network.c
branchcustombridgeheads
changeset 5642 bfa6074e2833
parent 5641 d4d00a16ef26
child 5643 3778051e8095
--- a/network.c	Tue Jan 02 18:40:37 2007 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,1448 +0,0 @@
-/* $Id$ */
-
-#include "stdafx.h"
-#include "network_data.h"
-
-#if defined(WITH_REV)
-	extern const char _openttd_revision[];
-#elif defined(WITH_REV_HACK)
-	#define WITH_REV
-	const char _openttd_revision[] = WITH_REV_HACK;
-#else
-	const char _openttd_revision[] = NOREV_STRING;
-#endif
-
-
-#ifdef ENABLE_NETWORK
-
-#include "openttd.h"
-#include "debug.h"
-#include "functions.h"
-#include "string.h"
-#include "strings.h"
-#include "map.h"
-#include "command.h"
-#include "variables.h"
-#include "date.h"
-#include "table/strings.h"
-#include "network_client.h"
-#include "network_server.h"
-#include "network_udp.h"
-#include "network_gamelist.h"
-#include "network_gui.h"
-#include "console.h" /* IConsoleCmdExec */
-#include <stdarg.h> /* va_list */
-#include "md5.h"
-
-#ifdef __MORPHOS__
-// the library base is required here
-struct Library *SocketBase = NULL;
-#endif
-
-// The listen socket for the server
-static SOCKET _listensocket;
-
-// The amount of clients connected
-static byte _network_clients_connected = 0;
-// The index counter for new clients (is never decreased)
-static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1;
-
-/* Some externs / forwards */
-extern void StateGameLoop(void);
-
-// Function that looks up the CI for a given client-index
-NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index)
-{
-	NetworkClientInfo *ci;
-
-	for (ci = _network_client_info; ci != endof(_network_client_info); ci++) {
-		if (ci->client_index == client_index) return ci;
-	}
-
-	return NULL;
-}
-
-/** Return the CI for a given IP
- * @param ip IP of the client we are looking for. This must be in string-format
- * @return return a pointer to the corresponding NetworkClientInfo struct or NULL on failure */
-NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip)
-{
-	NetworkClientInfo *ci;
-	uint32 ip_number = inet_addr(ip);
-
-	for (ci = _network_client_info; ci != endof(_network_client_info); ci++) {
-		if (ci->client_ip == ip_number) return ci;
-	}
-
-	return NULL;
-}
-
-// Function that looks up the CS for a given client-index
-NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index)
-{
-	NetworkClientState *cs;
-
-	for (cs = _clients; cs != &_clients[MAX_CLIENT_INFO]; cs++) {
-		if (cs->index == client_index) return cs;
-	}
-
-	return NULL;
-}
-
-// NetworkGetClientName is a server-safe function to get the name of the client
-//  if the user did not send it yet, Client #<no> is used.
-void NetworkGetClientName(char *client_name, size_t size, const NetworkClientState *cs)
-{
-	const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
-
-	if (ci->client_name[0] == '\0') {
-		snprintf(client_name, size, "Client #%4d", cs->index);
-	} else {
-		ttd_strlcpy(client_name, ci->client_name, size);
-	}
-}
-
-byte NetworkSpectatorCount(void)
-{
-	const NetworkClientState *cs;
-	byte count = 0;
-
-	FOR_ALL_CLIENTS(cs) {
-		if (DEREF_CLIENT_INFO(cs)->client_playas == PLAYER_SPECTATOR) count++;
-	}
-
-	return count;
-}
-
-// This puts a text-message to the console, or in the future, the chat-box,
-//  (to keep it all a bit more general)
-// If 'self_send' is true, this is the client who is sending the message
-void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...)
-{
-	char buf[1024];
-	va_list va;
-	const int duration = 10; // Game days the messages stay visible
-	char message[1024];
-	char temp[1024];
-
-	va_start(va, str);
-	vsnprintf(buf, lengthof(buf), str, va);
-	va_end(va);
-
-	switch (action) {
-		case NETWORK_ACTION_SERVER_MESSAGE:
-			color = 1;
-			snprintf(message, sizeof(message), "*** %s", buf);
-			break;
-		case NETWORK_ACTION_JOIN:
-			color = 1;
-			GetString(temp, STR_NETWORK_CLIENT_JOINED, lastof(temp));
-			snprintf(message, sizeof(message), "*** %s %s", name, temp);
-			break;
-		case NETWORK_ACTION_LEAVE:
-			color = 1;
-			GetString(temp, STR_NETWORK_ERR_LEFT, lastof(temp));
-			snprintf(message, sizeof(message), "*** %s %s (%s)", name, temp, buf);
-			break;
-		case NETWORK_ACTION_GIVE_MONEY:
-			if (self_send) {
-				SetDParamStr(0, name);
-				SetDParam(1, atoi(buf));
-				GetString(temp, STR_NETWORK_GAVE_MONEY_AWAY, lastof(temp));
-				snprintf(message, sizeof(message), "*** %s", temp);
-			} else {
-				SetDParam(0, atoi(buf));
-				GetString(temp, STR_NETWORK_GIVE_MONEY, lastof(temp));
-				snprintf(message, sizeof(message), "*** %s %s", name, temp);
-			}
-			break;
-		case NETWORK_ACTION_NAME_CHANGE:
-			GetString(temp, STR_NETWORK_NAME_CHANGE, lastof(temp));
-			snprintf(message, sizeof(message), "*** %s %s %s", name, temp, buf);
-			break;
-		case NETWORK_ACTION_CHAT_COMPANY:
-			SetDParamStr(0, name);
-			SetDParamStr(1, buf);
-			GetString(temp, self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY, lastof(temp));
-			ttd_strlcpy(message, temp, sizeof(message));
-			break;
-		case NETWORK_ACTION_CHAT_CLIENT:
-			SetDParamStr(0, name);
-			SetDParamStr(1, buf);
-			GetString(temp, self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT, lastof(temp));
-			ttd_strlcpy(message, temp, sizeof(message));
-			break;
-		default:
-			SetDParamStr(0, name);
-			SetDParamStr(1, buf);
-			GetString(temp, STR_NETWORK_CHAT_ALL, lastof(temp));
-			ttd_strlcpy(message, temp, sizeof(message));
-			break;
-	}
-
-	IConsolePrintF(color, "%s", message);
-	AddTextMessage(color, duration, "%s", message);
-}
-
-// Calculate the frame-lag of a client
-uint NetworkCalculateLag(const NetworkClientState *cs)
-{
-	int lag = cs->last_frame_server - cs->last_frame;
-	// This client has missed his ACK packet after 1 DAY_TICKS..
