summaryrefslogtreecommitdiff
path: root/network_client.c
blob: b5e9b34c7ca5f0a73d892aa073a9907b3efcfe94 (plain)
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
/* $Id$ */

#ifdef ENABLE_NETWORK

#include "stdafx.h"
#include "debug.h"
#include "string.h"
#include "strings.h"
#include "network_data.h"
#include "date.h"
#include "table/strings.h"
#include "functions.h"
#include "network_client.h"
#include "network_gamelist.h"
#include "network_gui.h"
#include "saveload.h"
#include "command.h"
#include "window.h"
#include "console.h"
#include "variables.h"
#include "ai/ai.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;

// **********
// 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
	//    String: Unique id to find the player back in server-listing
	//

	extern const char _openttd_revision[];
	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); // PlayAs
	NetworkSend_uint8(p, NETLANG_ANY); // Language
	NetworkSend_string(p, _network_unique_id);
	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
	//    string: text
	//    uint8:  CallBackID (see callback_table.c)
	//

	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);
	NetworkSend_string(p, cp->text);
	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 type, 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, type);
	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);
}

DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command)
{
	Packet *p = NetworkSend_Init(PACKET_CLIENT_RCON);
	NetworkSend_string(p, pass);
	NetworkSend_string(p, command);
	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_BANNED)
{
	// We try to join a server where we are banned
	_switch_mode_errorstr = STR_NETWORK_ERR_SERVER_BANNED;
	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);

	return NETWORK_RECV_STATUS_SERVER_BANNED;
}

DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
{
	byte company_info_version;
	int i;

	company_info_version = NetworkRecv_uint8(MY_CLIENT, p);

	if (!MY_CLIENT->has_quit && company_info_version == NETWORK_COMPANY_INFO_VERSION) {
		byte total;
		byte current;

		total = NetworkRecv_uint8(MY_CLIENT, p);

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

		current = NetworkRecv_uint8(MY_CLIENT, p);
		if (!IsValidPlayer(current)) return NETWORK_RECV_STATUS_CLOSE_QUERY;

		NetworkRecv_string(MY_CLIENT, p, _network_player_info[current].company_name, sizeof(_network_player_info[current].company_name));
		_network_player_info[current].inaugurated_year = NetworkRecv_uint32(MY_CLIENT, p);
		_network_player_info[current].company_value = NetworkRecv_uint64(MY_CLIENT, p);
		_network_player_info[current].money = NetworkRecv_uint64(MY_CLIENT, p);
		_network_player_info[current].income = NetworkRecv_uint64(MY_CLIENT, p);
		_network_player_info[current].performance = NetworkRecv_uint16(MY_CLIENT, p);
		_network_player_info[current].use_password = NetworkRecv_uint8(MY_CLIENT, p);
		for (i = 0; i < NETWORK_VEHICLE_TYPES; i++)
			_network_player_info[current].num_vehicle[i] = NetworkRecv_uint16(MY_CLIENT, p);
		for (i = 0; i < NETWORK_STATION_TYPES; i++)
			_network_player_info[current].num_station[i] = NetworkRecv_uint16(MY_CLIENT, p);

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

		InvalidateWindow(WC_NETWORK_WINDOW, 0);

		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(MY_CLIENT, p);
	PlayerID playas = NetworkRecv_uint8(MY_CLIENT, p);
	char name[NETWORK_NAME_LENGTH];
	char unique_id[NETWORK_NAME_LENGTH];

	NetworkRecv_string(MY_CLIENT, p, name, sizeof(name));
	NetworkRecv_string(MY_CLIENT, p, unique_id, sizeof(unique_id));

	if (MY_CLIENT->has_quit) return NETWORK_RECV_STATUS_CONN_LOST;

	/* Do we receive a change of data? Most likely we changed playas */
	if (index == _network_own_client_index) _network_playas = playas;

	ci = NetworkFindClientInfoFromIndex(index);
	if (ci != NULL) {
		if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
			// Client name changed, display the change
			NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, false, ci->client_name, "%s", 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));

		InvalidateWindow(WC_CLIENT_LIST, 0);

		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 = playas;

		ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
		ttd_strlcpy(ci->unique_id, unique_id, sizeof(ci->unique_id));

		InvalidateWindow(WC_CLIENT_LIST, 0);

		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(MY_CLIENT, p);

	switch (error) {
		/* We made an error in the protocol, and our connection is closed.... */
		case NETWORK_ERROR_NOT_AUTHORIZED:
		case NETWORK_ERROR_NOT_EXPECTED:
		case NETWORK_ERROR_PLAYER_MISMATCH:
			_switch_mode_errorstr = STR_NETWORK_ERR_SERVER_ERROR;
			break;
		case NETWORK_ERROR_FULL:
			_switch_mode_errorstr = STR_NETWORK_ERR_SERVER_FULL;
			break;
		case NETWORK_ERROR_WRONG_REVISION:
			_switch_mode_errorstr = STR_NETWORK_ERR_WRONG_REVISION;
			break;
		case NETWORK_ERROR_WRONG_PASSWORD:
			_switch_mode_errorstr = STR_NETWORK_ERR_WRONG_PASSWORD;
			break;
		case NETWORK_ERROR_KICKED:
			_switch_mode_errorstr = STR_NETWORK_ERR_KICKED;
			break;
		case NETWORK_ERROR_CHEATER:
			_switch_mode_errorstr = STR_NETWORK_ERR_CHEATER;
			break;
		default:
			_switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
	}

	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);

	return NETWORK_RECV_STATUS_SERVER_ERROR;
}

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

	switch (type) {
		case NETWORK_GAME_PASSWORD:
		case NETWORK_COMPANY_PASSWORD:
			ShowNetworkNeedPassword(type);
			return NETWORK_RECV_STATUS_OKAY;

		default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
	}
}

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

	if (MY_CLIENT->has_quit) return NETWORK_RECV_STATUS_CONN_LOST;

	// 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(MY_CLIENT, p);

		_network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
		_network_join_kbytes = 0;
		_network_join_kbytes_total = NetworkRecv_uint32(MY_CLIENT, 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);
	}

	// Check if this was the last packet
	if (maptype == MAP_PACKET_END) {
		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_ptr = &_opt; // during a network game you are always in-game

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

		/* New company/spectator (invalid player) or company we want to join is not active
		 * Switch local player to spectator and await the server's judgement */
		if (_network_playas == PLAYER_NEW_COMPANY || !IsValidPlayer(_network_playas) ||
				!GetPlayer(_network_playas)->is_active) {

			_local_player = PLAYER_SPECTATOR;

			if (_network_playas == PLAYER_SPECTATOR) {
				// The client wants to be a spectator..
				DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
			} else {
				/* We have arrived and ready to start playing; send a command to make a new player;
				 * the server will give us a client-id and let us in */
				NetworkSend_Command(0, 0, 0, CMD_PLAYER_CTRL, NULL);
			}
		} else {
			// take control over an existing company
			_local_player = _network_playas;
			_patches.autorenew = GetPlayer(_local_player)->engine_renew;
			_patches.autorenew_months = GetPlayer(_local_player)->engine_renew_months;
			_patches.autorenew_money = GetPlayer(_local_player)->engine_renew_money;
			DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
		}
	}

	return NETWORK_RECV_STATUS_OKAY;
}

DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
{
	_frame_counter_server = NetworkRecv_uint32(MY_CLIENT, p);
	_frame_counter_max = NetworkRecv_uint32(MY_CLIENT, 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(MY_CLIENT, p);
#ifdef NETWORK_SEND_DOUBLE_SEED
		_sync_seed_2 = NetworkRecv_uint32(MY_CLIENT, 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(MY_CLIENT, p);
	_sync_seed_1 = NetworkRecv_uint32(MY_CLIENT, p);
#ifdef NETWORK_SEND_DOUBLE_SEED
	_sync_seed_2 = NetworkRecv_uint32(MY_CLIENT, p);
#endif

