Files @ r24161:6a03a2a7db69
Branch filter:

Location: cpp/openttd-patchpack/source/src/network/network_client.cpp

frosch
Fix: OpenGFX download link did no longer work. (#8105)
   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
/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file network_client.cpp Client part of the network protocol. */

#include "../stdafx.h"
#include "network_gui.h"
#include "../saveload/saveload.h"
#include "../saveload/saveload_filter.h"
#include "../command_func.h"
#include "../console_func.h"
#include "../strings_func.h"
#include "../window_func.h"
#include "../company_func.h"
#include "../company_base.h"
#include "../company_gui.h"
#include "../core/random_func.hpp"
#include "../date_func.h"
#include "../gfx_func.h"
#include "../error.h"
#include "../rev.h"
#include "network.h"
#include "network_base.h"
#include "network_client.h"
#include "../core/backup_type.hpp"
#include "../thread.h"

#include "table/strings.h"

#include "../safeguards.h"

/* This file handles all the client-commands */


/** Read some packets, and when do use that data as initial load filter. */
struct PacketReader : LoadFilter {
	static const size_t CHUNK = 32 * 1024;  ///< 32 KiB chunks of memory.

	std::vector<byte *> blocks;             ///< Buffer with blocks of allocated memory.
	byte *buf;                              ///< Buffer we're going to write to/read from.
	byte *bufe;                             ///< End of the buffer we write to/read from.
	byte **block;                           ///< The block we're reading from/writing to.
	size_t written_bytes;                   ///< The total number of bytes we've written.
	size_t read_bytes;                      ///< The total number of read bytes.

	/** Initialise everything. */
	PacketReader() : LoadFilter(nullptr), buf(nullptr), bufe(nullptr), block(nullptr), written_bytes(0), read_bytes(0)
	{
	}

	~PacketReader() override
	{
		for (auto p : this->blocks) {
			free(p);
		}
	}

	/**
	 * Add a packet to this buffer.
	 * @param p The packet to add.
	 */
	void AddPacket(const Packet *p)
	{
		assert(this->read_bytes == 0);

		size_t in_packet = p->size - p->pos;
		size_t to_write  = min((size_t)(this->bufe - this->buf), in_packet);
		const byte *pbuf = p->buffer + p->pos;

		this->written_bytes += in_packet;
		if (to_write != 0) {
			memcpy(this->buf, pbuf, to_write);
			this->buf += to_write;
		}

		/* Did everything fit in the current chunk, then we're done. */
		if (to_write == in_packet) return;

		/* Allocate a new chunk and add the remaining data. */
		pbuf += to_write;
		to_write   = in_packet - to_write;
		this->blocks.push_back(this->buf = CallocT<byte>(CHUNK));
		this->bufe = this->buf + CHUNK;

		memcpy(this->buf, pbuf, to_write);
		this->buf += to_write;
	}

	size_t Read(byte *rbuf, size_t size) override
	{
		/* Limit the amount to read to whatever we still have. */
		size_t ret_size = size = min(this->written_bytes - this->read_bytes, size);
		this->read_bytes += ret_size;
		const byte *rbufe = rbuf + ret_size;

		while (rbuf != rbufe) {
			if (this->buf == this->bufe) {
				this->buf = *this->block++;
				this->bufe = this->buf + CHUNK;
			}

			size_t to_write = min(this->bufe - this->buf, rbufe - rbuf);
			memcpy(rbuf, this->buf, to_write);
			rbuf += to_write;
			this->buf += to_write;
		}

		return ret_size;
	}

	void Reset() override
	{
		this->read_bytes = 0;

		this->block = this->blocks.data();
		this->buf   = *this->block++;
		this->bufe  = this->buf + CHUNK;
	}
};


/**
 * Create an emergency savegame when the network connection is lost.
 */
void ClientNetworkEmergencySave()
{
	if (!_settings_client.gui.autosave_on_network_disconnect) return;
	if (!_networking) return;

	const char *filename = "netsave.sav";
	DEBUG(net, 0, "Client: Performing emergency save (%s)", filename);
	SaveOrLoad(filename, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
}


/**
 * Create a new socket for the client side of the game connection.
 * @param s The socket to connect with.
 */
ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s), savegame(nullptr), status(STATUS_INACTIVE)
{
	assert(ClientNetworkGameSocketHandler::my_client == nullptr);
	ClientNetworkGameSocketHandler::my_client = this;
}

