Files @ r24256:f327b1e5e543
Branch filter:

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

glx22
Fix: Restore compression of pdb
   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
/*
 * 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.cpp Base functions for networking support. */

#include "../stdafx.h"

#include "../strings_func.h"
#include "../command_func.h"
#include "../date_func.h"
#include "network_admin.h"
#include "network_client.h"
#include "network_server.h"
#include "network_content.h"
#include "network_udp.h"
#include "network_gamelist.h"
#include "network_base.h"
#include "core/udp.h"
#include "core/host.h"
#include "network_gui.h"
#include "../console_func.h"
#include "../3rdparty/md5/md5.h"
#include "../core/random_func.hpp"
#include "../window_func.h"
#include "../company_func.h"
#include "../company_base.h"
#include "../landscape_type.h"
#include "../rev.h"
#include "../core/pool_func.hpp"
#include "../gfx_func.h"
#include "../error.h"

#include "../safeguards.h"

#ifdef DEBUG_DUMP_COMMANDS
#include "../fileio_func.h"
/** When running the server till the wait point, run as fast as we can! */
bool _ddc_fastforward = true;
#endif /* DEBUG_DUMP_COMMANDS */

/** Make sure both pools have the same size. */
assert_compile(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE);

/** The pool with client information. */
NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
INSTANTIATE_POOL_METHODS(NetworkClientInfo)

bool _networking;         ///< are we in networking mode?
bool _network_server;     ///< network-server is active
bool _network_available;  ///< is network mode available?
bool _network_dedicated;  ///< are we a dedicated server?
bool _is_network_server;  ///< Does this client wants to be a network-server?
NetworkServerGameInfo _network_game_info; ///< Information about our game.
NetworkCompanyState *_network_company_states = nullptr; ///< Statistics about some companies.
ClientID _network_own_client_id;      ///< Our client identifier.
ClientID _redirect_console_to_client; ///< If not invalid, redirect the console output to a client.
bool _network_need_advertise;         ///< Whether we need to advertise.
uint8 _network_reconnect;             ///< Reconnect timeout
StringList _network_bind_list;        ///< The addresses to bind on.
StringList _network_host_list;        ///< The servers we know.
StringList _network_ban_list;         ///< The banned clients.
uint32 _frame_counter_server;         ///< The frame_counter of the server, if in network-mode
uint32 _frame_counter_max;            ///< To where we may go with our clients
uint32 _frame_counter;                ///< The current frame.
uint32 _last_sync_frame;              ///< Used in the server to store the last time a sync packet was sent to clients.
NetworkAddressList _broadcast_list;   ///< List of broadcast addresses.
uint32 _sync_seed_1;                  ///< Seed to compare during sync checks.
#ifdef NETWORK_SEND_DOUBLE_SEED
uint32 _sync_seed_2;                  ///< Second part of the seed.
#endif
uint32 _sync_frame;                   ///< The frame to perform the sync check.
bool _network_first_time;             ///< Whether we have finished joining or not.
bool _network_udp_server;             ///< Is the UDP server started?
uint16 _network_udp_broadcast;        ///< Timeout for the UDP broadcasts.
uint8 _network_advertise_retries;     ///< The number of advertisement retries we did.
CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.

/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
assert_compile((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH);

extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket

/** The amount of clients connected */
byte _network_clients_connected = 0;

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

/**
 * Return whether there is any client connected or trying to connect at all.
 * @return whether we have any client activity
 */
bool HasClients()
{
	return !NetworkClientSocket::Iterate().empty();
}

/**
 * Basically a client is leaving us right now.
 */
NetworkClientInfo::~NetworkClientInfo()
{
	/* Delete the chat window, if you were chatting with this client. */
	InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_CLIENT, this->client_id);
}

/**
 * Return the CI given it's client-identifier
 * @param client_id the ClientID to search for
 * @return return a pointer to the corresponding NetworkClientInfo struct or nullptr when not found
 */
/* static */ NetworkClientInfo *NetworkClientInfo::GetByClientID(ClientID client_id)
{
	for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
		if (ci->client_id == client_id) return ci;
	}

	return nullptr;
}

/**
 * Return the client state given it's client-identifier
 * @param client_id the ClientID to search for
 * @return return a pointer to the corresponding NetworkClientSocket struct or nullptr when not found
 */
/* static */ ServerNetworkGameSocketHandler *ServerNetworkGameSocketHandler::GetByClientID(ClientID client_id)
{
	for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
		if (cs->client_id == client_id) return cs;
	}

	return nullptr;
}

byte NetworkSpectatorCount()
{
	byte count = 0;

	for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
		if (ci->client_playas == COMPANY_SPECTATOR) count++;
	}

