network_client.cpp

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #ifdef ENABLE_NETWORK
00013 
00014 #include "../stdafx.h"
00015 #include "../debug.h"
00016 #include "network_gui.h"
00017 #include "../saveload/saveload.h"
00018 #include "../saveload/saveload_filter.h"
00019 #include "../command_func.h"
00020 #include "../console_func.h"
00021 #include "../strings_func.h"
00022 #include "../window_func.h"
00023 #include "../company_func.h"
00024 #include "../company_base.h"
00025 #include "../company_gui.h"
00026 #include "../core/random_func.hpp"
00027 #include "../date_func.h"
00028 #include "../gfx_func.h"
00029 #include "../gui.h"
00030 #include "../rev.h"
00031 #include "network.h"
00032 #include "network_base.h"
00033 #include "network_client.h"
00034 #include "../core/backup_type.hpp"
00035 
00036 #include "table/strings.h"
00037 
00038 /* This file handles all the client-commands */
00039 
00040 
00042 struct PacketReader : LoadFilter {
00043   static const size_t CHUNK = 32 * 1024;  
00044 
00045   AutoFreeSmallVector<byte *, 16> blocks; 
00046   byte *buf;                              
00047   byte *bufe;                             
00048   byte **block;                           
00049   size_t written_bytes;                   
00050   size_t read_bytes;                      
00051 
00053   PacketReader() : LoadFilter(NULL), buf(NULL), bufe(NULL), block(NULL), written_bytes(0), read_bytes(0)
00054   {
00055   }
00056 
00061   void AddPacket(const Packet *p)
00062   {
00063     assert(this->read_bytes == 0);
00064 
00065     size_t in_packet = p->size - p->pos;
00066     size_t to_write  = min((size_t)(this->bufe - this->buf), in_packet);
00067     const byte *pbuf = p->buffer + p->pos;
00068 
00069     this->written_bytes += in_packet;
00070     if (to_write != 0) {
00071       memcpy(this->buf, pbuf, to_write);
00072       this->buf += to_write;
00073     }
00074 
00075     /* Did everything fit in the current chunk, then we're done. */
00076     if (to_write == in_packet) return;
00077 
00078     /* Allocate a new chunk and add the remaining data. */
00079     pbuf += to_write;
00080     to_write   = in_packet - to_write;
00081     this->buf  = *this->blocks.Append() = CallocT<byte>(CHUNK);
00082     this->bufe = this->buf + CHUNK;
00083 
00084     memcpy(this->buf, pbuf, to_write);
00085     this->buf += to_write;
00086   }
00087 
00088   /* virtual */ size_t Read(byte *rbuf, size_t size)
00089   {
00090     /* Limit the amount to read to whatever we still have. */
00091     size_t ret_size = size = min(this->written_bytes - this->read_bytes, size);
00092     this->read_bytes += ret_size;
00093     const byte *rbufe = rbuf + ret_size;
00094 
00095     while (rbuf != rbufe) {
00096       if (this->buf == this->bufe) {
00097         this->buf = *this->block++;
00098         this->bufe = this->buf + CHUNK;
00099       }
00100 
00101       size_t to_write = min(this->bufe - this->buf, rbufe - rbuf);
00102       memcpy(rbuf, this->buf, to_write);
00103       rbuf += to_write;
00104       this->buf += to_write;
00105     }
00106 
00107     return ret_size;
00108   }
00109 
00110   /* virtual */ void Reset()
00111   {
00112     this->read_bytes = 0;
00113 
00114     this->block = this->blocks.Begin();
00115     this->buf   = *this->block++;
00116     this->bufe  = this->buf + CHUNK;
00117   }
00118 };
00119 
00120 
00125 ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s), savegame(NULL), status(STATUS_INACTIVE)
00126 {
00127   assert(ClientNetworkGameSocketHandler::my_client == NULL);
00128   ClientNetworkGameSocketHandler::my_client = this;
00129 }
00130 
00132 ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
00133 {
00134   assert(ClientNetworkGameSocketHandler::my_client == this);
00135   ClientNetworkGameSocketHandler::my_client = NULL;
00136 
00137   delete this->savegame;
00138 }
00139 
00140 NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
00141 {
00142   assert(status != NETWORK_RECV_STATUS_OKAY);
00143   /*
00144    * Sending a message just before leaving the game calls cs->SendPackets.
00145    * This might invoke this function, which means that when we close the
00146    * connection after cs->SendPackets we will close an already closed
00147    * connection. This handles that case gracefully without having to make
00148    * that code any more complex or more aware of the validity of the socket.
00149    */
00150   if (this->sock == INVALID_SOCKET) return status;
00151 
00152   DEBUG(net, 1, "Closed client connection %d", this->client_id);
00153 
00154   this->SendPackets(true);
00155 
00156   /* Wait a number of ticks so our leave message can reach the server.
