network.c
changeset 0 29654efe3188
child 1 0ea1e0a5c4df
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network.c	Mon Aug 09 17:04:08 2004 +0000
@@ -0,0 +1,1183 @@
+#include "stdafx.h"
+#include "ttd.h"
+#include "command.h"
+#include "player.h"
+
+#if defined(WIN32)
+#	include <windows.h>
+#	include <winsock.h>
+
+# pragma comment (lib, "ws2_32.lib")
+# define ENABLE_NETWORK
+# define GET_LAST_ERROR() WSAGetLastError()
+# define EWOULDBLOCK WSAEWOULDBLOCK
+#endif
+
+#if defined(UNIX)
+// Make compatible with WIN32 names
+#	define SOCKET int
+#	define INVALID_SOCKET -1
+// we need different defines for MorphOS and AmigaOS
+#if !defined(__MORPHOS__) && !defined(__AMIGA__)
+#	define ioctlsocket ioctl
+# define closesocket close
+# define GET_LAST_ERROR() errno
+#endif
+// Need this for FIONREAD on solaris
+#	define BSD_COMP
+#	include <unistd.h>
+#	include <sys/ioctl.h>
+
+// Socket stuff
+#	include <sys/socket.h>
+#	include <netinet/in.h>
+#	include <arpa/inet.h>
+# 	include <errno.h>
+# 	include <sys/time.h>
+// NetDB
+#   include <netdb.h>
+
+# ifndef TCP_NODELAY
+#  define TCP_NODELAY 0x0001
+# endif
+
+#endif
+
+
+#if defined(__MORPHOS__) || defined(__AMIGA__)
+#	include <exec/types.h>
+#	include <proto/exec.h> 		// required for Open/CloseLibrary()
+#	if defined(__MORPHOS__)
+#		include <sys/filio.h> 	// FION#? defines
+#	else // __AMIGA__
+#		include	<proto/socket.h>
+#	endif
+
+// make source compatible with bsdsocket.library functions
+# define closesocket(s)     						CloseSocket(s)
+# define GET_LAST_ERROR() 							Errno()
+#	define ioctlsocket(s,request,status)  IoctlSocket((LONG)s,(ULONG)request,(char*)status)
+
+struct Library *SocketBase = NULL;
+#endif /* __MORPHOS__ || __AMIGA__ */
+
+
+#define SEND_MTU 1460
+
+#if defined(ENABLE_NETWORK)
+
+// sent from client -> server whenever the client wants to exec a command.
+// send from server -> client when another player execs a command.
+typedef struct CommandPacket {
+	byte packet_length;
+	byte packet_type;
+	uint16 cmd;
+	uint32 p1,p2;
+	TileIndex tile;
+	byte player;// player id, this is checked by the server.
+	byte when;  // offset from the current max_frame value minus 1. this is set by the server.
+	uint32 dp[8];
+} CommandPacket;
+
+assert_compile(sizeof(CommandPacket) == 16 + 32);
+
+#define COMMAND_PACKET_BASE_SIZE (sizeof(CommandPacket) - 8 * sizeof(uint32))
+
+// sent from server -> client periodically to tell the client about the current tick in the server
+// and how far the client may progress.
+typedef struct SyncPacket {
+	byte packet_length;
+	byte packet_type;
+	byte frames; // how many more frames may the client execute? this is relative to the old value of max.
+	byte server; // where is the server currently executing? this is negatively relative to the old value of max.
+	uint32 random_seed_1; // current random state at server. used to detect out of sync.
+	uint32 random_seed_2;
+} SyncPacket;
+
+assert_compile(sizeof(SyncPacket) == 12);
+
+// sent from server -> client as an acknowledgement that the server received the command.
+// the command will be executed at the current value of "max".
+typedef struct AckPacket {
+	byte packet_length;
+	byte packet_type;
+} AckPacket;
+
+typedef struct FilePacketHdr {
+	byte packet_length;
+	byte packet_type;
+	byte unused[2];
+} FilePacketHdr;
+
+assert_compile(sizeof(FilePacketHdr) == 4);
+
+// sent from server to client when the client has joined.
+typedef struct WelcomePacket {
+	byte packet_length;
+	byte packet_type;
+	byte unused[2];
+} WelcomePacket;
+
+typedef struct Packet Packet;
+struct Packet {
+	Packet *next; // this one has to be the first element.
+	uint siz;
+	byte buf[SEND_MTU]; // packet payload
+};
+
+typedef struct ClientState {
+	int socket;
+	bool inactive; // disable sending of commands/syncs to client
+	bool writable;
+	uint xmitpos;
+
+	uint eaten;
+	Packet *head, **last;
+
+	uint buflen;											// receive buffer len
+	byte buf[256];										// receive buffer
+} ClientState;
+
+
+static uint _not_packet;
+
+typedef struct QueuedCommand QueuedCommand;
+struct QueuedCommand {
+	QueuedCommand *next;
+	CommandPacket cp;
+	CommandCallback *callback;
+	uint32 cmd;
+	int32 frame;
+};
+
+typedef struct CommandQueue CommandQueue;
+struct CommandQueue {
+	QueuedCommand *head, **last;
+};
+
+#define MAX_CLIENTS (MAX_PLAYERS + 1)
+
+// packets waiting to be executed, for each of the players.