/** Clear whatever we assigned. */
ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
{
	assert(ClientNetworkGameSocketHandler::my_client == this);
	ClientNetworkGameSocketHandler::my_client = nullptr;

	delete this->savegame;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
{
	assert(status != NETWORK_RECV_STATUS_OKAY);
	/*
	 * Sending a message just before leaving the game calls cs->SendPackets.
	 * This might invoke this function, which means that when we close the
	 * connection after cs->SendPackets we will close an already closed
	 * connection. This handles that case gracefully without having to make
	 * that code any more complex or more aware of the validity of the socket.
	 */
	if (this->sock == INVALID_SOCKET) return status;

	DEBUG(net, 1, "Closed client connection %d", this->client_id);

	this->SendPackets(true);

	/* Wait a number of ticks so our leave message can reach the server.
	 * This is especially needed for Windows servers as they seem to get
	 * the "socket is closed" message before receiving our leave message,
	 * which would trigger the server to close the connection as well. */
	CSleep(3 * MILLISECONDS_PER_TICK);

	delete this->GetInfo();
	delete this;

	return status;
}

/**
 * Handle an error coming from the client side.
 * @param res The "error" that happened.
 */
void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
{
	/* 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) {
		this->NetworkSocketHandler::CloseConnection();
		this->CloseConnection(res);
		_networking = false;

		DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
		return;
	}

	switch (res) {
		case NETWORK_RECV_STATUS_DESYNC:          errorno = NETWORK_ERROR_DESYNC; break;
		case NETWORK_RECV_STATUS_SAVEGAME:        errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
		case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; 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) {
		SendError(errorno);
	}

	ClientNetworkEmergencySave();

	_switch_mode = SM_MENU;
	this->CloseConnection(res);
	_networking = false;
}


/**
 * Check whether we received/can send some data from/to the server and
 * when that's the case handle it appropriately.
 * @return true when everything went okay.
 */
/* static */ bool ClientNetworkGameSocketHandler::Receive()
{
	if (my_client->CanSendReceive()) {
		NetworkRecvStatus res = my_client->ReceivePackets();
		if (res != NETWORK_RECV_STATUS_OKAY) {
			/* The client made an error of which we can not recover.
			 * Close the connection and drop back to the main menu. */
			my_client->ClientError(res);
			return false;
		}
	}
	return _networking;
}

/** Send the packets of this socket handler. */
/* static */ void ClientNetworkGameSocketHandler::Send()
{
	my_client->SendPackets();
	my_client->CheckConnection();
}

/**
 * Actual game loop for the client.
 * @return Whether everything went okay, or not.
 */
/* static */ bool ClientNetworkGameSocketHandler::GameLoop()
{
	_frame_counter++;

	NetworkExecuteLocalCommandQueue();

	extern void StateGameLoop();
	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.state[0] || _sync_seed_2 != _random.state[1]) {
#else
			if (_sync_seed_1 != _random.state[0]) {
#endif
				NetworkError(STR_NETWORK_ERROR_DESYNC);
				DEBUG(desync, 1, "sync_err: %08x; %02x", _date, _date_fract);
				DEBUG(net, 0, "Sync error detected!");
				my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
				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;
				SendAck();
			}

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

	return true;
}


/** Our client's connection. */
ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = nullptr;

/** Last frame we performed an ack. */
static uint32 last_ack_frame;

/** One bit of 'entropy' used to generate a salt for the company passwords. */
static uint32 _password_game_seed;
/** The other bit of 'entropy' used to generate a salt for the company passwords. */
static char _password_server_id[NETWORK_SERVER_ID_LENGTH];

/** Maximum number of companies of the currently joined server. */
static uint8 _network_server_max_companies;
/** Maximum number of spectators of the currently joined server. */
static uint8 _network_server_max_spectators;

/** Who would we like to join as. */
CompanyID _network_join_as;

/** Login password from -p argument */
const char *_network_join_server_password = nullptr;
/** Company password from -P argument */
const char *_network_join_company_password = nullptr;

/** Make sure the server ID length is the same as a md5 hash. */
assert_compile(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);

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

/** Query the server for company information. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
{
	my_client->status = STATUS_COMPANY_INFO;
	_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
	SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);

	Packet *p = new Packet(PACKET_CLIENT_COMPANY_INFO);
	my_client->SendPacket(p);
	return NETWORK_RECV_STATUS_OKAY;
}

/** Tell the server we would like to join. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
{
	my_client->status = STATUS_JOIN;
	_network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
	SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);

	Packet *p = new Packet(PACKET_CLIENT_JOIN);
	p->Send_string(GetNetworkRevisionString());
	p->Send_uint32(_openttd_newgrf_version);
	p->Send_string(_settings_client.network.client_name); // Client name
	p->Send_uint8 (_network_join_as);     // PlayAs
	p->Send_uint8 (NETLANG_ANY);          // Language
	my_client->SendPacket(p);
	return NETWORK_RECV_STATUS_OKAY;
}

