Files @ r4944:46e541921fea
Branch filter:

Location: cpp/openttd-patchpack/source/network.c

Darkvater
(svn r6932) -Codechange: Send server messages with format NETWORK_ACTION_SERVER_MESSAGE so it is
general colour like the rest of the server messages. Spectators speak in grey.
   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
/* $Id$ */

#include "stdafx.h"
#include "network_data.h"

#if defined(WITH_REV)
	extern const char _openttd_revision[];
#elif defined(WITH_REV_HACK)
	#define WITH_REV
	const char _openttd_revision[] = WITH_REV_HACK;
#else
	const char _openttd_revision[] = NOREV_STRING;
#endif


#ifdef ENABLE_NETWORK

#include "openttd.h"
#include "debug.h"
#include "functions.h"
#include "string.h"
#include "strings.h"
#include "map.h"
#include "command.h"
#include "variables.h"
#include "date.h"
#include "table/strings.h"
#include "network_client.h"
#include "network_server.h"
#include "network_udp.h"
#include "network_gamelist.h"
#include "console.h" /* IConsoleCmdExec */
#include <stdarg.h> /* va_list */
#include "md5.h"

#ifdef __MORPHOS__
// the library base is required here
struct Library *SocketBase = NULL;
#endif

// The listen socket for the server
static SOCKET _listensocket;

// The amount of clients connected
static byte _network_clients_connected = 0;
// The index counter for new clients (is never decreased)
static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1;

/* Some externs / forwards */
extern void ShowJoinStatusWindow(void);
extern void StateGameLoop(void);

// Function that looks up the CI for a given client-index
NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index)
{
	NetworkClientInfo *ci;

	for (ci = _network_client_info; ci != endof(_network_client_info); ci++) {
		if (ci->client_index == client_index) return ci;
	}

	return NULL;
}

/** Return the CI for a given IP
 * @param ip IP of the client we are looking for. This must be in string-format
 * @return return a pointer to the corresponding NetworkClientInfo struct or NULL on failure */
NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip)
{
	NetworkClientInfo *ci;
	uint32 ip_number = inet_addr(ip);

	for (ci = _network_client_info; ci != endof(_network_client_info); ci++) {
		if (ci->client_ip == ip_number) return ci;
	}

	return NULL;
}

// Function that looks up the CS for a given client-index
NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index)
{
	NetworkClientState *cs;

	for (cs = _clients; cs != &_clients[MAX_CLIENT_INFO]; cs++) {
		if (cs->index == client_index) return cs;
	}

	return NULL;
}

// NetworkGetClientName is a server-safe function to get the name of the client
//  if the user did not send it yet, Client #<no> is used.
void NetworkGetClientName(char *client_name, size_t size, const NetworkClientState *cs)
{
	const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);

	if (ci->client_name[0] == '\0') {
		snprintf(client_name, size, "Client #%4d", cs->index);
	} else {
		ttd_strlcpy(client_name, ci->client_name, size);
	}
}

byte NetworkSpectatorCount(void)
{
	const NetworkClientState *cs;
	byte count = 0;

	FOR_ALL_CLIENTS(cs) {
		if (DEREF_CLIENT_INFO(cs)->client_playas == PLAYER_SPECTATOR) count++;
	}

	return count;
}

// This puts a text-message to the console, or in the future, the chat-box,
//  (to keep it all a bit more general)
// If 'self_send' is true, this is the client who is sending the message
void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...)
{
	char buf[1024];
	va_list va;
	const int duration = 10; // Game days the messages stay visible
	char message[1024];
	char temp[1024];

	va_start(va, str);
	vsnprintf(buf, lengthof(buf), str, va);
	va_end(va);

	switch (action) {
		case NETWORK_ACTION_SERVER_MESSAGE:
			color = 1;
			snprintf(message, sizeof(message), "*** %s", buf);
			break;
		case NETWORK_ACTION_JOIN:
			color = 1;
			GetString(temp, STR_NETWORK_CLIENT_JOINED, lastof(temp));
			snprintf(message, sizeof(message), "*** %s %s", name, temp);
			break;
		case NETWORK_ACTION_LEAVE:
			color = 1;
			GetString(temp, STR_NETWORK_ERR_LEFT, lastof(temp));
			snprintf(message, sizeof(message), "*** %s %s (%s)", name, temp, buf);
			break;
		case NETWORK_ACTION_GIVE_MONEY:
			if (self_send) {
				SetDParamStr(0, name);
				SetDParam(1, atoi(buf));
				GetString(temp, STR_NETWORK_GAVE_MONEY_AWAY, lastof(temp));
				snprintf(message, sizeof(message), "*** %s", temp);
			} else {
				SetDParam(0, atoi(buf));
				GetString(temp, STR_NETWORK_GIVE_MONEY, lastof(temp));
				snprintf(message, sizeof(message), "*** %s %s", name, temp);
			}
			break;
		case NETWORK_ACTION_NAME_CHANGE:
			GetString(temp, STR_NETWORK_NAME_CHANGE, lastof(temp));
			snprintf(message, sizeof(message), "*** %s %s %s", name, temp, buf);
			break;
		case NETWORK_ACTION_CHAT_COMPANY:
			SetDParamStr(0, name);
			SetDParamStr(1, buf);
			GetString(temp, self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY, lastof(temp));
			ttd_strlcpy(message, temp, sizeof(message));
			break;
		case NETWORK_ACTION_CHAT_CLIENT:
			SetDParamStr(0, name);
			SetDParamStr(1, buf);
			GetString(temp, self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT, lastof(temp));
			ttd_strlcpy(message, temp, sizeof(message));
			break;
		default:
			SetDParamStr(0, name);
			SetDParamStr(1, buf);
			GetString(temp, STR_NETWORK_CHAT_ALL, lastof(temp));
			ttd_strlcpy(message, temp, sizeof(message));
			break;
	}