00157    * This is especially needed for Windows servers as they seem to get
00158    * the "socket is closed" message before receiving our leave message,
00159    * which would trigger the server to close the connection as well. */
00160   CSleep(3 * MILLISECONDS_PER_TICK);
00161 
00162   delete this->GetInfo();
00163   delete this;
00164 
00165   return status;
00166 }
00167 
00172 void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
00173 {
00174   /* First, send a CLIENT_ERROR to the server, so he knows we are
00175    *  disconnection (and why!) */
00176   NetworkErrorCode errorno;
00177 
00178   /* We just want to close the connection.. */
00179   if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
00180     this->NetworkSocketHandler::CloseConnection();
00181     this->CloseConnection(res);
00182     _networking = false;
00183 
00184     DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
00185     return;
00186   }
00187 
00188   switch (res) {
00189     case NETWORK_RECV_STATUS_DESYNC:          errorno = NETWORK_ERROR_DESYNC; break;
00190     case NETWORK_RECV_STATUS_SAVEGAME:        errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
00191     case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
00192     default:                                  errorno = NETWORK_ERROR_GENERAL; break;
00193   }
00194 
00195   /* This means we fucked up and the server closed the connection */
00196   if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
00197       res != NETWORK_RECV_STATUS_SERVER_BANNED) {
00198     SendError(errorno);
00199   }
00200 
00201   _switch_mode = SM_MENU;
00202   this->CloseConnection(res);
00203   _networking = false;
00204 }
00205 
00206 
00212 /*static */ bool ClientNetworkGameSocketHandler::Receive()
00213 {
00214   if (my_client->CanSendReceive()) {
00215     NetworkRecvStatus res = my_client->ReceivePackets();
00216     if (res != NETWORK_RECV_STATUS_OKAY) {
00217       /* The client made an error of which we can not recover.
00218        * Close the connection and drop back to the main menu. */
00219       my_client->ClientError(res);
00220       return false;
00221     }
00222   }
00223   return _networking;
00224 }
00225 
00227 /*static */ void ClientNetworkGameSocketHandler::Send()
00228 {
00229   my_client->SendPackets();
00230   my_client->CheckConnection();
00231 }
00232 
00237 /* static */ bool ClientNetworkGameSocketHandler::GameLoop()
00238 {
00239   _frame_counter++;
00240 
00241   NetworkExecuteLocalCommandQueue();
00242 
00243   extern void StateGameLoop();
00244   StateGameLoop();
00245 
00246   /* Check if we are in sync! */
00247   if (_sync_frame != 0) {
00248     if (_sync_frame == _frame_counter) {
00249 #ifdef NETWORK_SEND_DOUBLE_SEED
00250       if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
00251 #else
00252       if (_sync_seed_1 != _random.state[0]) {
00253 #endif
00254         NetworkError(STR_NETWORK_ERROR_DESYNC);
00255         DEBUG(desync, 1, "sync_err: %08x; %02x", _date, _date_fract);
00256         DEBUG(net, 0, "Sync error detected!");
00257         my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
00258         return false;
00259       }
00260 
00261       /* If this is the first time we have a sync-frame, we
00262        *   need to let the server know that we are ready and at the same
00263        *   frame as he is.. so we can start playing! */
00264       if (_network_first_time) {
00265         _network_first_time = false;
00266         SendAck();
00267       }
00268 
00269       _sync_frame = 0;
00270     } else if (_sync_frame < _frame_counter) {
00271       DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
00272       _sync_frame = 0;
00273     }
00274   }
00275 
00276   return true;
00277 }
00278 
00279 
00281 ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NULL;
00282 
00284 static uint32 last_ack_frame;
00285 
00287 static uint32 _password_game_seed;
00289 static char _password_server_id[NETWORK_SERVER_ID_LENGTH];
00290 
00292 static uint8 _network_server_max_companies;
00294 static uint8 _network_server_max_spectators;
00295 
00297 CompanyID _network_join_as;
00298 
00300 const char *_network_join_server_password = NULL;
00302 const char *_network_join_company_password = NULL;
00303 
00305 assert_compile(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
00306 
00307 /***********
00308  * Sending functions
00309  *   DEF_CLIENT_SEND_COMMAND has no parameters
00310  ************/
00311 
00313 NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
00314 {
00315   my_client->status = STATUS_COMPANY_INFO;
00316   _network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
00317   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
00318 
00319   Packet *p = new Packet(PACKET_CLIENT_COMPANY_INFO);
00320   my_client->SendPacket(p);
00321   return NETWORK_RECV_STATUS_OKAY;
00322 }
00323 
00325 NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
00326 {
00327   my_client->status = STATUS_JOIN;
00328   _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
00329   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
00330 
00331   Packet *p = new Packet(PACKET_CLIENT_JOIN);
00332   p->Send_string(_openttd_revision);
00333   p->Send_string(_settings_client.network.client_name); // Client name
00334   p->Send_uint8 (_network_join_as);     // PlayAs
00335   p->Send_uint8 (NETLANG_ANY);          // Language
00336   my_client->SendPacket(p);
00337   return NETWORK_RECV_STATUS_OKAY;
00338 }
00339 
00341 NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
00342 {
00343   Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
00344   my_client->SendPacket(p);
00345   return NETWORK_RECV_STATUS_OKAY;
00346 }
00347 
00352 NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password)
00353 {
00354   Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
00355   p->Send_string(password);
00356   my_client->SendPacket(p);
00357   return NETWORK_RECV_STATUS_OKAY;
00358 }
00359 
00364 NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
00365 {
00366   Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
00367   p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
00368   my_client->SendPacket(p);
00369   return NETWORK_RECV_STATUS_OKAY;
00370 }
00371 
00373 NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
00374 {
00375   my_client->status = STATUS_MAP_WAIT;
00376 
00377   Packet *p = new Packet(PACKET_CLIENT_GETMAP);
00378   /* Send the OpenTTD version to the server, let it validate it too.