	/* Don't count a dedicated server as spectator */
	if (_network_dedicated) count--;

	return count;
}

/**
 * Change the company password of a given company.
 * @param company_id ID of the company the password should be changed for.
 * @param password The unhashed password we like to set ('*' or '' resets the password)
 * @return The password.
 */
const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *password)
{
	if (strcmp(password, "*") == 0) password = "";

	if (_network_server) {
		NetworkServerSetCompanyPassword(company_id, password, false);
	} else {
		NetworkClientSetCompanyPassword(password);
	}

	return password;
}

/**
 * Hash the given password using server ID and game seed.
 * @param password Password to hash.
 * @param password_server_id Server ID.
 * @param password_game_seed Game seed.
 * @return The hashed password.
 */
const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed)
{
	if (StrEmpty(password)) return password;

	char salted_password[NETWORK_SERVER_ID_LENGTH];

	memset(salted_password, 0, sizeof(salted_password));
	seprintf(salted_password, lastof(salted_password), "%s", password);
	/* Add the game seed and the server's ID as the salt. */
	for (uint i = 0; i < NETWORK_SERVER_ID_LENGTH - 1; i++) {
		salted_password[i] ^= password_server_id[i] ^ (password_game_seed >> (i % 32));
	}

	Md5 checksum;
	uint8 digest[16];
	static char hashed_password[NETWORK_SERVER_ID_LENGTH];

	/* Generate the MD5 hash */
	checksum.Append(salted_password, sizeof(salted_password) - 1);
	checksum.Finish(digest);

	for (int di = 0; di < 16; di++) seprintf(hashed_password + di * 2, lastof(hashed_password), "%02x", digest[di]);

	return hashed_password;
}

/**
 * Check if the company we want to join requires a password.
 * @param company_id id of the company we want to check the 'passworded' flag for.
 * @return true if the company requires a password.
 */
bool NetworkCompanyIsPassworded(CompanyID company_id)
{
	return HasBit(_network_company_passworded, company_id);
}

/* 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 NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const char *name, const char *str, int64 data)
{
	StringID strid;
	switch (action) {
		case NETWORK_ACTION_SERVER_MESSAGE:
			/* Ignore invalid messages */
			strid = STR_NETWORK_SERVER_MESSAGE;
			colour = CC_DEFAULT;
			break;
		case NETWORK_ACTION_COMPANY_SPECTATOR:
			colour = CC_DEFAULT;
			strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE;
			break;
		case NETWORK_ACTION_COMPANY_JOIN:
			colour = CC_DEFAULT;
			strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN;
			break;
		case NETWORK_ACTION_COMPANY_NEW:
			colour = CC_DEFAULT;
			strid = STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW;
			break;
		case NETWORK_ACTION_JOIN:
			/* Show the Client ID for the server but not for the client. */
			strid = _network_server ? STR_NETWORK_MESSAGE_CLIENT_JOINED_ID :  STR_NETWORK_MESSAGE_CLIENT_JOINED;
			break;
		case NETWORK_ACTION_LEAVE:          strid = STR_NETWORK_MESSAGE_CLIENT_LEFT; break;
		case NETWORK_ACTION_NAME_CHANGE:    strid = STR_NETWORK_MESSAGE_NAME_CHANGE; break;
		case NETWORK_ACTION_GIVE_MONEY:     strid = self_send ? STR_NETWORK_MESSAGE_GAVE_MONEY_AWAY : STR_NETWORK_MESSAGE_GIVE_MONEY;   break;
		case NETWORK_ACTION_CHAT_COMPANY:   strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
		case NETWORK_ACTION_CHAT_CLIENT:    strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT  : STR_NETWORK_CHAT_CLIENT;  break;
		case NETWORK_ACTION_KICKED:         strid = STR_NETWORK_MESSAGE_KICKED; break;
		default:                            strid = STR_NETWORK_CHAT_ALL; break;
	}

	char message[1024];
	SetDParamStr(0, name);
	SetDParamStr(1, str);
	SetDParam(2, data);