-	//  so we increase his lag for every frame that passes!
-	// The packet can be out by a max of _net_frame_freq
-	if (cs->last_frame_server + DAY_TICKS + _network_frame_freq < _frame_counter)
-		lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _network_frame_freq);
-
-	return lag;
-}
-
-
-// There was a non-recoverable error, drop back to the main menu with a nice
-//  error
-static void NetworkError(StringID error_string)
-{
-	_switch_mode = SM_MENU;
-	_switch_mode_errorstr = error_string;
-}
-
-static void ClientStartError(const char *error)
-{
-	DEBUG(net, 0, "[client] could not start network: %s",error);
-	NetworkError(STR_NETWORK_ERR_CLIENT_START);
-}
-
-static void ServerStartError(const char *error)
-{
-	DEBUG(net, 0, "[server] could not start network: %s",error);
-	NetworkError(STR_NETWORK_ERR_SERVER_START);
-}
-
-static void NetworkClientError(NetworkRecvStatus res, NetworkClientState* cs)
-{
-	// First, send a CLIENT_ERROR to the server, so he knows we are
-	//  disconnection (and why!)
-	NetworkErrorCode errorno;
-
-	// We just want to close the connection..
-	if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
-		cs->has_quit = true;
-		NetworkCloseClient(cs);
-		_networking = false;
-
-		DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
-		return;
-	}
-
-	switch (res) {
-		case NETWORK_RECV_STATUS_DESYNC:   errorno = NETWORK_ERROR_DESYNC; break;
-		case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
-		default:                           errorno = NETWORK_ERROR_GENERAL; break;
-	}
-	// This means we fucked up and the server closed the connection
-	if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
-			res != NETWORK_RECV_STATUS_SERVER_BANNED) {
-		SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
-
-		// Dequeue all commands before closing the socket
-		NetworkSend_Packets(DEREF_CLIENT(0));
-	}
-
-	_switch_mode = SM_MENU;
-	NetworkCloseClient(cs);
-	_networking = false;
-}
-
-/** Retrieve a string representation of an internal error number
- * @param buf buffer where the error message will be stored
- * @param err NetworkErrorCode
- * @return returns a pointer to the error message (buf) */
-char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last)
-{
-	/* List of possible network errors, used by
-	 * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
-	static const StringID network_error_strings[] = {
-		STR_NETWORK_ERR_CLIENT_GENERAL,
-		STR_NETWORK_ERR_CLIENT_DESYNC,
-		STR_NETWORK_ERR_CLIENT_SAVEGAME,
-		STR_NETWORK_ERR_CLIENT_CONNECTION_LOST,
-		STR_NETWORK_ERR_CLIENT_PROTOCOL_ERROR,
-		STR_NETWORK_ERR_CLIENT_NOT_AUTHORIZED,
-		STR_NETWORK_ERR_CLIENT_NOT_EXPECTED,
-		STR_NETWORK_ERR_CLIENT_WRONG_REVISION,
-		STR_NETWORK_ERR_CLIENT_NAME_IN_USE,
-		STR_NETWORK_ERR_CLIENT_WRONG_PASSWORD,
-		STR_NETWORK_ERR_CLIENT_PLAYER_MISMATCH,
-		STR_NETWORK_ERR_CLIENT_KICKED,
-		STR_NETWORK_ERR_CLIENT_CHEATER,
-		STR_NETWORK_ERR_CLIENT_SERVER_FULL
-	};
-
-	if (err >= lengthof(network_error_strings)) err = 0;
-
-	return GetString(buf, network_error_strings[err], last);
-}
-
-/* Count the number of active clients connected */
-static uint NetworkCountPlayers(void)
-{
-	const NetworkClientState *cs;
-	uint count = 0;
-
-	FOR_ALL_CLIENTS(cs) {
-		const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
-		if (IsValidPlayer(ci->client_playas)) count++;
-	}
-
-	return count;
-}
-
-static bool _min_players_paused = false;
-
-/* Check if the minimum number of players has been reached and pause or unpause the game as appropriate */
-void CheckMinPlayers(void)
-{
-	if (!_network_dedicated) return;
-
-	if (NetworkCountPlayers() < _network_min_players) {
-		if (_min_players_paused) return;
-
-		_min_players_paused = true;
-		DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
-		NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX);
-	} else {
-		if (!_min_players_paused) return;
-
-		_min_players_paused = false;
-		DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
-		NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX);
-	}
-}
-
-// Find all IP-aliases for this host
-static void NetworkFindIPs(void)
-{
-	int i;
-
-#if defined(BEOS_NET_SERVER) /* doesn't have neither getifaddrs or net/if.h */
-	/* Based on Andrew Bachmann's netstat+.c. Big thanks to him! */
-	int _netstat(int fd, char **output, int verbose);
-
-	int seek_past_header(char **pos, const char *header) {