	IConsolePrintF(color, "%s", message);
	AddTextMessage(color, duration, "%s", message);
}

// Calculate the frame-lag of a client
uint NetworkCalculateLag(const NetworkClientState *cs)
{
	int lag = cs->last_frame_server - cs->last_frame;
	// This client has missed his ACK packet after 1 DAY_TICKS..
	//  so we increase his lag for every frame that passes!
	// The packet can be out by a max of _net_frame_freq
	if (cs->last_frame_server + DAY_TICKS + _network_frame_freq < _frame_counter)
		lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _network_frame_freq);

	return lag;
}


// There was a non-recoverable error, drop back to the main menu with a nice
//  error
static void NetworkError(StringID error_string)
{
	_switch_mode = SM_MENU;
	_switch_mode_errorstr = error_string;
}

static void ClientStartError(const char *error)
{
	DEBUG(net, 0)("[NET] Client could not start network: %s",error);
	NetworkError(STR_NETWORK_ERR_CLIENT_START);
}

static void ServerStartError(const char *error)
{
	DEBUG(net, 0)("[NET] Server could not start network: %s",error);
	NetworkError(STR_NETWORK_ERR_SERVER_START);
}

static void NetworkClientError(NetworkRecvStatus res, NetworkClientState* cs)
{
	// First, send a CLIENT_ERROR to the server, so he knows we are
	//  disconnection (and why!)
	NetworkErrorCode errorno;

	// We just want to close the connection..
	if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
		cs->has_quit = true;
		NetworkCloseClient(cs);
		_networking = false;

		DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
		return;
	}

	switch (res) {
		case NETWORK_RECV_STATUS_DESYNC:   errorno = NETWORK_ERROR_DESYNC; break;
		case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
		default:                           errorno = NETWORK_ERROR_GENERAL; break;
	}
	// This means we fucked up and the server closed the connection
	if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
			res != NETWORK_RECV_STATUS_SERVER_BANNED) {
		SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);

		// Dequeue all commands before closing the socket
		NetworkSend_Packets(DEREF_CLIENT(0));
	}

	_switch_mode = SM_MENU;
	NetworkCloseClient(cs);
	_networking = false;
}

/** Retrieve a string representation of an internal error number
 * @param buf buffer where the error message will be stored
 * @param err NetworkErrorCode
 * @return returns a pointer to the error message (buf) */
char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last)
{
	/* List of possible network errors, used by
	 * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
	static const StringID network_error_strings[] = {
		STR_NETWORK_ERR_CLIENT_GENERAL,
		STR_NETWORK_ERR_CLIENT_DESYNC,
		STR_NETWORK_ERR_CLIENT_SAVEGAME,
		STR_NETWORK_ERR_CLIENT_CONNECTION_LOST,
		STR_NETWORK_ERR_CLIENT_PROTOCOL_ERROR,
		STR_NETWORK_ERR_CLIENT_NOT_AUTHORIZED,
		STR_NETWORK_ERR_CLIENT_NOT_EXPECTED,
		STR_NETWORK_ERR_CLIENT_WRONG_REVISION,
		STR_NETWORK_ERR_CLIENT_NAME_IN_USE,
		STR_NETWORK_ERR_CLIENT_WRONG_PASSWORD,
		STR_NETWORK_ERR_CLIENT_PLAYER_MISMATCH,
		STR_NETWORK_ERR_CLIENT_KICKED,
		STR_NETWORK_ERR_CLIENT_CHEATER,
		STR_NETWORK_ERR_CLIENT_SERVER_FULL
	};

	if (err >= lengthof(network_error_strings)) err = 0;

	return GetString(buf, network_error_strings[err], last);
}

/* Count the number of active clients connected */
static uint NetworkCountPlayers(void)
{
	const NetworkClientState *cs;
	uint count = 0;

	FOR_ALL_CLIENTS(cs) {
		const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
		if (IsValidPlayer(ci->client_playas)) count++;
	}

	return count;
}

static bool _min_players_paused = false;

/* Check if the minimum number of players has been reached and pause or unpause the game as appropriate */
void CheckMinPlayers(void)
{
	if (!_network_dedicated) return;

	if (NetworkCountPlayers() < _network_min_players) {
		if (_min_players_paused) return;

		_min_players_paused = true;
		DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
		NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX);
	} else {
		if (!_min_players_paused) return;

		_min_players_paused = false;
		DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
		NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX);
	}
}

// Find all IP-aliases for this host
static void NetworkFindIPs(void)
{
	int i;

#if defined(BEOS_NET_SERVER) /* doesn't have neither getifaddrs or net/if.h */
	/* Based on Andrew Bachmann's netstat+.c. Big thanks to him! */
	int _netstat(int fd, char **output, int verbose);

	int seek_past_header(char **pos, const char *header) {
		char *new_pos = strstr(*pos, header);
		if (new_pos == 0) {
			return B_ERROR;
		}
		*pos += strlen(header) + new_pos - *pos + 1;
		return B_OK;
	}

	int output_length;
	char *output_pointer = NULL;
	char **output;
	int sock = socket(AF_INET, SOCK_DGRAM, 0);
	i = 0;