	/* All of these strings start with "***". These characters are interpreted as both left-to-right and
	 * right-to-left characters depending on the context. As the next text might be an user's name, the
	 * user name's characters will influence the direction of the "***" instead of the language setting
	 * of the game. Manually set the direction of the "***" by inserting a text-direction marker. */
	char *msg_ptr = message + Utf8Encode(message, _current_text_dir == TD_LTR ? CHAR_TD_LRM : CHAR_TD_RLM);
	GetString(msg_ptr, strid, lastof(message));

	DEBUG(desync, 1, "msg: %08x; %02x; %s", _date, _date_fract, message);
	IConsolePrintF(colour, "%s", message);
	NetworkAddChatMessage((TextColour)colour, _settings_client.gui.network_chat_timeout, "%s", message);
}

/* Calculate the frame-lag of a client */
uint NetworkCalculateLag(const NetworkClientSocket *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 + _settings_client.network.frame_freq < _frame_counter) {
		lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
	}
	return lag;
}


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

/**
 * Retrieve the string id of an internal error number
 * @param err NetworkErrorCode
 * @return the StringID
 */
StringID GetNetworkErrorMsg(NetworkErrorCode err)
{
	/* List of possible network errors, used by
	 * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
	static const StringID network_error_strings[] = {
		STR_NETWORK_ERROR_CLIENT_GENERAL,
		STR_NETWORK_ERROR_CLIENT_DESYNC,
		STR_NETWORK_ERROR_CLIENT_SAVEGAME,
		STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST,
		STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR,
		STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH,
		STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED,
		STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED,
		STR_NETWORK_ERROR_CLIENT_WRONG_REVISION,
		STR_NETWORK_ERROR_CLIENT_NAME_IN_USE,
		STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD,
		STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
		STR_NETWORK_ERROR_CLIENT_KICKED,
		STR_NETWORK_ERROR_CLIENT_CHEATER,
		STR_NETWORK_ERROR_CLIENT_SERVER_FULL,
		STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS,
		STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD,
		STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER,
		STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP,
		STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN,
	};
	assert_compile(lengthof(network_error_strings) == NETWORK_ERROR_END);

	if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;

	return network_error_strings[err];
}

/**
 * Handle the pause mode change so we send the right messages to the chat.
 * @param prev_mode The previous pause mode.
 * @param changed_mode The pause mode that got changed.
 */
void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
{
	if (!_networking) return;

	switch (changed_mode) {
		case PM_PAUSED_NORMAL:
		case PM_PAUSED_JOIN:
		case PM_PAUSED_GAME_SCRIPT:
		case PM_PAUSED_ACTIVE_CLIENTS: {
			bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED));
			bool paused = (_pause_mode != PM_UNPAUSED);
			if (!paused && !changed) return;

			StringID str;
			if (!changed) {
				int i = -1;

				if ((_pause_mode & PM_PAUSED_NORMAL) != PM_UNPAUSED)         SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL);
				if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED)           SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS);
				if ((_pause_mode & PM_PAUSED_GAME_SCRIPT) != PM_UNPAUSED)    SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT);
				if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS);
				str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
			} else {
				switch (changed_mode) {
					case PM_PAUSED_NORMAL:         SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL); break;
					case PM_PAUSED_JOIN:           SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); break;
					case PM_PAUSED_GAME_SCRIPT:    SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT); break;
					case PM_PAUSED_ACTIVE_CLIENTS: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); break;
					default: NOT_REACHED();
				}
				str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED;
			}

			char buffer[DRAW_STRING_BUFFER];
			GetString(buffer, str, lastof(buffer));
			NetworkTextMessage(NETWORK_ACTION_SERVER_MESSAGE, CC_DEFAULT, false, nullptr, buffer);
			break;
		}

		default:
			return;
	}
}


/**
 * Helper function for the pause checkers. If pause is true and the
 * current pause mode isn't set the game will be paused, if it it false
 * and the pause mode is set the game will be unpaused. In the other
 * cases nothing happens to the pause state.
 * @param pause whether we'd like to pause
 * @param pm the mode which we would like to pause with
 */
static void CheckPauseHelper(bool pause, PauseMode pm)
{
	if (pause == ((_pause_mode & pm) != PM_UNPAUSED)) return;

