network/network_server.c
branchcustombridgeheads
changeset 5642 bfa6074e2833
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/network_server.c	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,1528 @@
+/* $Id$ */
+
+#ifdef ENABLE_NETWORK
+
+#include "../stdafx.h"
+#include "../openttd.h" // XXX StringID
+#include "../debug.h"
+#include "../string.h"
+#include "../strings.h"
+#include "network_data.h"
+#include "core/tcp.h"
+#include "../train.h"
+#include "../date.h"
+#include "../table/strings.h"
+#include "../functions.h"
+#include "network_server.h"
+#include "network_udp.h"
+#include "../console.h"
+#include "../command.h"
+#include "../saveload.h"
+#include "../vehicle.h"
+#include "../station.h"
+#include "../variables.h"
+#include "../genworld.h"
+
+// This file handles all the server-commands
+
+static void NetworkHandleCommandQueue(NetworkClientState* cs);
+
+// **********
+// Sending functions
+//   DEF_SERVER_SEND_COMMAND has parameter: NetworkClientState *cs
+// **********
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkClientState *cs, NetworkClientInfo *ci)
+{
+	//
+	// Packet: SERVER_CLIENT_INFO
+	// Function: Sends info about a client
+	// Data:
+	//    uint16:  The index of the client (always unique on a server. 1 = server)
+	//    uint8:  As which player the client is playing
+	//    String: The name of the client
+	//    String: The unique id of the client
+	//
+
+	if (ci->client_index != NETWORK_EMPTY_INDEX) {
+		Packet *p = NetworkSend_Init(PACKET_SERVER_CLIENT_INFO);
+		NetworkSend_uint16(p, ci->client_index);
+		NetworkSend_uint8 (p, ci->client_playas);
+		NetworkSend_string(p, ci->client_name);
+		NetworkSend_string(p, ci->unique_id);
+
+		NetworkSend_Packet(p, cs);
+	}
+}
+
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)
+{
+//
+	// Packet: SERVER_COMPANY_INFO
+	// Function: Sends info about the companies
+	// Data:
+	//
+
+	int i;
+
+	Player *player;
+	Packet *p;
+
+	byte active = ActivePlayerCount();
+
+	if (active == 0) {
+		p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
+
+		NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
+		NetworkSend_uint8 (p, active);
+
+		NetworkSend_Packet(p, cs);
+		return;
+	}
+
+	NetworkPopulateCompanyInfo();
+
+	FOR_ALL_PLAYERS(player) {
+		if (!player->is_active) continue;
+
+		p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
+
+		NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
+		NetworkSend_uint8 (p, active);
+		NetworkSend_uint8 (p, player->index);
+
+		NetworkSend_string(p, _network_player_info[player->index].company_name);
+		NetworkSend_uint32(p, _network_player_info[player->index].inaugurated_year);
+		NetworkSend_uint64(p, _network_player_info[player->index].company_value);
+		NetworkSend_uint64(p, _network_player_info[player->index].money);
+		NetworkSend_uint64(p, _network_player_info[player->index].income);
+		NetworkSend_uint16(p, _network_player_info[player->index].performance);
+
+		/* Send 1 if there is a passord for the company else send 0 */
+		if (_network_player_info[player->index].password[0] != '\0') {
+			NetworkSend_uint8(p, 1);
+		} else {
+			NetworkSend_uint8(p, 0);
+		}
+
+		for (i = 0; i < NETWORK_VEHICLE_TYPES; i++) {
+			NetworkSend_uint16(p, _network_player_info[player->index].num_vehicle[i]);
+		}
+
+		for (i = 0; i < NETWORK_STATION_TYPES; i++) {
+			NetworkSend_uint16(p, _network_player_info[player->index].num_station[i]);
+		}
+
+		if (_network_player_info[player->index].players[0] == '\0') {
+			NetworkSend_string(p, "<none>");
+		} else {
+			NetworkSend_string(p, _network_player_info[player->index].players);
+		}
+
+		NetworkSend_Packet(p, cs);
+	}
+
+	p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
+
+	NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
+	NetworkSend_uint8 (p, 0);
+
+	NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error)
+{
+	//
+	// Packet: SERVER_ERROR
+	// Function: The client made an error
+	// Data:
+	//    uint8:  ErrorID (see network_data.h, NetworkErrorCode)
+	//
+
+	char str[100];
+	Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR);
+
+	NetworkSend_uint8(p, error);
+	NetworkSend_Packet(p, cs);
+
+	GetNetworkErrorMsg(str, error, lastof(str));
+
+	// Only send when the current client was in game
+	if (cs->status > STATUS_AUTH) {
+		NetworkClientState *new_cs;
+		char client_name[NETWORK_CLIENT_NAME_LENGTH];
+
+		NetworkGetClientName(client_name, sizeof(client_name), cs);
+
+		DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str);
+
+		NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
+
+		FOR_ALL_CLIENTS(new_cs) {
+			if (new_cs->status > STATUS_AUTH && new_cs != cs) {
+				// Some errors we filter to a more general error. Clients don't have to know the real
+				//  reason a joining failed.
+				if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION)
+					error = NETWORK_ERROR_ILLEGAL_PACKET;
+
+				SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, error);
+			}
+		}
+	} else {
+		DEBUG(net, 1, "Client %d made an error and has been disconnected. Reason: '%s'", cs->index, str);
+	}
+
+	cs->has_quit = true;
+
+	// Make sure the data get's there before we close the connection
+	NetworkSend_Packets(cs);
+
+	// The client made a mistake, so drop his connection now!