00379    * But only do it for stable releases because of those we are sure
00380    * that everybody has the same NewGRF version. For trunk and the
00381    * branches we make tarballs of the OpenTTDs compiled from tarball
00382    * will have the lower bits set to 0. As such they would become
00383    * incompatible, which we would like to prevent by this. */
00384   if (HasBit(_openttd_newgrf_version, 19)) p->Send_uint32(_openttd_newgrf_version);
00385   my_client->SendPacket(p);
00386   return NETWORK_RECV_STATUS_OKAY;
00387 }
00388 
00390 NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
00391 {
00392   my_client->status = STATUS_ACTIVE;
00393 
00394   Packet *p = new Packet(PACKET_CLIENT_MAP_OK);
00395   my_client->SendPacket(p);
00396   return NETWORK_RECV_STATUS_OKAY;
00397 }
00398 
00400 NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
00401 {
00402   Packet *p = new Packet(PACKET_CLIENT_ACK);
00403 
00404   p->Send_uint32(_frame_counter);
00405   p->Send_uint8 (my_client->token);
00406   my_client->SendPacket(p);
00407   return NETWORK_RECV_STATUS_OKAY;
00408 }
00409 
00414 NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
00415 {
00416   Packet *p = new Packet(PACKET_CLIENT_COMMAND);
00417   my_client->NetworkGameSocketHandler::SendCommand(p, cp);
00418 
00419   my_client->SendPacket(p);
00420   return NETWORK_RECV_STATUS_OKAY;
00421 }
00422 
00424 NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
00425 {
00426   Packet *p = new Packet(PACKET_CLIENT_CHAT);
00427 
00428   p->Send_uint8 (action);
00429   p->Send_uint8 (type);
00430   p->Send_uint32(dest);
00431   p->Send_string(msg);
00432   p->Send_uint64(data);
00433 
00434   my_client->SendPacket(p);
00435   return NETWORK_RECV_STATUS_OKAY;
00436 }
00437 
00439 NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
00440 {
00441   Packet *p = new Packet(PACKET_CLIENT_ERROR);
00442 
00443   p->Send_uint8(errorno);
00444   my_client->SendPacket(p);
00445   return NETWORK_RECV_STATUS_OKAY;
00446 }
00447 
00452 NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password)
00453 {
00454   Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
00455 
00456   p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
00457   my_client->SendPacket(p);
00458   return NETWORK_RECV_STATUS_OKAY;
00459 }
00460 
00465 NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
00466 {
00467   Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
00468 
00469   p->Send_string(name);
00470   my_client->SendPacket(p);
00471   return NETWORK_RECV_STATUS_OKAY;
00472 }
00473 
00477 NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
00478 {
00479   Packet *p = new Packet(PACKET_CLIENT_QUIT);
00480 
00481   my_client->SendPacket(p);
00482   return NETWORK_RECV_STATUS_OKAY;
00483 }
00484 
00490 NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, const char *command)
00491 {
00492   Packet *p = new Packet(PACKET_CLIENT_RCON);
00493   p->Send_string(pass);
00494   p->Send_string(command);
00495   my_client->SendPacket(p);
00496   return NETWORK_RECV_STATUS_OKAY;
00497 }
00498 
00504 NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *password)
00505 {
00506   Packet *p = new Packet(PACKET_CLIENT_MOVE);
00507   p->Send_uint8(company);
00508   p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
00509   my_client->SendPacket(p);
00510   return NETWORK_RECV_STATUS_OKAY;
00511 }
00512 
00517 bool ClientNetworkGameSocketHandler::IsConnected()
00518 {
00519   return my_client != NULL && my_client->status == STATUS_ACTIVE;
00520 }
00521 
00522 
00523 /***********
00524  * Receiving functions
00525  *   DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
00526  ************/
00527 
00528 extern bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
00529 extern StringID _switch_mode_errorstr;
00530 
00531 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
00532 {
00533   /* We try to join a server which is full */
00534   _switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_FULL;
00535   DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
00536 
00537   return NETWORK_RECV_STATUS_SERVER_FULL;
00538 }
00539 
00540 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p)
00541 {
00542   /* We try to join a server where we are banned */
00543   _switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_BANNED;
00544   DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
00545 
00546   return NETWORK_RECV_STATUS_SERVER_BANNED;
00547 }
00548 
00549 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p)
00550 {
00551   if (this->status != STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00552 
00553   byte company_info_version = p->Recv_uint8();
00554 
00555   if (!this->HasClientQuit() && company_info_version == NETWORK_COMPANY_INFO_VERSION) {
00556     /* We have received all data... (there are no more packets coming) */
00557     if (!p->Recv_bool()) return NETWORK_RECV_STATUS_CLOSE_QUERY;
00558 
00559     CompanyID current = (Owner)p->Recv_uint8();
00560     if (current >= MAX_COMPANIES) return NETWORK_RECV_STATUS_CLOSE_QUERY;
00561 
00562     NetworkCompanyInfo *company_info = GetLobbyCompanyInfo(current);
00563     if (company_info == NULL) return NETWORK_RECV_STATUS_CLOSE_QUERY;
