changeset 5624:b28586fd0d87 draft

(svn r8083) -Codechange: make a NetworkSocketHandler as base for all sockets and move a little of NetworkClientState functionality to the NetworkSocketHandler. Move the rest of the NetworkClientState to the new NetworkTCPSocketHandler class/struct, which is not yet implemented in an object oriented manner. The UDP socket handler now extends the NetworkSocketHandler instead of having a reference to a NetworkClientState.
author rubidium <rubidium@openttd.org>
date Fri, 12 Jan 2007 20:19:49 +0000
parents 8d6c86a74f81
children f6783fe8140a
files src/console_cmds.cpp src/economy.cpp src/network/core/core.h src/network/core/packet.cpp src/network/core/packet.h src/network/core/tcp.cpp src/network/core/tcp.h src/network/core/udp.cpp src/network/core/udp.h src/network/network.cpp src/network/network_client.cpp src/network/network_client.h src/network/network_data.cpp src/network/network_data.h src/network/network_server.cpp src/network/network_server.h src/network/network_udp.cpp
diffstat 17 files changed, 306 insertions(+), 270 deletions(-) [+]
line wrap: on
line diff
--- a/src/console_cmds.cpp
+++ b/src/console_cmds.cpp
@@ -550,7 +550,7 @@
 		"active"
 	};
 
-	const NetworkClientState *cs;
+	NetworkTCPSocketHandler *cs;
 
 	if (argc == 0) {
 		IConsoleHelp("List the status of all clients connected to the server. Usage 'status'");
@@ -672,7 +672,7 @@
 DEF_CONSOLE_CMD(ConResetCompany)
 {
 	const Player *p;
-	const NetworkClientState *cs;
+	NetworkTCPSocketHandler *cs;
 	const NetworkClientInfo *ci;
 	PlayerID index;
 
--- a/src/economy.cpp
+++ b/src/economy.cpp
@@ -427,7 +427,7 @@
 				/* The server has to handle all administrative issues, for example
 				 * updating and notifying all clients of what has happened */
 				if (_network_server) {
-					const NetworkClientState *cs;
+					NetworkTCPSocketHandler *cs;
 					NetworkClientInfo *ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
 
 					/* The server has just gone belly-up, mark it as spectator */
--- a/src/network/core/core.h
+++ b/src/network/core/core.h
@@ -5,9 +5,61 @@
 
 #ifdef ENABLE_NETWORK
 
+#include "os_abstraction.h"
+
 bool NetworkCoreInitialize(void);
 void NetworkCoreShutdown(void);
 
+typedef enum {
+	NETWORK_RECV_STATUS_OKAY,             ///< Everything is okay
+	NETWORK_RECV_STATUS_DESYNC,           ///< A desync did occur
+	NETWORK_RECV_STATUS_SAVEGAME,         ///< Something went wrong (down)loading the savegame
+	NETWORK_RECV_STATUS_CONN_LOST,        ///< The conection is 'just' lost
+	NETWORK_RECV_STATUS_MALFORMED_PACKET, ///< We apparently send a malformed packet
+	NETWORK_RECV_STATUS_SERVER_ERROR,     ///< The server told us we made an error
+	NETWORK_RECV_STATUS_SERVER_FULL,      ///< The server is full
+	NETWORK_RECV_STATUS_SERVER_BANNED,    ///< The server has banned us
+	NETWORK_RECV_STATUS_CLOSE_QUERY,      ///< Done quering the server
+} NetworkRecvStatus;
+
+/**
+ * SocketHandler for all network sockets in OpenTTD.
+ */
+class NetworkSocketHandler {
+public:
+	/* TODO: make socket & has_quit protected once the TCP stuff
+	 *is in a real class too */
+	bool has_quit; ///< Whether the current client has quit/send a bad packet
+	SOCKET sock;   ///< The socket currently connected to
+public:
+	NetworkSocketHandler() { this->sock = INVALID_SOCKET; this->has_quit = false; }
+	virtual ~NetworkSocketHandler() { this->Close(); }
+
+	/** Really close the socket */
+	virtual void Close() {}
+
+	/**
+	 * Close the current connection; for TCP this will be mostly equivalent
+	 * to Close(), but for UDP it just means the packet has to be dropped.
+	 * @return new status of the connection.
+	 */
+	virtual NetworkRecvStatus CloseConnection() { this->has_quit = true; return NETWORK_RECV_STATUS_OKAY; }
+
+	/**
+	 * Whether this socket is currently bound to a socket.
+	 * @return true when the socket is bound, false otherwise
+	 */
+	bool IsConnected() { return this->sock != INVALID_SOCKET; }
+
+	/**
+	 * Whether the current client connected to the socket has quit.
+	 * In the case of UDP, for example, once a client quits (send bad
+	 * data), the socket in not closed; only the packet is dropped.
+	 * @return true when the current client has quit, false otherwise
+	 */
+	bool HasClientQuit() { return this->has_quit; }
+};
+
 #endif /* ENABLE_NETWORK */
 