-		char *new_pos = strstr(*pos, header);
-		if (new_pos == 0) {
-			return B_ERROR;
-		}
-		*pos += strlen(header) + new_pos - *pos + 1;
-		return B_OK;
-	}
-
-	int output_length;
-	char *output_pointer = NULL;
-	char **output;
-	int sock = socket(AF_INET, SOCK_DGRAM, 0);
-	i = 0;
-
-	// If something fails, make sure the list is empty
-	_broadcast_list[0] = 0;
-
-	if (sock < 0) {
-		DEBUG(net, 0, "[core] error creating socket");
-		return;
-	}
-
-	output_length = _netstat(sock, &output_pointer, 1);
-	if (output_length < 0) {
-		DEBUG(net, 0, "[core] error running _netstat");
-		return;
-	}
-
-	output = &output_pointer;
-	if (seek_past_header(output, "IP Interfaces:") == B_OK) {
-		for (;;) {
-			uint32 n, fields, read;
-			uint8 i1, i2, i3, i4, j1, j2, j3, j4;
-			struct in_addr inaddr;
-			uint32 ip;
-			uint32 netmask;
-
-			fields = sscanf(*output, "%u: %hhu.%hhu.%hhu.%hhu, netmask %hhu.%hhu.%hhu.%hhu%n",
-												&n, &i1,&i2,&i3,&i4, &j1,&j2,&j3,&j4, &read);
-			read += 1;
-			if (fields != 9) {
-				break;
-			}
-
-			ip      = (uint32)i1 << 24 | (uint32)i2 << 16 | (uint32)i3 << 8 | (uint32)i4;
-			netmask = (uint32)j1 << 24 | (uint32)j2 << 16 | (uint32)j3 << 8 | (uint32)j4;
-
-			if (ip != INADDR_LOOPBACK && ip != INADDR_ANY) {
-				inaddr.s_addr = htonl(ip | ~netmask);
-				_broadcast_list[i] = inaddr.s_addr;
-				i++;
-			}
-			if (read < 0) {
-				break;
-			}
-			*output += read;
-		}
-		/* XXX - Using either one of these crashes openttd heavily? - wber */
-		/*free(output_pointer);*/
-		/*free(output);*/
-		closesocket(sock);
-	}
-#elif defined(HAVE_GETIFADDRS)
-	struct ifaddrs *ifap, *ifa;
-
-	// If something fails, make sure the list is empty
-	_broadcast_list[0] = 0;
-
-	if (getifaddrs(&ifap) != 0)
-		return;
-
-	i = 0;
-	for (ifa = ifap; ifa != NULL; ifa = ifa->ifa_next) {
-		if (!(ifa->ifa_flags & IFF_BROADCAST)) continue;
-		if (ifa->ifa_broadaddr == NULL) continue;
-		if (ifa->ifa_broadaddr->sa_family != AF_INET) continue;
-		_broadcast_list[i] = ((struct sockaddr_in*)ifa->ifa_broadaddr)->sin_addr.s_addr;
-		i++;
-	}
-	freeifaddrs(ifap);
-
-#else /* not HAVE_GETIFADDRS */
-	SOCKET sock;
-#ifdef WIN32
-	DWORD len = 0;
-	INTERFACE_INFO ifo[MAX_INTERFACES];
-	uint j;
-#else
-	char buf[4 * 1024]; // Arbitrary buffer size
-	struct ifconf ifconf;
-	const char* buf_end;
-	const char* p;
-#endif
-
-	// If something fails, make sure the list is empty
-	_broadcast_list[0] = 0;
-
-	sock = socket(AF_INET, SOCK_DGRAM, 0);
-	if (sock == INVALID_SOCKET) return;
-
-#ifdef WIN32
-	memset(&ifo[0], 0, sizeof(ifo));
-	if ((WSAIoctl(sock, SIO_GET_INTERFACE_LIST, NULL, 0, &ifo[0], sizeof(ifo), &len, NULL, NULL)) != 0) {
-		closesocket(sock);
-		return;
-	}
-
-	i = 0;
-	for (j = 0; j < len / sizeof(*ifo); j++) {
-		if (ifo[j].iiFlags & IFF_LOOPBACK) continue;
-		if (!(ifo[j].iiFlags & IFF_BROADCAST)) continue;
-		/* iiBroadcast is unusable, because it always seems to be set to
-		 * 255.255.255.255.
-		 */
-		_broadcast_list[i++] =
-			 ifo[j].iiAddress.AddressIn.sin_addr.s_addr |
-			~ifo[j].iiNetmask.AddressIn.sin_addr.s_addr;
-	}
-#else
-	ifconf.ifc_len = sizeof(buf);
-	ifconf.ifc_buf = buf;
-	if (ioctl(sock, SIOCGIFCONF, &ifconf) == -1) {
-		closesocket(sock);
-		return;
-	}
-
-	i = 0;
-	buf_end = buf + ifconf.ifc_len;
-	for (p = buf; p < buf_end;) {
-		const struct ifreq* req = (const struct ifreq*)p;
-
-		if (req->ifr_addr.sa_family == AF_INET) {
-			struct ifreq r;
-
-			strncpy(r.ifr_name, req->ifr_name, lengthof(r.ifr_name));
-			if (ioctl(sock, SIOCGIFFLAGS, &r) != -1 &&
-					r.ifr_flags & IFF_BROADCAST &&
-					ioctl(sock, SIOCGIFBRDADDR, &r) != -1) {
-				_broadcast_list[i++] =
-					((struct sockaddr_in*)&r.ifr_broadaddr)->sin_addr.s_addr;
-			}
-		}
-
-		p += sizeof(struct ifreq);
-#ifdef AF_LINK
-		p += req->ifr_addr.sa_len - sizeof(struct sockaddr);
-#endif
-	}
-#endif
-
-	closesocket(sock);
-#endif /* not HAVE_GETIFADDRS */
-
-	_broadcast_list[i] = 0;
-
-	DEBUG(net, 3, "Detected broadcast addresses:");
-	// Now display to the debug all the detected ips
-	for (i = 0; _broadcast_list[i] != 0; i++) {
-		DEBUG(net, 3, "%d) %s", i, inet_ntoa(*(struct in_addr *)&_broadcast_list[i]));//inet_ntoa(inaddr));
-	}
-}
-
-// Resolve a hostname to a inet_addr
-unsigned long NetworkResolveHost(const char *hostname)
-{
-	in_addr_t ip;
-
-	// First try: is it an ip address?
