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-rw-r--r--network_client.c808
1 files changed, 808 insertions, 0 deletions
diff --git a/network_client.c b/network_client.c
new file mode 100644
index 000000000..1c70e0a2a
--- /dev/null
+++ b/network_client.c
@@ -0,0 +1,808 @@
+#include "stdafx.h"
+#include "network_data.h"
+
+#ifdef ENABLE_NETWORK
+
+#include "table/strings.h"
+#include "network_client.h"
+#include "network_gamelist.h"
+#include "command.h"
+#include "gfx.h"
+#include "window.h"
+#include "settings.h"
+
+
+// This file handles all the client-commands
+
+
+// So we don't make too much typos ;)
+#define MY_CLIENT DEREF_CLIENT(0)
+
+static uint32 last_ack_frame;
+
+void NetworkRecvPatchSettings(Packet *p);
+
+// **********
+// Sending functions
+// DEF_CLIENT_SEND_COMMAND has no parameters
+// **********
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)
+{
+ //
+ // Packet: CLIENT_COMPANY_INFO
+ // Function: Request company-info (in detail)
+ // Data:
+ // <none>
+ //
+ Packet *p;
+ _network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
+ InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+
+ p = NetworkSend_Init(PACKET_CLIENT_COMPANY_INFO);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN)
+{
+ //
+ // Packet: CLIENT_JOIN
+ // Function: Try to join the server
+ // Data:
+ // String: OpenTTD Revision (norev000 if no revision)
+ // String: Player Name (max NETWORK_NAME_LENGTH)
+ // uint8: Play as Player id (1..MAX_PLAYERS)
+ // uint8: Language ID
+ //
+
+#if defined(WITH_REV)
+ extern char _openttd_revision[];
+#else
+ const char _openttd_revision[] = "norev000";
+#endif
+ Packet *p;
+ _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
+ InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+
+ p = NetworkSend_Init(PACKET_CLIENT_JOIN);
+ NetworkSend_string(p, _openttd_revision);
+ NetworkSend_string(p, _network_player_name); // Player name
+ NetworkSend_uint8(p, _network_playas); // Password
+ NetworkSend_uint8(p, NETLANG_ANY); // Language
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_PASSWORD)(NetworkPasswordType type, const char *password)
+{
+ //
+ // Packet: CLIENT_PASSWORD
+ // Function: Send a password to the server to authorize
+ // Data:
+ // uint8: NetworkPasswordType
+ // String: Password
+ //
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_PASSWORD);
+ NetworkSend_uint8(p, type);
+ NetworkSend_string(p, password);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GETMAP)
+{
+ //
+ // Packet: CLIENT_GETMAP
+ // Function: Request the map from the server
+ // Data:
+ // <none>
+ //
+
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_GETMAP);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_MAP_OK)
+{
+ //
+ // Packet: CLIENT_MAP_OK
+ // Function: Tell the server that we are done receiving/loading the map
+ // Data:
+ // <none>
+ //
+
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_MAP_OK);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK)
+{
+ //
+ // Packet: CLIENT_ACK
+ // Function: Tell the server we are done with this frame
+ // Data:
+ // uint32: current FrameCounter of the client
+ //
+
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_ACK);
+
+ NetworkSend_uint32(p, _frame_counter);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+// Send a command packet to the server
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(CommandPacket *cp)
+{
+ //
+ // Packet: CLIENT_COMMAND
+ // Function: Send a DoCommand to the Server
+ // Data:
+ // uint8: PlayerID (0..MAX_PLAYERS-1)
+ // uint32: CommandID (see command.h)
+ // uint32: P1 (free variables used in DoCommand)
+ // uint32: P2
+ // uint32: Tile
+ // uint32: decode_params
+ // 10 times the last one (lengthof(cp->dp))
+ // uint8: CallBackID (see callback_table.c)
+ //
+
+ int i;
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_COMMAND);
+
+ NetworkSend_uint8(p, cp->player);
+ NetworkSend_uint32(p, cp->cmd);
+ NetworkSend_uint32(p, cp->p1);
+ NetworkSend_uint32(p, cp->p2);
+ NetworkSend_uint32(p, (uint32)cp->tile);
+ for (i = 0; i < lengthof(cp->dp); i++) {
+ NetworkSend_uint32(p, cp->dp[i]);
+ }
+ NetworkSend_uint8(p, cp->callback);
+
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+// Send a chat-packet over the network