00564 
00565     p->Recv_string(company_info->company_name, sizeof(company_info->company_name));
00566     company_info->inaugurated_year = p->Recv_uint32();
00567     company_info->company_value    = p->Recv_uint64();
00568     company_info->money            = p->Recv_uint64();
00569     company_info->income           = p->Recv_uint64();
00570     company_info->performance      = p->Recv_uint16();
00571     company_info->use_password     = p->Recv_bool();
00572     for (uint i = 0; i < NETWORK_VEH_END; i++) {
00573       company_info->num_vehicle[i] = p->Recv_uint16();
00574     }
00575     for (uint i = 0; i < NETWORK_VEH_END; i++) {
00576       company_info->num_station[i] = p->Recv_uint16();
00577     }
00578     company_info->ai               = p->Recv_bool();
00579 
00580     p->Recv_string(company_info->clients, sizeof(company_info->clients));
00581 
00582     SetWindowDirty(WC_NETWORK_WINDOW, 0);
00583 
00584     return NETWORK_RECV_STATUS_OKAY;
00585   }
00586 
00587   return NETWORK_RECV_STATUS_CLOSE_QUERY;
00588 }
00589 
00590 /* This packet contains info about the client (playas and name)
00591  *  as client we save this in NetworkClientInfo, linked via 'client_id'
00592  *  which is always an unique number on a server. */
00593 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p)
00594 {
00595   NetworkClientInfo *ci;
00596   ClientID client_id = (ClientID)p->Recv_uint32();
00597   CompanyID playas = (CompanyID)p->Recv_uint8();
00598   char name[NETWORK_NAME_LENGTH];
00599 
00600   p->Recv_string(name, sizeof(name));
00601 
00602   if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00603   if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
00604 
00605   ci = NetworkClientInfo::GetByClientID(client_id);
00606   if (ci != NULL) {
00607     if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
00608       /* Client name changed, display the change */
00609       NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name);
00610     } else if (playas != ci->client_playas) {
00611       /* The client changed from client-player..
00612        * Do not display that for now */
00613     }
00614 
00615     /* Make sure we're in the company the server tells us to be in,
00616      * for the rare case that we get moved while joining. */
00617     if (client_id == _network_own_client_id) SetLocalCompany(!Company::IsValidID(playas) ? COMPANY_SPECTATOR : playas);
00618 
00619     ci->client_playas = playas;
00620     strecpy(ci->client_name, name, lastof(ci->client_name));
00621 
00622     SetWindowDirty(WC_CLIENT_LIST, 0);
00623 
00624     return NETWORK_RECV_STATUS_OKAY;
00625   }
00626 
00627   /* There are at most as many ClientInfo as ClientSocket objects in a
00628    * server. Having more Infos than a server can have means something
00629    * has gone wrong somewhere, i.e. the server has more Infos than it
00630    * has actual clients. That means the server is feeding us an invalid
00631    * state. So, bail out! This server is broken. */
00632   if (!NetworkClientInfo::CanAllocateItem()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00633 
00634   /* We don't have this client_id yet, find an empty client_id, and put the data there */
00635   ci = new NetworkClientInfo(client_id);
00636   ci->client_playas = playas;
00637   if (client_id == _network_own_client_id) this->SetInfo(ci);
00638 
00639   strecpy(ci->client_name, name, lastof(ci->client_name));
00640 
00641   SetWindowDirty(WC_CLIENT_LIST, 0);
00642 
00643   return NETWORK_RECV_STATUS_OKAY;
00644 }
00645 
00646 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
00647 {
00648   NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
00649 
00650   switch (error) {
00651     /* We made an error in the protocol, and our connection is closed.... */
00652     case NETWORK_ERROR_NOT_AUTHORIZED:
00653     case NETWORK_ERROR_NOT_EXPECTED:
00654     case NETWORK_ERROR_COMPANY_MISMATCH:
00655       _switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_ERROR;
00656       break;
00657     case NETWORK_ERROR_FULL:
00658       _switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_FULL;
00659       break;
00660     case NETWORK_ERROR_WRONG_REVISION:
00661       _switch_mode_errorstr = STR_NETWORK_ERROR_WRONG_REVISION;
00662       break;
00663     case NETWORK_ERROR_WRONG_PASSWORD:
00664       _switch_mode_errorstr = STR_NETWORK_ERROR_WRONG_PASSWORD;
00665       break;
00666     case NETWORK_ERROR_KICKED:
00667       _switch_mode_errorstr = STR_NETWORK_ERROR_KICKED;
00668       break;
00669     case NETWORK_ERROR_CHEATER:
00670       _switch_mode_errorstr = STR_NETWORK_ERROR_CHEATER;
00671       break;
00672     case NETWORK_ERROR_TOO_MANY_COMMANDS:
00673       _switch_mode_errorstr = STR_NETWORK_ERROR_TOO_MANY_COMMANDS;
00674       break;
00675     default:
00676       _switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION;
00677   }
00678 
00679   DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
00680 
00681   return NETWORK_RECV_STATUS_SERVER_ERROR;
00682 }
00683 
00684 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *p)
00685 {
00686   if (this->status != STATUS_JOIN) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00687 