	DoCommandP(0, pm, pause ? 1 : 0, CMD_PAUSE);
}

/**
 * Counts the number of active clients connected.
 * It has to be in STATUS_ACTIVE and not a spectator
 * @return number of active clients
 */
static uint NetworkCountActiveClients()
{
	uint count = 0;

	for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
		if (cs->status != NetworkClientSocket::STATUS_ACTIVE) continue;
		if (!Company::IsValidID(cs->GetInfo()->client_playas)) continue;
		count++;
	}

	return count;
}

/**
 * Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate
 */
static void CheckMinActiveClients()
{
	if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
			!_network_dedicated ||
			(_settings_client.network.min_active_clients == 0 && (_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) == PM_UNPAUSED)) {
		return;
	}
	CheckPauseHelper(NetworkCountActiveClients() < _settings_client.network.min_active_clients, PM_PAUSED_ACTIVE_CLIENTS);
}

/**
 * Checks whether there is a joining client
 * @return true iff one client is joining (but not authorizing)
 */
static bool NetworkHasJoiningClient()
{
	for (const NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
		if (cs->status >= NetworkClientSocket::STATUS_AUTHORIZED && cs->status < NetworkClientSocket::STATUS_ACTIVE) return true;
	}

	return false;
}

/**
 * Check whether we should pause on join
 */
static void CheckPauseOnJoin()
{
	if ((_pause_mode & PM_PAUSED_ERROR) != PM_UNPAUSED ||
			(!_settings_client.network.pause_on_join && (_pause_mode & PM_PAUSED_JOIN) == PM_UNPAUSED)) {
		return;
	}
	CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN);
}

/**
 * Converts a string to ip/port/company
 *  Format: IP:port#company
 *
 * connection_string will be re-terminated to separate out the hostname, and company and port will
 * be set to the company and port strings given by the user, inside the memory area originally
 * occupied by connection_string.
 */
void ParseConnectionString(const char **company, const char **port, char *connection_string)
{
	bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
	char *p;
	for (p = connection_string; *p != '\0'; p++) {
		switch (*p) {
			case '[':
				ipv6 = true;
				break;

			case ']':
				ipv6 = false;
				break;

			case '#':
				*company = p + 1;
				*p = '\0';
				break;

			case ':':
				if (ipv6) break;
				*port = p + 1;
				*p = '\0';
				break;
		}
	}
}

/**
 * Handle the accepting of a connection to the server.
 * @param s The socket of the new connection.
 * @param address The address of the peer.
 */
/* static */ void ServerNetworkGameSocketHandler::AcceptConnection(SOCKET s, const NetworkAddress &address)
{
	/* Register the login */
	_network_clients_connected++;

	SetWindowDirty(WC_CLIENT_LIST, 0);
	ServerNetworkGameSocketHandler *cs = new ServerNetworkGameSocketHandler(s);
	cs->client_address = address; // Save the IP of the client
}

/**
 * Resets the pools used for network clients, and the admin pool if needed.
 * @param close_admins Whether the admin pool has to be cleared as well.
 */
static void InitializeNetworkPools(bool close_admins = true)
{
	PoolBase::Clean(PT_NCLIENT | (close_admins ? PT_NADMIN : PT_NONE));
}

/**
 * Close current connections.
 * @param close_admins Whether the admin connections have to be closed as well.
 */
void NetworkClose(bool close_admins)
{
	if (_network_server) {
		if (close_admins) {
			for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::Iterate()) {
				as->CloseConnection(true);
			}
		}

		for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
			cs->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
		}
		ServerNetworkGameSocketHandler::CloseListeners();
		ServerNetworkAdminSocketHandler::CloseListeners();
	} else if (MyClient::my_client != nullptr) {
		MyClient::SendQuit();
		MyClient::my_client->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
	}

	TCPConnecter::KillAll();

	_networking = false;
	_network_server = false;

	NetworkFreeLocalCommandQueue();

	free(_network_company_states);
	_network_company_states = nullptr;

	InitializeNetworkPools(close_admins);
}

/* Initializes the network (cleans sockets and stuff) */
static void NetworkInitialize(bool close_admins = true)
{
	InitializeNetworkPools(close_admins);
	NetworkUDPInitialize();

	_sync_frame = 0;
	_network_first_time = true;

	_network_reconnect = 0;
}

/** Non blocking connection create to query servers */
class TCPQueryConnecter : TCPConnecter {
public:
	TCPQueryConnecter(const NetworkAddress &address) : TCPConnecter(address) {}

	void OnFailure() override
	{
		NetworkDisconnect();
	}

	void OnConnect(SOCKET s) override
	{
		_networking = true;
		new ClientNetworkGameSocketHandler(s);
		MyClient::SendCompanyInformationQuery();
	}
};