	// If something fails, make sure the list is empty
	_broadcast_list[0] = 0;

	if (sock < 0) {
		DEBUG(net, 0)("Error creating socket!");
		return;
	}

	output_length = _netstat(sock, &output_pointer, 1);
	if (output_length < 0) {
		DEBUG(net, 0)("Error running _netstat!");
		return;
	}

	output = &output_pointer;
	if (seek_past_header(output, "IP Interfaces:") == B_OK) {
		for (;;) {
			uint32 n, fields, read;
			uint8 i1, i2, i3, i4, j1, j2, j3, j4;
			struct in_addr inaddr;
			uint32 ip;
			uint32 netmask;

			fields = sscanf(*output, "%u: %hhu.%hhu.%hhu.%hhu, netmask %hhu.%hhu.%hhu.%hhu%n",
												&n, &i1,&i2,&i3,&i4, &j1,&j2,&j3,&j4, &read);
			read += 1;
			if (fields != 9) {
				break;
			}

			ip      = (uint32)i1 << 24 | (uint32)i2 << 16 | (uint32)i3 << 8 | (uint32)i4;
			netmask = (uint32)j1 << 24 | (uint32)j2 << 16 | (uint32)j3 << 8 | (uint32)j4;

			if (ip != INADDR_LOOPBACK && ip != INADDR_ANY) {
				inaddr.s_addr = htonl(ip | ~netmask);
				_broadcast_list[i] = inaddr.s_addr;
				i++;
			}
			if (read < 0) {
				break;
			}
			*output += read;
		}
		/* XXX - Using either one of these crashes openttd heavily? - wber */
		/*free(output_pointer);*/
		/*free(output);*/
		closesocket(sock);
	}
#elif defined(HAVE_GETIFADDRS)
	struct ifaddrs *ifap, *ifa;

	// If something fails, make sure the list is empty
	_broadcast_list[0] = 0;

	if (getifaddrs(&ifap) != 0)
		return;

	i = 0;
	for (ifa = ifap; ifa != NULL; ifa = ifa->ifa_next) {
		if (!(ifa->ifa_flags & IFF_BROADCAST)) continue;
		if (ifa->ifa_broadaddr == NULL) continue;
		if (ifa->ifa_broadaddr->sa_family != AF_INET) continue;
		_broadcast_list[i] = ((struct sockaddr_in*)ifa->ifa_broadaddr)->sin_addr.s_addr;
		i++;
	}
	freeifaddrs(ifap);

#else /* not HAVE_GETIFADDRS */
	SOCKET sock;
#ifdef WIN32
	DWORD len = 0;
	INTERFACE_INFO ifo[MAX_INTERFACES];
	uint j;
#else
	char buf[4 * 1024]; // Arbitrary buffer size
	struct ifconf ifconf;
	const char* buf_end;
	const char* p;
#endif

	// If something fails, make sure the list is empty
	_broadcast_list[0] = 0;

	sock = socket(AF_INET, SOCK_DGRAM, 0);
	if (sock == INVALID_SOCKET) return;

#ifdef WIN32
	memset(&ifo[0], 0, sizeof(ifo));
	if ((WSAIoctl(sock, SIO_GET_INTERFACE_LIST, NULL, 0, &ifo[0], sizeof(ifo), &len, NULL, NULL)) != 0) {
		closesocket(sock);
		return;
	}

	i = 0;
	for (j = 0; j < len / sizeof(*ifo); j++) {
		if (ifo[j].iiFlags & IFF_LOOPBACK) continue;
		if (!(ifo[j].iiFlags & IFF_BROADCAST)) continue;
		/* iiBroadcast is unusable, because it always seems to be set to
		 * 255.255.255.255.
		 */
		_broadcast_list[i++] =
			 ifo[j].iiAddress.AddressIn.sin_addr.s_addr |
			~ifo[j].iiNetmask.AddressIn.sin_addr.s_addr;
	}
#else
	ifconf.ifc_len = sizeof(buf);
	ifconf.ifc_buf = buf;
	if (ioctl(sock, SIOCGIFCONF, &ifconf) == -1) {
		closesocket(sock);
		return;
	}

	i = 0;
	buf_end = buf + ifconf.ifc_len;
	for (p = buf; p < buf_end;) {
		const struct ifreq* req = (const struct ifreq*)p;

		if (req->ifr_addr.sa_family == AF_INET) {
			struct ifreq r;

			strncpy(r.ifr_name, req->ifr_name, lengthof(r.ifr_name));
			if (ioctl(sock, SIOCGIFFLAGS, &r) != -1 &&
					r.ifr_flags & IFF_BROADCAST &&
					ioctl(sock, SIOCGIFBRDADDR, &r) != -1) {
				_broadcast_list[i++] =
					((struct sockaddr_in*)&r.ifr_broadaddr)->sin_addr.s_addr;
			}
		}

		p += sizeof(struct ifreq);
#ifdef AF_LINK
		p += req->ifr_addr.sa_len - sizeof(struct sockaddr);
#endif
	}
#endif

	closesocket(sock);
#endif /* not HAVE_GETIFADDRS */

	_broadcast_list[i] = 0;

	DEBUG(net, 3)("Detected broadcast addresses:");
	// Now display to the debug all the detected ips
	for (i = 0; _broadcast_list[i] != 0; i++) {
		DEBUG(net, 3)(" %d) %s", i, inet_ntoa(*(struct in_addr *)&_broadcast_list[i]));//inet_ntoa(inaddr));
	}
}

// Resolve a hostname to a inet_addr
unsigned long NetworkResolveHost(const char *hostname)
{
	in_addr_t ip;

	// First try: is it an ip address?
	ip = inet_addr(hostname);