	return NETWORK_RECV_STATUS_OKAY;
}

DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
{
	CommandPacket *cp = malloc(sizeof(CommandPacket));
	cp->player = NetworkRecv_uint8(MY_CLIENT, p);
	cp->cmd = NetworkRecv_uint32(MY_CLIENT, p);
	cp->p1 = NetworkRecv_uint32(MY_CLIENT, p);
	cp->p2 = NetworkRecv_uint32(MY_CLIENT, p);
	cp->tile = NetworkRecv_uint32(MY_CLIENT, p);
	NetworkRecv_string(MY_CLIENT, p, cp->text, sizeof(cp->text));
	cp->callback = NetworkRecv_uint8(MY_CLIENT, p);
	cp->frame = NetworkRecv_uint32(MY_CLIENT, 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(MY_CLIENT, p);
	char msg[MAX_TEXT_MSG_LEN];
	const NetworkClientInfo *ci = NULL, *ci_to;
	uint16 index;
	char name[NETWORK_NAME_LENGTH];
	bool self_send;

	index = NetworkRecv_uint16(MY_CLIENT, p);
	self_send = NetworkRecv_uint8(MY_CLIENT, p);
	NetworkRecv_string(MY_CLIENT, p, msg, MAX_TEXT_MSG_LEN);

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

	/* Do we display the action locally? */
	if (self_send) {
		switch (action) {
			case NETWORK_ACTION_CHAT_CLIENT:
				/* For speak to client we need the client-name */
				snprintf(name, sizeof(name), "%s", ci_to->client_name);
				ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
				break;

			/* For speaking to company or giving money, we need the player-name */
			case NETWORK_ACTION_GIVE_MONEY:
				if (!IsValidPlayer(ci_to->client_playas)) return NETWORK_RECV_STATUS_OKAY;
				/* fallthrough */
			case NETWORK_ACTION_CHAT_COMPANY: {
				StringID str = IsValidPlayer(ci_to->client_playas) ? GetPlayer(ci_to->client_playas)->name_1 : STR_NETWORK_SPECTATORS;

				GetString(name, str, lastof(name));
				ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
			} break;
			default:
				/* This should never happen */
				NOT_REACHED();
				break;
		}
	} else {
		/* Display message from somebody else */
		snprintf(name, sizeof(name), "%s", ci_to->client_name);
		ci = ci_to;
	}

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

DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
{
	char str[100];
	uint16 index;
	NetworkClientInfo *ci;

	index = NetworkRecv_uint16(MY_CLIENT, p);
	GetNetworkErrorMsg(str, NetworkRecv_uint8(MY_CLIENT, p), lastof(str));

	ci = NetworkFindClientInfoFromIndex(index);
	if (ci != NULL) {
		NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, ci->client_name, "%s", str);

		// 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 str[100];
	uint16 index;
	NetworkClientInfo *ci;

	index = NetworkRecv_uint16(MY_CLIENT, p);
	NetworkRecv_string(MY_CLIENT, p, str, lengthof(str));

	ci = NetworkFindClientInfoFromIndex(index);
	if (ci != NULL) {
		NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, ci->client_name, "%s", str);

		// 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)
{
	uint16 index;
	NetworkClientInfo *ci;

	index = NetworkRecv_uint16(MY_CLIENT, p);

	ci = NetworkFindClientInfoFromIndex(index);
	if (ci != NULL)
		NetworkTextMessage(NETWORK_ACTION_JOIN, 1, false, ci->client_name, "");

	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
	// PLAYER_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;
}

DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_RCON)
{
	char rcon_out[NETWORK_RCONCOMMAND_LENGTH];
	uint16 color_code;

	color_code = NetworkRecv_uint16(MY_CLIENT, p);
	NetworkRecv_string(MY_CLIENT, p, rcon_out, sizeof(rcon_out));

	IConsolePrint(color_code, rcon_out);

	return NETWORK_RECV_STATUS_OKAY;
}



// 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),
	RECEIVE_COMMAND(PACKET_SERVER_BANNED),
	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),
	RECEIVE_COMMAND(PACKET_SERVER_RCON),
	NULL, /*PACKET_CLIENT_RCON,*/
};

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

// 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(NetworkClientState *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(MY_CLIENT, p);
		if (type < PACKET_END && _network_client_packet[type] != NULL && !MY_CLIENT->has_quit) {
			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 */