 #endif /* NETWORK_CORE_H */
--- a/src/network/core/packet.cpp
+++ b/src/network/core/packet.cpp
@@ -6,7 +6,6 @@
 #include "../../macros.h"
 #include "../../string.h"
 #include "../../helpers.hpp"
-#include "../network_data.h"
 
 #include "packet.h"
 
@@ -111,17 +110,15 @@
  */
 
 
-extern NetworkRecvStatus CloseConnection(NetworkClientState *cs);
-
 /** Is it safe to read from the packet, i.e. didn't we run over the buffer ? */
-static inline bool CanReadFromPacket(NetworkClientState *cs, const Packet *packet, const uint bytes_to_read)
+static inline bool CanReadFromPacket(NetworkSocketHandler *cs, const Packet *packet, const uint bytes_to_read)
 {
-	/* Don't allow reading from a closed socket */
-	if (HasClientQuit(cs)) return false;
+	/* Don't allow reading from a quit client/client who send bad data */
+	if (cs->HasClientQuit()) return false;
 
 	/* Check if variable is within packet-size */
 	if (packet->pos + bytes_to_read > packet->size) {
-		CloseConnection(cs);
+		cs->CloseConnection();
 		return false;
 	}
 
@@ -138,7 +135,7 @@
 	packet->size += (uint16)packet->buffer[1] << 8;
 }
 
-uint8 NetworkRecv_uint8(NetworkClientState *cs, Packet *packet)
+uint8 NetworkRecv_uint8(NetworkSocketHandler *cs, Packet *packet)
 {
 	uint8 n;
 
@@ -148,7 +145,7 @@
 	return n;
 }
 
-uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet)
+uint16 NetworkRecv_uint16(NetworkSocketHandler *cs, Packet *packet)
 {
 	uint16 n;
 
@@ -159,7 +156,7 @@
 	return n;
 }
 
-uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet)
+uint32 NetworkRecv_uint32(NetworkSocketHandler *cs, Packet *packet)
 {
 	uint32 n;
 
@@ -172,7 +169,7 @@
 	return n;
 }
 
-uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet)
+uint64 NetworkRecv_uint64(NetworkSocketHandler *cs, Packet *packet)
 {
 	uint64 n;
 
@@ -190,13 +187,13 @@
 }
 
 /** Reads a string till it finds a '\0' in the stream */
-void NetworkRecv_string(NetworkClientState *cs, Packet *p, char *buffer, size_t size)
+void NetworkRecv_string(NetworkSocketHandler *cs, Packet *p, char *buffer, size_t size)
 {
 	PacketSize pos;
 	char *bufp = buffer;
 
 	/* Don't allow reading from a closed socket */
-	if (HasClientQuit(cs)) return;
+	if (cs->HasClientQuit()) return;
 
 	pos = p->pos;
 	while (--size > 0 && pos < p->size && (*buffer++ = p->buffer[pos++]) != '\0') {}
--- a/src/network/core/packet.h
+++ b/src/network/core/packet.h
@@ -6,23 +6,12 @@
 #ifdef ENABLE_NETWORK
 
 #include "config.h"
+#include "core.h"
 