	// If not try to resolve the name
	if (ip == INADDR_NONE) {
		struct hostent *he = gethostbyname(hostname);
		if (he == NULL) {
			DEBUG(net, 0) ("[NET] Cannot resolve %s", hostname);
		} else {
			struct in_addr addr = *(struct in_addr *)he->h_addr_list[0];
			DEBUG(net, 1) ("[NET] Resolved %s to %s", hostname, inet_ntoa(addr));
			ip = addr.s_addr;
		}
	}
	return ip;
}

// Converts a string to ip/port/player
//  Format: IP#player:port
//
// connection_string will be re-terminated to seperate out the hostname, and player and port will
// be set to the player and port strings given by the user, inside the memory area originally
// occupied by connection_string.
void ParseConnectionString(const char **player, const char **port, char *connection_string)
{
	char *p;
	for (p = connection_string; *p != '\0'; p++) {
		if (*p == '#') {
			*p = '\0';
			*player = ++p;
			while (IsValidAsciiChar(*p, CS_NUMERAL)) p++;
			if (*p == '\0') break;
		} else if (*p == ':') {
			*port = p + 1;
			*p = '\0';
		}
	}
}

// Creates a new client from a socket
//   Used both by the server and the client
static NetworkClientState *NetworkAllocClient(SOCKET s)
{
	NetworkClientState *cs;
	byte client_no = 0;

	if (_network_server) {
		// Can we handle a new client?
		if (_network_clients_connected >= MAX_CLIENTS) return NULL;
		if (_network_game_info.clients_on >= _network_game_info.clients_max) return NULL;

		// Register the login
		client_no = _network_clients_connected++;
	}

	cs = DEREF_CLIENT(client_no);
	memset(cs, 0, sizeof(*cs));
	cs->socket = s;
	cs->last_frame = 0;
	cs->has_quit = false;

	cs->last_frame = _frame_counter;
	cs->last_frame_server = _frame_counter;

	if (_network_server) {
		NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
		memset(ci, 0, sizeof(*ci));

		cs->index = _network_client_index++;
		ci->client_index = cs->index;
		ci->client_playas = PLAYER_INACTIVE_CLIENT;
		ci->join_date = _date;

		InvalidateWindow(WC_CLIENT_LIST, 0);
	}

	return cs;
}

// Close a connection
void NetworkCloseClient(NetworkClientState *cs)
{
	NetworkClientInfo *ci;
	// Socket is already dead
	if (cs->socket == INVALID_SOCKET) {
		cs->has_quit = true;
		return;
	}

	DEBUG(net, 1) ("[NET] Closed client connection");

	if (!cs->has_quit && _network_server && cs->status > STATUS_INACTIVE) {
		// We did not receive a leave message from this client...
		NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST;
		char str[100];
		char client_name[NETWORK_CLIENT_NAME_LENGTH];
		NetworkClientState *new_cs;

		NetworkGetClientName(client_name, sizeof(client_name), cs);

		GetNetworkErrorMsg(str, errorno, lastof(str));

		NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);

		// Inform other clients of this... strange leaving ;)
		FOR_ALL_CLIENTS(new_cs) {
			if (new_cs->status > STATUS_AUTH && cs != new_cs) {
				SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
			}
		}
	}

	/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
	if (cs->status == STATUS_PRE_ACTIVE && _network_pause_on_join) {
		DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
		NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
	}

	closesocket(cs->socket);
	cs->writable = false;
	cs->has_quit = true;

	// Free all pending and partially received packets
	while (cs->packet_queue != NULL) {
		Packet *p = cs->packet_queue->next;
		free(cs->packet_queue);
		cs->packet_queue = p;
	}
	free(cs->packet_recv);
	cs->packet_recv = NULL;

	while (cs->command_queue != NULL) {
		CommandPacket *p = cs->command_queue->next;
		free(cs->command_queue);
		cs->command_queue = p;
	}

	// Close the gap in the client-list
	ci = DEREF_CLIENT_INFO(cs);

	if (_network_server) {
		// We just lost one client :(
		if (cs->status > STATUS_INACTIVE) _network_game_info.clients_on--;
		_network_clients_connected--;

		while ((cs + 1) != DEREF_CLIENT(MAX_CLIENTS) && (cs + 1)->socket != INVALID_SOCKET) {
			*cs = *(cs + 1);
			*ci = *(ci + 1);
			cs++;
			ci++;
		}

		InvalidateWindow(WC_CLIENT_LIST, 0);
	}

	// Reset the status of the last socket
	cs->socket = INVALID_SOCKET;
	cs->status = STATUS_INACTIVE;
	cs->index = NETWORK_EMPTY_INDEX;
	ci->client_index = NETWORK_EMPTY_INDEX;

	CheckMinPlayers();
}

// A client wants to connect to a server
static bool NetworkConnect(const char *hostname, int port)
{
	SOCKET s;
	struct sockaddr_in sin;

	DEBUG(net, 1) ("[NET] Connecting to %s %d", hostname, port);

	s = socket(AF_INET, SOCK_STREAM, 0);
	if (s == INVALID_SOCKET) {
		ClientStartError("socket() failed");
		return false;
	}

	if (!SetNoDelay(s)) DEBUG(net, 1)("[NET] Setting TCP_NODELAY failed");

	sin.sin_family = AF_INET;
	sin.sin_addr.s_addr = NetworkResolveHost(hostname);
	sin.sin_port = htons(port);
	_network_last_host_ip = sin.sin_addr.s_addr;

	/* We failed to connect for which reason what so ever */
	if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) return false;

	if (!SetNonBlocking(s)) DEBUG(net, 0)("[NET] Setting non-blocking failed"); // XXX should this be an error?