+	NetworkCloseClient(cs);
+}
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkClientState *cs, NetworkPasswordType type)
+{
+	//
+	// Packet: SERVER_NEED_PASSWORD
+	// Function: Indication to the client that the server needs a password
+	// Data:
+	//    uint8:  Type of password
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_SERVER_NEED_PASSWORD);
+	NetworkSend_uint8(p, type);
+	NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME)
+{
+	//
+	// Packet: SERVER_WELCOME
+	// Function: The client is joined and ready to receive his map
+	// Data:
+	//    uint16:  Own ClientID
+	//
+
+	Packet *p;
+	const NetworkClientState *new_cs;
+
+	// Invalid packet when status is AUTH or higher
+	if (cs->status >= STATUS_AUTH) return;
+
+	cs->status = STATUS_AUTH;
+	_network_game_info.clients_on++;
+
+	p = NetworkSend_Init(PACKET_SERVER_WELCOME);
+	NetworkSend_uint16(p, cs->index);
+	NetworkSend_Packet(p, cs);
+
+		// Transmit info about all the active clients
+	FOR_ALL_CLIENTS(new_cs) {
+		if (new_cs != cs && new_cs->status > STATUS_AUTH)
+			SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, DEREF_CLIENT_INFO(new_cs));
+	}
+	// Also send the info of the server
+	SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX));
+}
+
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WAIT)
+{
+	//
+	// Packet: PACKET_SERVER_WAIT
+	// Function: The client can not receive the map at the moment because
+	//             someone else is already receiving the map
+	// Data:
+	//    uint8:  Clients awaiting map
+	//
+	int waiting = 0;
+	NetworkClientState *new_cs;
+	Packet *p;
+
+	// Count how many players are waiting in the queue
+	FOR_ALL_CLIENTS(new_cs) {
+		if (new_cs->status == STATUS_MAP_WAIT) waiting++;
+	}
+
+	p = NetworkSend_Init(PACKET_SERVER_WAIT);
+	NetworkSend_uint8(p, waiting);
+	NetworkSend_Packet(p, cs);
+}
+
+// This sends the map to the client
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
+{
+	//
+	// Packet: SERVER_MAP
+	// Function: Sends the map to the client, or a part of it (it is splitted in
+	//   a lot of multiple packets)
+	// Data:
+	//    uint8:  packet-type (MAP_PACKET_START, MAP_PACKET_NORMAL and MAP_PACKET_END)
+	//  if MAP_PACKET_START:
+	//    uint32: The current FrameCounter
+	//  if MAP_PACKET_NORMAL:
+	//    piece of the map (till max-size of packet)
+	//  if MAP_PACKET_END:
+	//    uint32: seed0 of player
+	//    uint32: seed1 of player
+	//      last 2 are repeated MAX_PLAYERS time
+	//
+
+	static FILE *file_pointer;
+	static uint sent_packets; // How many packets we did send succecfully last time
+
+	if (cs->status < STATUS_AUTH) {
+		// Illegal call, return error and ignore the packet
+		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
+		return;
+	}
+
+	if (cs->status == STATUS_AUTH) {
+		char filename[256];
+		Packet *p;
+
+		// Make a dump of the current game
+		snprintf(filename, lengthof(filename), "%s%snetwork_server.tmp",  _paths.autosave_dir, PATHSEP);
+		if (SaveOrLoad(filename, SL_SAVE) != SL_OK) error("network savedump failed");
+
+		file_pointer = fopen(filename, "rb");
+		fseek(file_pointer, 0, SEEK_END);
+
+		// Now send the _frame_counter and how many packets are coming
+		p = NetworkSend_Init(PACKET_SERVER_MAP);
+		NetworkSend_uint8(p, MAP_PACKET_START);
+		NetworkSend_uint32(p, _frame_counter);
+		NetworkSend_uint32(p, ftell(file_pointer));
+		NetworkSend_Packet(p, cs);
+
+		fseek(file_pointer, 0, SEEK_SET);
+
+		sent_packets = 4; // We start with trying 4 packets
+
+		cs->status = STATUS_MAP;
+		/* Mark the start of download */
+		cs->last_frame = _frame_counter;
+		cs->last_frame_server = _frame_counter;
+	}
+
+	if (cs->status == STATUS_MAP) {
+		uint i;
+		int res;
+		for (i = 0; i < sent_packets; i++) {
+			Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
+			NetworkSend_uint8(p, MAP_PACKET_NORMAL);
+			res = (int)fread(p->buffer + p->size, 1, SEND_MTU - p->size, file_pointer);
+
+			if (ferror(file_pointer)) error("Error reading temporary network savegame!");
+
+			p->size += res;
+			NetworkSend_Packet(p, cs);
+			if (feof(file_pointer)) {
+				// Done reading!
+				Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
+				NetworkSend_uint8(p, MAP_PACKET_END);
+				NetworkSend_Packet(p, cs);
+
+				// Set the status to DONE_MAP, no we will wait for the client
+				//  to send it is ready (maybe that happens like never ;))
+				cs->status = STATUS_DONE_MAP;
+				fclose(file_pointer);
+
+				{
+					NetworkClientState *new_cs;
+					bool new_map_client = false;
+					// Check if there is a client waiting for receiving the map
+					//  and start sending him the map
+					FOR_ALL_CLIENTS(new_cs) {
+						if (new_cs->status == STATUS_MAP_WAIT) {
+							// Check if we already have a new client to send the map to
+							if (!new_map_client) {
+								// If not, this client will get the map
+								new_cs->status = STATUS_AUTH;
+								new_map_client = true;
+								SEND_COMMAND(PACKET_SERVER_MAP)(new_cs);
+							} else {
+								// Else, send the other clients how many clients are in front of them
+								SEND_COMMAND(PACKET_SERVER_WAIT)(new_cs);
+							}
+						}
+					}
+				}
+
+				// There is no more data, so break the for
+				break;
+			}
+		}
+
+		// Send all packets (forced) and check if we have send it all
+		NetworkSend_Packets(cs);
+		if (cs->packet_queue == NULL) {
+			// All are sent, increase the sent_packets
+			sent_packets *= 2;
+		} else {
+			// Not everything is sent, decrease the sent_packets
+			if (sent_packets > 1) sent_packets /= 2;
+		}
+	}
+}
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(NetworkClientState *cs, uint16 client_index)
+{
+	//
+	// Packet: SERVER_JOIN
+	// Function: A client is joined (all active clients receive this after a
+	//     PACKET_CLIENT_MAP_OK) Mostly what directly follows is a
+	//     PACKET_SERVER_CLIENT_INFO
+	// Data:
+	//    uint16:  Client-Index
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_SERVER_JOIN);
+
+	NetworkSend_uint16(p, client_index);
+
+	NetworkSend_Packet(p, cs);
+}
+
+
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_FRAME)
+{
+	//
+	// Packet: SERVER_FRAME
+	// Function: Sends the current frame-counter to the client
+	// Data:
+	//    uint32: Frame Counter
+	//    uint32: Frame Counter Max (how far may the client walk before the server?)