 /**
  * @file packet.h Basic functions to create, fill and read packets.
  */
 
-typedef struct NetworkClientState NetworkClientState;
-
-/**
- * Queries the network client state struct to determine whether
- * the client has quit. It indirectly also queries whether the
- * packet is corrupt as the connection will be closed if it is
- * reading beyond the boundary of the received packet.
- * @param cs the state to query
- * @param true if the connection should be considered dropped
- */
-bool HasClientQuit(const NetworkClientState *cs);
-
 typedef uint16 PacketSize; ///< Size of the whole packet.
 typedef uint8  PacketType; ///< Identifier for the packet
 
@@ -58,11 +47,11 @@
 void NetworkSend_string(Packet *packet, const char* data);
 
 void NetworkRecv_ReadPacketSize(Packet *packet);
-uint8  NetworkRecv_uint8 (NetworkClientState *cs, Packet *packet);
-uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet);
-uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet);
-uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet);
-void   NetworkRecv_string(NetworkClientState *cs, Packet *packet, char* buffer, size_t size);
+uint8  NetworkRecv_uint8 (NetworkSocketHandler *cs, Packet *packet);
+uint16 NetworkRecv_uint16(NetworkSocketHandler *cs, Packet *packet);
+uint32 NetworkRecv_uint32(NetworkSocketHandler *cs, Packet *packet);
+uint64 NetworkRecv_uint64(NetworkSocketHandler *cs, Packet *packet);
+void   NetworkRecv_string(NetworkSocketHandler *cs, Packet *packet, char* buffer, size_t size);
 
 #endif /* ENABLE_NETWORK */
 
--- a/src/network/core/tcp.cpp
+++ b/src/network/core/tcp.cpp
@@ -18,6 +18,26 @@
  * @file tcp.c Basic functions to receive and send TCP packets.
  */
 
+/** Very ugly temporary hack !!! */
+void NetworkTCPSocketHandler::Initialize()
+{
+	this->sock              = INVALID_SOCKET;
+
+	this->index             = 0;
+	this->last_frame        = 0;
+	this->last_frame_server = 0;
+	this->lag_test          = 0;
+
+	this->status            = STATUS_INACTIVE;
+	this->has_quit          = false;
+	this->writable          = false;
+
+	this->packet_queue      = NULL;
+	this->packet_recv       = NULL;
+
+	this->command_queue     = NULL;
+}
+
 /**
  * Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
  *  A socket can make errors. When that happens this handles what to do.
@@ -25,10 +45,11 @@
  * For servers: close connection and that is it
  * @param cs the client to close the connection of
  * @return the new status
+ * TODO: needs to be splitted when using client and server socket packets
  */
-NetworkRecvStatus CloseConnection(NetworkClientState *cs)
+NetworkRecvStatus NetworkTCPSocketHandler::CloseConnection()
 {
-	NetworkCloseClient(cs);
+	NetworkCloseClient(this);
 
 	/* Clients drop back to the main menu */
 	if (!_network_server && _networking) {
@@ -43,23 +64,13 @@
 }
 
 /**
- * Whether the client has quit or not (used in packet.c)
- * @param cs the client to check
- * @return true if the client has quit
- */
-bool HasClientQuit(const NetworkClientState *cs)
-{
-	return cs->has_quit;
-}
-
-/**
  * This function puts the packet in the send-queue and it is send as
  * soon as possible. This is the next tick, or maybe one tick later
  * if the OS-network-buffer is full)
  * @param packet the packet to send
  * @param cs     the client to send to
  */
-void NetworkSend_Packet(Packet *packet, NetworkClientState *cs)
+void NetworkSend_Packet(Packet *packet, NetworkTCPSocketHandler *cs)
 {
 	Packet *p;
 	assert(packet != NULL);
@@ -89,31 +100,31 @@
  *   3) sending took too long
  * @param cs the client to send the packets for
  */
-bool NetworkSend_Packets(NetworkClientState *cs)
+bool NetworkSend_Packets(NetworkTCPSocketHandler *cs)
 {
 	ssize_t res;
 	Packet *p;
 