	// in client mode, only the first client field is used. it's pointing to the server.
	NetworkAllocClient(s);

	ShowJoinStatusWindow();

	return true;
}

// For the server, to accept new clients
static void NetworkAcceptClients(void)
{
	struct sockaddr_in sin;
	NetworkClientState *cs;
	uint i;
	bool banned;

	// Should never ever happen.. is it possible??
	assert(_listensocket != INVALID_SOCKET);

	for (;;) {
		socklen_t sin_len = sizeof(sin);
		SOCKET s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
		if (s == INVALID_SOCKET) return;

		SetNonBlocking(s); // XXX error handling?

		DEBUG(net, 1) ("[NET] Client connected from %s on frame %d", inet_ntoa(sin.sin_addr), _frame_counter);

		SetNoDelay(s); // XXX error handling?

		/* Check if the client is banned */
		banned = false;
		for (i = 0; i < lengthof(_network_ban_list); i++) {
			if (_network_ban_list[i] == NULL) continue;

			if (sin.sin_addr.s_addr == inet_addr(_network_ban_list[i])) {
				Packet *p = NetworkSend_Init(PACKET_SERVER_BANNED);

				DEBUG(net, 1)("[NET] Banned ip tried to join (%s), refused", _network_ban_list[i]);

				p->buffer[0] = p->size & 0xFF;
				p->buffer[1] = p->size >> 8;

				send(s, p->buffer, p->size, 0);
				closesocket(s);

				free(p);

				banned = true;
				break;
			}
		}
		/* If this client is banned, continue with next client */
		if (banned) continue;

		cs = NetworkAllocClient(s);
		if (cs == NULL) {
			// no more clients allowed?
			// Send to the client that we are full!
			Packet *p = NetworkSend_Init(PACKET_SERVER_FULL);

			p->buffer[0] = p->size & 0xFF;
			p->buffer[1] = p->size >> 8;

			send(s, p->buffer, p->size, 0);
			closesocket(s);

			free(p);

			continue;
		}

		// a new client has connected. We set him at inactive for now
		//  maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
		//  the client stays inactive
		cs->status = STATUS_INACTIVE;

		DEREF_CLIENT_INFO(cs)->client_ip = sin.sin_addr.s_addr; // Save the IP of the client
	}
}

// Set up the listen socket for the server
static bool NetworkListen(void)
{
	SOCKET ls;
	struct sockaddr_in sin;

	DEBUG(net, 1) ("[NET] Listening on %s:%d", _network_server_bind_ip_host, _network_server_port);

	ls = socket(AF_INET, SOCK_STREAM, 0);
	if (ls == INVALID_SOCKET) {
		ServerStartError("socket() on listen socket failed");
		return false;
	}

	{ // reuse the socket
		int reuse = 1;
		// The (const char*) cast is needed for windows!!
		if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1) {
			ServerStartError("setsockopt() on listen socket failed");
			return false;
		}
	}

	if (!SetNonBlocking(ls)) DEBUG(net, 0)("[NET] Setting non-blocking failed"); // XXX should this be an error?

	sin.sin_family = AF_INET;
	sin.sin_addr.s_addr = _network_server_bind_ip;
	sin.sin_port = htons(_network_server_port);

	if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
		ServerStartError("bind() failed");
		return false;
	}

	if (listen(ls, 1) != 0) {
		ServerStartError("listen() failed");
		return false;
	}

	_listensocket = ls;

	return true;
}

// Close all current connections
static void NetworkClose(void)
{
	NetworkClientState *cs;

	FOR_ALL_CLIENTS(cs) {
		if (!_network_server) {
			SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving");
			NetworkSend_Packets(cs);
		}
		NetworkCloseClient(cs);
	}

	if (_network_server) {
		// We are a server, also close the listensocket
		closesocket(_listensocket);
		_listensocket = INVALID_SOCKET;
		DEBUG(net, 1) ("[NET] Closed listener");
		NetworkUDPClose();
	}
}

// Inits the network (cleans sockets and stuff)
static void NetworkInitialize(void)
{
	NetworkClientState *cs;

	_local_command_queue = NULL;

	// Clean all client-sockets
	memset(_clients, 0, sizeof(_clients));
	for (cs = _clients; cs != &_clients[MAX_CLIENTS]; cs++) {
		cs->socket = INVALID_SOCKET;
		cs->status = STATUS_INACTIVE;
		cs->command_queue = NULL;
	}

	// Clean the client_info memory
	memset(&_network_client_info, 0, sizeof(_network_client_info));
	memset(&_network_player_info, 0, sizeof(_network_player_info));

	_sync_frame = 0;
	_network_first_time = true;

	_network_reconnect = 0;

	NetworkUDPInitialize();
}

// Query a server to fetch his game-info
//  If game_info is true, only the gameinfo is fetched,
//   else only the client_info is fetched
NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info)
{
	if (!_network_available) return NULL;

	NetworkDisconnect();

	if (game_info) return NetworkUDPQueryServer(host, port);

	NetworkInitialize();

	_network_server = false;

	// Try to connect
	_networking = NetworkConnect(host, port);

	// We are connected
	if (_networking) {
		SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
	} else { // No networking, close everything down again
		NetworkDisconnect();
	}

	return NULL;
}

/* Validates an address entered as a string and adds the server to
 * the list. If you use this function, the games will be marked
 * as manually added. */
void NetworkAddServer(const char *b)
{
	if (*b != '\0') {
		NetworkGameList *item;
		const char *port = NULL;
		const char *player = NULL;
		char host[NETWORK_HOSTNAME_LENGTH];
		uint16 rport;

		ttd_strlcpy(host, b, lengthof(host));

		ttd_strlcpy(_network_default_ip, b, lengthof(_network_default_ip));
		rport = NETWORK_DEFAULT_PORT;