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType desttype, int dest, const char *msg)
+{
+ //
+ // Packet: CLIENT_CHAT
+ // Function: Send a chat-packet to the serve
+ // Data:
+ // uint8: ActionID (see network_data.h, NetworkAction)
+ // uint8: Destination Type (see network_data.h, DestType);
+ // uint8: Destination Player (1..MAX_PLAYERS)
+ // String: Message (max MAX_TEXT_MSG_LEN)
+ //
+
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_CHAT);
+
+ NetworkSend_uint8(p, action);
+ NetworkSend_uint8(p, desttype);
+ NetworkSend_uint8(p, dest);
+ NetworkSend_string(p, msg);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+// Send an error-packet over the network
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno)
+{
+ //
+ // Packet: CLIENT_ERROR
+ // Function: The client made an error and is quiting the game
+ // Data:
+ // uint8: ErrorID (see network_data.h, NetworkErrorCode)
+ //
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_ERROR);
+
+ NetworkSend_uint8(p, errorno);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password)
+{
+ //
+ // Packet: PACKET_CLIENT_SET_PASSWORD
+ // Function: Set the password for the clients current company
+ // Data:
+ // String: Password
+ //
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_PASSWORD);
+
+ NetworkSend_string(p, password);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name)
+{
+ //
+ // Packet: PACKET_CLIENT_SET_NAME
+ // Function: Gives the player a new name
+ // Data:
+ // String: Name
+ //
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_NAME);
+
+ NetworkSend_string(p, name);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+// Send an quit-packet over the network
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)(const char *leavemsg)
+{
+ //
+ // Packet: CLIENT_QUIT
+ // Function: The client is quiting the game
+ // Data:
+ // String: leave-message
+ //
+ Packet *p = NetworkSend_Init(PACKET_CLIENT_QUIT);
+
+ NetworkSend_string(p, leavemsg);
+ NetworkSend_Packet(p, MY_CLIENT);
+}
+
+
+// **********
+// Receiving functions
+// DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
+// **********
+
+extern bool SafeSaveOrLoad(const char *filename, int mode, int newgm);
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FULL)
+{
+ // We try to join a server which is full
+ _switch_mode_errorstr = STR_NETWORK_ERR_SERVER_FULL;
+ DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+
+ return NETWORK_RECV_STATUS_SERVER_FULL;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
+{
+ byte company_info_version;
+ int i;
+
+ company_info_version = NetworkRecv_uint8(p);
+
+ if (company_info_version == 1) {
+ byte total;
+ byte current;
+
+ total = NetworkRecv_uint8(p);
+ _network_lobby_company_count = total;
+
+ // There is no data at all..
+ if (total == 0)
+ return NETWORK_RECV_STATUS_CLOSE_QUERY;
+
+ current = NetworkRecv_uint8(p) - 1;
+ if (current >= MAX_PLAYERS)
+ return NETWORK_RECV_STATUS_CLOSE_QUERY;
+
+ NetworkRecv_string(p, _network_player_info[current].company_name, sizeof(_network_player_info[current].company_name));
+ _network_player_info[current].inaugurated_year = NetworkRecv_uint8(p);
+ _network_player_info[current].company_value = NetworkRecv_uint64(p);
+ _network_player_info[current].money = NetworkRecv_uint64(p);
+ _network_player_info[current].income = NetworkRecv_uint64(p);
+ _network_player_info[current].performance = NetworkRecv_uint16(p);
+ for (i = 0; i < NETWORK_VEHICLE_TYPES; i++)
+ _network_player_info[current].num_vehicle[i] = NetworkRecv_uint16(p);
+ for (i = 0; i < NETWORK_STATION_TYPES; i++)
+ _network_player_info[current].num_station[i] = NetworkRecv_uint16(p);
+
+ NetworkRecv_string(p, _network_player_info[current].players, sizeof(_network_player_info[current].players));
+
+ InvalidateWindow(WC_NETWORK_WINDOW, 0);
+
+ if (total == current + 1)
+ // This was the last one
+ return NETWORK_RECV_STATUS_CLOSE_QUERY;
+ else
+ return NETWORK_RECV_STATUS_OKAY;
+ }
+
+ return NETWORK_RECV_STATUS_CLOSE_QUERY;
+}
+
+// This packet contains info about the client (playas and name)
+// as client we save this in NetworkClientInfo, linked via 'index'
+// which is always an unique number on a server.