+	//    [uint32: general-seed-1]
+	//    [uint32: general-seed-2]
+	//      (last two depends on compile-settings, and are not default settings)
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_SERVER_FRAME);
+	NetworkSend_uint32(p, _frame_counter);
+	NetworkSend_uint32(p, _frame_counter_max);
+#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
+	NetworkSend_uint32(p, _sync_seed_1);
+#ifdef NETWORK_SEND_DOUBLE_SEED
+	NetworkSend_uint32(p, _sync_seed_2);
+#endif
+#endif
+	NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SYNC)
+{
+	//
+	// Packet: SERVER_SYNC
+	// Function: Sends a sync-check to the client
+	// Data:
+	//    uint32: Frame Counter
+	//    uint32: General-seed-1
+	//    [uint32: general-seed-2]
+	//      (last one depends on compile-settings, and are not default settings)
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_SERVER_SYNC);
+	NetworkSend_uint32(p, _frame_counter);
+	NetworkSend_uint32(p, _sync_seed_1);
+
+#ifdef NETWORK_SEND_DOUBLE_SEED
+	NetworkSend_uint32(p, _sync_seed_2);
+#endif
+	NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkClientState *cs, CommandPacket *cp)
+{
+	//
+	// Packet: SERVER_COMMAND
+	// Function: Sends a DoCommand to the client
+	// Data:
+	//    uint8:  PlayerID (0..MAX_PLAYERS-1)
+	//    uint32: CommandID (see command.h)
+	//    uint32: P1 (free variables used in DoCommand)
+	//    uint32: P2
+	//    uint32: Tile
+	//    string: text
+	//    uint8:  CallBackID (see callback_table.c)
+	//    uint32: Frame of execution
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_SERVER_COMMAND);
+
+	NetworkSend_uint8(p, cp->player);
+	NetworkSend_uint32(p, cp->cmd);
+	NetworkSend_uint32(p, cp->p1);
+	NetworkSend_uint32(p, cp->p2);
+	NetworkSend_uint32(p, cp->tile);
+	NetworkSend_string(p, cp->text);
+	NetworkSend_uint8(p, cp->callback);
+	NetworkSend_uint32(p, cp->frame);
+
+	NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkClientState *cs, NetworkAction action, uint16 client_index, bool self_send, const char *msg)
+{
+	//
+	// Packet: SERVER_CHAT
+	// Function: Sends a chat-packet to the client
+	// Data:
+	//    uint8:  ActionID (see network_data.h, NetworkAction)
+	//    uint16:  Client-index
+	//    String: Message (max MAX_TEXT_MSG_LEN)
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_SERVER_CHAT);
+
+	NetworkSend_uint8(p, action);
+	NetworkSend_uint16(p, client_index);
+	NetworkSend_uint8(p, self_send);
+	NetworkSend_string(p, msg);
+
+	NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, NetworkErrorCode errorno)
+{
+	//
+	// Packet: SERVER_ERROR_QUIT
+	// Function: One of the clients made an error and is quiting the game
+	//      This packet informs the other clients of that.
+	// Data:
+	//    uint16:  Client-index
+	//    uint8:  ErrorID (see network_data.h, NetworkErrorCode)
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR_QUIT);
+
+	NetworkSend_uint16(p, client_index);
+	NetworkSend_uint8(p, errorno);
+
+	NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkClientState *cs, uint16 client_index, const char *leavemsg)
+{
+	//
+	// Packet: SERVER_ERROR_QUIT
+	// Function: A client left the game, and this packets informs the other clients
+	//      of that.
+	// Data:
+	//    uint16:  Client-index
+	//    String: leave-message
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_SERVER_QUIT);
+
+	NetworkSend_uint16(p, client_index);
+	NetworkSend_string(p, leavemsg);
+
+	NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN)
+{
+	//
+	// Packet: SERVER_SHUTDOWN
+	// Function: Let the clients know that the server is closing
+	// Data:
+	//     <none>
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_SERVER_SHUTDOWN);
+	NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME)
+{
+	//
+	// Packet: PACKET_SERVER_NEWGAME
+	// Function: Let the clients know that the server is loading a new map
+	// Data:
+	//     <none>
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_SERVER_NEWGAME);
+	NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientState *cs, uint16 color, const char *command)
+{
+	Packet *p = NetworkSend_Init(PACKET_SERVER_RCON);
+
+	NetworkSend_uint16(p, color);
+	NetworkSend_string(p, command);
+	NetworkSend_Packet(p, cs);
+}
+
+// **********
+// Receiving functions
+//   DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientState *cs, Packet *p
+// **********
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
+{
+	SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)(cs);
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
+{
+	char name[NETWORK_CLIENT_NAME_LENGTH];
+	char unique_id[NETWORK_NAME_LENGTH];
+	NetworkClientInfo *ci;
+	byte playas;
+	NetworkLanguage client_lang;
+	char client_revision[NETWORK_REVISION_LENGTH];
+
+	NetworkRecv_string(cs, p, client_revision, sizeof(client_revision));
+
+#if defined(WITH_REV) || defined(WITH_REV_HACK)
+	// Check if the client has revision control enabled
+	if (strcmp(NOREV_STRING, client_revision) != 0 &&
+			strcmp(_network_game_info.server_revision, client_revision) != 0) {
+		// Different revisions!!
+		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_REVISION);
+		return;
+	}
+#endif
+
+	NetworkRecv_string(cs, p, name, sizeof(name));
+	playas = NetworkRecv_uint8(cs, p);
+	client_lang = NetworkRecv_uint8(cs, p);
+	NetworkRecv_string(cs, p, unique_id, sizeof(unique_id));
+
+	if (cs->has_quit) return;
+
+	// join another company does not affect these values
+	switch (playas) {
+		case PLAYER_NEW_COMPANY: /* New company */
+			if (ActivePlayerCount() >= _network_game_info.companies_max) {
+				SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL);
+				return;
+			}
+			break;
+		case PLAYER_SPECTATOR: /* Spectator */
+			if (NetworkSpectatorCount() >= _network_game_info.spectators_max) {
+				SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL);
+				return;
+			}
+			break;
+		default: /* Join another company (companies 1-8 (index 0-7)) */
+			if (!IsValidPlayer(playas)) {
+				SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_PLAYER_MISMATCH);
+				return;
+			}
+			break;
+	}
+
+	// We need a valid name.. make it Player
+	if (*name == '\0') ttd_strlcpy(name, "Player", sizeof(name));
+
+	if (!NetworkFindName(name)) { // Change name if duplicate
+		// We could not create a name for this player
+		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NAME_IN_USE);
+		return;
+	}
+
+	ci = DEREF_CLIENT_INFO(cs);
+
+	ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
+	ttd_strlcpy(ci->unique_id, unique_id, sizeof(ci->unique_id));
+	ci->client_playas = playas;
+	ci->client_lang = client_lang;
+
+	// We now want a password from the client
+	//  else we do not allow him in!