		ParseConnectionString(&player, &port, host);
		if (port != NULL) rport = atoi(port);

		item = NetworkQueryServer(host, rport, true);
		item->manually = true;
	}
}

/* Generates the list of manually added hosts from NetworkGameList and
 * dumps them into the array _network_host_list. This array is needed
 * by the function that generates the config file. */
void NetworkRebuildHostList(void)
{
	uint i = 0;
	const NetworkGameList *item = _network_game_list;
	while (item != NULL && i != lengthof(_network_host_list)) {
		if (item->manually) {
			free(_network_host_list[i]);
			_network_host_list[i++] = str_fmt("%s:%i", item->info.hostname, item->port);
		}
		item = item->next;
	}

	for (; i < lengthof(_network_host_list); i++) {
		free(_network_host_list[i]);
		_network_host_list[i] = NULL;
	}
}

// Used by clients, to connect to a server
bool NetworkClientConnectGame(const char *host, uint16 port)
{
	if (!_network_available) return false;

	if (port == 0) return false;

	ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host));
	_network_last_port = port;

	NetworkDisconnect();
	NetworkUDPClose();
	NetworkInitialize();

	// Try to connect
	_networking = NetworkConnect(host, port);

	// We are connected
	if (_networking) {
		IConsoleCmdExec("exec scripts/on_client.scr 0");
		NetworkClient_Connected();
	} else {
		// Connecting failed
		NetworkError(STR_NETWORK_ERR_NOCONNECTION);
	}

	return _networking;
}

static void NetworkInitGameInfo(void)
{
	NetworkClientInfo *ci;

	ttd_strlcpy(_network_game_info.server_name, _network_server_name, sizeof(_network_game_info.server_name));
	ttd_strlcpy(_network_game_info.server_password, _network_server_password, sizeof(_network_server_password));
	ttd_strlcpy(_network_game_info.rcon_password, _network_rcon_password, sizeof(_network_rcon_password));
	if (_network_game_info.server_name[0] == '\0')
		snprintf(_network_game_info.server_name, sizeof(_network_game_info.server_name), "Unnamed Server");

	ttd_strlcpy(_network_game_info.server_revision, _openttd_revision, sizeof(_network_game_info.server_revision));

	// The server is a client too ;)
	if (_network_dedicated) {
		_network_game_info.clients_on = 0;
		_network_game_info.companies_on = 0;
		_network_game_info.dedicated = true;
	} else {
		_network_game_info.clients_on = 1;
		_network_game_info.companies_on = 1;
		_network_game_info.dedicated = false;
	}

	_network_game_info.spectators_on = 0;

	_network_game_info.game_date = _date;
	_network_game_info.start_date = ConvertYMDToDate(_patches.starting_year, 0, 1);
	_network_game_info.map_width = MapSizeX();
	_network_game_info.map_height = MapSizeY();
	_network_game_info.map_set = _opt.landscape;

	_network_game_info.use_password = (_network_server_password[0] != '\0');

	// We use _network_client_info[MAX_CLIENT_INFO - 1] to store the server-data in it
	//  The index is NETWORK_SERVER_INDEX ( = 1)
	ci = &_network_client_info[MAX_CLIENT_INFO - 1];
	memset(ci, 0, sizeof(*ci));

	ci->client_index = NETWORK_SERVER_INDEX;
	ci->client_playas = _network_dedicated ? PLAYER_SPECTATOR : _local_player;

	ttd_strlcpy(ci->client_name, _network_player_name, sizeof(ci->client_name));
	ttd_strlcpy(ci->unique_id, _network_unique_id, sizeof(ci->unique_id));
}

bool NetworkServerStart(void)
{
	if (!_network_available) return false;

	/* Call the pre-scripts */
	IConsoleCmdExec("exec scripts/pre_server.scr 0");
	if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");

	NetworkInitialize();
	if (!NetworkListen()) return false;

	// Try to start UDP-server
	_network_udp_server = true;
	_network_udp_server = NetworkUDPListen(&_udp_server_socket, _network_server_bind_ip, _network_server_port, false);

	_network_server = true;
	_networking = true;
	_frame_counter = 0;
	_frame_counter_server = 0;
	_frame_counter_max = 0;
	_last_sync_frame = 0;
	_network_own_client_index = NETWORK_SERVER_INDEX;

	/* Non-dedicated server will always be player #1 */
	if (!_network_dedicated) _network_playas = 0;

	_network_clients_connected = 0;

	NetworkInitGameInfo();

	// execute server initialization script
	IConsoleCmdExec("exec scripts/on_server.scr 0");
	// if the server is dedicated ... add some other script
	if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");

	_min_players_paused = false;
	CheckMinPlayers();

	/* Try to register us to the master server */
	_network_last_advertise_frame = 0;
	_network_need_advertise = true;
	NetworkUDPAdvertise();
	return true;
}

// The server is rebooting...
// The only difference with NetworkDisconnect, is the packets that is sent
void NetworkReboot(void)
{
	if (_network_server) {
		NetworkClientState *cs;
		FOR_ALL_CLIENTS(cs) {
			SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
			NetworkSend_Packets(cs);
		}
	}

	NetworkClose();

	// Free all queued commands
	while (_local_command_queue != NULL) {
		CommandPacket *p = _local_command_queue;
		_local_command_queue = _local_command_queue->next;
		free(p);
	}