00688   uint grf_count = p->Recv_uint8();
00689   NetworkRecvStatus ret = NETWORK_RECV_STATUS_OKAY;
00690 
00691   /* Check all GRFs */
00692   for (; grf_count > 0; grf_count--) {
00693     GRFIdentifier c;
00694     this->ReceiveGRFIdentifier(p, &c);
00695 
00696     /* Check whether we know this GRF */
00697     const GRFConfig *f = FindGRFConfig(c.grfid, FGCM_EXACT, c.md5sum);
00698     if (f == NULL) {
00699       /* We do not know this GRF, bail out of initialization */
00700       char buf[sizeof(c.md5sum) * 2 + 1];
00701       md5sumToString(buf, lastof(buf), c.md5sum);
00702       DEBUG(grf, 0, "NewGRF %08X not found; checksum %s", BSWAP32(c.grfid), buf);
00703       ret = NETWORK_RECV_STATUS_NEWGRF_MISMATCH;
00704     }
00705   }
00706 
00707   if (ret == NETWORK_RECV_STATUS_OKAY) {
00708     /* Start receiving the map */
00709     return SendNewGRFsOk();
00710   }
00711 
00712   /* NewGRF mismatch, bail out */
00713   _switch_mode_errorstr = STR_NETWORK_ERROR_NEWGRF_MISMATCH;
00714   return ret;
00715 }
00716 
00717 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p)
00718 {
00719   if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00720   this->status = STATUS_AUTH_GAME;
00721 
00722   const char *password = _network_join_server_password;
00723   if (!StrEmpty(password)) {
00724     return SendGamePassword(password);
00725   }
00726 
00727   ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD);
00728 
00729   return NETWORK_RECV_STATUS_OKAY;
00730 }
00731 
00732 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p)
00733 {
00734   if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00735   this->status = STATUS_AUTH_COMPANY;
00736 
00737   _password_game_seed = p->Recv_uint32();
00738   p->Recv_string(_password_server_id, sizeof(_password_server_id));
00739   if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00740 
00741   const char *password = _network_join_company_password;
00742   if (!StrEmpty(password)) {
00743     return SendCompanyPassword(password);
00744   }
00745 
00746   ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD);
00747 
00748   return NETWORK_RECV_STATUS_OKAY;
00749 }
00750 
00751 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p)
00752 {
00753   if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00754   this->status = STATUS_AUTHORIZED;
00755 
00756   _network_own_client_id = (ClientID)p->Recv_uint32();
00757 
00758   /* Initialize the password hash salting variables, even if they were previously. */
00759   _password_game_seed = p->Recv_uint32();
00760   p->Recv_string(_password_server_id, sizeof(_password_server_id));
00761 
00762   /* Start receiving the map */
00763   return SendGetMap();
00764 }
00765 
00766 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p)
00767 {
00768   /* We set the internal wait state when requesting the map. */
00769   if (this->status != STATUS_MAP_WAIT) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00770 
00771   /* But... only now we set the join status to waiting, instead of requesting. */
00772   _network_join_status = NETWORK_JOIN_STATUS_WAITING;
00773   _network_join_waiting = p->Recv_uint8();
00774   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
00775 
00776   return NETWORK_RECV_STATUS_OKAY;
00777 }
00778 
00779 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p)
00780 {
00781   if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00782   this->status = STATUS_MAP;
00783 
00784   if (this->savegame != NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00785 
00786   this->savegame = new PacketReader();
00787 
00788   _frame_counter = _frame_counter_server = _frame_counter_max = p->Recv_uint32();
00789 
00790   _network_join_bytes = 0;
00791   _network_join_bytes_total = 0;
00792 
00793   _network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
00794   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
00795 
00796   return NETWORK_RECV_STATUS_OKAY;
00797 }
00798 
00799 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p)
00800 {
00801   if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00802   if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00803 
00804   _network_join_bytes_total = p->Recv_uint32();
00805   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
00806 
00807   return NETWORK_RECV_STATUS_OKAY;
00808 }
00809 
00810 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p)
00811 {
00812   if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00813   if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00814 
00815   /* We are still receiving data, put it to the file */
00816   this->savegame->AddPacket(p);
00817 
00818   _network_join_bytes = (uint32)this->savegame->written_bytes;
00819   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
00820 
00821   return NETWORK_RECV_STATUS_OKAY;
00822 }
00823 
00824 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *p)
00825 {
00826   if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00827   if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00828 
00829   _network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
00830   SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
00831 
00832   /*
00833    * Make sure everything is set for reading.