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
+{
+ NetworkClientInfo *ci;
+ uint16 index = NetworkRecv_uint16(p);
+
+ ci = NetworkFindClientInfoFromIndex(index);
+ if (ci != NULL) {
+ byte playas;
+ char name[NETWORK_NAME_LENGTH];
+
+ playas = NetworkRecv_uint8(p);
+ NetworkRecv_string(p, name, sizeof(name));
+
+ if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
+ // Client name changed, display the change
+ NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, ci->client_name, name);
+ } else if (playas != ci->client_playas) {
+ // The player changed from client-player..
+ // Do not display that for now
+ }
+
+ ci->client_playas = playas;
+ ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
+ return NETWORK_RECV_STATUS_OKAY;
+ }
+
+ // We don't have this index yet, find an empty index, and put the data there
+ ci = NetworkFindClientInfoFromIndex(NETWORK_EMPTY_INDEX);
+ if (ci != NULL) {
+ ci->client_index = index;
+ ci->client_playas = NetworkRecv_uint8(p);
+ NetworkRecv_string(p, ci->client_name, sizeof(ci->client_name));
+ return NETWORK_RECV_STATUS_OKAY;
+ }
+
+ // Here the program should never ever come.....
+ return NETWORK_RECV_STATUS_MALFORMED_PACKET;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
+{
+ NetworkErrorCode error = NetworkRecv_uint8(p);
+
+ if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED ||
+ error == NETWORK_ERROR_PLAYER_MISMATCH) {
+ // We made an error in the protocol, and our connection is closed.... :(
+ _switch_mode_errorstr = STR_NETWORK_ERR_SERVER_ERROR;
+ } else if (error == NETWORK_ERROR_WRONG_REVISION) {
+ // Wrong revision :(
+ _switch_mode_errorstr = STR_NETWORK_ERR_WRONG_REVISION;
+ } else if (error == NETWORK_ERROR_WRONG_PASSWORD) {
+ // Wrong password
+ _switch_mode_errorstr = STR_NETWORK_ERR_WRONG_PASSWORD;
+ } else if (error == NETWORK_ERROR_KICKED) {
+ _switch_mode_errorstr = STR_NETWORK_ERR_KICKED;
+ }
+
+ DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+
+ return NETWORK_RECV_STATUS_SERVER_ERROR;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD)
+{
+ NetworkPasswordType type;
+ type = NetworkRecv_uint8(p);
+
+ if (type == NETWORK_GAME_PASSWORD) {
+ ShowNetworkNeedGamePassword();
+ return NETWORK_RECV_STATUS_OKAY;
+ } else if (type == NETWORK_COMPANY_PASSWORD) {
+ ShowNetworkNeedCompanyPassword();
+ return NETWORK_RECV_STATUS_OKAY;
+ }
+
+ return NETWORK_RECV_STATUS_MALFORMED_PACKET;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WELCOME)
+{
+ _network_own_client_index = NetworkRecv_uint16(p);
+
+ // Start receiving the map
+ SEND_COMMAND(PACKET_CLIENT_GETMAP)();
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WAIT)
+{
+ _network_join_status = NETWORK_JOIN_STATUS_WAITING;
+ _network_join_waiting = NetworkRecv_uint8(p);
+ InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+
+ // We are put on hold for receiving the map.. we need GUI for this ;)
+ DEBUG(net, 1)("[NET] The server is currently busy sending the map to someone else.. please hold..." );
+ DEBUG(net, 1)("[NET] There are %d clients in front of you", _network_join_waiting);
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
+{
+ static char filename[256];
+ static FILE *file_pointer;
+
+ byte maptype;
+
+ maptype = NetworkRecv_uint8(p);
+
+ // First packet, init some stuff
+ if (maptype == MAP_PACKET_START) {
+ // The name for the temp-map
+ sprintf(filename, "%s%snetwork_client.tmp", _path.autosave_dir, PATHSEP);
+
+ file_pointer = fopen(filename, "wb");
+ if (file_pointer == NULL) {
+ _switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
+ return NETWORK_RECV_STATUS_SAVEGAME;
+ }
+
+ _frame_counter = _frame_counter_server = _frame_counter_max = NetworkRecv_uint32(p);
+
+ _network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