/** Tell the server we got all the NewGRFs. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
{
	Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
	my_client->SendPacket(p);
	return NETWORK_RECV_STATUS_OKAY;
}

/**
 * Set the game password as requested.
 * @param password The game password.
 */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password)
{
	Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
	p->Send_string(password);
	my_client->SendPacket(p);
	return NETWORK_RECV_STATUS_OKAY;
}

/**
 * Set the company password as requested.
 * @param password The company password.
 */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
{
	Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
	p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
	my_client->SendPacket(p);
	return NETWORK_RECV_STATUS_OKAY;
}

/** Request the map from the server. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
{
	my_client->status = STATUS_MAP_WAIT;

	Packet *p = new Packet(PACKET_CLIENT_GETMAP);
	my_client->SendPacket(p);
	return NETWORK_RECV_STATUS_OKAY;
}

/** Tell the server we received the complete map. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
{
	my_client->status = STATUS_ACTIVE;

	Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
	my_client->SendPacket(p);
	return NETWORK_RECV_STATUS_OKAY;
}

/** Send an acknowledgement from the server's ticks. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
{
	Packet *p = new Packet(PACKET_CLIENT_ACK);

	p->Send_uint32(_frame_counter);
	p->Send_uint8 (my_client->token);
	my_client->SendPacket(p);
	return NETWORK_RECV_STATUS_OKAY;
}

/**
 * Send a command to the server.
 * @param cp The command to send.
 */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{
	Packet *p = new Packet(PACKET_CLIENT_COMMAND);
	my_client->NetworkGameSocketHandler::SendCommand(p, cp);

	my_client->SendPacket(p);
	return NETWORK_RECV_STATUS_OKAY;
}

/** Send a chat-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
{
	Packet *p = new Packet(PACKET_CLIENT_CHAT);

	p->Send_uint8 (action);
	p->Send_uint8 (type);
	p->Send_uint32(dest);
	p->Send_string(msg);
	p->Send_uint64(data);

	my_client->SendPacket(p);
	return NETWORK_RECV_STATUS_OKAY;
}

/** Send an error-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
{
	Packet *p = new Packet(PACKET_CLIENT_ERROR);

	p->Send_uint8(errorno);
	my_client->SendPacket(p);
	return NETWORK_RECV_STATUS_OKAY;
}

/**
 * Tell the server that we like to change the password of the company.
 * @param password The new password.
 */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password)
{
	Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);

	p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
	my_client->SendPacket(p);
	return NETWORK_RECV_STATUS_OKAY;
}

/**
 * Tell the server that we like to change the name of the client.
 * @param name The new name.
 */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
{
	Packet *p = new Packet(PACKET_CLIENT_SET_NAME);

	p->Send_string(name);
	my_client->SendPacket(p);
	return NETWORK_RECV_STATUS_OKAY;
}

/**
 * Tell the server we would like to quit.
 */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
{
	Packet *p = new Packet(PACKET_CLIENT_QUIT);

	my_client->SendPacket(p);
	return NETWORK_RECV_STATUS_OKAY;
}

/**
 * Send a console command.
 * @param pass The password for the remote command.
 * @param command The actual command.
 */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, const char *command)
{
	Packet *p = new Packet(PACKET_CLIENT_RCON);
	p->Send_string(pass);
	p->Send_string(command);
	my_client->SendPacket(p);
	return NETWORK_RECV_STATUS_OKAY;
}

/**
 * Ask the server to move us.
 * @param company The company to move to.
 * @param password The password of the company to move to.
 */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *password)
{
	Packet *p = new Packet(PACKET_CLIENT_MOVE);
	p->Send_uint8(company);
	p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
	my_client->SendPacket(p);
	return NETWORK_RECV_STATUS_OKAY;
}

/**
 * Check whether the client is actually connected (and in the game).
 * @return True when the client is connected.
 */
bool ClientNetworkGameSocketHandler::IsConnected()
{
	return my_client != nullptr && my_client->status == STATUS_ACTIVE;
}


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

extern bool SafeLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = nullptr);

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
{
	/* We try to join a server which is full */
	ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);

	return NETWORK_RECV_STATUS_SERVER_FULL;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p)
{
	/* We try to join a server where we are banned */
	ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);

	return NETWORK_RECV_STATUS_SERVER_BANNED;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p)
{
	if (this->status != STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	byte company_info_version = p->Recv_uint8();

	if (!this->HasClientQuit() && company_info_version == NETWORK_COMPANY_INFO_VERSION) {
		/* We have received all data... (there are no more packets coming) */
		if (!p->Recv_bool()) return NETWORK_RECV_STATUS_CLOSE_QUERY;