00834    *
00835    * We need the local copy and reset this->savegame because when
00836    * loading fails the network gets reset upon loading the intro
00837    * game, which would cause us to free this->savegame twice.
00838    */
00839   LoadFilter *lf = this->savegame;
00840   this->savegame = NULL;
00841   lf->Reset();
00842 
00843   /* The map is done downloading, load it */
00844   bool load_success = SafeLoad(NULL, SL_LOAD, GM_NORMAL, NO_DIRECTORY, lf);
00845 
00846   /* Long savegame loads shouldn't affect the lag calculation! */
00847   this->last_packet = _realtime_tick;
00848 
00849   if (!load_success) {
00850     DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
00851     _switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR;
00852     return NETWORK_RECV_STATUS_SAVEGAME;
00853   }
00854   /* If the savegame has successfully loaded, ALL windows have been removed,
00855    * only toolbar/statusbar and gamefield are visible */
00856 
00857   /* Say we received the map and loaded it correctly! */
00858   SendMapOk();
00859 
00860   /* New company/spectator (invalid company) or company we want to join is not active
00861    * Switch local company to spectator and await the server's judgement */
00862   if (_network_join_as == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join_as)) {
00863     SetLocalCompany(COMPANY_SPECTATOR);
00864 
00865     if (_network_join_as != COMPANY_SPECTATOR) {
00866       /* We have arrived and ready to start playing; send a command to make a new company;
00867        * the server will give us a client-id and let us in */
00868       _network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
00869       ShowJoinStatusWindow();
00870       NetworkSendCommand(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company);
00871     }
00872   } else {
00873     /* take control over an existing company */
00874     SetLocalCompany(_network_join_as);
00875   }
00876 
00877   return NETWORK_RECV_STATUS_OKAY;
00878 }
00879 
00880 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p)
00881 {
00882   if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00883 
00884   _frame_counter_server = p->Recv_uint32();
00885   _frame_counter_max = p->Recv_uint32();
00886 #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
00887   /* Test if the server supports this option
00888    *  and if we are at the frame the server is */
00889   if (p->pos + 1 < p->size) {
00890     _sync_frame = _frame_counter_server;
00891     _sync_seed_1 = p->Recv_uint32();
00892 #ifdef NETWORK_SEND_DOUBLE_SEED
00893     _sync_seed_2 = p->Recv_uint32();
00894 #endif
00895   }
00896 #endif
00897   /* Receive the token. */
00898   if (p->pos != p->size) this->token = p->Recv_uint8();
00899 
00900   DEBUG(net, 5, "Received FRAME %d", _frame_counter_server);
00901 
00902   /* Let the server know that we received this frame correctly
00903    *  We do this only once per day, to save some bandwidth ;) */
00904   if (!_network_first_time && last_ack_frame < _frame_counter) {
00905     last_ack_frame = _frame_counter + DAY_TICKS;
00906     DEBUG(net, 4, "Sent ACK at %d", _frame_counter);
00907     SendAck();
00908   }
00909 
00910   return NETWORK_RECV_STATUS_OKAY;
00911 }
00912 
00913 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p)
00914 {
00915   if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00916 
00917   _sync_frame = p->Recv_uint32();
00918   _sync_seed_1 = p->Recv_uint32();
00919 #ifdef NETWORK_SEND_DOUBLE_SEED
00920   _sync_seed_2 = p->Recv_uint32();
00921 #endif
00922 
00923   return NETWORK_RECV_STATUS_OKAY;
00924 }
00925 
00926 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p)
00927 {
00928   if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00929 
00930   CommandPacket cp;
00931   const char *err = this->ReceiveCommand(p, &cp);
00932   cp.frame    = p->Recv_uint32();
00933   cp.my_cmd   = p->Recv_bool();
00934 
00935   if (err != NULL) {
00936     IConsolePrintF(CC_ERROR, "WARNING: %s from server, dropping...", err);
00937     return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00938   }
00939 
00940   this->incoming_queue.Append(&cp);
00941 
00942   return NETWORK_RECV_STATUS_OKAY;
00943 }
00944 
00945 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
00946 {
00947   if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00948 
00949   char name[NETWORK_NAME_LENGTH], msg[NETWORK_CHAT_LENGTH];
00950   const NetworkClientInfo *ci = NULL, *ci_to;
00951 
00952   NetworkAction action = (NetworkAction)p->Recv_uint8();
00953   ClientID client_id = (ClientID)p->Recv_uint32();
00954   bool self_send = p->Recv_bool();
00955   p->Recv_string(msg, NETWORK_CHAT_LENGTH);
00956   int64 data = p->Recv_uint64();
00957 
00958   ci_to = NetworkClientInfo::GetByClientID(client_id);
00959   if (ci_to == NULL) return NETWORK_RECV_STATUS_OKAY;
00960 
00961   /* Did we initiate the action locally? */
00962   if (self_send) {
00963     switch (action) {
00964       case NETWORK_ACTION_CHAT_CLIENT:
00965         /* For speaking to client we need the client-name */
00966         snprintf(name, sizeof(name), "%s", ci_to->client_name);
00967         ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
00968         break;
00969 