	_networking = false;
	_network_server = false;
}

// We want to disconnect from the host/clients
void NetworkDisconnect(void)
{
	if (_network_server) {
		NetworkClientState *cs;
		FOR_ALL_CLIENTS(cs) {
			SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
			NetworkSend_Packets(cs);
		}
	}

	if (_network_advertise) NetworkUDPRemoveAdvertise();

	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);

	NetworkClose();

	// Free all queued commands
	while (_local_command_queue != NULL) {
		CommandPacket *p = _local_command_queue;
		_local_command_queue = _local_command_queue->next;
		free(p);
	}

	_networking = false;
	_network_server = false;
}

// Receives something from the network
static bool NetworkReceive(void)
{
	NetworkClientState *cs;
	int n;
	fd_set read_fd, write_fd;
	struct timeval tv;

	FD_ZERO(&read_fd);
	FD_ZERO(&write_fd);

	FOR_ALL_CLIENTS(cs) {
		FD_SET(cs->socket, &read_fd);
		FD_SET(cs->socket, &write_fd);
	}

	// take care of listener port
	if (_network_server) FD_SET(_listensocket, &read_fd);

	tv.tv_sec = tv.tv_usec = 0; // don't block at all.
#if !defined(__MORPHOS__) && !defined(__AMIGA__)
	n = select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
#else
	n = WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
#endif
	if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION);

	// accept clients..
	if (_network_server && FD_ISSET(_listensocket, &read_fd)) NetworkAcceptClients();

	// read stuff from clients
	FOR_ALL_CLIENTS(cs) {
		cs->writable = !!FD_ISSET(cs->socket, &write_fd);
		if (FD_ISSET(cs->socket, &read_fd)) {
			if (_network_server) {
				NetworkServer_ReadPackets(cs);
			} else {
				NetworkRecvStatus res;

				// The client already was quiting!
				if (cs->has_quit) return false;

				res = NetworkClient_ReadPackets(cs);
				if (res != NETWORK_RECV_STATUS_OKAY) {
					// The client made an error of which we can not recover
					//   close the client and drop back to main menu
					NetworkClientError(res, cs);
					return false;
				}
			}
		}
	}
	return true;
}

// This sends all buffered commands (if possible)
static void NetworkSend(void)
{
	NetworkClientState *cs;
	FOR_ALL_CLIENTS(cs) {
		if (cs->writable) {
			NetworkSend_Packets(cs);

			if (cs->status == STATUS_MAP) {
				// This client is in the middle of a map-send, call the function for that
				SEND_COMMAND(PACKET_SERVER_MAP)(cs);
			}
		}
	}
}

// Handle the local-command-queue
static void NetworkHandleLocalQueue(void)
{
	CommandPacket *cp, **cp_prev;

	cp_prev = &_local_command_queue;

	while ( (cp = *cp_prev) != NULL) {

		// The queue is always in order, which means
		// that the first element will be executed first.
		if (_frame_counter < cp->frame) break;

		if (_frame_counter > cp->frame) {
			// If we reach here, it means for whatever reason, we've already executed
			// past the command we need to execute.
			DEBUG(net, 0)("[NET] Trying to execute a packet in the past!");
			assert(0);
		}

		// We can execute this command
		NetworkExecuteCommand(cp);

		*cp_prev = cp->next;
		free(cp);
	}

	// Just a safety check, to be removed in the future.
	// Make sure that no older command appears towards the end of the queue
	// In that case we missed executing it. This will never happen.
	for (cp = _local_command_queue; cp; cp = cp->next) {
		assert(_frame_counter < cp->frame);
	}

}

static bool NetworkDoClientLoop(void)
{
	_frame_counter++;

	NetworkHandleLocalQueue();

	StateGameLoop();

	// Check if we are in sync!
	if (_sync_frame != 0) {
		if (_sync_frame == _frame_counter) {
#ifdef NETWORK_SEND_DOUBLE_SEED
			if (_sync_seed_1 != _random_seeds[0][0] || _sync_seed_2 != _random_seeds[0][1]) {
#else
			if (_sync_seed_1 != _random_seeds[0][0]) {
#endif
				NetworkError(STR_NETWORK_ERR_DESYNC);
				DEBUG(net, 0)("[NET] Sync error detected!");
				NetworkClientError(NETWORK_RECV_STATUS_DESYNC, DEREF_CLIENT(0));
				return false;
			}

			// If this is the first time we have a sync-frame, we
			//   need to let the server know that we are ready and at the same
			//   frame as he is.. so we can start playing!
			if (_network_first_time) {
				_network_first_time = false;
				SEND_COMMAND(PACKET_CLIENT_ACK)();
			}

			_sync_frame = 0;
		} else if (_sync_frame < _frame_counter) {
			DEBUG(net, 1)("[NET] Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
			_sync_frame = 0;
		}
	}

	return true;
}

// We have to do some UDP checking
void NetworkUDPGameLoop(void)
{
	if (_network_udp_server) {
		NetworkUDPReceive(_udp_server_socket);
		if (_udp_master_socket != INVALID_SOCKET) {
			NetworkUDPReceive(_udp_master_socket);
		}
	} else if (_udp_client_socket != INVALID_SOCKET) {
		NetworkUDPReceive(_udp_client_socket);
		if (_network_udp_broadcast > 0) _network_udp_broadcast--;
	}
}

// The main loop called from ttd.c
//  Here we also have to do StateGameLoop if needed!
void NetworkGameLoop(void)
{
	if (!_networking) return;

	if (!NetworkReceive()) return;

	if (_network_server) {
		bool send_frame = false;