-	ip = inet_addr(hostname);
-
-	// If not try to resolve the name
-	if (ip == INADDR_NONE) {
-		struct hostent *he = gethostbyname(hostname);
-		if (he == NULL) {
-			DEBUG(net, 0, "Cannot resolve '%s'", hostname);
-		} else {
-			struct in_addr addr = *(struct in_addr *)he->h_addr_list[0];
-			DEBUG(net, 1, "Resolved '%s' to %s", hostname, inet_ntoa(addr));
-			ip = addr.s_addr;
-		}
-	}
-	return ip;
-}
-
-// Converts a string to ip/port/player
-//  Format: IP#player:port
-//
-// connection_string will be re-terminated to seperate out the hostname, and player and port will
-// be set to the player and port strings given by the user, inside the memory area originally
-// occupied by connection_string.
-void ParseConnectionString(const char **player, const char **port, char *connection_string)
-{
-	char *p;
-	for (p = connection_string; *p != '\0'; p++) {
-		if (*p == '#') {
-			*p = '\0';
-			*player = ++p;
-			while (IsValidChar(*p, CS_NUMERAL)) p++;
-			if (*p == '\0') break;
-		} else if (*p == ':') {
-			*port = p + 1;
-			*p = '\0';
-		}
-	}
-}
-
-// Creates a new client from a socket
-//   Used both by the server and the client
-static NetworkClientState *NetworkAllocClient(SOCKET s)
-{
-	NetworkClientState *cs;
-	byte client_no = 0;
-
-	if (_network_server) {
-		// Can we handle a new client?
-		if (_network_clients_connected >= MAX_CLIENTS) return NULL;
-		if (_network_game_info.clients_on >= _network_game_info.clients_max) return NULL;
-
-		// Register the login
-		client_no = _network_clients_connected++;
-	}
-
-	cs = DEREF_CLIENT(client_no);
-	memset(cs, 0, sizeof(*cs));
-	cs->socket = s;
-	cs->last_frame = 0;
-	cs->has_quit = false;
-
-	cs->last_frame = _frame_counter;
-	cs->last_frame_server = _frame_counter;
-
-	if (_network_server) {
-		NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
-		memset(ci, 0, sizeof(*ci));
-
-		cs->index = _network_client_index++;
-		ci->client_index = cs->index;
-		ci->client_playas = PLAYER_INACTIVE_CLIENT;
-		ci->join_date = _date;
-
-		InvalidateWindow(WC_CLIENT_LIST, 0);
-	}
-
-	return cs;
-}
-
-// Close a connection
-void NetworkCloseClient(NetworkClientState *cs)
-{
-	NetworkClientInfo *ci;
-	// Socket is already dead
-	if (cs->socket == INVALID_SOCKET) {
-		cs->has_quit = true;
-		return;
-	}
-
-	DEBUG(net, 1, "Closed client connection %d", cs->index);
-
-	if (!cs->has_quit && _network_server && cs->status > STATUS_INACTIVE) {
-		// We did not receive a leave message from this client...
-		NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST;
-		char str[100];
-		char client_name[NETWORK_CLIENT_NAME_LENGTH];
-		NetworkClientState *new_cs;
-
-		NetworkGetClientName(client_name, sizeof(client_name), cs);
-
-		GetNetworkErrorMsg(str, errorno, lastof(str));
-
-		NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
-
-		// Inform other clients of this... strange leaving ;)
-		FOR_ALL_CLIENTS(new_cs) {
-			if (new_cs->status > STATUS_AUTH && cs != new_cs) {
-				SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
-			}
-		}
-	}
-
-	/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
-	if (cs->status == STATUS_PRE_ACTIVE && _network_pause_on_join) {
-		DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
-		NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
-	}
-
-	closesocket(cs->socket);
-	cs->writable = false;
-	cs->has_quit = true;
-
-	// Free all pending and partially received packets
-	while (cs->packet_queue != NULL) {
-		Packet *p = cs->packet_queue->next;
-		free(cs->packet_queue);
-		cs->packet_queue = p;
-	}
-	free(cs->packet_recv);
-	cs->packet_recv = NULL;
-
-	while (cs->command_queue != NULL) {
-		CommandPacket *p = cs->command_queue->next;
-		free(cs->command_queue);
-		cs->command_queue = p;
-	}
-
-	// Close the gap in the client-list
-	ci = DEREF_CLIENT_INFO(cs);
-
-	if (_network_server) {
-		// We just lost one client :(
-		if (cs->status > STATUS_INACTIVE) _network_game_info.clients_on--;
-		_network_clients_connected--;
-
-		while ((cs + 1) != DEREF_CLIENT(MAX_CLIENTS) && (cs + 1)->socket != INVALID_SOCKET) {
-			*cs = *(cs + 1);
-			*ci = *(ci + 1);
-			cs++;
-			ci++;
-		}
-
-		InvalidateWindow(WC_CLIENT_LIST, 0);
-	}
-
-	// Reset the status of the last socket
-	cs->socket = INVALID_SOCKET;
-	cs->status = STATUS_INACTIVE;
-	cs->index = NETWORK_EMPTY_INDEX;
-	ci->client_index = NETWORK_EMPTY_INDEX;
-
-	CheckMinPlayers();
-}
-
-// A client wants to connect to a server
-static bool NetworkConnect(const char *hostname, int port)
-{
-	SOCKET s;
-	struct sockaddr_in sin;
-
-	DEBUG(net, 1, "Connecting to %s %d", hostname, port);
-
-	s = socket(AF_INET, SOCK_STREAM, 0);
-	if (s == INVALID_SOCKET) {
-		ClientStartError("socket() failed");
-		return false;
-	}
-
-	if (!SetNoDelay(s)) DEBUG(net, 1, "Setting TCP_NODELAY failed");
-
-	sin.sin_family = AF_INET;
-	sin.sin_addr.s_addr = NetworkResolveHost(hostname);
-	sin.sin_port = htons(port);
-	_network_last_host_ip = sin.sin_addr.s_addr;
-
-	/* We failed to connect for which reason what so ever */
-	if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) return false;
-
-	if (!SetNonBlocking(s)) DEBUG(net, 0, "Setting non-blocking mode failed"); // XXX should this be an error?