/* 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 */
void NetworkTCPQueryServer(NetworkAddress address)
{
	if (!_network_available) return;

	NetworkDisconnect();
	NetworkInitialize();

	new TCPQueryConnecter(address);
}

/* 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') {
		const char *port = nullptr;
		const char *company = nullptr;
		char host[NETWORK_HOSTNAME_LENGTH];
		uint16 rport;

		strecpy(host, b, lastof(host));

		strecpy(_settings_client.network.connect_to_ip, b, lastof(_settings_client.network.connect_to_ip));
		rport = NETWORK_DEFAULT_PORT;

		ParseConnectionString(&company, &port, host);
		if (port != nullptr) rport = atoi(port);

		NetworkUDPQueryServer(NetworkAddress(host, rport), true);
	}
}

/**
 * Get the addresses to bind to.
 * @param addresses the list to write to.
 * @param port the port to bind to.
 */
void GetBindAddresses(NetworkAddressList *addresses, uint16 port)
{
	for (const auto &iter : _network_bind_list) {
		addresses->emplace_back(iter.c_str(), port);
	}

	/* No address, so bind to everything. */
	if (addresses->size() == 0) {
		addresses->emplace_back("", port);
	}
}

/* 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()
{
	_network_host_list.clear();

	for (NetworkGameList *item = _network_game_list; item != nullptr; item = item->next) {
		if (item->manually) _network_host_list.emplace_back(item->address.GetAddressAsString(false));
	}
}

/** Non blocking connection create to actually connect to servers */
class TCPClientConnecter : TCPConnecter {
public:
	TCPClientConnecter(const NetworkAddress &address) : TCPConnecter(address) {}

	void OnFailure() override
	{
		NetworkError(STR_NETWORK_ERROR_NOCONNECTION);
	}

	void OnConnect(SOCKET s) override
	{
		_networking = true;
		new ClientNetworkGameSocketHandler(s);
		IConsoleCmdExec("exec scripts/on_client.scr 0");
		NetworkClient_Connected();
	}
};


/* Used by clients, to connect to a server */
void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
{
	if (!_network_available) return;

	if (address.GetPort() == 0) return;

	strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host));
	_settings_client.network.last_port = address.GetPort();
	_network_join_as = join_as;
	_network_join_server_password = join_server_password;
	_network_join_company_password = join_company_password;

	NetworkDisconnect();
	NetworkInitialize();

	_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
	ShowJoinStatusWindow();

	new TCPClientConnecter(address);
}

static void NetworkInitGameInfo()
{
	if (StrEmpty(_settings_client.network.server_name)) {
		seprintf(_settings_client.network.server_name, lastof(_settings_client.network.server_name), "Unnamed Server");
	}

	/* The server is a client too */
	_network_game_info.clients_on = _network_dedicated ? 0 : 1;

	/* There should be always space for the server. */
	assert(NetworkClientInfo::CanAllocateItem());
	NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER);
	ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST;

	strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
}

bool NetworkServerStart()
{
	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");

	NetworkDisconnect(false, false);
	NetworkInitialize(false);
	DEBUG(net, 1, "starting listeners for clients");
	if (!ServerNetworkGameSocketHandler::Listen(_settings_client.network.server_port)) return false;

	/* Only listen for admins when the password isn't empty. */
	if (!StrEmpty(_settings_client.network.admin_password)) {
		DEBUG(net, 1, "starting listeners for admins");
		if (!ServerNetworkAdminSocketHandler::Listen(_settings_client.network.server_admin_port)) return false;
	}

	/* Try to start UDP-server */
	DEBUG(net, 1, "starting listeners for incoming server queries");
	_network_udp_server = _udp_server_socket->Listen();

	_network_company_states = CallocT<NetworkCompanyState>(MAX_COMPANIES);
	_network_server = true;
	_networking = true;
	_frame_counter = 0;
	_frame_counter_server = 0;
	_frame_counter_max = 0;
	_last_sync_frame = 0;
	_network_own_client_id = CLIENT_ID_SERVER;

	_network_clients_connected = 0;
	_network_company_passworded = 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");

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

	/* welcome possibly still connected admins - this can only happen on a dedicated server. */
	if (_network_dedicated) ServerNetworkAdminSocketHandler::WelcomeAll();

	return true;
}

/* The server is rebooting...
 * The only difference with NetworkDisconnect, is the packets that is sent */
void NetworkReboot()
{
	if (_network_server) {
		for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
			cs->SendNewGame();
			cs->SendPackets();
		}

		for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) {
			as->SendNewGame();
			as->SendPackets();
		}
	}