+ _network_join_kbytes = 0;
+ _network_join_kbytes_total = NetworkRecv_uint32(p) / 1024;
+ InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+
+ // The first packet does not contain any more data
+ return NETWORK_RECV_STATUS_OKAY;
+ }
+
+ if (maptype == MAP_PACKET_NORMAL) {
+ // We are still receiving data, put it to the file
+ fwrite(p->buffer + p->pos, 1, p->size - p->pos, file_pointer);
+
+ _network_join_kbytes = ftell(file_pointer) / 1024;
+ InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+ }
+
+ if (maptype == MAP_PACKET_PATCH) {
+ NetworkRecvPatchSettings(p);
+ }
+
+ // Check if this was the last packet
+ if (maptype == MAP_PACKET_END) {
+ // We also get, very nice, the player_seeds in this packet
+ int i;
+ for (i = 0; i < MAX_PLAYERS; i++) {
+ _player_seeds[i][0] = NetworkRecv_uint32(p);
+ _player_seeds[i][1] = NetworkRecv_uint32(p);
+ }
+
+ fclose(file_pointer);
+
+ _network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
+ InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+
+ // The map is done downloading, load it
+ // Load the map
+ if (!SafeSaveOrLoad(filename, SL_LOAD, GM_NORMAL)) {
+ DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+ _switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
+ return NETWORK_RECV_STATUS_SAVEGAME;
+ }
+ _opt_mod_ptr = &_opt;
+
+ DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+
+ // Say we received the map and loaded it correctly!
+ SEND_COMMAND(PACKET_CLIENT_MAP_OK)();
+
+ if (_network_playas == 0 || _network_playas > MAX_PLAYERS ||
+ !DEREF_PLAYER(_network_playas - 1)->is_active) {
+
+ if (_network_playas == OWNER_SPECTATOR) {
+ // The client wants to be a spectator..
+ _local_player = OWNER_SPECTATOR;
+ } else {
+ // send a command to make a new player
+ _local_player = 0;
+ NetworkSend_Command(0, 0, 0, CMD_PLAYER_CTRL, NULL);
+ _local_player = OWNER_SPECTATOR;
+ }
+ } else {
+ // take control over an existing company
+ _local_player = _network_playas - 1;
+ }
+
+ // Remeber the player
+ if (_local_player != OWNER_SPECTATOR)
+ _network_playas = _local_player + 1;
+ else
+ _network_playas = OWNER_SPECTATOR;
+ }
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
+{
+ _frame_counter_server = NetworkRecv_uint32(p);
+ _frame_counter_max = NetworkRecv_uint32(p);
+#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
+ // Test if the server supports this option
+ // and if we are at the frame the server is
+ if (p->pos < p->size) {
+ _sync_frame = _frame_counter_server;
+ _sync_seed_1 = NetworkRecv_uint32(p);
+#ifdef NETWORK_SEND_DOUBLE_SEED
+ _sync_seed_2 = NetworkRecv_uint32(p);
+#endif
+ }
+#endif
+ DEBUG(net, 7)("[NET] Received FRAME %d",_frame_counter_server);
+
+ // Let the server know that we received this frame correctly
+ // We do this only once per day, to save some bandwidth ;)
+ if (!_network_first_time && last_ack_frame < _frame_counter) {
+ last_ack_frame = _frame_counter + DAY_TICKS;
+ DEBUG(net,6)("[NET] Sent ACK at %d", _frame_counter);
+ SEND_COMMAND(PACKET_CLIENT_ACK)();
+ }
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
+{
+ _sync_frame = NetworkRecv_uint32(p);
+ _sync_seed_1 = NetworkRecv_uint32(p);
+#ifdef NETWORK_SEND_DOUBLE_SEED
+ _sync_seed_2 = NetworkRecv_uint32(p);
+#endif
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
+{
+ int i;
+ CommandPacket *cp = malloc(sizeof(CommandPacket));
+ cp->player = NetworkRecv_uint8(p);
+ cp->cmd = NetworkRecv_uint32(p);
+ cp->p1 = NetworkRecv_uint32(p);
+ cp->p2 = NetworkRecv_uint32(p);
+ cp->tile = NetworkRecv_uint32(p);
+ for (i = 0; i < lengthof(cp->dp); i++)
+ cp->dp[i] = NetworkRecv_uint32(p);
+ cp->callback = NetworkRecv_uint8(p);
+ cp->frame = NetworkRecv_uint32(p);
+ cp->next = NULL;
+
+ // The server did send us this command..