+// this list is sorted in frame order, so the item on the front will be executed first.
+static CommandQueue _command_queue;
+
+// in the client, this is the list of commands that have not yet been acked.
+// when it is acked, it will be moved to the appropriate position at the end of the player queue.
+static CommandQueue _ack_queue;
+
+static ClientState _clients[MAX_CLIENTS];
+static int _num_clients;
+
+// keep a history of the 16 most recent seeds to be able to capture out of sync errors.
+static uint32 _my_seed_list[16][2];
+
+typedef struct FutureSeeds {
+	int32 frame;
+	uint32 seed[2];
+} FutureSeeds;
+
+// remember some future seeds that the server sent to us.
+static FutureSeeds _future_seed[8];
+static int _num_future_seed;
+
+static SOCKET _listensocket;
+static SOCKET _udpsocket;
+
+
+typedef struct UDPPacket {
+	byte command_code;
+	byte data_len;
+	byte command_check;
+	byte data[255];
+} UDPPacket;
+
+enum {
+	NET_UDPCMD_SERVERSEARCH = 1,
+	NET_UDPCMD_SERVERACTIVE,
+};
+
+uint32 _network_ip_list[10]; // Network ips
+char * _network_detected_serverip = "255.255.255.255"; // UDP Broadcast detected server-ip
+uint32 _network_detected_serverport = 0; // UDP Broadcast detected server-port
+
+void NetworkUDPSend(struct sockaddr_in recv,struct UDPPacket packet);
+
+static bool _network_synced;
+
+// this is set to point to the savegame
+static byte *_transmit_file;
+static size_t _transmit_file_size;
+
+static FILE *_recv_file;
+
+//////////////////////////////////////////////////////////////////////
+
+static QueuedCommand *AllocQueuedCommand(CommandQueue *nq)
+{
+	QueuedCommand *qp = (QueuedCommand*)calloc(sizeof(QueuedCommand), 1);
+	assert(qp);
+	*nq->last = qp;
+	nq->last = &qp->next;
+	return qp;
+}
+
+// go through the player queues for each player and see if there are any pending commands
+// that should be executed this frame. if there are, execute them.
+void NetworkProcessCommands()
+{
+	CommandQueue *nq;
+	QueuedCommand *qp;
+
+	// queue mode ?
+	if (_networking_queuing)
+		return;
+
+	nq = &_command_queue;
+	while ( (qp=nq->head) && (!_networking_sync || qp->frame <= _frame_counter)) {
+		// unlink it.
+		if (!(nq->head = qp->next)) nq->last = &nq->head;
+
+		if (qp->frame < _frame_counter && _networking_sync) {
+			error("!qp->cp.frame < _frame_counter, %d < %d\n", qp->frame, _frame_counter);
+		}
+
+		// run the command
+		_current_player = qp->cp.player;
+		memcpy(_decode_parameters, qp->cp.dp, (qp->cp.packet_length - COMMAND_PACKET_BASE_SIZE));
+		DoCommandP(qp->cp.tile, qp->cp.p1, qp->cp.p2, qp->callback, qp->cmd | CMD_DONT_NETWORK);
+		free(qp);
+	}
+
+	if (!_networking_server) {
+		// remember the random seed so we can check if we're out of sync.
+		_my_seed_list[_frame_counter & 15][0] = _sync_seed_1;
+		_my_seed_list[_frame_counter & 15][1] = _sync_seed_2;
+
+		while (_num_future_seed) {
+			assert(_future_seed[0].frame >= _frame_counter);
+			if (_future_seed[0].frame != _frame_counter) break;
+			if (_future_seed[0].seed[0] != _sync_seed_1 ||_future_seed[0].seed[1] != _sync_seed_2)
+				error("!network sync error");
+			memcpy_overlapping(_future_seed, _future_seed + 1, --_num_future_seed * sizeof(FutureSeeds));
+		}
+	}
+}
+
+// send a packet to a client
+static void SendBytes(ClientState *cs, void *bytes, uint len)
+{
+	byte *b = (byte*)bytes;
+	uint n;
+	Packet *p;
+
+	assert(len != 0);
+
+	// see if there's space in the last packet?
+	if (!cs->head || (p = (Packet*)cs->last, p->siz == sizeof(p->buf)))
+		p = NULL;
+
+	do {
+		if (!p) {
+			// need to allocate a new packet buffer.
+			p = (Packet*)malloc(sizeof(Packet));
+
+			// insert at the end of the linked list.