	/* For non-dedicated servers we have to kick the admins as we are not
	 * certain that we will end up in a new network game. */
	NetworkClose(!_network_dedicated);
}

/**
 * We want to disconnect from the host/clients.
 * @param blocking whether to wait till everything has been closed.
 * @param close_admins Whether the admin sockets need to be closed as well.
 */
void NetworkDisconnect(bool blocking, bool close_admins)
{
	if (_network_server) {
		for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
			cs->SendShutdown();
			cs->SendPackets();
		}

		if (close_admins) {
			for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) {
				as->SendShutdown();
				as->SendPackets();
			}
		}
	}

	if (_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise(blocking);

	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);

	NetworkClose(close_admins);

	/* Reinitialize the UDP stack, i.e. close all existing connections. */
	NetworkUDPInitialize();
}

/**
 * Receives something from the network.
 * @return true if everything went fine, false when the connection got closed.
 */
static bool NetworkReceive()
{
	if (_network_server) {
		ServerNetworkAdminSocketHandler::Receive();
		return ServerNetworkGameSocketHandler::Receive();
	} else {
		return ClientNetworkGameSocketHandler::Receive();
	}
}

/* This sends all buffered commands (if possible) */
static void NetworkSend()
{
	if (_network_server) {
		ServerNetworkAdminSocketHandler::Send();
		ServerNetworkGameSocketHandler::Send();
	} else {
		ClientNetworkGameSocketHandler::Send();
	}
}

/**
 * We have to do some (simple) background stuff that runs normally,
 * even when we are not in multiplayer. For example stuff needed
 * for finding servers or downloading content.
 */
void NetworkBackgroundLoop()
{
	_network_content_client.SendReceive();
	TCPConnecter::CheckCallbacks();
	NetworkHTTPSocketHandler::HTTPReceive();

	NetworkBackgroundUDPLoop();
}

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

	if (!NetworkReceive()) return;

	if (_network_server) {
		/* Log the sync state to check for in-syncedness of replays. */
		if (_date_fract == 0) {
			/* We don't want to log multiple times if paused. */
			static Date last_log;
			if (last_log != _date) {
				DEBUG(desync, 1, "sync: %08x; %02x; %08x; %08x", _date, _date_fract, _random.state[0], _random.state[1]);
				last_log = _date;
			}
		}

#ifdef DEBUG_DUMP_COMMANDS
		/* Loading of the debug commands from -ddesync>=1 */
		static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR);
		static Date next_date = 0;
		static uint32 next_date_fract;
		static CommandPacket *cp = nullptr;
		static bool check_sync_state = false;
		static uint32 sync_state[2];
		if (f == nullptr && next_date == 0) {
			DEBUG(net, 0, "Cannot open commands.log");
			next_date = 1;
		}

		while (f != nullptr && !feof(f)) {
			if (_date == next_date && _date_fract == next_date_fract) {
				if (cp != nullptr) {
					NetworkSendCommand(cp->tile, cp->p1, cp->p2, cp->cmd & ~CMD_FLAGS_MASK, nullptr, cp->text, cp->company);
					DEBUG(net, 0, "injecting: %08x; %02x; %02x; %06x; %08x; %08x; %08x; \"%s\" (%s)", _date, _date_fract, (int)_current_company, cp->tile, cp->p1, cp->p2, cp->cmd, cp->text, GetCommandName(cp->cmd));
					free(cp);
					cp = nullptr;
				}
				if (check_sync_state) {
					if (sync_state[0] == _random.state[0] && sync_state[1] == _random.state[1]) {
						DEBUG(net, 0, "sync check: %08x; %02x; match", _date, _date_fract);
					} else {
						DEBUG(net, 0, "sync check: %08x; %02x; mismatch expected {%08x, %08x}, got {%08x, %08x}",
									_date, _date_fract, sync_state[0], sync_state[1], _random.state[0], _random.state[1]);
						NOT_REACHED();
					}
					check_sync_state = false;
				}
			}

			if (cp != nullptr || check_sync_state) break;

			char buff[4096];
			if (fgets(buff, lengthof(buff), f) == nullptr) break;

			char *p = buff;
			/* Ignore the "[date time] " part of the message */
			if (*p == '[') {
				p = strchr(p, ']');
				if (p == nullptr) break;
				p += 2;
			}