 	/* We can not write to this socket!! */
 	if (!cs->writable) return false;
-	if (cs->socket == INVALID_SOCKET) return false;
+	if (!cs->IsConnected()) return false;
 
 	p = cs->packet_queue;
 	while (p != NULL) {
-		res = send(cs->socket, (const char*)p->buffer + p->pos, p->size - p->pos, 0);
+		res = send(cs->sock, (const char*)p->buffer + p->pos, p->size - p->pos, 0);
 		if (res == -1) {
 			int err = GET_LAST_ERROR();
 			if (err != EWOULDBLOCK) {
 				/* Something went wrong.. close client! */
 				DEBUG(net, 0, "send failed with error %d", err);
-				CloseConnection(cs);
+				cs->CloseConnection();
 				return false;
 			}
 			return true;
 		}
 		if (res == 0) {
 			/* Client/server has left us :( */
-			CloseConnection(cs);
+			cs->CloseConnection();
 			return false;
 		}
 
@@ -139,14 +150,14 @@
  * @param status the variable to store the status into
  * @return the received packet (or NULL when it didn't receive one)
  */
-Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
+Packet *NetworkRecv_Packet(NetworkTCPSocketHandler *cs, NetworkRecvStatus *status)
 {
 	ssize_t res;
 	Packet *p;
 
 	*status = NETWORK_RECV_STATUS_OKAY;
 
-	if (cs->socket == INVALID_SOCKET) return NULL;
+	if (!cs->IsConnected()) return NULL;
 
 	if (cs->packet_recv == NULL) {
 		cs->packet_recv = MallocT<Packet>(1);
@@ -161,14 +172,14 @@
 	/* Read packet size */
 	if (p->pos < sizeof(PacketSize)) {
 		while (p->pos < sizeof(PacketSize)) {
-			/* Read the size of the packet */
-			res = recv(cs->socket, (char*)p->buffer + p->pos, sizeof(PacketSize) - p->pos, 0);
+		/* Read the size of the packet */
+			res = recv(cs->sock, (char*)p->buffer + p->pos, sizeof(PacketSize) - p->pos, 0);
 			if (res == -1) {
 				int err = GET_LAST_ERROR();
 				if (err != EWOULDBLOCK) {
 					/* Something went wrong... (104 is connection reset by peer) */
 					if (err != 104) DEBUG(net, 0, "recv failed with error %d", err);
-					*status = CloseConnection(cs);
+					*status = cs->CloseConnection();
 					return NULL;
 				}
 				/* Connection would block, so stop for now */
@@ -176,7 +187,7 @@
 			}
 			if (res == 0) {
 				/* Client/server has left */
-				*status = CloseConnection(cs);
+				*status = cs->CloseConnection();
 				return NULL;
 			}
 			p->pos += res;
@@ -185,20 +196,20 @@
 		NetworkRecv_ReadPacketSize(p);
 
 		if (p->size > SEND_MTU) {
-			*status = CloseConnection(cs);
+			*status = cs->CloseConnection();
 			return NULL;
 		}
 	}
 
 	/* Read rest of packet */
 	while (p->pos < p->size) {
-		res = recv(cs->socket, (char*)p->buffer + p->pos, p->size - p->pos, 0);
+		res = recv(cs->sock, (char*)p->buffer + p->pos, p->size - p->pos, 0);
 		if (res == -1) {
 			int err = GET_LAST_ERROR();
 			if (err != EWOULDBLOCK) {
 				/* Something went wrong... (104 is connection reset by peer) */
 				if (err != 104) DEBUG(net, 0, "recv failed with error %d", err);
-				*status = CloseConnection(cs);
+				*status = cs->CloseConnection();
 				return NULL;
 			}
 			/* Connection would block */
@@ -206,7 +217,7 @@
 		}
 		if (res == 0) {
 			/* Client/server has left */
-			*status = CloseConnection(cs);
+			*status = cs->CloseConnection();
 			return NULL;
 		}
 
--- a/src/network/core/tcp.h
+++ b/src/network/core/tcp.h
@@ -6,6 +6,7 @@
 #ifdef ENABLE_NETWORK
 