+			*cs->last = p;
+			cs->last = &p->next;
+			p->next = NULL;
+			p->siz = 0;
+		}
+
+		// copy bytes to packet.
+		n = minu(sizeof(p->buf) - p->siz, len);
+		memcpy(p->buf + p->siz, b, n);
+		p->siz += n;
+		b += n;
+		p = NULL;
+	} while (len -= n);
+}
+
+// client:
+//   add it to the client's ack queue, and send the command to the server
+// server:
+//   add it to the server's player queue, and send it to all clients.
+void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback)
+{
+	int nump;
+	QueuedCommand *qp;
+	ClientState *cs;
+
+	qp = AllocQueuedCommand(_networking_server ? &_command_queue : &_ack_queue);
+	qp->cp.packet_type = 0;
+	qp->cp.tile = tile;
+	qp->cp.p1 = p1;
+	qp->cp.p2 = p2;
+	qp->cp.cmd = (uint16)cmd;
+	qp->cp.player = _local_player;
+	qp->cp.when = 0;
+	qp->cmd = cmd;
+	qp->callback = callback;
+
+	// so the server knows when to execute it.
+	qp->frame = _frame_counter_max;
+
+	// calculate the amount of extra bytes.
+	nump = 8;
+	while ( nump != 0 && ((uint32*)_decode_parameters)[nump-1] == 0) nump--;
+	qp->cp.packet_length = COMMAND_PACKET_BASE_SIZE + nump * sizeof(uint32);
+	if (nump != 0) memcpy(qp->cp.dp, _decode_parameters, nump * sizeof(uint32));
+
+#if defined(TTD_BIG_ENDIAN)
+	// need to convert the command to little endian before sending it.
+	{
+		CommandPacket cp;
+		cp = qp->cp;
+		cp.cmd = TO_LE16(cp.cmd);
+		cp.tile = TO_LE16(cp.tile);
+		cp.p1 = TO_LE32(cp.p1);
+		cp.p2 = TO_LE32(cp.p2);
+		for(cs=_clients; cs->socket != INVALID_SOCKET; cs++) if (!cs->inactive) SendBytes(cs, &cp, cp.packet_length);
+	}
+#else
+	// send it to the peers
+	for(cs=_clients; cs->socket != INVALID_SOCKET; cs++) if (!cs->inactive) SendBytes(cs, &qp->cp, qp->cp.packet_length);
+
+#endif
+}
+
+// client:
+//   server sends a command from another player that we should execute.
+//   put it in the command queue.
+//
+// server:
+//   client sends a command that it wants to execute.
+//   fill the when field so the client knows when to execute it.
+//   put it in the appropriate player queue.
+//   send it to all other clients.
+//   send an ack packet to the actual client.
+
+static void HandleCommandPacket(ClientState *cs, CommandPacket *np)
+{
+	QueuedCommand *qp;
+	ClientState *c;
+	AckPacket ap;
+
+	printf("net: cmd size %d\n", np->packet_length);
+
+	assert(np->packet_length >= COMMAND_PACKET_BASE_SIZE);
+
+	// put it into the command queue
+	qp = AllocQueuedCommand(&_command_queue);
+	qp->cp = *np;
+
+	qp->frame = _frame_counter_max;
+
+	qp->callback = NULL;
+
+	// extra params
+	memcpy(&qp->cp.dp, np->dp, np->packet_length - COMMAND_PACKET_BASE_SIZE);
+
+	ap.packet_type = 2;
+	ap.packet_length = 2;
+
+	// send it to the peers
+	if (_networking_server) {
+		for(c=_clients; c->socket != INVALID_SOCKET; c++) {
+			if (c == cs) {
+				SendBytes(c, &ap, 2);
+			} else {
+				if (!cs->inactive) SendBytes(c, &qp->cp, qp->cp.packet_length);
+			}
+		}
+	}
+
+// convert from little endian to big endian?
+#if defined(TTD_BIG_ENDIAN)
+	qp->cp.cmd = TO_LE16(qp->cp.cmd);
+	qp->cp.tile = TO_LE16(qp->cp.tile);
+	qp->cp.p1 = TO_LE32(qp->cp.p1);
+	qp->cp.p2 = TO_LE32(qp->cp.p2);
+#endif
+
+	qp->cmd = qp->cp.cmd;
+}
+
+// sent from server -> client periodically to tell the client about the current tick in the server
+// and how far the client may progress.
+static void HandleSyncPacket(SyncPacket *sp)
+{
+	uint32 s1,s2;
+
+	_frame_counter_srv = _frame_counter_max - sp->server;
+	_frame_counter_max += sp->frames;
+
+	printf("net: sync max=%d  cur=%d  server=%d\n", _frame_counter_max, _frame_counter, _frame_counter_srv);
+
+	// queueing only?