-
-	// in client mode, only the first client field is used. it's pointing to the server.
-	NetworkAllocClient(s);
-
-	_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
-	ShowJoinStatusWindow();
-
-	return true;
-}
-
-// For the server, to accept new clients
-static void NetworkAcceptClients(void)
-{
-	struct sockaddr_in sin;
-	NetworkClientState *cs;
-	uint i;
-	bool banned;
-
-	// Should never ever happen.. is it possible??
-	assert(_listensocket != INVALID_SOCKET);
-
-	for (;;) {
-		socklen_t sin_len = sizeof(sin);
-		SOCKET s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
-		if (s == INVALID_SOCKET) return;
-
-		SetNonBlocking(s); // XXX error handling?
-
-		DEBUG(net, 1, "Client connected from %s on frame %d", inet_ntoa(sin.sin_addr), _frame_counter);
-
-		SetNoDelay(s); // XXX error handling?
-
-		/* Check if the client is banned */
-		banned = false;
-		for (i = 0; i < lengthof(_network_ban_list); i++) {
-			if (_network_ban_list[i] == NULL) continue;
-
-			if (sin.sin_addr.s_addr == inet_addr(_network_ban_list[i])) {
-				Packet *p = NetworkSend_Init(PACKET_SERVER_BANNED);
-
-				DEBUG(net, 1, "Banned ip tried to join (%s), refused", _network_ban_list[i]);
-
-				p->buffer[0] = p->size & 0xFF;
-				p->buffer[1] = p->size >> 8;
-
-				send(s, p->buffer, p->size, 0);
-				closesocket(s);
-
-				free(p);
-
-				banned = true;
-				break;
-			}
-		}
-		/* If this client is banned, continue with next client */
-		if (banned) continue;
-
-		cs = NetworkAllocClient(s);
-		if (cs == NULL) {
-			// no more clients allowed?
-			// Send to the client that we are full!
-			Packet *p = NetworkSend_Init(PACKET_SERVER_FULL);
-
-			p->buffer[0] = p->size & 0xFF;
-			p->buffer[1] = p->size >> 8;
-
-			send(s, p->buffer, p->size, 0);
-			closesocket(s);
-
-			free(p);
-
-			continue;
-		}
-
-		// a new client has connected. We set him at inactive for now
-		//  maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
-		//  the client stays inactive
-		cs->status = STATUS_INACTIVE;
-
-		DEREF_CLIENT_INFO(cs)->client_ip = sin.sin_addr.s_addr; // Save the IP of the client
-	}
-}
-
-// Set up the listen socket for the server
-static bool NetworkListen(void)
-{
-	SOCKET ls;
-	struct sockaddr_in sin;
-
-	DEBUG(net, 1, "Listening on %s:%d", _network_server_bind_ip_host, _network_server_port);
-
-	ls = socket(AF_INET, SOCK_STREAM, 0);
-	if (ls == INVALID_SOCKET) {
-		ServerStartError("socket() on listen socket failed");
-		return false;
-	}
-
-	{ // reuse the socket
-		int reuse = 1;
-		// The (const char*) cast is needed for windows!!
-		if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1) {
-			ServerStartError("setsockopt() on listen socket failed");
-			return false;
-		}
-	}
-
-	if (!SetNonBlocking(ls)) DEBUG(net, 0, "Setting non-blocking mode failed"); // XXX should this be an error?
-
-	sin.sin_family = AF_INET;
-	sin.sin_addr.s_addr = _network_server_bind_ip;
-	sin.sin_port = htons(_network_server_port);
-
-	if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
-		ServerStartError("bind() failed");
-		return false;
-	}
-
-	if (listen(ls, 1) != 0) {
-		ServerStartError("listen() failed");
-		return false;
-	}
-
-	_listensocket = ls;
-
-	return true;
-}
-
-// Close all current connections
-static void NetworkClose(void)
-{
-	NetworkClientState *cs;
-
-	FOR_ALL_CLIENTS(cs) {
-		if (!_network_server) {
-			SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving");
-			NetworkSend_Packets(cs);
-		}
-		NetworkCloseClient(cs);
-	}
-
-	if (_network_server) {
-		// We are a server, also close the listensocket
-		closesocket(_listensocket);
-		_listensocket = INVALID_SOCKET;
-		DEBUG(net, 1, "Closed listener");
-		NetworkUDPClose();
-	}
-}
-
-// Inits the network (cleans sockets and stuff)
-static void NetworkInitialize(void)
-{
-	NetworkClientState *cs;
-
-	_local_command_queue = NULL;
-
-	// Clean all client-sockets
-	memset(_clients, 0, sizeof(_clients));
-	for (cs = _clients; cs != &_clients[MAX_CLIENTS]; cs++) {
-		cs->socket = INVALID_SOCKET;
-		cs->status = STATUS_INACTIVE;
-		cs->command_queue = NULL;
-	}
-
-	// Clean the client_info memory
-	memset(&_network_client_info, 0, sizeof(_network_client_info));
-	memset(&_network_player_info, 0, sizeof(_network_player_info));
-
-	_sync_frame = 0;
-	_network_first_time = true;
-
-	_network_reconnect = 0;
-
-	NetworkUDPInitialize();
-}
-
-// Query a server to fetch his game-info
-//  If game_info is true, only the gameinfo is fetched,
-//   else only the client_info is fetched
-NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info)
-{
-	if (!_network_available) return NULL;
-
-	NetworkDisconnect();
-
-	if (game_info) return NetworkUDPQueryServer(host, port);
-
-	NetworkInitialize();
-
-	_network_server = false;
-
-	// Try to connect
-	_networking = NetworkConnect(host, port);
-
-	// We are connected
-	if (_networking) {
-		SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
-	} else { // No networking, close everything down again
-		NetworkDisconnect();
-	}
-
-	return NULL;
-}
-
-/* Validates an address entered as a string and adds the server to