+ // queue it in our own queue, so we can handle it in the upcoming frame!
+
+ if (_local_command_queue == NULL) {
+ _local_command_queue = cp;
+ } else {
+ // Find last packet
+ CommandPacket *c = _local_command_queue;
+ while (c->next != NULL) c = c->next;
+ c->next = cp;
+ }
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
+{
+ NetworkAction action = NetworkRecv_uint8(p);
+ char msg[MAX_TEXT_MSG_LEN];
+ NetworkClientInfo *ci, *ci_to;
+ uint16 index;
+ char name[NETWORK_NAME_LENGTH];
+
+ index = NetworkRecv_uint16(p);
+ NetworkRecv_string(p, msg, MAX_TEXT_MSG_LEN);
+
+ ci_to = NetworkFindClientInfoFromIndex(index);
+ if (ci_to == NULL) return NETWORK_RECV_STATUS_OKAY;
+
+ if (action == NETWORK_ACTION_CHAT_TO_CLIENT) {
+ snprintf(name, 80, "%s", ci_to->client_name);
+ ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
+ } else if (action == NETWORK_ACTION_CHAT_TO_PLAYER) {
+ GetString(name, DEREF_PLAYER(ci_to->client_playas-1)->name_1);
+ ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
+ } else {
+ snprintf(name, 80, "%s", ci_to->client_name);
+ ci = ci_to;
+ }
+
+ if (ci != NULL)
+ NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), name, "%s", msg);
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
+{
+ int errorno;
+ char str1[100], str2[100];
+ uint16 index;
+ NetworkClientInfo *ci;
+
+ index = NetworkRecv_uint16(p);
+ errorno = NetworkRecv_uint8(p);
+
+ GetString(str1, STR_NETWORK_ERR_LEFT);
+ GetString(str2, STR_NETWORK_ERR_CLIENT_GENERAL + errorno);
+
+ ci = NetworkFindClientInfoFromIndex(index);
+ if (ci != NULL) {
+ NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, ci->client_name, "%s (%s)", str1, str2);
+
+ // The client is gone, give the NetworkClientInfo free
+ ci->client_index = NETWORK_EMPTY_INDEX;
+ }
+
+ InvalidateWindow(WC_CLIENT_LIST, 0);
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
+{
+ char str1[100], str2[100];
+ uint16 index;
+ NetworkClientInfo *ci;
+
+ index = NetworkRecv_uint16(p);
+ NetworkRecv_string(p, str2, 100);
+
+ GetString(str1, STR_NETWORK_ERR_LEFT);
+
+ ci = NetworkFindClientInfoFromIndex(index);
+ if (ci != NULL) {
+ NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, ci->client_name, "%s (%s)", str1, str2);
+
+ // The client is gone, give the NetworkClientInfo free
+ ci->client_index = NETWORK_EMPTY_INDEX;
+ } else {
+ DEBUG(net, 0)("[NET] Error - unknown client (%d) is leaving the game", index);
+ }
+
+ InvalidateWindow(WC_CLIENT_LIST, 0);
+
+ // If we come here it means we could not locate the client.. strange :s
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_JOIN)
+{
+ char str1[100];
+ uint16 index;
+ NetworkClientInfo *ci;
+
+ index = NetworkRecv_uint16(p);
+
+ GetString(str1, STR_NETWORK_CLIENT_JOINED);
+
+ ci = NetworkFindClientInfoFromIndex(index);
+ if (ci != NULL) {
+ NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, ci->client_name, "%s", str1);
+ }
+
+ InvalidateWindow(WC_CLIENT_LIST, 0);
+
+ return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN)
+{
+ _switch_mode_errorstr = STR_NETWORK_SERVER_SHUTDOWN;
+
+ return NETWORK_RECV_STATUS_SERVER_ERROR;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
+{
+ // To trottle the reconnects a bit, every clients waits
+ // his _local_player value before reconnecting
+ // OWNER_SPECTATOR is currently 255, so to avoid long wait periods
+ // set the max to 10.
+ _network_reconnect = min(_local_player + 1, 10);
+ _switch_mode_errorstr = STR_NETWORK_SERVER_REBOOT;
+
+ return NETWORK_RECV_STATUS_SERVER_ERROR;
+}
+
+
+
+
+// The layout for the receive-functions by the client
+typedef NetworkRecvStatus NetworkClientPacket(Packet *p);
+
+// This array matches PacketType. At an incoming
+// packet it is matches against this array
+// and that way the right function to handle that
+// packet is found.