+	if (_networking_queuing || _frame_counter == 0)
+		return;
+
+	s1 = TO_LE32(sp->random_seed_1);
+	s2 = TO_LE32(sp->random_seed_2);
+
+	if (_frame_counter_srv <= _frame_counter) {
+		// we are ahead of the server check if the seed is in our list.
+		if (_frame_counter_srv + 16 > _frame_counter) {
+			// the random seed exists in our array check it.
+			if (s1 != _my_seed_list[_frame_counter_srv & 0xF][0] || s2 != _my_seed_list[_frame_counter_srv & 0xF][1])
+				error("!network is desynched\n");
+		}
+	} else {
+		// the server's frame has not been executed yet. store the server's seed in a list.
+		if (_num_future_seed < lengthof(_future_seed)) {
+			_future_seed[_num_future_seed].frame = _frame_counter_srv;
+			_future_seed[_num_future_seed].seed[0] = s1;
+			_future_seed[_num_future_seed].seed[1] = s2;
+			_num_future_seed++;
+		}
+	}
+}
+
+// sent from server -> client as an acknowledgement that the server received the command.
+// the command will be executed at the current value of "max".
+static void HandleAckPacket()
+{
+	QueuedCommand *q;
+	// move a packet from the ack queue to the end of this player's queue.
+	q = _ack_queue.head;
+	assert(q);
+	if (!(_ack_queue.head = q->next)) _ack_queue.last = &_ack_queue.head;
+	q->next = NULL;
+	q->frame = _frame_counter_max;
+
+	*_command_queue.last = q;
+	_command_queue.last = &q->next;
+
+	printf("net: ack\n");
+}
+
+static void HandleFilePacket(FilePacketHdr *fp)
+{
+	int n = fp->packet_length - sizeof(FilePacketHdr);
+	if (n == 0) {
+		assert(_networking_queuing);
+		assert(!_networking_sync);
+		// eof
+		if (_recv_file) { fclose(_recv_file); _recv_file = NULL; }
+
+		// attempt loading the game.
+		_game_mode = GM_NORMAL;
+		if (SaveOrLoad("networkc.tmp", SL_LOAD) != SL_OK) error("network load failed");
+
+		// sync to server.
+		_networking_queuing = false;
+
+		_networking_sync = true;
+		_frame_counter = 0; // start executing at frame 0.
+		_sync_seed_1 = _sync_seed_2 = 0;
+		_num_future_seed = 0;
+		memset(_my_seed_list, 0, sizeof(_my_seed_list));
+
+		if (_network_playas == 0) {
+			// send a command to make a new player
+			_local_player = 0;
+			NetworkSendCommand(0, 0, 0, CMD_PLAYER_CTRL, NULL);
+			_local_player = 0xff;
+		} else {
+			// take control over an existing company
+			if (DEREF_PLAYER(_network_playas-1)->is_active)
+				_local_player = _network_playas-1;
+			else
+				_local_player = 0xff;
+		}
+
+	} else {
+		if(!_recv_file) {
+			_recv_file = fopen("networkc.tmp", "wb");
+			if (!_recv_file) error("can't open savefile");
+		}
+		fwrite( (char*)fp + sizeof(*fp), n, 1, _recv_file);
+	}
+}
+
+static void CloseClient(ClientState *cs)
+{
+	Packet *p, *next;
+
+	printf("CloseClient\n");
+
+	assert(cs->socket != INVALID_SOCKET);
+
+	closesocket(cs->socket);
+
+	// free buffers
+	for(p = cs->head; p; p=next) {
+		next = p->next;
+		free(p);
+	}
+
+	// copy up structs...
+	while ((cs+1)->socket != INVALID_SOCKET) {
+		*cs = *(cs+1);
+		cs++;
+	}
+	cs->socket = INVALID_SOCKET;
+
+	_num_clients--;
+}
+
+#define NETWORK_BUFFER_SIZE 4096
+static bool ReadPackets(ClientState *cs)
+{
+	byte network_buffer[NETWORK_BUFFER_SIZE];
+	uint pos,size;
+	unsigned long recv_bytes;
+
+	size = cs->buflen;
+
+	for(;;) {
+		if (size != 0) memcpy(network_buffer, cs->buf, size);
+
+		recv_bytes = recv(cs->socket, (char*)network_buffer + size, sizeof(network_buffer) - size, 0);
+		if ( recv_bytes == (unsigned long)-1) {
+			int err = GET_LAST_ERROR();
+			if (err == EWOULDBLOCK) break;
+			printf("net: recv() failed with error %d\n", err);
+			CloseClient(cs);
+			return false;
+		}
+		// no more bytes for now?
+		if (recv_bytes == 0)
+			break;
+
+		size += recv_bytes; // number of bytes read.
+		pos = 0;
+		while (size >= 2) {
+			byte *packet = network_buffer + pos;
+			// whole packet not there yet?