 #include "os_abstraction.h"
+#include "core.h"
 #include "packet.h"
 
 /**
@@ -54,9 +55,54 @@
 	PACKET_END                   ///< Must ALWAYS be on the end of this list!! (period)
 };
 
-void NetworkSend_Packet(Packet *packet, NetworkClientState *cs);
-Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status);
-bool NetworkSend_Packets(NetworkClientState *cs);
+typedef struct CommandPacket {
+	struct CommandPacket *next;
+	PlayerByte player; ///< player that is executing the command
+	uint32 cmd;        ///< command being executed
+	uint32 p1;         ///< parameter p1
+	uint32 p2;         ///< parameter p2
+	TileIndex tile;    ///< tile command being executed on
+	char text[80];
+	uint32 frame;      ///< the frame in which this packet is executed
+	byte callback;     ///< any callback function executed upon successful completion of the command
+} CommandPacket;
+
+typedef enum {
+	STATUS_INACTIVE,   ///< The client is not connected nor active
+	STATUS_AUTH,       ///< The client is authorized
+	STATUS_MAP_WAIT,   ///< The client is waiting as someone else is downloading the map
+	STATUS_MAP,        ///< The client is downloading the map
+	STATUS_DONE_MAP,   ///< The client has downloaded the map
+	STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames
+	STATUS_ACTIVE,     ///< The client is an active player in the game
+} ClientStatus;
+
+/** Base socket handler for all TCP sockets */
+class NetworkTCPSocketHandler : public NetworkSocketHandler {
+/* TODO: rewrite into a proper class */
+public:
+	uint16 index;
+	uint32 last_frame;
+	uint32 last_frame_server;
+	byte lag_test; // This byte is used for lag-testing the client
+
+	ClientStatus status;
+	bool writable; // is client ready to write to?
+
+	Packet *packet_queue; // Packets that are awaiting delivery
+	Packet *packet_recv; // Partially received packet
+
+	CommandPacket *command_queue; // The command-queue awaiting delivery
+
+	NetworkRecvStatus CloseConnection();
+	void Initialize();
+};
+
+
+
+void NetworkSend_Packet(Packet *packet, NetworkTCPSocketHandler *cs);
+Packet *NetworkRecv_Packet(NetworkTCPSocketHandler *cs, NetworkRecvStatus *status);
+bool NetworkSend_Packets(NetworkTCPSocketHandler *cs);
 
 #endif /* ENABLE_NETWORK */
 
--- a/src/network/core/udp.cpp
+++ b/src/network/core/udp.cpp
@@ -13,12 +13,6 @@
  * @file udp.c Basic functions to receive and send UDP packets.
  */
 
-/** Initialize the sockets with an INVALID_SOCKET */
-NetworkUDPSocketHandler::NetworkUDPSocketHandler()
-{
-	this->udp = INVALID_SOCKET;
-}
-
 /**
  * Start listening on the given host and port.
  * @param udp       the place where the (references to the) UDP are stored
@@ -34,8 +28,8 @@
 	/* Make sure socket is closed */
 	this->Close();
 
-	this->udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
-	if (this->udp == INVALID_SOCKET) {
+	this->sock = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
+	if (!this->IsConnected()) {
 		DEBUG(net, 0, "[udp] failed to start UDP listener");
 		return false;
 	}
@@ -44,9 +38,9 @@
 	{
 		unsigned long blocking = 1;
 #ifndef BEOS_NET_SERVER
-		ioctlsocket(this->udp, FIONBIO, &blocking);
+		ioctlsocket(this->sock, FIONBIO, &blocking);
 #else
-		setsockopt(this->udp, SOL_SOCKET, SO_NONBLOCK, &blocking, NULL);
+		setsockopt(this->sock, SOL_SOCKET, SO_NONBLOCK, &blocking, NULL);
 #endif
 	}
 
@@ -55,7 +49,7 @@
 	sin.sin_addr.s_addr = host;
 	sin.sin_port = htons(port);
 
