 
	NetworkClientInfo *ci;
 
	uint16 index = NetworkRecv_uint16(p);
 

	
 
	ci = NetworkFindClientInfoFromIndex(index);
 
	if (ci != NULL) {
 
		byte playas;
 
		char name[NETWORK_NAME_LENGTH];
 

	
 
		playas = NetworkRecv_uint8(p);
 
		NetworkRecv_string(p, name, sizeof(name));
 

	
 
		if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
 
			// Client name changed, display the change
 
			NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, ci->client_name, name);
 
		} else if (playas != ci->client_playas) {
 
			// The player changed from client-player..
 
			// Do not display that for now
 
		}
 

	
 
		ci->client_playas = playas;
 
		ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
 
		return NETWORK_RECV_STATUS_OKAY;
 
	}
 

	
 
	// We don't have this index yet, find an empty index, and put the data there
 
	ci = NetworkFindClientInfoFromIndex(NETWORK_EMPTY_INDEX);
 
	if (ci != NULL) {
 
		ci->client_index = index;
 
		ci->client_playas = NetworkRecv_uint8(p);
 
		NetworkRecv_string(p, ci->client_name, sizeof(ci->client_name));
 
		return NETWORK_RECV_STATUS_OKAY;
 
	}
 

	
 
	// Here the program should never ever come.....
 
	return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 
}
 

	
 
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
 
{
 
	NetworkErrorCode error = NetworkRecv_uint8(p);
 

	
 
	if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED ||
 
			error == NETWORK_ERROR_PLAYER_MISMATCH) {
 
		// We made an error in the protocol, and our connection is closed.... :(
 
		_switch_mode_errorstr = STR_NETWORK_ERR_SERVER_ERROR;
 
	} else if (error == NETWORK_ERROR_WRONG_REVISION) {
 
		// Wrong revision :(
 
		_switch_mode_errorstr = STR_NETWORK_ERR_WRONG_REVISION;
 
	} else if (error == NETWORK_ERROR_WRONG_PASSWORD) {
 
		// Wrong password
 
		_switch_mode_errorstr = STR_NETWORK_ERR_WRONG_PASSWORD;
 
	} else if (error == NETWORK_ERROR_KICKED) {
 
		_switch_mode_errorstr = STR_NETWORK_ERR_KICKED;
 
	}
 

	
 
	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
 

	
 
	return NETWORK_RECV_STATUS_SERVER_ERROR;
 
}
 

	
 
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD)
 
{
 
	NetworkPasswordType type;
 
	type = NetworkRecv_uint8(p);
 

	
 
	if (type == NETWORK_GAME_PASSWORD) {
 
		ShowNetworkNeedGamePassword();
 
		return NETWORK_RECV_STATUS_OKAY;
 
	} else if (type == NETWORK_COMPANY_PASSWORD) {
 
		ShowNetworkNeedCompanyPassword();
 
		return NETWORK_RECV_STATUS_OKAY;
 
	}
 

	
 
	return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 
}
 

	
 
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WELCOME)
 
{
 
	_network_own_client_index = NetworkRecv_uint16(p);
 

	
 
	// Start receiving the map
 
	SEND_COMMAND(PACKET_CLIENT_GETMAP)();
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WAIT)
 
{
 
	_network_join_status = NETWORK_JOIN_STATUS_WAITING;
 
	_network_join_waiting = NetworkRecv_uint8(p);
 
	InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
 

	
 
	// We are put on hold for receiving the map.. we need GUI for this ;)
 
	DEBUG(net, 1)("[NET] The server is currently busy sending the map to someone else.. please hold..." );
 
	DEBUG(net, 1)("[NET]  There are %d clients in front of you", _network_join_waiting);
 

	
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
 
{
 
	static char filename[256];
 
	static FILE *file_pointer;
 

	
 
	byte maptype;
 

	
 
	maptype = NetworkRecv_uint8(p);
 

	
 
	// First packet, init some stuff
 
	if (maptype == MAP_PACKET_START) {
 
		// The name for the temp-map
 
		sprintf(filename, "%s%snetwork_client.tmp",  _path.autosave_dir, PATHSEP);
 

	
 
		file_pointer = fopen(filename, "wb");
 
		if (file_pointer == NULL) {
 
			_switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
 
			return NETWORK_RECV_STATUS_SAVEGAME;
 
		}
 

	
 
		_frame_counter = _frame_counter_server = _frame_counter_max = NetworkRecv_uint32(p);
 

	
 
		_network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
 
		_network_join_kbytes = 0;
 
		_network_join_kbytes_total = NetworkRecv_uint32(p) / 1024;
 
		InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
 

	
 
		// The first packet does not contain any more data
 
		return NETWORK_RECV_STATUS_OKAY;
 