- * the list. If you use this function, the games will be marked
- * as manually added. */
-void NetworkAddServer(const char *b)
-{
-	if (*b != '\0') {
-		NetworkGameList *item;
-		const char *port = NULL;
-		const char *player = NULL;
-		char host[NETWORK_HOSTNAME_LENGTH];
-		uint16 rport;
-
-		ttd_strlcpy(host, b, lengthof(host));
-
-		ttd_strlcpy(_network_default_ip, b, lengthof(_network_default_ip));
-		rport = NETWORK_DEFAULT_PORT;
-
-		ParseConnectionString(&player, &port, host);
-		if (port != NULL) rport = atoi(port);
-
-		item = NetworkQueryServer(host, rport, true);
-		item->manually = true;
-	}
-}
-
-/* Generates the list of manually added hosts from NetworkGameList and
- * dumps them into the array _network_host_list. This array is needed
- * by the function that generates the config file. */
-void NetworkRebuildHostList(void)
-{
-	uint i = 0;
-	const NetworkGameList *item = _network_game_list;
-	while (item != NULL && i != lengthof(_network_host_list)) {
-		if (item->manually) {
-			free(_network_host_list[i]);
-			_network_host_list[i++] = str_fmt("%s:%i", item->info.hostname, item->port);
-		}
-		item = item->next;
-	}
-
-	for (; i < lengthof(_network_host_list); i++) {
-		free(_network_host_list[i]);
-		_network_host_list[i] = NULL;
-	}
-}
-
-// Used by clients, to connect to a server
-bool NetworkClientConnectGame(const char *host, uint16 port)
-{
-	if (!_network_available) return false;
-
-	if (port == 0) return false;
-
-	ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host));
-	_network_last_port = port;
-
-	NetworkDisconnect();
-	NetworkUDPClose();
-	NetworkInitialize();
-
-	// Try to connect
-	_networking = NetworkConnect(host, port);
-
-	// We are connected
-	if (_networking) {
-		IConsoleCmdExec("exec scripts/on_client.scr 0");
-		NetworkClient_Connected();
-	} else {
-		// Connecting failed
-		NetworkError(STR_NETWORK_ERR_NOCONNECTION);
-	}
-
-	return _networking;
-}
-
-static void NetworkInitGameInfo(void)
-{
-	NetworkClientInfo *ci;
-
-	ttd_strlcpy(_network_game_info.server_name, _network_server_name, sizeof(_network_game_info.server_name));
-	ttd_strlcpy(_network_game_info.server_password, _network_server_password, sizeof(_network_server_password));
-	ttd_strlcpy(_network_game_info.rcon_password, _network_rcon_password, sizeof(_network_rcon_password));
-	if (_network_game_info.server_name[0] == '\0')
-		snprintf(_network_game_info.server_name, sizeof(_network_game_info.server_name), "Unnamed Server");
-
-	ttd_strlcpy(_network_game_info.server_revision, _openttd_revision, sizeof(_network_game_info.server_revision));
-
-	// The server is a client too ;)
-	if (_network_dedicated) {
-		_network_game_info.clients_on = 0;
-		_network_game_info.companies_on = 0;
-		_network_game_info.dedicated = true;
-	} else {
-		_network_game_info.clients_on = 1;
-		_network_game_info.companies_on = 1;
-		_network_game_info.dedicated = false;
-	}
-
-	_network_game_info.spectators_on = 0;
-
-	_network_game_info.game_date = _date;
-	_network_game_info.start_date = ConvertYMDToDate(_patches.starting_year, 0, 1);
-	_network_game_info.map_width = MapSizeX();
-	_network_game_info.map_height = MapSizeY();
-	_network_game_info.map_set = _opt.landscape;
-
-	_network_game_info.use_password = (_network_server_password[0] != '\0');
-
-	// We use _network_client_info[MAX_CLIENT_INFO - 1] to store the server-data in it
-	//  The index is NETWORK_SERVER_INDEX ( = 1)
-	ci = &_network_client_info[MAX_CLIENT_INFO - 1];
-	memset(ci, 0, sizeof(*ci));
-
-	ci->client_index = NETWORK_SERVER_INDEX;
-	ci->client_playas = _network_dedicated ? PLAYER_SPECTATOR : _local_player;
-
-	ttd_strlcpy(ci->client_name, _network_player_name, sizeof(ci->client_name));
-	ttd_strlcpy(ci->unique_id, _network_unique_id, sizeof(ci->unique_id));
-}
-
-bool NetworkServerStart(void)
-{
-	if (!_network_available) return false;
-
-	/* Call the pre-scripts */
-	IConsoleCmdExec("exec scripts/pre_server.scr 0");
-	if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
-
-	NetworkInitialize();
-	if (!NetworkListen()) return false;
-
-	// Try to start UDP-server
-	_network_udp_server = true;
-	_network_udp_server = NetworkUDPListen(&_udp_server_socket, _network_server_bind_ip, _network_server_port, false);
-
-	_network_server = true;
-	_networking = true;
-	_frame_counter = 0;
-	_frame_counter_server = 0;
-	_frame_counter_max = 0;
-	_last_sync_frame = 0;
-	_network_own_client_index = NETWORK_SERVER_INDEX;
-
-	/* Non-dedicated server will always be player #1 */
-	if (!_network_dedicated) _network_playas = 0;
-
-	_network_clients_connected = 0;
-
-	NetworkInitGameInfo();
-
-	// execute server initialization script
-	IConsoleCmdExec("exec scripts/on_server.scr 0");
-	// if the server is dedicated ... add some other script
-	if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
-
-	_min_players_paused = false;
-	CheckMinPlayers();
-
-	/* Try to register us to the master server */
-	_network_last_advertise_frame = 0;
-	_network_need_advertise = true;
-	NetworkUDPAdvertise();
-	return true;
-}
-
-// The server is rebooting...