+	if (_network_game_info.use_password) {
+		SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_GAME_PASSWORD);
+	} else {
+		if (IsValidPlayer(ci->client_playas) && _network_player_info[ci->client_playas].password[0] != '\0') {
+			SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD);
+		} else {
+			SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
+		}
+	}
+
+	/* Make sure companies to which people try to join are not autocleaned */
+	if (IsValidPlayer(playas)) _network_player_info[playas].months_empty = 0;
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD)
+{
+	NetworkPasswordType type;
+	char password[NETWORK_PASSWORD_LENGTH];
+	const NetworkClientInfo *ci;
+
+	type = NetworkRecv_uint8(cs, p);
+	NetworkRecv_string(cs, p, password, sizeof(password));
+
+	if (cs->status == STATUS_INACTIVE && type == NETWORK_GAME_PASSWORD) {
+		// Check game-password
+		if (strcmp(password, _network_game_info.server_password) != 0) {
+			// Password is invalid
+			SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
+			return;
+		}
+
+		ci = DEREF_CLIENT_INFO(cs);
+
+		if (IsValidPlayer(ci->client_playas) && _network_player_info[ci->client_playas].password[0] != '\0') {
+			SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD);
+			return;
+		}
+
+		// Valid password, allow user
+		SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
+		return;
+	} else if (cs->status == STATUS_INACTIVE && type == NETWORK_COMPANY_PASSWORD) {
+		ci = DEREF_CLIENT_INFO(cs);
+
+		if (strcmp(password, _network_player_info[ci->client_playas].password) != 0) {
+			// Password is invalid
+			SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
+			return;
+		}
+
+		SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
+		return;
+	}
+
+
+	SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+	return;
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
+{
+	const NetworkClientState *new_cs;
+
+	// The client was never joined.. so this is impossible, right?
+	//  Ignore the packet, give the client a warning, and close his connection
+	if (cs->status < STATUS_AUTH || cs->has_quit) {
+		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
+		return;
+	}
+
+	// Check if someone else is receiving the map
+	FOR_ALL_CLIENTS(new_cs) {
+		if (new_cs->status == STATUS_MAP) {
+			// Tell the new client to wait
+			cs->status = STATUS_MAP_WAIT;
+			SEND_COMMAND(PACKET_SERVER_WAIT)(cs);
+			return;
+		}
+	}
+
+	// We receive a request to upload the map.. give it to the client!
+	SEND_COMMAND(PACKET_SERVER_MAP)(cs);
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
+{
+	// Client has the map, now start syncing
+	if (cs->status == STATUS_DONE_MAP && !cs->has_quit) {
+		char client_name[NETWORK_CLIENT_NAME_LENGTH];
+		NetworkClientState *new_cs;
+
+		NetworkGetClientName(client_name, sizeof(client_name), cs);
+
+		NetworkTextMessage(NETWORK_ACTION_JOIN, 1, false, client_name, "");
+
+		// Mark the client as pre-active, and wait for an ACK
+		//  so we know he is done loading and in sync with us
+		cs->status = STATUS_PRE_ACTIVE;
+		NetworkHandleCommandQueue(cs);
+		SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
+		SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
+
+		// This is the frame the client receives
+		//  we need it later on to make sure the client is not too slow
+		cs->last_frame = _frame_counter;
+		cs->last_frame_server = _frame_counter;
+
+		FOR_ALL_CLIENTS(new_cs) {
+			if (new_cs->status > STATUS_AUTH) {
+				SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(new_cs, DEREF_CLIENT_INFO(cs));
+				SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, cs->index);
+			}
+		}
+
+		if (_network_pause_on_join) {
+			/* Now pause the game till the client is in sync */
+			DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
+
+			NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (incoming client)", NETWORK_SERVER_INDEX);
+		}
+	} else {
+		// Wrong status for this packet, give a warning to client, and close connection
+		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+	}
+}
+
+/** Enforce the command flags.
+ * Eg a server-only command can only be executed by a server, etc.
+ * @param *cp the commandpacket that is going to be checked
+ * @param *ci client information for debugging output to console
+ */
+static bool CheckCommandFlags(const CommandPacket *cp, const NetworkClientInfo *ci)
+{
+	byte flags = GetCommandFlags(cp->cmd);
+
+	if (flags & CMD_SERVER && ci->client_index != NETWORK_SERVER_INDEX) {
+		IConsolePrintF(_icolour_err, "WARNING: server only command from client %d (IP: %s), kicking...", ci->client_index, GetPlayerIP(ci));
+		return false;
+	}
+
+	if (flags & CMD_OFFLINE) {
+		IConsolePrintF(_icolour_err, "WARNING: offline only command from client %d (IP: %s), kicking...", ci->client_index, GetPlayerIP(ci));
+		return false;
+	}
+
+	return true;
+}
+
+/** The client has done a command and wants us to handle it
+ * @param *cs the connected client that has sent the command
+ * @param *p the packet in which the command was sent
+ */
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
+{
+	NetworkClientState *new_cs;
+	const NetworkClientInfo *ci;
+	byte callback;
+
+	CommandPacket *cp = malloc(sizeof(CommandPacket));
+
+	// The client was never joined.. so this is impossible, right?
+	//  Ignore the packet, give the client a warning, and close his connection
+	if (cs->status < STATUS_DONE_MAP || cs->has_quit) {
+		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+		return;
+	}
+
+	cp->player = NetworkRecv_uint8(cs, p);
+	cp->cmd    = NetworkRecv_uint32(cs, p);
+	cp->p1     = NetworkRecv_uint32(cs, p);
+	cp->p2     = NetworkRecv_uint32(cs, p);
+	cp->tile   = NetworkRecv_uint32(cs, p);
+	NetworkRecv_string(cs, p, cp->text, lengthof(cp->text));
+
+	callback = NetworkRecv_uint8(cs, p);
+
+	if (cs->has_quit) return;
+
+	ci = DEREF_CLIENT_INFO(cs);
+
+	/* Check if cp->cmd is valid */
+	if (!IsValidCommand(cp->cmd)) {
+		IConsolePrintF(_icolour_err, "WARNING: invalid command from client %d (IP: %s).", ci->client_index, GetPlayerIP(ci));
+		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+		return;
+	}
+
+	if (!CheckCommandFlags(cp, ci)) {
+		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_KICKED);
+		return;
+	}
+
+	/** Only CMD_PLAYER_CTRL is always allowed, for the rest, playas needs
+	 * to match the player in the packet. If it doesn't, the client has done
+	 * something pretty naughty (or a bug), and will be kicked
+	 */
+	if (!(cp->cmd == CMD_PLAYER_CTRL && cp->p1 == 0) && ci->client_playas != cp->player) {
+		IConsolePrintF(_icolour_err, "WARNING: player %d (IP: %s) tried to execute a command as player %d, kicking...",
+		               ci->client_playas + 1, GetPlayerIP(ci), cp->player + 1);
+		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_PLAYER_MISMATCH);
+		return;
+	}
+
+	/** @todo CMD_PLAYER_CTRL with p1 = 0 announces a new player to the server. To give the
+	 * player the correct ID, the server injects p2 and executes the command. Any other p1
+	 * is prohibited. Pretty ugly and should be redone together with its function.