	}
 

	
 
	if (maptype == MAP_PACKET_NORMAL) {
 
		// We are still receiving data, put it to the file
 
		fwrite(p->buffer + p->pos, 1, p->size - p->pos, file_pointer);
 

	
 
		_network_join_kbytes = ftell(file_pointer) / 1024;
 
		InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
 
	}
 

	
 
	if (maptype == MAP_PACKET_PATCH) {
 
		NetworkRecvPatchSettings(p);
 
	}
 

	
 
	// Check if this was the last packet
 
	if (maptype == MAP_PACKET_END) {
 
		// We also get, very nice, the player_seeds in this packet
 
		int i;
 
		for (i = 0; i < MAX_PLAYERS; i++) {
 
			_player_seeds[i][0] = NetworkRecv_uint32(p);
 
			_player_seeds[i][1] = NetworkRecv_uint32(p);
 
		}
 

	
 
		fclose(file_pointer);
 

	
 
		_network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
 
		InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
 

	
 
		// The map is done downloading, load it
 
		// Load the map
 
		if (!SafeSaveOrLoad(filename, SL_LOAD, GM_NORMAL)) {
 
			DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
 
			_switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
 
			return NETWORK_RECV_STATUS_SAVEGAME;
 
		}
 
		_opt_mod_ptr = &_opt;
 

	
 
		DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
 

	
 
		// Say we received the map and loaded it correctly!
 
		SEND_COMMAND(PACKET_CLIENT_MAP_OK)();
 

	
 
		if (_network_playas == 0 || _network_playas > MAX_PLAYERS ||
 
				!DEREF_PLAYER(_network_playas - 1)->is_active) {
 

	
 
			if (_network_playas == OWNER_SPECTATOR) {
 
				// The client wants to be a spectator..
 
				_local_player = OWNER_SPECTATOR;
 
			} else {
 
				// send a command to make a new player
 
				_local_player = 0;
 
				NetworkSend_Command(0, 0, 0, CMD_PLAYER_CTRL, NULL);
 
				_local_player = OWNER_SPECTATOR;
 
			}
 
		} else {
 
			// take control over an existing company
 
			_local_player = _network_playas - 1;
 
		}
 

	
 
		// Remeber the player
 
		if (_local_player != OWNER_SPECTATOR)
 
			_network_playas = _local_player + 1;
 
		else
 
			_network_playas = OWNER_SPECTATOR;
 
	}
 

	
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
 
{
 
	_frame_counter_server = NetworkRecv_uint32(p);
 
	_frame_counter_max = NetworkRecv_uint32(p);
 
#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
 
	// Test if the server supports this option
 
	//  and if we are at the frame the server is
 
	if (p->pos < p->size) {
 
		_sync_frame = _frame_counter_server;
 
		_sync_seed_1 = NetworkRecv_uint32(p);
 
#ifdef NETWORK_SEND_DOUBLE_SEED
 
		_sync_seed_2 = NetworkRecv_uint32(p);
 
#endif
 
	}
 
#endif
 
	DEBUG(net, 7)("[NET] Received FRAME %d",_frame_counter_server);
 

	
 
	// Let the server know that we received this frame correctly
 
	//  We do this only once per day, to save some bandwidth ;)
 
	if (!_network_first_time && last_ack_frame < _frame_counter) {
 
		last_ack_frame = _frame_counter + DAY_TICKS;
 
		DEBUG(net,6)("[NET] Sent ACK at %d", _frame_counter);
 
		SEND_COMMAND(PACKET_CLIENT_ACK)();
 
	}
 

	
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
 
{
 
	_sync_frame = NetworkRecv_uint32(p);
 
	_sync_seed_1 = NetworkRecv_uint32(p);
 
#ifdef NETWORK_SEND_DOUBLE_SEED
 
	_sync_seed_2 = NetworkRecv_uint32(p);
 
#endif
 

	
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
 
{
 
	int i;
 
	CommandPacket *cp = malloc(sizeof(CommandPacket));
 
	cp->player = NetworkRecv_uint8(p);
 
	cp->cmd = NetworkRecv_uint32(p);
 
	cp->p1 = NetworkRecv_uint32(p);
 
	cp->p2 = NetworkRecv_uint32(p);
 
	cp->tile = NetworkRecv_uint32(p);
 
	for (i = 0; i < lengthof(cp->dp); i++)
 
		cp->dp[i] = NetworkRecv_uint32(p);
 
	cp->callback = NetworkRecv_uint8(p);
 
	cp->frame = NetworkRecv_uint32(p);
 
	cp->next = NULL;
 

	
 
	// The server did send us this command..
 
	//  queue it in our own queue, so we can handle it in the upcoming frame!
 