			if (strncmp(p, "cmd: ", 5) == 0
#ifdef DEBUG_FAILED_DUMP_COMMANDS
				|| strncmp(p, "cmdf: ", 6) == 0
#endif
				) {
				p += 5;
				if (*p == ' ') p++;
				cp = CallocT<CommandPacket>(1);
				int company;
				assert_compile(sizeof(cp->text) == 128);
				int ret = sscanf(p, "%x; %x; %x; %x; %x; %x; %x; \"%127[^\"]\"", &next_date, &next_date_fract, &company, &cp->tile, &cp->p1, &cp->p2, &cp->cmd, cp->text);
				/* There are 8 pieces of data to read, however the last is a
				 * string that might or might not exist. Ignore it if that
				 * string misses because in 99% of the time it's not used. */
				assert(ret == 8 || ret == 7);
				cp->company = (CompanyID)company;
			} else if (strncmp(p, "join: ", 6) == 0) {
				/* Manually insert a pause when joining; this way the client can join at the exact right time. */
				int ret = sscanf(p + 6, "%x; %x", &next_date, &next_date_fract);
				assert(ret == 2);
				DEBUG(net, 0, "injecting pause for join at %08x:%02x; please join when paused", next_date, next_date_fract);
				cp = CallocT<CommandPacket>(1);
				cp->company = COMPANY_SPECTATOR;
				cp->cmd = CMD_PAUSE;
				cp->p1 = PM_PAUSED_NORMAL;
				cp->p2 = 1;
				_ddc_fastforward = false;
			} else if (strncmp(p, "sync: ", 6) == 0) {
				int ret = sscanf(p + 6, "%x; %x; %x; %x", &next_date, &next_date_fract, &sync_state[0], &sync_state[1]);
				assert(ret == 4);
				check_sync_state = true;
			} else if (strncmp(p, "msg: ", 5) == 0 || strncmp(p, "client: ", 8) == 0 ||
						strncmp(p, "load: ", 6) == 0 || strncmp(p, "save: ", 6) == 0) {
				/* A message that is not very important to the log playback, but part of the log. */
#ifndef DEBUG_FAILED_DUMP_COMMANDS
			} else if (strncmp(p, "cmdf: ", 6) == 0) {
				DEBUG(net, 0, "Skipping replay of failed command: %s", p + 6);
#endif
			} else {
				/* Can't parse a line; what's wrong here? */
				DEBUG(net, 0, "trying to parse: %s", p);
				NOT_REACHED();
			}
		}
		if (f != nullptr && feof(f)) {
			DEBUG(net, 0, "End of commands.log");
			fclose(f);
			f = nullptr;
		}
#endif /* DEBUG_DUMP_COMMANDS */
		if (_frame_counter >= _frame_counter_max) {
			/* Only check for active clients just before we're going to send out
			 * the commands so we don't send multiple pause/unpause commands when
			 * the frame_freq is more than 1 tick. Same with distributing commands. */
			CheckPauseOnJoin();
			CheckMinActiveClients();
			NetworkDistributeCommands();
		}

		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 + _settings_client.network.frame_freq;
			send_frame = true;
		}

		NetworkExecuteLocalCommandQueue();

		/* Then we make the frame */
		StateGameLoop();

		_sync_seed_1 = _random.state[0];
#ifdef NETWORK_SEND_DOUBLE_SEED
		_sync_seed_2 = _random.state[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) {
			/* Run a number of frames; when things go bad, get out. */
			while (_frame_counter_server > _frame_counter) {
				if (!ClientNetworkGameSocketHandler::GameLoop()) return;
			}
		} else {
			/* Else, keep on going till _frame_counter_max */
			if (_frame_counter_max > _frame_counter) {
				/* Run one frame; if things went bad, get out. */
				if (!ClientNetworkGameSocketHandler::GameLoop()) return;
			}
		}
	}

	NetworkSend();
}

static void NetworkGenerateServerId()
{
	Md5 checksum;
	uint8 digest[16];
	char hex_output[16 * 2 + 1];
	char coding_string[NETWORK_NAME_LENGTH];
	int di;

	seprintf(coding_string, lastof(coding_string), "%d%s", (uint)Random(), "OpenTTD Server ID");

	/* Generate the MD5 hash */
	checksum.Append((const uint8*)coding_string, strlen(coding_string));
	checksum.Finish(digest);