+			if (size < packet[0]) break;
+			size -= packet[0];
+			pos += packet[0];
+
+			switch(packet[1]) {
+			case 0:
+				HandleCommandPacket(cs, (CommandPacket*)packet);
+				break;
+			case 1:
+				assert(_networking_sync || _networking_queuing);
+				assert(!_networking_server);
+				HandleSyncPacket((SyncPacket*)packet);
+				break;
+			case 2:
+				assert(!_networking_server);
+				HandleAckPacket();
+				break;
+			case 3:
+				HandleFilePacket((FilePacketHdr*)packet);
+				break;
+			default:
+				error("unknown packet type");
+			}
+		}
+
+		assert(size>=0 && size < sizeof(cs->buf));
+
+		memcpy(cs->buf, network_buffer + pos, size);
+	}
+
+	cs->buflen = size;
+
+	return true;
+}
+
+
+static bool SendPackets(ClientState *cs)
+{
+	Packet *p;
+	int n;
+	uint nskip = cs->eaten, nsent = nskip;
+
+	// try sending as much as possible.
+	for(p=cs->head; p ;p = p->next) {
+		if (p->siz) {
+			assert(nskip < p->siz);
+
+			n = send(cs->socket, p->buf + nskip, p->siz - nskip, 0);
+			if (n == -1) {
+				int err = GET_LAST_ERROR();
+				if (err == EWOULDBLOCK) break;
+				printf("net: send() failed with error %d\n", err);
+				CloseClient(cs);
+				return false;
+			}
+			nsent += n;
+			// send was not able to send it all? then we assume that the os buffer is full and break.
+			if (nskip + n != p->siz)
+				break;
+			nskip = 0;
+		}
+	}
+
+	// nsent bytes in the linked list are not invalid. free as many buffers as possible.
+	// don't actually free the last buffer.
+	while (nsent) {
+		p = cs->head;
+		assert(p->siz != 0);
+
+		// some bytes of the packet are still unsent.
+		if ( (int)(nsent - p->siz) < 0)
+			break;
+		nsent -= p->siz;
+		p->siz = 0;
+		if (p->next) {
+			cs->head = p->next;
+			free(p);
+		}
+	}
+
+	cs->eaten = nsent;
+
+	return true;
+}
+
+// transmit the file..
+static void SendXmit(ClientState *cs)
+{
+	uint pos, n;
+	FilePacketHdr hdr;
+	int p;
+
+	// if too many unsent bytes left in buffer, don't send more.
+	if (cs->head && cs->head->next)
+		return;
+
+	pos = cs->xmitpos - 1;
+
+	p = 20;
+	do {
+		// compute size of data to xmit
+		n = minu(_transmit_file_size - pos, 248);
+
+		hdr.packet_length = n + sizeof(hdr);
+		hdr.packet_type = 3;
+		hdr.unused[0] = hdr.unused[1] = 0;
+		SendBytes(cs, &hdr, sizeof(hdr));
+
+		if (n == 0) {
+			pos = -1; // eof
+			break;
+		}
+		SendBytes(cs, _transmit_file + pos, n);
+		pos += n;
+	} while (--p);
+
+	cs->xmitpos = pos + 1;
+
+	printf("net: client xmit at %d\n", pos + 1);
+}
+
+static ClientState *AllocClient(SOCKET s)
+{
+	ClientState *cs;
+
+	if (_num_clients == MAX_CLIENTS)
+		return NULL;
+
+	cs = &_clients[_num_clients++];
+	memset(cs, 0, sizeof(*cs));
+	cs->last = &cs->head;
+	cs->socket = s;
+	return cs;
+}
+
+
+static void NetworkAcceptClients()
+{
+	struct sockaddr_in sin;
+	SOCKET s;
+	ClientState *cs;
+#ifndef __MORPHOS__
+	int sin_len;
+#else
+	LONG sin_len; // for some reason we need a 'LONG' under MorphOS
+#endif
+
+	assert(_listensocket != INVALID_SOCKET);
+
+	for(;;) {
+		sin_len = sizeof(sin);
+		s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
+		if (s == INVALID_SOCKET) return;
+
+		// set nonblocking mode for client socket
+		{ unsigned long blocking = 1; ioctlsocket(s, FIONBIO, &blocking); }
+
+		printf("net: got client from %s\n", inet_ntoa(sin.sin_addr));
+
+		// set nodelay
+		{int b = 1; setsockopt(s, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b));}
+
+		cs = AllocClient(s);
+		if (cs == NULL) {
+			// no more clients allowed?
+			closesocket(s);
+			continue;
+		}
+
+		if (_networking_sync) {
+			// a new client has connected. it needs a snapshot.
+			cs->inactive = true;
+		}
+	}
+
+	// when a new client has joined. it needs different information depending on if it's at the game menu or in an active game.