+static NetworkClientPacket* const _network_client_packet[] = {
+ RECEIVE_COMMAND(PACKET_SERVER_FULL),
+ NULL, /*PACKET_CLIENT_JOIN,*/
+ RECEIVE_COMMAND(PACKET_SERVER_ERROR),
+ NULL, /*PACKET_CLIENT_COMPANY_INFO,*/
+ RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO),
+ RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO),
+ RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD),
+ NULL, /*PACKET_CLIENT_PASSWORD,*/
+ RECEIVE_COMMAND(PACKET_SERVER_WELCOME),
+ NULL, /*PACKET_CLIENT_GETMAP,*/
+ RECEIVE_COMMAND(PACKET_SERVER_WAIT),
+ RECEIVE_COMMAND(PACKET_SERVER_MAP),
+ NULL, /*PACKET_CLIENT_MAP_OK,*/
+ RECEIVE_COMMAND(PACKET_SERVER_JOIN),
+ RECEIVE_COMMAND(PACKET_SERVER_FRAME),
+ RECEIVE_COMMAND(PACKET_SERVER_SYNC),
+ NULL, /*PACKET_CLIENT_ACK,*/
+ NULL, /*PACKET_CLIENT_COMMAND,*/
+ RECEIVE_COMMAND(PACKET_SERVER_COMMAND),
+ NULL, /*PACKET_CLIENT_CHAT,*/
+ RECEIVE_COMMAND(PACKET_SERVER_CHAT),
+ NULL, /*PACKET_CLIENT_SET_PASSWORD,*/
+ NULL, /*PACKET_CLIENT_SET_NAME,*/
+ NULL, /*PACKET_CLIENT_QUIT,*/
+ NULL, /*PACKET_CLIENT_ERROR,*/
+ RECEIVE_COMMAND(PACKET_SERVER_QUIT),
+ RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT),
+ RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN),
+ RECEIVE_COMMAND(PACKET_SERVER_NEWGAME),
+};
+
+// If this fails, check the array above with network_data.h
+assert_compile(lengthof(_network_client_packet) == PACKET_END);
+
+extern const SettingDesc patch_settings[];
+
+// This is a TEMPORARY solution to get the patch-settings
+// to the client. When the patch-settings are saved in the savegame
+// this should be removed!!
+void NetworkRecvPatchSettings(Packet *p)
+{
+ const SettingDesc *item;
+
+ item = patch_settings;
+
+ while (item->name != NULL) {
+ switch (item->flags) {
+ case SDT_BOOL:
+ case SDT_INT8:
+ case SDT_UINT8:
+ *(uint8 *)(item->ptr) = NetworkRecv_uint8(p);
+ break;
+ case SDT_INT16:
+ case SDT_UINT16:
+ *(uint16 *)(item->ptr) = NetworkRecv_uint16(p);
+ break;
+ case SDT_INT32:
+ case SDT_UINT32:
+ *(uint32 *)(item->ptr) = NetworkRecv_uint32(p);
+ break;
+ }
+ item++;
+ }
+}
+
+// Is called after a client is connected to the server
+void NetworkClient_Connected(void)
+{
+ // Set the frame-counter to 0 so nothing happens till we are ready
+ _frame_counter = 0;
+ _frame_counter_server = 0;
+ last_ack_frame = 0;
+ // Request the game-info
+ SEND_COMMAND(PACKET_CLIENT_JOIN)();
+}
+
+// Reads the packets from the socket-stream, if available
+NetworkRecvStatus NetworkClient_ReadPackets(ClientState *cs)
+{
+ Packet *p;
+ NetworkRecvStatus res = NETWORK_RECV_STATUS_OKAY;
+
+ while (res == NETWORK_RECV_STATUS_OKAY && (p = NetworkRecv_Packet(cs, &res)) != NULL) {
+ byte type = NetworkRecv_uint8(p);
+ if (type < PACKET_END && _network_client_packet[type] != NULL) {
+ res = _network_client_packet[type](p);
+ } else {
+ res = NETWORK_RECV_STATUS_MALFORMED_PACKET;
+ DEBUG(net, 0)("[NET][client] Received invalid packet type %d", type);
+ }
+
+ free(p);
+ }
+
+ return res;
+}
+
+#endif /* ENABLE_NETWORK */