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

	/* _settings_client.network.network_id is our id */
	seprintf(_settings_client.network.network_id, lastof(_settings_client.network.network_id), "%s", hex_output);
}

void NetworkStartDebugLog(NetworkAddress address)
{
	extern SOCKET _debug_socket;  // Comes from debug.c

	DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", address.GetHostname(), address.GetPort());

	SOCKET s = address.Connect();
	if (s == INVALID_SOCKET) {
		DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");
		return;
	}

	_debug_socket = s;

	DEBUG(net, 0, "DEBUG() is now redirected");
}

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

	/* Network is available */
	_network_available = NetworkCoreInitialize();
	_network_dedicated = false;
	_network_need_advertise = true;
	_network_advertise_retries = 0;

	/* Generate an server id when there is none yet */
	if (StrEmpty(_settings_client.network.network_id)) NetworkGenerateServerId();

	memset(&_network_game_info, 0, sizeof(_network_game_info));

	NetworkInitialize();
	DEBUG(net, 3, "[core] network online, multiplayer available");
	NetworkFindBroadcastIPs(&_broadcast_list);
}

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

	DEBUG(net, 3, "[core] shutting down network");

	_network_available = false;

	NetworkCoreShutdown();
}

/**
 * How many hex digits of the git hash to include in network revision string.
 * Determined as 10 hex digits + 2 characters for -g/-u/-m prefix.
 */
static const uint GITHASH_SUFFIX_LEN = 12;

/**
 * Get the network version string used by this build.
 * The returned string is guaranteed to be at most NETWORK_REVISON_LENGTH bytes.
 */
const char * GetNetworkRevisionString()
{
	/* This will be allocated on heap and never free'd, but only once so not a "real" leak. */
	static char *network_revision = nullptr;

	if (!network_revision) {
		/* Start by taking a chance on the full revision string. */
		network_revision = stredup(_openttd_revision);
		/* Ensure it's not longer than the packet buffer length. */
		if (strlen(network_revision) >= NETWORK_REVISION_LENGTH) network_revision[NETWORK_REVISION_LENGTH - 1] = '\0';

		/* Tag names are not mangled further. */
		if (_openttd_revision_tagged) {
			DEBUG(net, 1, "Network revision name is '%s'", network_revision);
			return network_revision;
		}

		/* Prepare a prefix of the git hash.
		* Size is length + 1 for terminator, +2 for -g prefix. */
		assert(_openttd_revision_modified < 3);
		char githash_suffix[GITHASH_SUFFIX_LEN + 1] = "-";
		githash_suffix[1] = "gum"[_openttd_revision_modified];
		for (uint i = 2; i < GITHASH_SUFFIX_LEN; i++) {
			githash_suffix[i] = _openttd_revision_hash[i-2];
		}

		/* Where did the hash start in the original string?
		 * Overwrite from that position, unless that would go past end of packet buffer length. */
		ptrdiff_t hashofs = strrchr(_openttd_revision, '-') - _openttd_revision;
		if (hashofs + strlen(githash_suffix) + 1 > NETWORK_REVISION_LENGTH) hashofs = strlen(network_revision) - strlen(githash_suffix);
		/* Replace the git hash in revision string. */
		strecpy(network_revision + hashofs, githash_suffix, network_revision + NETWORK_REVISION_LENGTH);
		assert(strlen(network_revision) < NETWORK_REVISION_LENGTH); // strlen does not include terminator, constant does, hence strictly less than
		DEBUG(net, 1, "Network revision name is '%s'", network_revision);
	}

	return network_revision;
}

static const char *ExtractNetworkRevisionHash(const char *revstr)
{
	return strrchr(revstr, '-');
}

/**
 * Checks whether the given version string is compatible with our version.
 * First tries to match the full string, if that fails, attempts to compare just git hashes.
 * @param other the version string to compare to
 */
bool IsNetworkCompatibleVersion(const char *other)
{
	if (strncmp(GetNetworkRevisionString(), other, NETWORK_REVISION_LENGTH - 1) == 0) return true;

	/* If this version is tagged, then the revision string must be a complete match,
	 * since there is no git hash suffix in it.
	 * This is needed to avoid situations like "1.9.0-beta1" comparing equal to "2.0.0-beta1".  */
	if (_openttd_revision_tagged) return false;

	const char *hash1 = ExtractNetworkRevisionHash(GetNetworkRevisionString());
	const char *hash2 = ExtractNetworkRevisionHash(other);
	return hash1 && hash2 && (strncmp(hash1, hash2, GITHASH_SUFFIX_LEN) == 0);
}