+	// Game menu:
+	//  - list of players already in the game (name, company name, face, color)
+	//  - list of game settings and patch settings
+	// Active game:
+	//  - the state of the world (includes player name, company name, player face, player color)
+	//  - list of the patch settings
+
+	// Networking can be in several "states".
+	//  * not sync - games don't need to be in sync, and frame counter is not synced. for example intro screen. all commands are executed immediately.
+	//  * sync - games are in sync
+}
+
+
+static void SendQueuedCommandsToNewClient(ClientState *cs)
+{
+	// send the commands in the server queue to the new client.
+	QueuedCommand *qp;
+	SyncPacket sp;
+	int32 frame;
+
+	printf("net: sending queued commands to client\n");
+
+	sp.packet_length = sizeof(sp);
+	sp.packet_type = 1;
+	sp.random_seed_1 = sp.random_seed_2 = 0;
+	sp.server = 0;
+
+	frame = _frame_counter;
+
+	for(qp=_command_queue.head; qp; qp = qp->next) {
+		printf("net: sending cmd to be executed at %d (old %d)\n", qp->frame, frame);
+		if (qp->frame > frame) {
+			assert(qp->frame <= _frame_counter_max);
+			sp.frames = qp->frame - frame;
+			frame = qp->frame;
+			SendBytes(cs, &sp, sizeof(sp));
+		}
+		SendBytes(cs, &qp->cp, qp->cp.packet_length);
+	}
+
+	if (frame < _frame_counter_max) {
+		printf("net: sending queued sync %d (%d)\n", _frame_counter_max, frame);
+		sp.frames = _frame_counter_max - frame;
+		SendBytes(cs, &sp, sizeof(sp));
+	}
+
+}
+
+void NetworkReceive()
+{
+	ClientState *cs;
+	int n;
+	fd_set read_fd, write_fd;
+	struct timeval tv;
+
+	NetworkUDPReceive(); // udp handling
+	
+	FD_ZERO(&read_fd);
+	FD_ZERO(&write_fd);
+
+	for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
+		FD_SET(cs->socket, &read_fd);
+		FD_SET(cs->socket, &write_fd);
+	}
+
+	// take care of listener port
+	if (_networking_server) {
+		FD_SET(_listensocket, &read_fd);
+	}
+
+	tv.tv_sec = tv.tv_usec = 0; // don't block at all.
+#if !defined(__MORPHOS__) && !defined(__AMIGA__)
+	n = select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
+#else
+	n = WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
+#endif
+	if (n == -1) error("select failed");
+
+	// accept clients..
+	if (_networking_server && FD_ISSET(_listensocket, &read_fd))
+		NetworkAcceptClients();
+
+	// read stuff from clients
+	for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
+		cs->writable = !!FD_ISSET(cs->socket, &write_fd);
+		if (FD_ISSET(cs->socket, &read_fd)) {
+			if (!ReadPackets(cs))
+				cs--;
+		}
+	}
+
+	// if we're a server, and any client needs a snapshot, create a snapshot and send all commands from the server queue to the client.
+	if (_networking_server && _transmit_file == NULL) {
+		bool didsave = false;
+
+		for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
+			if (cs->inactive) {
+				cs->inactive = false;
+				// found a client waiting for a snapshot. make a snapshot.
+				if (!didsave) {
+					char filename[256];
+					sprintf(filename, "%snetwork.tmp",  _path.autosave_dir);
+					didsave = true;
+					if (SaveOrLoad(filename, SL_SAVE) != SL_OK) error("network savedump failed");
+					_transmit_file = ReadFileToMem(filename, &_transmit_file_size, 500000);
+					if (_transmit_file == NULL) error("network savedump failed to load");
+				}
+				// and start sending the file..
+				cs->xmitpos = 1;
+
+				// send queue of commands to client.
+				SendQueuedCommandsToNewClient(cs);
+			}
+		}
+	}
+}
+
+void NetworkSend()
+{
+	ClientState *cs;
+	void *free_xmit;
+
+	// send sync packets?
+	if (_networking_server && _networking_sync && !_pause) {
+		if (++_not_packet >= _network_sync_freq) {
+			SyncPacket sp;
+			uint new_max;
+
+			_not_packet = 0;
+
+			new_max = max(_frame_counter + (int)_network_ahead_frames, _frame_counter_max);
+
+			sp.packet_length = sizeof(sp);
+			sp.packet_type = 1;
+			sp.frames = new_max - _frame_counter_max;
+			sp.server = _frame_counter_max - _frame_counter;
+			sp.random_seed_1 = TO_LE32(_sync_seed_1);
+			sp.random_seed_2 = TO_LE32(_sync_seed_2);
+			_frame_counter_max = new_max;
+
+			// send it to all the clients
+			for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) SendBytes(cs, &sp, sizeof(sp));
+		}
+	}
+
+	free_xmit = _transmit_file;
+
+	// send stuff to all clients
+	for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
+		if (cs->xmitpos) {
+			if (cs->writable)
+				SendXmit(cs);
+			free_xmit = NULL;
+		}
+		if (cs->writable)	{
+			if (!SendPackets(cs)) cs--;
+		}
+	}
+
+	// no clients left that xmit the file, free it.