		// We first increase the _frame_counter
		_frame_counter++;
		// Update max-frame-counter
		if (_frame_counter > _frame_counter_max) {
			_frame_counter_max = _frame_counter + _network_frame_freq;
			send_frame = true;
		}

		NetworkHandleLocalQueue();

		// Then we make the frame
		StateGameLoop();

		_sync_seed_1 = _random_seeds[0][0];
#ifdef NETWORK_SEND_DOUBLE_SEED
		_sync_seed_2 = _random_seeds[0][1];
#endif

		NetworkServer_Tick(send_frame);
	} else {
		// Client

		// Make sure we are at the frame were the server is (quick-frames)
		if (_frame_counter_server > _frame_counter) {
			while (_frame_counter_server > _frame_counter) {
				if (!NetworkDoClientLoop()) break;
			}
		} else {
			// Else, keep on going till _frame_counter_max
			if (_frame_counter_max > _frame_counter) NetworkDoClientLoop();
		}
	}

	NetworkSend();
}

static void NetworkGenerateUniqueId(void)
{
	md5_state_t state;
	md5_byte_t digest[16];
	char hex_output[16*2 + 1];
	char coding_string[NETWORK_NAME_LENGTH];
	int di;

	snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Unique ID");

	/* Generate the MD5 hash */
	md5_init(&state);
	md5_append(&state, (const md5_byte_t*)coding_string, strlen(coding_string));
	md5_finish(&state, digest);

	for (di = 0; di < 16; ++di)
		sprintf(hex_output + di * 2, "%02x", digest[di]);

	/* _network_unique_id is our id */
	snprintf(_network_unique_id, sizeof(_network_unique_id), "%s", hex_output);
}

// This tries to launch the network for a given OS
void NetworkStartUp(void)
{
	DEBUG(net, 3) ("[NET][Core] Starting network...");

#if defined(__MORPHOS__) || defined(__AMIGA__)
	/*
	 *  IMPORTANT NOTE: SocketBase needs to be initialized before we use _any_
	 *  network related function, else: crash.
	 */
	DEBUG(misc,3) ("[NET][Core] Loading bsd socket library");
	SocketBase = OpenLibrary("bsdsocket.library", 4);
	if (SocketBase == NULL) {
		DEBUG(net, 0) ("[NET][Core] Error: couldn't open bsdsocket.library version 4. Network not available.");
		_network_available = false;
		return;
	}

#if defined(__AMIGA__)
	// for usleep() implementation (only required for legacy AmigaOS builds)
	TimerPort = CreateMsgPort();
	if (TimerPort != NULL) {
		TimerRequest = (struct timerequest*)CreateIORequest(TimerPort, sizeof(struct timerequest);
		if (TimerRequest != NULL) {
			if (OpenDevice("timer.device", UNIT_MICROHZ, (struct IORequest*)TimerRequest, 0) == 0) {
				TimerBase = TimerRequest->tr_node.io_Device;
				if (TimerBase == NULL) {
					// free ressources...
					DEBUG(net, 0) ("[NET][Core] Error: couldn't initialize timer. Network not available.");
					_network_available = false;
					return;
				}
			}
		}
	}
#endif // __AMIGA__
#endif // __MORPHOS__ / __AMIGA__

	// Network is available
	_network_available = true;
	_network_dedicated = false;
	_network_last_advertise_frame = 0;
	_network_need_advertise = true;
	_network_advertise_retries = 0;

	/* Load the ip from the openttd.cfg */
	_network_server_bind_ip = inet_addr(_network_server_bind_ip_host);
	/* And put the data back in it in case it was an invalid ip */
	snprintf(_network_server_bind_ip_host, sizeof(_network_server_bind_ip_host), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip));

	/* Generate an unique id when there is none yet */
	if (_network_unique_id[0] == '\0') NetworkGenerateUniqueId();

	{
		byte cl_max = _network_game_info.clients_max;
		byte cp_max = _network_game_info.companies_max;
		byte sp_max = _network_game_info.spectators_max;

		memset(&_network_game_info, 0, sizeof(_network_game_info));
		_network_game_info.clients_max = cl_max;
		_network_game_info.companies_max = cp_max;
		_network_game_info.spectators_max = sp_max;
	}

	// Let's load the network in windows
	#if defined(WIN32)
	{
		WSADATA wsa;
		DEBUG(net, 3) ("[NET][Core] Loading windows socket library");
		if (WSAStartup(MAKEWORD(2,0), &wsa) != 0) {
			DEBUG(net, 0) ("[NET][Core] Error: WSAStartup failed. Network not available.");
			_network_available = false;
			return;
		}
	}
	#endif // WIN32

	NetworkInitialize();
	DEBUG(net, 3) ("[NET][Core] Network online. Multiplayer available.");
	NetworkFindIPs();
}

// This shuts the network down
void NetworkShutDown(void)
{
	NetworkDisconnect();
	NetworkUDPClose();

	DEBUG(net, 3) ("[NET][Core] Shutting down the network.");

	_network_available = false;

#if defined(__MORPHOS__) || defined(__AMIGA__)
	// free allocated ressources
#if defined(__AMIGA__)
	if (TimerBase    != NULL) CloseDevice((struct IORequest*)TimerRequest); // XXX This smells wrong
	if (TimerRequest != NULL) DeleteIORequest(TimerRequest);
	if (TimerPort    != NULL) DeleteMsgPort(TimerPort);
#endif

	if (SocketBase != NULL) CloseLibrary(SocketBase);
#endif

#if defined(WIN32)
	WSACleanup();
#endif
}

#endif /* ENABLE_NETWORK */