	
 
	if (_local_command_queue == NULL) {
 
		_local_command_queue = cp;
 
	} else {
 
		// Find last packet
 
		CommandPacket *c = _local_command_queue;
 
		while (c->next != NULL) c = c->next;
 
		c->next = cp;
 
	}
 

	
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
 
{
 
	NetworkAction action = NetworkRecv_uint8(p);
 
	char msg[MAX_TEXT_MSG_LEN];
 
	NetworkClientInfo *ci, *ci_to;
 
	uint16 index;
 
	char name[NETWORK_NAME_LENGTH];
 

	
 
	index = NetworkRecv_uint16(p);
 
	NetworkRecv_string(p, msg, MAX_TEXT_MSG_LEN);
 

	
 
	ci_to = NetworkFindClientInfoFromIndex(index);
 
	if (ci_to == NULL) return NETWORK_RECV_STATUS_OKAY;
 

	
 
	if (action == NETWORK_ACTION_CHAT_TO_CLIENT) {
 
		snprintf(name, 80, "%s", ci_to->client_name);
 
		ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
 
	} else if (action == NETWORK_ACTION_CHAT_TO_PLAYER) {
 
		GetString(name, DEREF_PLAYER(ci_to->client_playas-1)->name_1);
 
		ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
 
	} else {
 
		snprintf(name, 80, "%s", ci_to->client_name);
 
		ci = ci_to;
 
	}
 

	
 
	if (ci != NULL)
 
		NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), name, "%s", msg);
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
 
{
 
	int errorno;
 
	char str1[100], str2[100];
 
	uint16 index;
 
	NetworkClientInfo *ci;
 

	
 
	index = NetworkRecv_uint16(p);
 
	errorno = NetworkRecv_uint8(p);
 

	
 
	GetString(str1, STR_NETWORK_ERR_LEFT);
 
	GetString(str2, STR_NETWORK_ERR_CLIENT_GENERAL + errorno);
 

	
 
	ci = NetworkFindClientInfoFromIndex(index);
 
	if (ci != NULL) {
 
		NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, ci->client_name, "%s (%s)", str1, str2);
 

	
 
		// The client is gone, give the NetworkClientInfo free
 
		ci->client_index = NETWORK_EMPTY_INDEX;
 
	}
 

	
 
	InvalidateWindow(WC_CLIENT_LIST, 0);
 

	
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
 
{
 
	char str1[100], str2[100];
 
	uint16 index;
 
	NetworkClientInfo *ci;
 

	
 
	index = NetworkRecv_uint16(p);
 
	NetworkRecv_string(p, str2, 100);
 

	
 
	GetString(str1, STR_NETWORK_ERR_LEFT);
 

	
 
	ci = NetworkFindClientInfoFromIndex(index);
 
	if (ci != NULL) {
 
		NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, ci->client_name, "%s (%s)", str1, str2);
 

	
 
		// The client is gone, give the NetworkClientInfo free
 
		ci->client_index = NETWORK_EMPTY_INDEX;
 
	} else {
 
		DEBUG(net, 0)("[NET] Error - unknown client (%d) is leaving the game", index);
 
	}
 

	
 
	InvalidateWindow(WC_CLIENT_LIST, 0);
 

	
 
	// If we come here it means we could not locate the client.. strange :s
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_JOIN)
 
{
 
	char str1[100];
 
	uint16 index;
 
	NetworkClientInfo *ci;
 

	
 
	index = NetworkRecv_uint16(p);
 

	
 
	GetString(str1, STR_NETWORK_CLIENT_JOINED);
 

	
 
	ci = NetworkFindClientInfoFromIndex(index);
 
	if (ci != NULL) {
 
		NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, ci->client_name, "%s", str1);
 
	}
 

	
 
	InvalidateWindow(WC_CLIENT_LIST, 0);
 

	
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN)
 
{
 
	_switch_mode_errorstr = STR_NETWORK_SERVER_SHUTDOWN;
 

	
 
	return NETWORK_RECV_STATUS_SERVER_ERROR;
 
}
 

	
 
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
 
{
 
	// To trottle the reconnects a bit, every clients waits
 
	//  his _local_player value before reconnecting
 
	// OWNER_SPECTATOR is currently 255, so to avoid long wait periods
 
	//  set the max to 10.
 