-// The only difference with NetworkDisconnect, is the packets that is sent
-void NetworkReboot(void)
-{
-	if (_network_server) {
-		NetworkClientState *cs;
-		FOR_ALL_CLIENTS(cs) {
-			SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
-			NetworkSend_Packets(cs);
-		}
-	}
-
-	NetworkClose();
-
-	// Free all queued commands
-	while (_local_command_queue != NULL) {
-		CommandPacket *p = _local_command_queue;
-		_local_command_queue = _local_command_queue->next;
-		free(p);
-	}
-
-	_networking = false;
-	_network_server = false;
-}
-
-// We want to disconnect from the host/clients
-void NetworkDisconnect(void)
-{
-	if (_network_server) {
-		NetworkClientState *cs;
-		FOR_ALL_CLIENTS(cs) {
-			SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
-			NetworkSend_Packets(cs);
-		}
-	}
-
-	if (_network_advertise) NetworkUDPRemoveAdvertise();
-
-	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
-
-	NetworkClose();
-
-	// Free all queued commands
-	while (_local_command_queue != NULL) {
-		CommandPacket *p = _local_command_queue;
-		_local_command_queue = _local_command_queue->next;
-		free(p);
-	}
-
-	_networking = false;
-	_network_server = false;
-}
-
-// Receives something from the network
-static bool NetworkReceive(void)
-{
-	NetworkClientState *cs;
-	int n;
-	fd_set read_fd, write_fd;
-	struct timeval tv;
-
-	FD_ZERO(&read_fd);
-	FD_ZERO(&write_fd);
-
-	FOR_ALL_CLIENTS(cs) {
-		FD_SET(cs->socket, &read_fd);
-		FD_SET(cs->socket, &write_fd);
-	}
-
-	// take care of listener port
-	if (_network_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 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION);
-
-	// accept clients..
-	if (_network_server && FD_ISSET(_listensocket, &read_fd)) NetworkAcceptClients();
-
-	// read stuff from clients
-	FOR_ALL_CLIENTS(cs) {
-		cs->writable = !!FD_ISSET(cs->socket, &write_fd);
-		if (FD_ISSET(cs->socket, &read_fd)) {
-			if (_network_server) {
-				NetworkServer_ReadPackets(cs);
-			} else {
-				NetworkRecvStatus res;
-
-				// The client already was quiting!
-				if (cs->has_quit) return false;
-
-				res = NetworkClient_ReadPackets(cs);
-				if (res != NETWORK_RECV_STATUS_OKAY) {
-					// The client made an error of which we can not recover
-					//   close the client and drop back to main menu
-					NetworkClientError(res, cs);
-					return false;
-				}
-			}
-		}
-	}
-	return true;
-}
-
-// This sends all buffered commands (if possible)
-static void NetworkSend(void)
-{
-	NetworkClientState *cs;
-	FOR_ALL_CLIENTS(cs) {
-		if (cs->writable) {
-			NetworkSend_Packets(cs);
-
-			if (cs->status == STATUS_MAP) {
-				// This client is in the middle of a map-send, call the function for that
-				SEND_COMMAND(PACKET_SERVER_MAP)(cs);
-			}
-		}
-	}
-}
-
-// Handle the local-command-queue
-static void NetworkHandleLocalQueue(void)
-{
-	CommandPacket *cp, **cp_prev;
-
-	cp_prev = &_local_command_queue;
-
-	while ( (cp = *cp_prev) != NULL) {
-
-		// The queue is always in order, which means
-		// that the first element will be executed first.
-		if (_frame_counter < cp->frame) break;
-
-		if (_frame_counter > cp->frame) {
-			// If we reach here, it means for whatever reason, we've already executed
-			// past the command we need to execute.
-			DEBUG(net, 0, "Trying to execute a packet in the past!");
-			assert(0);
-		}
-
-		// We can execute this command
-		NetworkExecuteCommand(cp);
-
-		*cp_prev = cp->next;
-		free(cp);
-	}
-
-	// Just a safety check, to be removed in the future.
-	// Make sure that no older command appears towards the end of the queue
-	// In that case we missed executing it. This will never happen.
-	for (cp = _local_command_queue; cp; cp = cp->next) {
-		assert(_frame_counter < cp->frame);
-	}
-
-}
-
-static bool NetworkDoClientLoop(void)
-{
-	_frame_counter++;
-
-	NetworkHandleLocalQueue();
-
-	StateGameLoop();
-
-	// Check if we are in sync!
-	if (_sync_frame != 0) {
-		if (_sync_frame == _frame_counter) {
-#ifdef NETWORK_SEND_DOUBLE_SEED
-			if (_sync_seed_1 != _random_seeds[0][0] || _sync_seed_2 != _random_seeds[0][1]) {
-#else
-			if (_sync_seed_1 != _random_seeds[0][0]) {
-#endif
-				NetworkError(STR_NETWORK_ERR_DESYNC);
-				DEBUG(net, 0, "Sync error detected!");
-				NetworkClientError(NETWORK_RECV_STATUS_DESYNC, DEREF_CLIENT(0));
-				return false;
-			}
-
-			// If this is the first time we have a sync-frame, we
-			//   need to let the server know that we are ready and at the same
-			//   frame as he is.. so we can start playing!
-			if (_network_first_time) {
-				_network_first_time = false;
-				SEND_COMMAND(PACKET_CLIENT_ACK)();
-			}
-
-			_sync_frame = 0;
-		} else if (_sync_frame < _frame_counter) {
-			DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
-			_sync_frame = 0;
-		}
-	}
-
-	return true;
-}
-
-// We have to do some UDP checking
-void NetworkUDPGameLoop(void)
-{
-	if (_network_udp_server) {
-		NetworkUDPReceive(_udp_server_socket);
-		if (_udp_master_socket != INVALID_SOCKET) {
-			NetworkUDPReceive(_udp_master_socket);
-		}
-	} else if (_udp_client_socket != INVALID_SOCKET) {
-		NetworkUDPReceive(_udp_client_socket);
-		if (_network_udp_broadcast > 0) _network_udp_broadcast--;
-	}
-}
-
-// The main loop called from ttd.c
-//  Here we also have to do StateGameLoop if needed!