00970       /* For speaking to company or giving money, we need the company-name */
00971       case NETWORK_ACTION_GIVE_MONEY:
00972         if (!Company::IsValidID(ci_to->client_playas)) return NETWORK_RECV_STATUS_OKAY;
00973         /* FALL THROUGH */
00974       case NETWORK_ACTION_CHAT_COMPANY: {
00975         StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
00976         SetDParam(0, ci_to->client_playas);
00977 
00978         GetString(name, str, lastof(name));
00979         ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
00980         break;
00981       }
00982 
00983       default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
00984     }
00985   } else {
00986     /* Display message from somebody else */
00987     snprintf(name, sizeof(name), "%s", ci_to->client_name);
00988     ci = ci_to;
00989   }
00990 
00991   if (ci != NULL) {
00992     NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), self_send, name, msg, data);
00993   }
00994   return NETWORK_RECV_STATUS_OKAY;
00995 }
00996 
00997 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p)
00998 {
00999   if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01000 
01001   ClientID client_id = (ClientID)p->Recv_uint32();
01002 
01003   NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
01004   if (ci != NULL) {
01005     NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, NULL, GetNetworkErrorMsg((NetworkErrorCode)p->Recv_uint8()));
01006     delete ci;
01007   }
01008 
01009   SetWindowDirty(WC_CLIENT_LIST, 0);
01010 
01011   return NETWORK_RECV_STATUS_OKAY;
01012 }
01013 
01014 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
01015 {
01016   if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01017 
01018   ClientID client_id = (ClientID)p->Recv_uint32();
01019 
01020   NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
01021   if (ci != NULL) {
01022     NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, NULL, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
01023     delete ci;
01024   } else {
01025     DEBUG(net, 0, "Unknown client (%d) is leaving the game", client_id);
01026   }
01027 
01028   SetWindowDirty(WC_CLIENT_LIST, 0);
01029 
01030   /* If we come here it means we could not locate the client.. strange :s */
01031   return NETWORK_RECV_STATUS_OKAY;
01032 }
01033 
01034 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
01035 {
01036   if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01037 
01038   ClientID client_id = (ClientID)p->Recv_uint32();
01039 
01040   NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
01041   if (ci != NULL) {
01042     NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, ci->client_name);
01043   }
01044 
01045   SetWindowDirty(WC_CLIENT_LIST, 0);
01046 
01047   return NETWORK_RECV_STATUS_OKAY;
01048 }
01049 
01050 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p)
01051 {
01052   /* Only when we're trying to join we really
01053    * care about the server shutting down. */
01054   if (this->status >= STATUS_JOIN) {
01055     _switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_SHUTDOWN;
01056   }
01057 
01058   return NETWORK_RECV_STATUS_SERVER_ERROR;
01059 }
01060 
01061 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *p)
01062 {
01063   /* Only when we're trying to join we really
01064    * care about the server shutting down. */
01065   if (this->status >= STATUS_JOIN) {
01066     /* To trottle the reconnects a bit, every clients waits its
01067      * Client ID modulo 16. This way reconnects should be spread
01068      * out a bit. */
01069     _network_reconnect = _network_own_client_id % 16;
01070     _switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_REBOOT;
01071   }
01072 
01073   return NETWORK_RECV_STATUS_SERVER_ERROR;
01074 }
01075 
01076 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p)
01077 {
01078   if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01079 
01080   TextColour colour_code = (TextColour)p->Recv_uint16();
01081   if (!IsValidConsoleColour(colour_code)) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01082 
01083   char rcon_out[NETWORK_RCONCOMMAND_LENGTH];
01084   p->Recv_string(rcon_out, sizeof(rcon_out));
01085 
01086   IConsolePrint(colour_code, rcon_out);
01087 
01088   return NETWORK_RECV_STATUS_OKAY;
01089 }
01090 
01091 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p)
01092 {
01093   if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01094 
01095   /* Nothing more in this packet... */
01096   ClientID client_id   = (ClientID)p->Recv_uint32();
01097   CompanyID company_id = (CompanyID)p->Recv_uint8();
01098 
01099   if (client_id == 0) {
01100     /* definitely an invalid client id, debug message and do nothing. */
01101     DEBUG(net, 0, "[move] received invalid client index = 0");
01102     return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01103   }
01104 
01105   const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
01106   /* Just make sure we do not try to use a client_index that does not exist */
01107   if (ci == NULL) return NETWORK_RECV_STATUS_OKAY;
01108 
01109   /* if not valid player, force spectator, else check player exists */
01110   if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;
01111 
01112   if (client_id == _network_own_client_id) {