		CompanyID current = (Owner)p->Recv_uint8();
		if (current >= MAX_COMPANIES) return NETWORK_RECV_STATUS_CLOSE_QUERY;

		NetworkCompanyInfo *company_info = GetLobbyCompanyInfo(current);
		if (company_info == nullptr) return NETWORK_RECV_STATUS_CLOSE_QUERY;

		p->Recv_string(company_info->company_name, sizeof(company_info->company_name));
		company_info->inaugurated_year = p->Recv_uint32();
		company_info->company_value    = p->Recv_uint64();
		company_info->money            = p->Recv_uint64();
		company_info->income           = p->Recv_uint64();
		company_info->performance      = p->Recv_uint16();
		company_info->use_password     = p->Recv_bool();
		for (uint i = 0; i < NETWORK_VEH_END; i++) {
			company_info->num_vehicle[i] = p->Recv_uint16();
		}
		for (uint i = 0; i < NETWORK_VEH_END; i++) {
			company_info->num_station[i] = p->Recv_uint16();
		}
		company_info->ai               = p->Recv_bool();

		p->Recv_string(company_info->clients, sizeof(company_info->clients));

		SetWindowDirty(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_LOBBY);

		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 'client_id'
 *  which is always an unique number on a server. */
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p)
{
	NetworkClientInfo *ci;
	ClientID client_id = (ClientID)p->Recv_uint32();
	CompanyID playas = (CompanyID)p->Recv_uint8();
	char name[NETWORK_NAME_LENGTH];

	p->Recv_string(name, sizeof(name));

	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
	if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;

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

		/* Make sure we're in the company the server tells us to be in,
		 * for the rare case that we get moved while joining. */
		if (client_id == _network_own_client_id) SetLocalCompany(!Company::IsValidID(playas) ? COMPANY_SPECTATOR : playas);

		ci->client_playas = playas;
		strecpy(ci->client_name, name, lastof(ci->client_name));

		SetWindowDirty(WC_CLIENT_LIST, 0);

		return NETWORK_RECV_STATUS_OKAY;
	}

	/* There are at most as many ClientInfo as ClientSocket objects in a
	 * server. Having more info than a server can have means something
	 * has gone wrong somewhere, i.e. the server has more info than it
	 * has actual clients. That means the server is feeding us an invalid
	 * state. So, bail out! This server is broken. */
	if (!NetworkClientInfo::CanAllocateItem()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	/* We don't have this client_id yet, find an empty client_id, and put the data there */
	ci = new NetworkClientInfo(client_id);
	ci->client_playas = playas;
	if (client_id == _network_own_client_id) this->SetInfo(ci);

	strecpy(ci->client_name, name, lastof(ci->client_name));

	SetWindowDirty(WC_CLIENT_LIST, 0);

	return NETWORK_RECV_STATUS_OKAY;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
{
	static const StringID network_error_strings[] = {
		STR_NETWORK_ERROR_LOSTCONNECTION,    // NETWORK_ERROR_GENERAL
		STR_NETWORK_ERROR_LOSTCONNECTION,    // NETWORK_ERROR_DESYNC
		STR_NETWORK_ERROR_LOSTCONNECTION,    // NETWORK_ERROR_SAVEGAME_FAILED
		STR_NETWORK_ERROR_LOSTCONNECTION,    // NETWORK_ERROR_CONNECTION_LOST
		STR_NETWORK_ERROR_LOSTCONNECTION,    // NETWORK_ERROR_ILLEGAL_PACKET
		STR_NETWORK_ERROR_LOSTCONNECTION,    // NETWORK_ERROR_NEWGRF_MISMATCH
		STR_NETWORK_ERROR_SERVER_ERROR,      // NETWORK_ERROR_NOT_AUTHORIZED
		STR_NETWORK_ERROR_SERVER_ERROR,      // NETWORK_ERROR_NOT_EXPECTED
		STR_NETWORK_ERROR_WRONG_REVISION,    // NETWORK_ERROR_WRONG_REVISION
		STR_NETWORK_ERROR_LOSTCONNECTION,    // NETWORK_ERROR_NAME_IN_USE
		STR_NETWORK_ERROR_WRONG_PASSWORD,    // NETWORK_ERROR_WRONG_PASSWORD
		STR_NETWORK_ERROR_SERVER_ERROR,      // NETWORK_ERROR_COMPANY_MISMATCH
		STR_NETWORK_ERROR_KICKED,            // NETWORK_ERROR_KICKED
		STR_NETWORK_ERROR_CHEATER,           // NETWORK_ERROR_CHEATER
		STR_NETWORK_ERROR_SERVER_FULL,       // NETWORK_ERROR_FULL
		STR_NETWORK_ERROR_TOO_MANY_COMMANDS, // NETWORK_ERROR_TOO_MANY_COMMANDS
		STR_NETWORK_ERROR_TIMEOUT_PASSWORD,  // NETWORK_ERROR_TIMEOUT_PASSWORD
		STR_NETWORK_ERROR_TIMEOUT_COMPUTER,  // NETWORK_ERROR_TIMEOUT_COMPUTER
		STR_NETWORK_ERROR_TIMEOUT_MAP,       // NETWORK_ERROR_TIMEOUT_MAP
		STR_NETWORK_ERROR_TIMEOUT_JOIN,      // NETWORK_ERROR_TIMEOUT_JOIN
	};
	assert_compile(lengthof(network_error_strings) == NETWORK_ERROR_END);

	NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();

	StringID err = STR_NETWORK_ERROR_LOSTCONNECTION;
	if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
	/* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */
	if (error == NETWORK_ERROR_KICKED && p->CanReadFromPacket(1)) {
		char kick_msg[255];
		p->Recv_string(kick_msg, sizeof(kick_msg));
		SetDParamStr(0, kick_msg);
		ShowErrorMessage(err, STR_NETWORK_ERROR_KICK_MESSAGE, WL_CRITICAL);
	} else {
		ShowErrorMessage(err, INVALID_STRING_ID, WL_CRITICAL);
	}

	/* Perform an emergency save if we had already entered the game */
	if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();

	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);

	return NETWORK_RECV_STATUS_SERVER_ERROR;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *p)
{
	if (this->status != STATUS_JOIN) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	uint grf_count = p->Recv_uint8();
	NetworkRecvStatus ret = NETWORK_RECV_STATUS_OKAY;

	/* Check all GRFs */
	for (; grf_count > 0; grf_count--) {
		GRFIdentifier c;
		this->ReceiveGRFIdentifier(p, &c);

		/* Check whether we know this GRF */
		const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum);
		if (f == nullptr) {
			/* We do not know this GRF, bail out of initialization */
			char buf[sizeof(c.md5sum) * 2 + 1];
			md5sumToString(buf, lastof(buf), c.md5sum);
			DEBUG(grf, 0, "NewGRF %08X not found; checksum %s", BSWAP32(c.grfid), buf);
			ret = NETWORK_RECV_STATUS_NEWGRF_MISMATCH;
		}
	}

	if (ret == NETWORK_RECV_STATUS_OKAY) {
		/* Start receiving the map */
		return SendNewGRFsOk();
	}

	/* NewGRF mismatch, bail out */
	ShowErrorMessage(STR_NETWORK_ERROR_NEWGRF_MISMATCH, INVALID_STRING_ID, WL_CRITICAL);
	return ret;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p)
{
	if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
	this->status = STATUS_AUTH_GAME;

	const char *password = _network_join_server_password;
	if (!StrEmpty(password)) {
		return SendGamePassword(password);
	}

	ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD);

	return NETWORK_RECV_STATUS_OKAY;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p)
{
	if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
	this->status = STATUS_AUTH_COMPANY;

	_password_game_seed = p->Recv_uint32();
	p->Recv_string(_password_server_id, sizeof(_password_server_id));
	if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	const char *password = _network_join_company_password;
	if (!StrEmpty(password)) {
		return SendCompanyPassword(password);
	}

	ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD);

	return NETWORK_RECV_STATUS_OKAY;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p)
{
	if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
	this->status = STATUS_AUTHORIZED;

	_network_own_client_id = (ClientID)p->Recv_uint32();

	/* Initialize the password hash salting variables, even if they were previously. */
	_password_game_seed = p->Recv_uint32();
	p->Recv_string(_password_server_id, sizeof(_password_server_id));

	/* Start receiving the map */
	return SendGetMap();
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p)
{
	/* We set the internal wait state when requesting the map. */
	if (this->status != STATUS_MAP_WAIT) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	/* But... only now we set the join status to waiting, instead of requesting. */
	_network_join_status = NETWORK_JOIN_STATUS_WAITING;
	_network_join_waiting = p->Recv_uint8();
	SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);

	return NETWORK_RECV_STATUS_OKAY;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p)
{
	if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
	this->status = STATUS_MAP;

	if (this->savegame != nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	this->savegame = new PacketReader();