+	 * @see CmdPlayerCtrl() players.c:655
+	 */
+	if (cp->cmd == CMD_PLAYER_CTRL) {
+		if (cp->p1 != 0) {
+			SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_CHEATER);
+			return;
+		}
+
+		/* XXX - Execute the command as a valid player. Normally this would be done by a
+		 * spectator, but that is not allowed any commands. So do an impersonation. The drawback
+		 * of this is that the first company's last_built_tile is also updated... */
+		cp->player = 0;
+		cp->p2 = cs - _clients; // XXX - UGLY! p2 is mis-used to get the client-id in CmdPlayerCtrl
+	}
+
+	// The frame can be executed in the same frame as the next frame-packet
+	//  That frame just before that frame is saved in _frame_counter_max
+	cp->frame = _frame_counter_max + 1;
+	cp->next  = NULL;
+
+	// Queue the command for the clients (are send at the end of the frame
+	//   if they can handle it ;))
+	FOR_ALL_CLIENTS(new_cs) {
+		if (new_cs->status >= STATUS_MAP) {
+			// Callbacks are only send back to the client who sent them in the
+			//  first place. This filters that out.
+			cp->callback = (new_cs != cs) ? 0 : callback;
+			NetworkAddCommandQueue(new_cs, cp);
+		}
+	}
+
+	cp->callback = 0;
+	// Queue the command on the server
+	if (_local_command_queue == NULL) {
+		_local_command_queue = cp;
+	} else {
+		// Find last packet
+		CommandPacket *c = _local_command_queue;
+		while (c->next != NULL) c = c->next;
+		c->next = cp;
+	}
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
+{
+	// This packets means a client noticed an error and is reporting this
+	//  to us. Display the error and report it to the other clients
+	NetworkClientState *new_cs;
+	char str[100];
+	char client_name[NETWORK_CLIENT_NAME_LENGTH];
+	NetworkErrorCode errorno = NetworkRecv_uint8(cs, p);
+
+	// The client was never joined.. thank the client for the packet, but ignore it
+	if (cs->status < STATUS_DONE_MAP || cs->has_quit) {
+		cs->has_quit = true;
+		return;
+	}
+
+	NetworkGetClientName(client_name, sizeof(client_name), cs);
+
+	GetNetworkErrorMsg(str, errorno, lastof(str));
+
+	DEBUG(net, 2, "'%s' reported an error and is closing its connection (%s)", client_name, str);
+
+	NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
+
+	FOR_ALL_CLIENTS(new_cs) {
+		if (new_cs->status > STATUS_AUTH) {
+			SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
+		}
+	}
+
+	cs->has_quit = true;
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
+{
+	// The client wants to leave. Display this and report it to the other
+	//  clients.
+	NetworkClientState *new_cs;
+	char str[100];
+	char client_name[NETWORK_CLIENT_NAME_LENGTH];
+
+	// The client was never joined.. thank the client for the packet, but ignore it
+	if (cs->status < STATUS_DONE_MAP || cs->has_quit) {
+		cs->has_quit = true;
+		return;
+	}
+
+	NetworkRecv_string(cs, p, str, lengthof(str));
+
+	NetworkGetClientName(client_name, sizeof(client_name), cs);
+
+	NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
+
+	FOR_ALL_CLIENTS(new_cs) {
+		if (new_cs->status > STATUS_AUTH) {
+			SEND_COMMAND(PACKET_SERVER_QUIT)(new_cs, cs->index, str);
+		}
+	}
+
+	cs->has_quit = true;
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
+{
+	uint32 frame = NetworkRecv_uint32(cs, p);
+
+	/* The client is trying to catch up with the server */
+	if (cs->status == STATUS_PRE_ACTIVE) {
+		/* The client is not yet catched up? */
+		if (frame + DAY_TICKS < _frame_counter) return;
+
+		/* Now he is! Unpause the game */
+		cs->status = STATUS_ACTIVE;
+
+		if (_network_pause_on_join) {
+			DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
+			NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (client connected)", NETWORK_SERVER_INDEX);
+		}
+
+		CheckMinPlayers();
+
+		/* Execute script for, e.g. MOTD */
+		IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
+	}
+
+	// The client received the frame, make note of it
+	cs->last_frame = frame;
+	// With those 2 values we can calculate the lag realtime
+	cs->last_frame_server = _frame_counter;
+}
+
+
+
+void NetworkServer_HandleChat(NetworkAction action, DestType desttype, int dest, const char *msg, uint16 from_index)
+{
+	NetworkClientState *cs;
+	const NetworkClientInfo *ci, *ci_own, *ci_to;
+
+	switch (desttype) {
+	case DESTTYPE_CLIENT:
+		/* Are we sending to the server? */
+		if (dest == NETWORK_SERVER_INDEX) {
+			ci = NetworkFindClientInfoFromIndex(from_index);
+			/* Display the text locally, and that is it */
+			if (ci != NULL)
+				NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), false, ci->client_name, "%s", msg);
+		} else {
+			/* Else find the client to send the message to */
+			FOR_ALL_CLIENTS(cs) {
+				if (cs->index == dest) {
+					SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
+					break;
+				}
+			}
+		}
+
+		// Display the message locally (so you know you have sent it)
+		if (from_index != dest) {
+			if (from_index == NETWORK_SERVER_INDEX) {
+				ci = NetworkFindClientInfoFromIndex(from_index);
+				ci_to = NetworkFindClientInfoFromIndex(dest);
+				if (ci != NULL && ci_to != NULL)
+					NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), true, ci_to->client_name, "%s", msg);
+			} else {
+				FOR_ALL_CLIENTS(cs) {
+					if (cs->index == from_index) {
+						SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, dest, true, msg);
+						break;
+					}
+				}
+			}
+		}
+		break;
+	case DESTTYPE_TEAM: {
+		bool show_local = true; // If this is false, the message is already displayed
+														// on the client who did sent it.