+	if (free_xmit) {
+		_transmit_file = NULL;
+		free(free_xmit);
+	}
+}
+
+void NetworkConnect(const char *hostname, int port)
+{
+	SOCKET s;
+	struct sockaddr_in sin;
+	int b;
+
+
+	s = socket(AF_INET, SOCK_STREAM, 0);
+	if (s == INVALID_SOCKET) error("socket() failed");
+
+	b = 1;
+	setsockopt(s, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b));
+
+	if (strcmp(hostname,"auto")==0) {
+		// autodetect server over udp broadcast [works 4 lan]
+		if (NetworkUDPSearchServer()) {
+			hostname=_network_detected_serverip;
+			port=_network_detected_serverport;
+		} else {
+			error("udp: server not found");
+		}
+	}
+	
+	sin.sin_family = AF_INET;
+	sin.sin_addr.s_addr = inet_addr(hostname);
+	sin.sin_port = htons(port);
+
+	if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0)
+		error("connect() failed");
+
+	// set nonblocking mode for socket..
+	{ unsigned long blocking = 1; ioctlsocket(s, FIONBIO, &blocking); }
+
+	// in client mode, only the first client field is used. it's pointing to the server.
+	AllocClient(s);
+
+	// queue packets.. because we're waiting for the savegame.
+	_networking_queuing = true;
+	_frame_counter_max = 0;
+
+}
+
+void NetworkListen(int port)
+{
+		
+	SOCKET ls;
+	struct sockaddr_in sin;
+
+	ls = socket(AF_INET, SOCK_STREAM, 0);
+	if (ls == INVALID_SOCKET)
+		error("socket() on listen socket failed");
+	
+	// reuse the socket
+	{
+		int reuse = 1; if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1)
+			error("setsockopt() on listen socket failed");
+	}
+
+	// set nonblocking mode for socket
+	{ unsigned long blocking = 1; ioctlsocket(ls, FIONBIO, &blocking); }
+
+	sin.sin_family = AF_INET;
+	sin.sin_addr.s_addr = 0;
+	sin.sin_port = htons(port);
+
+	if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0)
+		error("bind() failed");
+
+	if (listen(ls, 1) != 0)
+		error("listen() failed");
+
+	_listensocket = ls;
+}
+
+void NetworkInitialize()
+{
+	ClientState *cs;
+#if defined(WIN32)
+	WSADATA wsa;
+	if (WSAStartup(MAKEWORD(2,0), &wsa) != 0)
+		error("WSAStartup failed");
+#endif
+
+#if defined(__MORPHOS__) || defined(__AMIGA__)
+	if (!(SocketBase = OpenLibrary("bsdsocket.library", 4))) {
+		error("Couldn't open bsdsocket.library version 4.");
+	}
+#endif
+
+	_command_queue.last = &_command_queue.head;
+	_ack_queue.last = &_ack_queue.head;
+
+	// invalidate all clients
+	for(cs=_clients; cs != &_clients[MAX_CLIENTS]; cs++)
+		cs->socket = INVALID_SOCKET;
+	
+	// startup udp listener
+	NetworkUDPListen(_network_port);
+}
+
+void NetworkShutdown()
+{
+#if defined(__MORPHOS__) || defined(__AMIGA__)
+	if (SocketBase) {
+		CloseLibrary(SocketBase);
+	}
+#endif
+}
+
+// switch to synced mode.