	_frame_counter = _frame_counter_server = _frame_counter_max = p->Recv_uint32();

	_network_join_bytes = 0;
	_network_join_bytes_total = 0;

	_network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
	SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);

	return NETWORK_RECV_STATUS_OKAY;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p)
{
	if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
	if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	_network_join_bytes_total = p->Recv_uint32();
	SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);

	return NETWORK_RECV_STATUS_OKAY;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p)
{
	if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
	if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	/* We are still receiving data, put it to the file */
	this->savegame->AddPacket(p);

	_network_join_bytes = (uint32)this->savegame->written_bytes;
	SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);

	return NETWORK_RECV_STATUS_OKAY;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *p)
{
	if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
	if (this->savegame == nullptr) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	_network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
	SetWindowDirty(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);

	/*
	 * Make sure everything is set for reading.
	 *
	 * We need the local copy and reset this->savegame because when
	 * loading fails the network gets reset upon loading the intro
	 * game, which would cause us to free this->savegame twice.
	 */
	LoadFilter *lf = this->savegame;
	this->savegame = nullptr;
	lf->Reset();

	/* The map is done downloading, load it */
	ClearErrorMessages();
	bool load_success = SafeLoad(nullptr, SLO_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, lf);

	/* Long savegame loads shouldn't affect the lag calculation! */
	this->last_packet = _realtime_tick;

	if (!load_success) {
		DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
		ShowErrorMessage(STR_NETWORK_ERROR_SAVEGAMEERROR, INVALID_STRING_ID, WL_CRITICAL);
		return NETWORK_RECV_STATUS_SAVEGAME;
	}
	/* If the savegame has successfully loaded, ALL windows have been removed,
	 * only toolbar/statusbar and gamefield are visible */

	/* Say we received the map and loaded it correctly! */
	SendMapOk();

	/* New company/spectator (invalid company) or company we want to join is not active
	 * Switch local company to spectator and await the server's judgement */
	if (_network_join_as == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join_as)) {
		SetLocalCompany(COMPANY_SPECTATOR);

		if (_network_join_as != COMPANY_SPECTATOR) {
			/* We have arrived and ready to start playing; send a command to make a new company;
			 * the server will give us a client-id and let us in */
			_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
			ShowJoinStatusWindow();
			NetworkSendCommand(0, CCA_NEW, 0, CMD_COMPANY_CTRL, nullptr, nullptr, _local_company);
		}
	} else {
		/* take control over an existing company */
		SetLocalCompany(_network_join_as);
	}

	return NETWORK_RECV_STATUS_OKAY;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p)
{
	if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	_frame_counter_server = p->Recv_uint32();
	_frame_counter_max = p->Recv_uint32();
#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 + 1 < p->size) {
		_sync_frame = _frame_counter_server;
		_sync_seed_1 = p->Recv_uint32();
#ifdef NETWORK_SEND_DOUBLE_SEED
		_sync_seed_2 = p->Recv_uint32();
#endif
	}
#endif
	/* Receive the token. */
	if (p->pos != p->size) this->token = p->Recv_uint8();

	DEBUG(net, 5, "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, 4, "Sent ACK at %d", _frame_counter);
		SendAck();
	}

	return NETWORK_RECV_STATUS_OKAY;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p)
{
	if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	_sync_frame = p->Recv_uint32();
	_sync_seed_1 = p->Recv_uint32();
#ifdef NETWORK_SEND_DOUBLE_SEED
	_sync_seed_2 = p->Recv_uint32();
#endif

	return NETWORK_RECV_STATUS_OKAY;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p)
{
	if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	CommandPacket cp;
	const char *err = this->ReceiveCommand(p, &cp);
	cp.frame    = p->Recv_uint32();
	cp.my_cmd   = p->Recv_bool();

	if (err != nullptr) {
		IConsolePrintF(CC_ERROR, "WARNING: %s from server, dropping...", err);
		return NETWORK_RECV_STATUS_MALFORMED_PACKET;
	}

	this->incoming_queue.Append(&cp);

	return NETWORK_RECV_STATUS_OKAY;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
{
	if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	char name[NETWORK_NAME_LENGTH], msg[NETWORK_CHAT_LENGTH];
	const NetworkClientInfo *ci = nullptr, *ci_to;

	NetworkAction action = (NetworkAction)p->Recv_uint8();
	ClientID client_id = (ClientID)p->Recv_uint32();
	bool self_send = p->Recv_bool();
	p->Recv_string(msg, NETWORK_CHAT_LENGTH);
	int64 data = p->Recv_uint64();

	ci_to = NetworkClientInfo::GetByClientID(client_id);
	if (ci_to == nullptr) return NETWORK_RECV_STATUS_OKAY;