01113     SetLocalCompany(company_id);
01114   }
01115 
01116   return NETWORK_RECV_STATUS_OKAY;
01117 }
01118 
01119 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p)
01120 {
01121   if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01122 
01123   _network_server_max_companies = p->Recv_uint8();
01124   _network_server_max_spectators = p->Recv_uint8();
01125 
01126   return NETWORK_RECV_STATUS_OKAY;
01127 }
01128 
01129 NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p)
01130 {
01131   if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
01132 
01133   _network_company_passworded = p->Recv_uint16();
01134   SetWindowClassesDirty(WC_COMPANY);
01135 
01136   return NETWORK_RECV_STATUS_OKAY;
01137 }
01138 
01142 void ClientNetworkGameSocketHandler::CheckConnection()
01143 {
01144   /* Only once we're authorized we can expect a steady stream of packets. */
01145   if (this->status < STATUS_AUTHORIZED) return;
01146 
01147   /* It might... sometimes occur that the realtime ticker overflows. */
01148   if (_realtime_tick < this->last_packet) this->last_packet = _realtime_tick;
01149 
01150   /* Lag is in milliseconds; 5 seconds are roughly twice the
01151    * server's "you're slow" threshold (1 game day). */
01152   uint lag = (_realtime_tick - this->last_packet) / 1000;
01153   if (lag < 5) return;
01154 
01155   /* 20 seconds are (way) more than 4 game days after which
01156    * the server will forcefully disconnect you. */
01157   if (lag > 20) {
01158     this->NetworkGameSocketHandler::CloseConnection();
01159     _switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION;
01160     return;
01161   }
01162 
01163   /* Prevent showing the lag message every tick; just update it when needed. */
01164   static uint last_lag = 0;
01165   if (last_lag == lag) return;
01166 
01167   last_lag = lag;
01168   SetDParam(0, lag);
01169   ShowErrorMessage(STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION, STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION, WL_INFO);
01170 }
01171 
01172 
01174 void NetworkClient_Connected()
01175 {
01176   /* Set the frame-counter to 0 so nothing happens till we are ready */
01177   _frame_counter = 0;
01178   _frame_counter_server = 0;
01179   last_ack_frame = 0;
01180   /* Request the game-info */
01181   MyClient::SendJoin();
01182 }
01183 
01189 void NetworkClientSendRcon(const char *password, const char *command)
01190 {
01191   MyClient::SendRCon(password, command);
01192 }
01193 
01200 void NetworkClientRequestMove(CompanyID company_id, const char *pass)
01201 {
01202   MyClient::SendMove(company_id, pass);
01203 }
01204 
01209 void NetworkClientsToSpectators(CompanyID cid)
01210 {
01211   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
01212   /* If our company is changing owner, go to spectators */
01213   if (cid == _local_company) SetLocalCompany(COMPANY_SPECTATOR);
01214 
01215   NetworkClientInfo *ci;
01216   FOR_ALL_CLIENT_INFOS(ci) {
01217     if (ci->client_playas != cid) continue;
01218     NetworkTextMessage(NETWORK_ACTION_COMPANY_SPECTATOR, CC_DEFAULT, false, ci->client_name);
01219     ci->client_playas = COMPANY_SPECTATOR;
01220   }
01221 
01222   cur_company.Restore();
01223 }
01224 
01228 void NetworkUpdateClientName()
01229 {
01230   NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
01231 
01232   if (ci == NULL) return;
01233 
01234   /* Don't change the name if it is the same as the old name */
01235   if (strcmp(ci->client_name, _settings_client.network.client_name) != 0) {
01236     if (!_network_server) {
01237       MyClient::SendSetName(_settings_client.network.client_name);
01238     } else {
01239       if (NetworkFindName(_settings_client.network.client_name)) {
01240         NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, _settings_client.network.client_name);
01241         strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
01242         NetworkUpdateClientInfo(CLIENT_ID_SERVER);
01243       }
01244     }
01245   }
01246 }
01247 
01256 void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
01257 {
01258   MyClient::SendChat(action, type, dest, msg, data);
01259 }
01260 
01265 void NetworkClientSetCompanyPassword(const char *password)
01266 {
01267   MyClient::SendSetPassword(password);
01268 }
01269 
01275 bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
01276 {
01277   /* Only companies actually playing can speak to team. Eg spectators cannot */
01278   if (!_settings_client.gui.prefer_teamchat || !Company::IsValidID(cio->client_playas)) return false;
01279 
01280   const NetworkClientInfo *ci;
01281   FOR_ALL_CLIENT_INFOS(ci) {
01282     if (ci->client_playas == cio->client_playas && ci != cio) return true;
01283   }
01284 
01285   return false;
01286 }
01287 
01292 bool NetworkMaxCompaniesReached()
01293 {
01294   return Company::GetNumItems() >= (_network_server ? _settings_client.network.max_companies : _network_server_max_companies);
01295 }
01296 
01301 bool NetworkMaxSpectatorsReached()
01302 {
01303   return NetworkSpectatorCount() >= (_network_server ? _settings_client.network.max_spectators : _network_server_max_spectators);
01304 }
01305 
01306 #endif /* ENABLE_NETWORK */

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