+		/* Find all clients that belong to this player */
+		ci_to = NULL;
+		FOR_ALL_CLIENTS(cs) {
+			ci = DEREF_CLIENT_INFO(cs);
+			if (ci->client_playas == dest) {
+				SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
+				if (cs->index == from_index) show_local = false;
+				ci_to = ci; // Remember a client that is in the company for company-name
+			}
+		}
+
+		ci = NetworkFindClientInfoFromIndex(from_index);
+		ci_own = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
+		if (ci != NULL && ci_own != NULL && ci_own->client_playas == dest) {
+			NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), false, ci->client_name, "%s", msg);
+			if (from_index == NETWORK_SERVER_INDEX) show_local = false;
+			ci_to = ci_own;
+		}
+
+		/* There is no such player */
+		if (ci_to == NULL) break;
+
+		// Display the message locally (so you know you have sent it)
+		if (ci != NULL && show_local) {
+			if (from_index == NETWORK_SERVER_INDEX) {
+				char name[NETWORK_NAME_LENGTH];
+				StringID str = IsValidPlayer(ci_to->client_playas) ? GetPlayer(ci_to->client_playas)->name_1 : STR_NETWORK_SPECTATORS;
+				GetString(name, str, lastof(name));
+				NetworkTextMessage(action, GetDrawStringPlayerColor(ci_own->client_playas), true, name, "%s", msg);
+			} else {
+				FOR_ALL_CLIENTS(cs) {
+					if (cs->index == from_index) {
+						SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, ci_to->client_index, true, msg);
+					}
+				}
+			}
+		}
+		}
+		break;
+	default:
+		DEBUG(net, 0, "[server] received unknown chat destination type %d. Doing broadcast instead", desttype);
+		/* fall-through to next case */
+	case DESTTYPE_BROADCAST:
+		FOR_ALL_CLIENTS(cs) {
+			SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
+		}
+		ci = NetworkFindClientInfoFromIndex(from_index);
+		if (ci != NULL)
+			NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), false, ci->client_name, "%s", msg);
+		break;
+	}
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
+{
+	NetworkAction action = NetworkRecv_uint8(cs, p);
+	DestType desttype = NetworkRecv_uint8(cs, p);
+	int dest = NetworkRecv_uint8(cs, p);
+	char msg[MAX_TEXT_MSG_LEN];
+
+	NetworkRecv_string(cs, p, msg, MAX_TEXT_MSG_LEN);
+
+	NetworkServer_HandleChat(action, desttype, dest, msg, cs->index);
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
+{
+	char password[NETWORK_PASSWORD_LENGTH];
+	const NetworkClientInfo *ci;
+
+	NetworkRecv_string(cs, p, password, sizeof(password));
+	ci = DEREF_CLIENT_INFO(cs);
+
+	if (IsValidPlayer(ci->client_playas)) {
+		ttd_strlcpy(_network_player_info[ci->client_playas].password, password, sizeof(_network_player_info[0].password));
+	}
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
+{
+	char client_name[NETWORK_CLIENT_NAME_LENGTH];
+	NetworkClientInfo *ci;
+
+	NetworkRecv_string(cs, p, client_name, sizeof(client_name));
+	ci = DEREF_CLIENT_INFO(cs);
+
+	if (cs->has_quit) return;
+
+	if (ci != NULL) {
+		// Display change
+		if (NetworkFindName(client_name)) {
+			NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, false, ci->client_name, "%s", client_name);
+			ttd_strlcpy(ci->client_name, client_name, sizeof(ci->client_name));
+			NetworkUpdateClientInfo(ci->client_index);
+		}
+	}
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
+{
+	char pass[NETWORK_PASSWORD_LENGTH];
+	char command[NETWORK_RCONCOMMAND_LENGTH];
+
+	if (_network_game_info.rcon_password[0] == '\0') return;
+
+	NetworkRecv_string(cs, p, pass, sizeof(pass));
+	NetworkRecv_string(cs, p, command, sizeof(command));
+
+	if (strcmp(pass, _network_game_info.rcon_password) != 0) {
+		DEBUG(net, 0, "[rcon] wrong password from client-id %d", cs->index);
+		return;
+	}
+
+	DEBUG(net, 0, "[rcon] client-id %d executed: '%s'", cs->index, command);
+
+	_redirect_console_to_client = cs->index;
+	IConsoleCmdExec(command);
+	_redirect_console_to_client = 0;
+	return;
+}
+
+// The layout for the receive-functions by the server
+typedef void NetworkServerPacket(NetworkClientState *cs, Packet *p);
+
+
+// This array matches PacketType. At an incoming
+//  packet it is matches against this array
+//  and that way the right function to handle that
+//  packet is found.