	/* Did we initiate the action locally? */
	if (self_send) {
		switch (action) {
			case NETWORK_ACTION_CHAT_CLIENT:
				/* For speaking to client we need the client-name */
				seprintf(name, lastof(name), "%s", ci_to->client_name);
				ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
				break;

			/* For speaking to company or giving money, we need the company-name */
			case NETWORK_ACTION_GIVE_MONEY:
				if (!Company::IsValidID(ci_to->client_playas)) return NETWORK_RECV_STATUS_OKAY;
				FALLTHROUGH;

			case NETWORK_ACTION_CHAT_COMPANY: {
				StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
				SetDParam(0, ci_to->client_playas);

				GetString(name, str, lastof(name));
				ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
				break;
			}

			default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
		}
	} else {
		/* Display message from somebody else */
		seprintf(name, lastof(name), "%s", ci_to->client_name);
		ci = ci_to;
	}

	if (ci != nullptr) {
		NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data);
	}
	return NETWORK_RECV_STATUS_OKAY;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p)
{
	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	ClientID client_id = (ClientID)p->Recv_uint32();

	NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
	if (ci != nullptr) {
		NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, nullptr, GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
		delete ci;
	}

	SetWindowDirty(WC_CLIENT_LIST, 0);

	return NETWORK_RECV_STATUS_OKAY;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
{
	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	ClientID client_id = (ClientID)p->Recv_uint32();

	NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
	if (ci != nullptr) {
		NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
		delete ci;
	} else {
		DEBUG(net, 0, "Unknown client (%d) is leaving the game", client_id);
	}

	SetWindowDirty(WC_CLIENT_LIST, 0);

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

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
{
	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	ClientID client_id = (ClientID)p->Recv_uint32();

	NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
	if (ci != nullptr) {
		NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
	}

	SetWindowDirty(WC_CLIENT_LIST, 0);

	return NETWORK_RECV_STATUS_OKAY;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p)
{
	/* Only when we're trying to join we really
	 * care about the server shutting down. */
	if (this->status >= STATUS_JOIN) {
		ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_SHUTDOWN, INVALID_STRING_ID, WL_CRITICAL);
	}

	if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();

	return NETWORK_RECV_STATUS_SERVER_ERROR;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *p)
{
	/* Only when we're trying to join we really
	 * care about the server shutting down. */
	if (this->status >= STATUS_JOIN) {
		/* To throttle the reconnects a bit, every clients waits its
		 * Client ID modulo 16. This way reconnects should be spread
		 * out a bit. */
		_network_reconnect = _network_own_client_id % 16;
		ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
	}

	if (this->status == STATUS_ACTIVE) ClientNetworkEmergencySave();

	return NETWORK_RECV_STATUS_SERVER_ERROR;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p)
{
	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	TextColour colour_code = (TextColour)p->Recv_uint16();
	if (!IsValidConsoleColour(colour_code)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	char rcon_out[NETWORK_RCONCOMMAND_LENGTH];
	p->Recv_string(rcon_out, sizeof(rcon_out));

	IConsolePrint(colour_code, rcon_out);

	return NETWORK_RECV_STATUS_OKAY;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p)
{
	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	/* Nothing more in this packet... */
	ClientID client_id   = (ClientID)p->Recv_uint32();
	CompanyID company_id = (CompanyID)p->Recv_uint8();

	if (client_id == 0) {
		/* definitely an invalid client id, debug message and do nothing. */
		DEBUG(net, 0, "[move] received invalid client index = 0");
		return NETWORK_RECV_STATUS_MALFORMED_PACKET;
	}

	const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
	/* Just make sure we do not try to use a client_index that does not exist */
	if (ci == nullptr) return NETWORK_RECV_STATUS_OKAY;

	/* if not valid player, force spectator, else check player exists */
	if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;

	if (client_id == _network_own_client_id) {
		SetLocalCompany(company_id);
	}

	return NETWORK_RECV_STATUS_OKAY;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p)
{
	if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	_network_server_max_companies = p->Recv_uint8();
	_network_server_max_spectators = p->Recv_uint8();

	return NETWORK_RECV_STATUS_OKAY;
}

NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p)
{
	if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