+void NetworkStartSync()
+{
+	_networking_sync = true;
+	_frame_counter = 0;
+	_frame_counter_max = 0;
+	_frame_counter_srv = 0;
+	_num_future_seed = 0;
+	_sync_seed_1 = _sync_seed_2 = 0;
+	memset(_my_seed_list, 0, sizeof(_my_seed_list));
+}
+
+// ************************** //
+// * UDP Network Extensions * //
+// ************************** //
+
+/* multi os compatible sleep function */
+void CSleep(int milliseconds) {
+#if defined(WIN32)
+Sleep(milliseconds);
+#endif
+#if defined(UNIX)
+#ifndef __BEOS__ 
+usleep(milliseconds*1000);
+#endif
+#ifdef __BEOS__
+snooze(milliseconds*1000);
+#endif
+#endif
+}
+
+void NetworkUDPListen(int port)
+{
+	SOCKET udp;
+	struct sockaddr_in sin;
+
+	DEBUG(misc,0) ("udp: listener initiated on port %i", port);
+	NetworkIPListInit();
+
+	udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
+	if (udp == INVALID_SOCKET)
+		error("udp: socket() on listen socket failed");
+	
+	// set nonblocking mode for socket
+	{ unsigned long blocking = 1; ioctlsocket(udp, FIONBIO, &blocking); }
+
+	sin.sin_family = AF_INET;
+	sin.sin_addr.s_addr = 0;
+	sin.sin_port = htons(port);
+
+	if (bind(udp, (struct sockaddr*)&sin, sizeof(sin)) != 0)
+		error("udp: bind() failed");
+
+	// enable broadcasting
+	{ unsigned long val=1; setsockopt(udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val)); }
+	
+	_udpsocket = udp;
+
+}
+
+void NetworkUDPReceive() {
+	struct sockaddr_in client_addr;
+	int client_len;
+	int nbytes;
+	struct UDPPacket packet;
+	int packet_len;
+	
+	packet_len = sizeof(packet);
+	client_len = sizeof(client_addr);	
+	
+	nbytes = recvfrom(_udpsocket, (char *) &packet, packet_len , 0, (struct sockaddr *) &client_addr, &client_len);
+	if (nbytes>0) {
+		if (packet.command_code==packet.command_check) switch (packet.command_code) {
+		
+		case NET_UDPCMD_SERVERSEARCH:
+			if (_networking_server) {
+				packet.command_check=packet.command_code=NET_UDPCMD_SERVERACTIVE;
+				NetworkUDPSend(client_addr, packet);
+			}
+			break;
+		case NET_UDPCMD_SERVERACTIVE:
+			if (!_networking_server) {
+				_network_detected_serverip=inet_ntoa(*(struct in_addr *) &client_addr.sin_addr);
+				_network_detected_serverport=ntohs(client_addr.sin_port);
+			}
+			break;
+		}
+	}
+}
+
+void NetworkIPListInit() {
+	struct hostent* he;
+	char hostname[250];
+	uint32 bcaddr;
+	int i=0;
+	
+	_network_detected_serverip="";
+	
+	gethostname(hostname,250);
+	DEBUG(misc,0) ("iplist: init for host %s", hostname);
+	he=gethostbyname((char *) hostname);
+	
+	while(he->h_addr_list[i]) { 
+		bcaddr = inet_addr(inet_ntoa(*(struct in_addr *) he->h_addr_list[i]));
+		_network_ip_list[i]=bcaddr;
+		DEBUG(misc,0) ("iplist: add %s",inet_ntoa(*(struct in_addr *) he->h_addr_list[i]));
+		i++;
+	}
+	_network_ip_list[i]=0;
+	
+}
+
+void NetworkUDPBroadCast(struct UDPPacket packet) {
+	int i=0, res;
+	struct sockaddr_in out_addr;
+	uint32 bcaddr;
+	byte * bcptr;
+	while (_network_ip_list[i]!=0) {
+		bcaddr=_network_ip_list[i];
+		out_addr.sin_family = AF_INET;
+		out_addr.sin_port = htons(_network_port);
+		bcptr = (byte *) &bcaddr;
+		bcptr[3]=255;
+		out_addr.sin_addr.s_addr = bcaddr;
+		res=sendto(_udpsocket,(char *) &packet,sizeof(packet),0,(struct sockaddr *) &out_addr,sizeof(out_addr));
+		if (res==-1) error("udp: broadcast error: %i",GET_LAST_ERROR());
+		i++;
+	}
+	
+}
+
+void NetworkUDPSend(struct sockaddr_in recv,struct UDPPacket packet) {
+	sendto(_udpsocket,(char *) &packet,sizeof(packet),0,(struct sockaddr *) &recv,sizeof(recv));
+}
+
+bool NetworkUDPSearchServer() {
+	struct UDPPacket packet;
+	int timeout=3000;
+	DEBUG(misc,0) ("udp: searching server");
+	_network_detected_serverip = "255.255.255.255";
+	_network_detected_serverport = 0;
+	
+	packet.command_check=packet.command_code=NET_UDPCMD_SERVERSEARCH;
+	packet.data_len=0;
+	NetworkUDPBroadCast(packet);
+	while (timeout>=0) {
+		CSleep(100);
+		timeout-=100;
+		NetworkUDPReceive();
+		if (_network_detected_serverport>0) {
+			timeout=-1;
+			DEBUG(misc,0) ("udp: server found on %s", _network_detected_serverip);
+			}
+		}
+	return (_network_detected_serverport>0);
+		
+}
+
+
+#else // ENABLE_NETWORK
+
+// stubs
+void NetworkInitialize() {}
+void NetworkShutdown() {}
+void NetworkListen(int port) {}
+void NetworkConnect(const char *hostname, int port) {}
+void NetworkReceive() {}
+void NetworkSend() {}
+void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback) {}
+void NetworkProcessCommands() {}
+void NetworkStartSync() {}
+void NetworkUDPListen(int port) {}
+void NetworkUDPReceive() {}
+bool NetworkUDPSearchServer() {}
+#endif // ENABLE_NETWORK