	_network_reconnect = min(_local_player + 1, 10);
 
	_switch_mode_errorstr = STR_NETWORK_SERVER_REBOOT;
 

	
 
	return NETWORK_RECV_STATUS_SERVER_ERROR;
 
}
 

	
 

	
 

	
 

	
 
// The layout for the receive-functions by the client
 
typedef NetworkRecvStatus NetworkClientPacket(Packet *p);
 

	
 
// This array matches PacketType. At an incoming
 
//  packet it is matches against this array
 
//  and that way the right function to handle that
 
//  packet is found.
 
static NetworkClientPacket* const _network_client_packet[] = {
 
	RECEIVE_COMMAND(PACKET_SERVER_FULL),
 
	NULL, /*PACKET_CLIENT_JOIN,*/
 
	RECEIVE_COMMAND(PACKET_SERVER_ERROR),
 
	NULL, /*PACKET_CLIENT_COMPANY_INFO,*/
 
	RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO),
 
	RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO),
 
	RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD),
 
	NULL, /*PACKET_CLIENT_PASSWORD,*/
 
	RECEIVE_COMMAND(PACKET_SERVER_WELCOME),
 
	NULL, /*PACKET_CLIENT_GETMAP,*/
 
	RECEIVE_COMMAND(PACKET_SERVER_WAIT),
 
	RECEIVE_COMMAND(PACKET_SERVER_MAP),
 
	NULL, /*PACKET_CLIENT_MAP_OK,*/
 
	RECEIVE_COMMAND(PACKET_SERVER_JOIN),
 
	RECEIVE_COMMAND(PACKET_SERVER_FRAME),
 
	RECEIVE_COMMAND(PACKET_SERVER_SYNC),
 
	NULL, /*PACKET_CLIENT_ACK,*/
 
	NULL, /*PACKET_CLIENT_COMMAND,*/
 
	RECEIVE_COMMAND(PACKET_SERVER_COMMAND),
 
	NULL, /*PACKET_CLIENT_CHAT,*/
 
	RECEIVE_COMMAND(PACKET_SERVER_CHAT),
 
	NULL, /*PACKET_CLIENT_SET_PASSWORD,*/
 
	NULL, /*PACKET_CLIENT_SET_NAME,*/
 
	NULL, /*PACKET_CLIENT_QUIT,*/
 
	NULL, /*PACKET_CLIENT_ERROR,*/
 
	RECEIVE_COMMAND(PACKET_SERVER_QUIT),
 
	RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT),
 
	RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN),
 
	RECEIVE_COMMAND(PACKET_SERVER_NEWGAME),
 
};
 

	
 
// If this fails, check the array above with network_data.h
 
assert_compile(lengthof(_network_client_packet) == PACKET_END);
 

	
 
extern const SettingDesc patch_settings[];
 

	
 
// This is a TEMPORARY solution to get the patch-settings
 
//  to the client. When the patch-settings are saved in the savegame
 
//  this should be removed!!
 
void NetworkRecvPatchSettings(Packet *p)
 
{
 
	const SettingDesc *item;
 

	
 
	item = patch_settings;
 

	
 
	while (item->name != NULL) {
 
		switch (item->flags) {
 
			case SDT_BOOL:
 
			case SDT_INT8:
 
			case SDT_UINT8:
 
				*(uint8 *)(item->ptr) = NetworkRecv_uint8(p);
 
				break;
 
			case SDT_INT16:
 
			case SDT_UINT16:
 
				*(uint16 *)(item->ptr) = NetworkRecv_uint16(p);
 
				break;
 
			case SDT_INT32:
 
			case SDT_UINT32:
 
				*(uint32 *)(item->ptr) = NetworkRecv_uint32(p);
 
				break;
 
		}
 
		item++;
 
	}
 
}
 

	
 
// Is called after a client is connected to the server
 
void NetworkClient_Connected(void)
 
{
 
	// Set the frame-counter to 0 so nothing happens till we are ready
 
	_frame_counter = 0;
 
	_frame_counter_server = 0;
 
	last_ack_frame = 0;
 
	// Request the game-info
 
	SEND_COMMAND(PACKET_CLIENT_JOIN)();
 
}
 

	
 
// Reads the packets from the socket-stream, if available
 
NetworkRecvStatus NetworkClient_ReadPackets(ClientState *cs)
 
{
 
	Packet *p;
 
	NetworkRecvStatus res = NETWORK_RECV_STATUS_OKAY;
 

	
 
	while (res == NETWORK_RECV_STATUS_OKAY && (p = NetworkRecv_Packet(cs, &res)) != NULL) {
 
		byte type = NetworkRecv_uint8(p);
 
		if (type < PACKET_END && _network_client_packet[type] != NULL) {
 
			res = _network_client_packet[type](p);
 
		}	else {
 
			res = NETWORK_RECV_STATUS_MALFORMED_PACKET;
 
			DEBUG(net, 0)("[NET][client] Received invalid packet type %d", type);
 
		}
 

	
 
		free(p);
 
	}
 

	
 
	return res;
 
}
 

	
 
#endif /* ENABLE_NETWORK */