-void NetworkGameLoop(void)
-{
-	if (!_networking) return;
-
-	if (!NetworkReceive()) return;
-
-	if (_network_server) {
-		bool send_frame = false;
-
-		// We first increase the _frame_counter
-		_frame_counter++;
-		// Update max-frame-counter
-		if (_frame_counter > _frame_counter_max) {
-			_frame_counter_max = _frame_counter + _network_frame_freq;
-			send_frame = true;
-		}
-
-		NetworkHandleLocalQueue();
-
-		// Then we make the frame
-		StateGameLoop();
-
-		_sync_seed_1 = _random_seeds[0][0];
-#ifdef NETWORK_SEND_DOUBLE_SEED
-		_sync_seed_2 = _random_seeds[0][1];
-#endif
-
-		NetworkServer_Tick(send_frame);
-	} else {
-		// Client
-
-		// Make sure we are at the frame were the server is (quick-frames)
-		if (_frame_counter_server > _frame_counter) {
-			while (_frame_counter_server > _frame_counter) {
-				if (!NetworkDoClientLoop()) break;
-			}
-		} else {
-			// Else, keep on going till _frame_counter_max
-			if (_frame_counter_max > _frame_counter) NetworkDoClientLoop();
-		}
-	}
-
-	NetworkSend();
-}
-
-static void NetworkGenerateUniqueId(void)
-{
-	md5_state_t state;
-	md5_byte_t digest[16];
-	char hex_output[16*2 + 1];
-	char coding_string[NETWORK_NAME_LENGTH];
-	int di;
-
-	snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Unique ID");
-
-	/* Generate the MD5 hash */
-	md5_init(&state);
-	md5_append(&state, (const md5_byte_t*)coding_string, strlen(coding_string));
-	md5_finish(&state, digest);
-
-	for (di = 0; di < 16; ++di)
-		sprintf(hex_output + di * 2, "%02x", digest[di]);
-
-	/* _network_unique_id is our id */
-	snprintf(_network_unique_id, sizeof(_network_unique_id), "%s", hex_output);
-}
-
-// This tries to launch the network for a given OS
-void NetworkStartUp(void)
-{
-	DEBUG(net, 3, "[core] starting network...");
-
-#if defined(__MORPHOS__) || defined(__AMIGA__)
-	/*
-	 *  IMPORTANT NOTE: SocketBase needs to be initialized before we use _any_
-	 *  network related function, else: crash.
-	 */
-	DEBUG(net, 3, "[core] loading bsd socket library");
-	SocketBase = OpenLibrary("bsdsocket.library", 4);
-	if (SocketBase == NULL) {
-		DEBUG(net, 0, "[core] can't open bsdsocket.library version 4, network unavailable");
-		_network_available = false;
-		return;
-	}
-
-#if defined(__AMIGA__)
-	// for usleep() implementation (only required for legacy AmigaOS builds)
-	TimerPort = CreateMsgPort();
-	if (TimerPort != NULL) {
-		TimerRequest = (struct timerequest*)CreateIORequest(TimerPort, sizeof(struct timerequest);
-		if (TimerRequest != NULL) {
-			if (OpenDevice("timer.device", UNIT_MICROHZ, (struct IORequest*)TimerRequest, 0) == 0) {
-				TimerBase = TimerRequest->tr_node.io_Device;
-				if (TimerBase == NULL) {
-					// free ressources...
-					DEBUG(net, 0, "[core] can't initialize timer, network unavailable");
-					_network_available = false;
-					return;
-				}
-			}
-		}
-	}
-#endif // __AMIGA__
-#endif // __MORPHOS__ / __AMIGA__
-
-	// Network is available
-	_network_available = true;
-	_network_dedicated = false;
-	_network_last_advertise_frame = 0;
-	_network_need_advertise = true;
-	_network_advertise_retries = 0;
-
-	/* Load the ip from the openttd.cfg */
-	_network_server_bind_ip = inet_addr(_network_server_bind_ip_host);
-	/* And put the data back in it in case it was an invalid ip */
-	snprintf(_network_server_bind_ip_host, sizeof(_network_server_bind_ip_host), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip));
-
-	/* Generate an unique id when there is none yet */
-	if (_network_unique_id[0] == '\0') NetworkGenerateUniqueId();
-
-	{
-		byte cl_max = _network_game_info.clients_max;
-		byte cp_max = _network_game_info.companies_max;
-		byte sp_max = _network_game_info.spectators_max;
-
-		memset(&_network_game_info, 0, sizeof(_network_game_info));
-		_network_game_info.clients_max = cl_max;
-		_network_game_info.companies_max = cp_max;
-		_network_game_info.spectators_max = sp_max;
-	}
-
-	// Let's load the network in windows
-	#if defined(WIN32)
-	{
-		WSADATA wsa;
-		DEBUG(net, 3, "[core] loading windows socket library");
-		if (WSAStartup(MAKEWORD(2,0), &wsa) != 0) {
-			DEBUG(net, 0, "[core] WSAStartup failed, network unavailable");
-			_network_available = false;
-			return;
-		}
-	}
-	#endif // WIN32
-
-	NetworkInitialize();
-	DEBUG(net, 3, "[core] network online, multiplayer available");
-	NetworkFindIPs();
-}
-
-// This shuts the network down
-void NetworkShutDown(void)
-{
-	NetworkDisconnect();
-	NetworkUDPClose();
-
-	DEBUG(net, 3, "[core] shutting down network");
-
-	_network_available = false;
-
-#if defined(__MORPHOS__) || defined(__AMIGA__)
-	// free allocated ressources
-#if defined(__AMIGA__)
-	if (TimerBase    != NULL) CloseDevice((struct IORequest*)TimerRequest); // XXX This smells wrong
-	if (TimerRequest != NULL) DeleteIORequest(TimerRequest);
-	if (TimerPort    != NULL) DeleteMsgPort(TimerPort);
-#endif
-
-	if (SocketBase != NULL) CloseLibrary(SocketBase);
-#endif
-
-#if defined(WIN32)
-	WSACleanup();
-#endif
-}
-
-#endif /* ENABLE_NETWORK */