+static NetworkServerPacket* const _network_server_packet[] = {
+	NULL, /*PACKET_SERVER_FULL,*/
+	NULL, /*PACKET_SERVER_BANNED,*/
+	RECEIVE_COMMAND(PACKET_CLIENT_JOIN),
+	NULL, /*PACKET_SERVER_ERROR,*/
+	RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO),
+	NULL, /*PACKET_SERVER_COMPANY_INFO,*/
+	NULL, /*PACKET_SERVER_CLIENT_INFO,*/
+	NULL, /*PACKET_SERVER_NEED_PASSWORD,*/
+	RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD),
+	NULL, /*PACKET_SERVER_WELCOME,*/
+	RECEIVE_COMMAND(PACKET_CLIENT_GETMAP),
+	NULL, /*PACKET_SERVER_WAIT,*/
+	NULL, /*PACKET_SERVER_MAP,*/
+	RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK),
+	NULL, /*PACKET_SERVER_JOIN,*/
+	NULL, /*PACKET_SERVER_FRAME,*/
+	NULL, /*PACKET_SERVER_SYNC,*/
+	RECEIVE_COMMAND(PACKET_CLIENT_ACK),
+	RECEIVE_COMMAND(PACKET_CLIENT_COMMAND),
+	NULL, /*PACKET_SERVER_COMMAND,*/
+	RECEIVE_COMMAND(PACKET_CLIENT_CHAT),
+	NULL, /*PACKET_SERVER_CHAT,*/
+	RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD),
+	RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME),
+	RECEIVE_COMMAND(PACKET_CLIENT_QUIT),
+	RECEIVE_COMMAND(PACKET_CLIENT_ERROR),
+	NULL, /*PACKET_SERVER_QUIT,*/
+	NULL, /*PACKET_SERVER_ERROR_QUIT,*/
+	NULL, /*PACKET_SERVER_SHUTDOWN,*/
+	NULL, /*PACKET_SERVER_NEWGAME,*/
+	NULL, /*PACKET_SERVER_RCON,*/
+	RECEIVE_COMMAND(PACKET_CLIENT_RCON),
+};
+
+// If this fails, check the array above with network_data.h
+assert_compile(lengthof(_network_server_packet) == PACKET_END);
+
+// This update the company_info-stuff
+void NetworkPopulateCompanyInfo(void)
+{
+	char password[NETWORK_PASSWORD_LENGTH];
+	const Player *p;
+	const Vehicle *v;
+	const Station *s;
+	const NetworkClientState *cs;
+	const NetworkClientInfo *ci;
+	uint i;
+	uint16 months_empty;
+
+	FOR_ALL_PLAYERS(p) {
+		if (!p->is_active) {
+			memset(&_network_player_info[p->index], 0, sizeof(NetworkPlayerInfo));
+			continue;
+		}
+
+		// Clean the info but not the password
+		ttd_strlcpy(password, _network_player_info[p->index].password, sizeof(password));
+		months_empty = _network_player_info[p->index].months_empty;
+		memset(&_network_player_info[p->index], 0, sizeof(NetworkPlayerInfo));
+		_network_player_info[p->index].months_empty = months_empty;
+		ttd_strlcpy(_network_player_info[p->index].password, password, sizeof(_network_player_info[p->index].password));
+
+		// Grap the company name
+		SetDParam(0, p->name_1);
+		SetDParam(1, p->name_2);
+		GetString(_network_player_info[p->index].company_name, STR_JUST_STRING, lastof(_network_player_info[p->index].company_name));
+
+		// Check the income
+		if (_cur_year - 1 == p->inaugurated_year) {
+			// The player is here just 1 year, so display [2], else display[1]
+			for (i = 0; i < lengthof(p->yearly_expenses[2]); i++) {
+				_network_player_info[p->index].income -= p->yearly_expenses[2][i];
+			}
+		} else {
+			for (i = 0; i < lengthof(p->yearly_expenses[1]); i++) {
+				_network_player_info[p->index].income -= p->yearly_expenses[1][i];
+			}
+		}
+
+		// Set some general stuff
+		_network_player_info[p->index].inaugurated_year = p->inaugurated_year;
+		_network_player_info[p->index].company_value = p->old_economy[0].company_value;
+		_network_player_info[p->index].money = p->money64;
+		_network_player_info[p->index].performance = p->old_economy[0].performance_history;
+	}
+
+	// Go through all vehicles and count the type of vehicles
+	FOR_ALL_VEHICLES(v) {
+		if (!IsValidPlayer(v->owner)) continue;
+
+		switch (v->type) {
+			case VEH_Train:
+				if (IsFrontEngine(v)) _network_player_info[v->owner].num_vehicle[0]++;
+				break;
+
+			case VEH_Road:
+				if (v->cargo_type != CT_PASSENGERS) {
+					_network_player_info[v->owner].num_vehicle[1]++;
+				} else {
+					_network_player_info[v->owner].num_vehicle[2]++;
+				}
+				break;
+
+			case VEH_Aircraft:
+				if (v->subtype <= 2) _network_player_info[v->owner].num_vehicle[3]++;
+				break;
+
+			case VEH_Ship:
+				_network_player_info[v->owner].num_vehicle[4]++;
+				break;
+
+			case VEH_Special:
+			case VEH_Disaster:
+				break;
+		}
+	}
+
+	// Go through all stations and count the types of stations
+	FOR_ALL_STATIONS(s) {
+		if (IsValidPlayer(s->owner)) {
+			NetworkPlayerInfo *npi = &_network_player_info[s->owner];
+
+			if (s->facilities & FACIL_TRAIN)      npi->num_station[0]++;
+			if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[1]++;
+			if (s->facilities & FACIL_BUS_STOP)   npi->num_station[2]++;
+			if (s->facilities & FACIL_AIRPORT)    npi->num_station[3]++;
+			if (s->facilities & FACIL_DOCK)       npi->num_station[4]++;
+		}
+	}
+
+	ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
+	// Register local player (if not dedicated)
+	if (ci != NULL && IsValidPlayer(ci->client_playas))
+		ttd_strlcpy(_network_player_info[ci->client_playas].players, ci->client_name, sizeof(_network_player_info[0].players));
+
+	FOR_ALL_CLIENTS(cs) {
+		char client_name[NETWORK_CLIENT_NAME_LENGTH];
+
+		NetworkGetClientName(client_name, sizeof(client_name), cs);
+
+		ci = DEREF_CLIENT_INFO(cs);
+		if (ci != NULL && IsValidPlayer(ci->client_playas)) {
+			if (strlen(_network_player_info[ci->client_playas].players) != 0)
+				ttd_strlcat(_network_player_info[ci->client_playas].players, ", ", lengthof(_network_player_info[0].players));
+
+			ttd_strlcat(_network_player_info[ci->client_playas].players, client_name, lengthof(_network_player_info[0].players));
+		}
+	}
+}
+
+// Send a packet to all clients with updated info about this client_index
+void NetworkUpdateClientInfo(uint16 client_index)
+{
+	NetworkClientState *cs;
+	NetworkClientInfo *ci = NetworkFindClientInfoFromIndex(client_index);
+
+	if (ci == NULL) return;
+
+	FOR_ALL_CLIENTS(cs) {
+		SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, ci);
+	}
+}
+
+/* Check if we want to restart the map */
+static void NetworkCheckRestartMap(void)
+{
+	if (_network_restart_game_year != 0 && _cur_year >= _network_restart_game_year) {
+		DEBUG(net, 0, "Auto-restarting map. Year %d reached", _cur_year);
+
+		StartNewGameWithoutGUI(GENERATE_NEW_SEED);
+	}
+}
+
+/* Check if the server has autoclean_companies activated
+    Two things happen:
+      1) If a company is not protected, it is closed after 1 year (for example)
+      2) If a company is protected, protection is disabled after 3 years (for example)
+           (and item 1. happens a year later) */
+static void NetworkAutoCleanCompanies(void)
+{
+	const NetworkClientState *cs;
+	const NetworkClientInfo *ci;
+	const Player *p;
+	bool clients_in_company[MAX_PLAYERS];
+
+	if (!_network_autoclean_companies) return;
+
+	memset(clients_in_company, 0, sizeof(clients_in_company));
+
+	/* Detect the active companies */
+	FOR_ALL_CLIENTS(cs) {
+		ci = DEREF_CLIENT_INFO(cs);
+		if (IsValidPlayer(ci->client_playas)) clients_in_company[ci->client_playas] = true;
+	}
+
+	if (!_network_dedicated) {
+		ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
+		if (IsValidPlayer(ci->client_playas)) clients_in_company[ci->client_playas] = true;
+	}
+
+	/* Go through all the comapnies */
+	FOR_ALL_PLAYERS(p) {
+		/* Skip the non-active once */
+		if (!p->is_active || p->is_ai) continue;
+
+		if (!clients_in_company[p->index]) {
+			/* The company is empty for one month more */
+			_network_player_info[p->index].months_empty++;
+
+			/* Is the company empty for autoclean_unprotected-months, and is there no protection? */
+			if (_network_player_info[p->index].months_empty > _network_autoclean_unprotected && _network_player_info[p->index].password[0] == '\0') {
+				/* Shut the company down */
+				DoCommandP(0, 2, p->index, NULL, CMD_PLAYER_CTRL);
+				IConsolePrintF(_icolour_def, "Auto-cleaned company #%d", p->index + 1);
+			}
+			/* Is the compnay empty for autoclean_protected-months, and there is a protection? */
+			if (_network_player_info[p->index].months_empty > _network_autoclean_protected && _network_player_info[p->index].password[0] != '\0') {
+				/* Unprotect the company */
+				_network_player_info[p->index].password[0] = '\0';
+				IConsolePrintF(_icolour_def, "Auto-removed protection from company #%d", p->index+1);
+				_network_player_info[p->index].months_empty = 0;
+			}
+		} else {
+			/* It is not empty, reset the date */
+			_network_player_info[p->index].months_empty = 0;
+		}
+	}
+}
+
+// This function changes new_name to a name that is unique (by adding #1 ...)