	_network_company_passworded = p->Recv_uint16();
	SetWindowClassesDirty(WC_COMPANY);

	return NETWORK_RECV_STATUS_OKAY;
}

/**
 * Check the connection's state, i.e. is the connection still up?
 */
void ClientNetworkGameSocketHandler::CheckConnection()
{
	/* Only once we're authorized we can expect a steady stream of packets. */
	if (this->status < STATUS_AUTHORIZED) return;

	/* It might... sometimes occur that the realtime ticker overflows. */
	if (_realtime_tick < this->last_packet) this->last_packet = _realtime_tick;

	/* Lag is in milliseconds; 5 seconds are roughly twice the
	 * server's "you're slow" threshold (1 game day). */
	uint lag = (_realtime_tick - this->last_packet) / 1000;
	if (lag < 5) return;

	/* 20 seconds are (way) more than 4 game days after which
	 * the server will forcefully disconnect you. */
	if (lag > 20) {
		this->NetworkGameSocketHandler::CloseConnection();
		return;
	}

	/* Prevent showing the lag message every tick; just update it when needed. */
	static uint last_lag = 0;
	if (last_lag == lag) return;

	last_lag = lag;
	SetDParam(0, lag);
	ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO);
}


/** Is called after a client is connected to the server */
void NetworkClient_Connected()
{
	/* 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 */
	MyClient::SendJoin();
}

/**
 * Send a remote console command.
 * @param password The password.
 * @param command The command to execute.
 */
void NetworkClientSendRcon(const char *password, const char *command)
{
	MyClient::SendRCon(password, command);
}

/**
 * Notify the server of this client wanting to be moved to another company.
 * @param company_id id of the company the client wishes to be moved to.
 * @param pass the password, is only checked on the server end if a password is needed.
 * @return void
 */
void NetworkClientRequestMove(CompanyID company_id, const char *pass)
{
	MyClient::SendMove(company_id, pass);
}

/**
 * Move the clients of a company to the spectators.
 * @param cid The company to move the clients of.
 */
void NetworkClientsToSpectators(CompanyID cid)
{
	Backup<CompanyID> cur_company(_current_company, FILE_LINE);
	/* If our company is changing owner, go to spectators */
	if (cid == _local_company) SetLocalCompany(COMPANY_SPECTATOR);

	for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
		if (ci->client_playas != cid) continue;
		NetworkTextMessage(NETWORK_ACTION_COMPANY_SPECTATOR, CC_DEFAULT, false, ci->client_name);
		ci->client_playas = COMPANY_SPECTATOR;
	}

	cur_company.Restore();
}

/**
 * Send the server our name.
 */
void NetworkUpdateClientName()
{
	NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(_network_own_client_id);

	if (ci == nullptr) return;

	/* Don't change the name if it is the same as the old name */
	if (strcmp(ci->client_name, _settings_client.network.client_name) != 0) {
		if (!_network_server) {
			MyClient::SendSetName(_settings_client.network.client_name);
		} else {
			if (NetworkFindName(_settings_client.network.client_name, lastof(_settings_client.network.client_name))) {
				NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, _settings_client.network.client_name);
				strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
				NetworkUpdateClientInfo(CLIENT_ID_SERVER);
			}
		}
	}
}

/**
 * Send a chat message.
 * @param action The action associated with the message.
 * @param type The destination type.
 * @param dest The destination index, be it a company index or client id.
 * @param msg The actual message.
 * @param data Arbitrary extra data.
 */
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
{
	MyClient::SendChat(action, type, dest, msg, data);
}

/**
 * Set/Reset company password on the client side.
 * @param password Password to be set.
 */
void NetworkClientSetCompanyPassword(const char *password)
{
	MyClient::SendSetPassword(password);
}

/**
 * Tell whether the client has team members where he/she can chat to.
 * @param cio client to check members of.
 * @return true if there is at least one team member.
 */
bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
{
	/* Only companies actually playing can speak to team. Eg spectators cannot */
	if (!_settings_client.gui.prefer_teamchat || !Company::IsValidID(cio->client_playas)) return false;

	for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
		if (ci->client_playas == cio->client_playas && ci != cio) return true;
	}

	return false;
}

/**
 * Check if max_companies has been reached on the server (local check only).
 * @return true if the max value has been reached or exceeded, false otherwise.
 */
bool NetworkMaxCompaniesReached()
{
	return Company::GetNumItems() >= (_network_server ? _settings_client.network.max_companies : _network_server_max_companies);
}

/**
 * Check if max_spectatos has been reached on the server (local check only).
 * @return true if the max value has been reached or exceeded, false otherwise.
 */
bool NetworkMaxSpectatorsReached()
{
	return NetworkSpectatorCount() >= (_network_server ? _settings_client.network.max_spectators : _network_server_max_spectators);
}