+//  and it returns true if that succeeded.
+bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH])
+{
+	NetworkClientState *new_cs;
+	bool found_name = false;
+	byte number = 0;
+	char original_name[NETWORK_CLIENT_NAME_LENGTH];
+
+	// We use NETWORK_CLIENT_NAME_LENGTH in here, because new_name is really a pointer
+	ttd_strlcpy(original_name, new_name, NETWORK_CLIENT_NAME_LENGTH);
+
+	while (!found_name) {
+		const NetworkClientInfo *ci;
+
+		found_name = true;
+		FOR_ALL_CLIENTS(new_cs) {
+			ci = DEREF_CLIENT_INFO(new_cs);
+			if (strcmp(ci->client_name, new_name) == 0) {
+				// Name already in use
+				found_name = false;
+				break;
+			}
+		}
+		// Check if it is the same as the server-name
+		ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
+		if (ci != NULL) {
+			if (strcmp(ci->client_name, new_name) == 0) found_name = false; // name already in use
+		}
+
+		if (!found_name) {
+			// Try a new name (<name> #1, <name> #2, and so on)
+
+			// Stop if we tried for more than 50 times..
+			if (number++ > 50) break;
+			snprintf(new_name, NETWORK_CLIENT_NAME_LENGTH, "%s #%d", original_name, number);
+		}
+	}
+
+	return found_name;
+}
+
+// Reads a packet from the stream
+bool NetworkServer_ReadPackets(NetworkClientState *cs)
+{
+	Packet *p;
+	NetworkRecvStatus res;
+	while ((p = NetworkRecv_Packet(cs, &res)) != NULL) {
+		byte type = NetworkRecv_uint8(cs, p);
+		if (type < PACKET_END && _network_server_packet[type] != NULL && !cs->has_quit) {
+			_network_server_packet[type](cs, p);
+		} else {
+			DEBUG(net, 0, "[server] received invalid packet type %d", type);
+		}
+		free(p);
+	}
+
+	return true;
+}
+
+// Handle the local command-queue
+static void NetworkHandleCommandQueue(NetworkClientState* cs)
+{
+	CommandPacket *cp;
+
+	while ( (cp = cs->command_queue) != NULL) {
+		SEND_COMMAND(PACKET_SERVER_COMMAND)(cs, cp);
+
+		cs->command_queue = cp->next;
+		free(cp);
+	}
+}
+
+// This is called every tick if this is a _network_server
+void NetworkServer_Tick(bool send_frame)
+{
+	NetworkClientState *cs;
+#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
+	bool send_sync = false;
+#endif
+
+#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
+	if (_frame_counter >= _last_sync_frame + _network_sync_freq) {
+		_last_sync_frame = _frame_counter;
+		send_sync = true;
+	}
+#endif
+
+	// Now we are done with the frame, inform the clients that they can
+	//  do their frame!
+	FOR_ALL_CLIENTS(cs) {
+		// Check if the speed of the client is what we can expect from a client
+		if (cs->status == STATUS_ACTIVE) {
+			// 1 lag-point per day
+			int lag = NetworkCalculateLag(cs) / DAY_TICKS;
+			if (lag > 0) {
+				if (lag > 3) {
+					// Client did still not report in after 4 game-day, drop him
+					//  (that is, the 3 of above, + 1 before any lag is counted)
+					IConsolePrintF(_icolour_err,"Client #%d is dropped because the client did not respond for more than 4 game-days", cs->index);
+					NetworkCloseClient(cs);
+					continue;
+				}
+
+				// Report once per time we detect the lag
+				if (cs->lag_test == 0) {
+					IConsolePrintF(_icolour_warn,"[%d] Client #%d is slow, try increasing *net_frame_freq to a higher value!", _frame_counter, cs->index);
+					cs->lag_test = 1;
+				}
+			} else {
+				cs->lag_test = 0;
+			}
+		} else if (cs->status == STATUS_PRE_ACTIVE) {
+			int lag = NetworkCalculateLag(cs);
+			if (lag > _network_max_join_time) {
+				IConsolePrintF(_icolour_err,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->index, _network_max_join_time);
+				NetworkCloseClient(cs);
+			}
+		}
+
+		if (cs->status >= STATUS_PRE_ACTIVE) {
+			// Check if we can send command, and if we have anything in the queue
+			NetworkHandleCommandQueue(cs);
+
+			// Send an updated _frame_counter_max to the client
+			if (send_frame) SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
+
+#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
+			// Send a sync-check packet
+			if (send_sync) SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
+#endif
+		}
+	}
+
+	/* See if we need to advertise */
+	NetworkUDPAdvertise();
+}
+
+void NetworkServerYearlyLoop(void)
+{
+	NetworkCheckRestartMap();
+}
+
+void NetworkServerMonthlyLoop(void)
+{
+	NetworkAutoCleanCompanies();
+}
+
+#endif /* ENABLE_NETWORK */