-	if (bind(this->udp, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
+	if (bind(this->sock, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
 		DEBUG(net, 0, "[udp] bind failed on %s:%i", inet_ntoa(*(struct in_addr *)&host), port);
 		return false;
 	}
@@ -64,7 +58,7 @@
 		/* Enable broadcast */
 		unsigned long val = 1;
 #ifndef BEOS_NET_SERVER // will work around this, some day; maybe.
-		setsockopt(this->udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val));
+		setsockopt(this->sock, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val));
 #endif
 	}
 
@@ -79,12 +73,17 @@
  */
 void NetworkUDPSocketHandler::Close()
 {
-	if (this->udp == INVALID_SOCKET) return;
+	if (!this->IsConnected()) return;
 
-	closesocket(this->udp);
-	this->udp = INVALID_SOCKET;
+	closesocket(this->sock);
+	this->sock = INVALID_SOCKET;
 }
 
+NetworkRecvStatus NetworkUDPSocketHandler::CloseConnection()
+{
+	this->has_quit = true;
+	return NETWORK_RECV_STATUS_OKAY;
+}
 
 /**
  * Send a packet over UDP
@@ -99,7 +98,7 @@
 	NetworkSend_FillPacketSize(p);
 
 	/* Send the buffer */
-	res = sendto(this->udp, (const char*)p->buffer, p->size, 0, (struct sockaddr *)recv, sizeof(*recv));
+	res = sendto(this->sock, (const char*)p->buffer, p->size, 0, (struct sockaddr *)recv, sizeof(*recv));
 
 	/* Check for any errors, but ignore it otherwise */
 	if (res == -1) DEBUG(net, 1, "[udp] sendto failed with: %i", GET_LAST_ERROR());
@@ -117,13 +116,13 @@
 	Packet p;
 	int packet_len;
 
-	if (this->udp == INVALID_SOCKET) return;
+	if (!this->IsConnected()) return;
 
 	packet_len = sizeof(p.buffer);
 	client_len = sizeof(client_addr);
 
 	/* Try to receive anything */
-	nbytes = recvfrom(this->udp, (char*)p.buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len);
+	nbytes = recvfrom(this->sock, (char*)p.buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len);
 
 	/* We got some bytes for the base header of the packet. */
 	if (nbytes > 2) {
@@ -170,9 +169,9 @@
 void NetworkUDPSocketHandler::Recv_GRFIdentifier(Packet *p, GRFConfig *c)
 {
 	uint j;
-	c->grfid = NetworkRecv_uint32(&this->cs, p);
+	c->grfid = NetworkRecv_uint32(this, p);
 	for (j = 0; j < sizeof(c->md5sum); j++) {
-		c->md5sum[j] = NetworkRecv_uint8(&this->cs, p);
+		c->md5sum[j] = NetworkRecv_uint8(this, p);
 	}
 }
 
@@ -246,7 +245,7 @@
  */
 void NetworkUDPSocketHandler::Recv_NetworkGameInfo(Packet *p, NetworkGameInfo *info)
 {
-	info->game_info_version = NetworkRecv_uint8(&this->cs, p);
+	info->game_info_version = NetworkRecv_uint8(this, p);
 
 	/*
 	 *              Please observe the order.
@@ -260,7 +259,7 @@
 		case 4: {
 			GRFConfig **dst = &info->grfconfig;
 			uint i;
-			uint num_grfs = NetworkRecv_uint8(&this->cs, p);
+			uint num_grfs = NetworkRecv_uint8(this, p);
 
 			for (i = 0; i < num_grfs; i++) {
 				GRFConfig *c = CallocT<GRFConfig>(1);
@@ -273,31 +272,31 @@
 			}
 		} /* Fallthrough */
 		case 3:
-			info->game_date      = NetworkRecv_uint32(&this->cs, p);
-			info->start_date     = NetworkRecv_uint32(&this->cs, p);
+			info->game_date      = NetworkRecv_uint32(this, p);
+			info->start_date     = NetworkRecv_uint32(this, p);
 			/* Fallthrough */
 		case 2:
-			info->companies_max  = NetworkRecv_uint8 (&this->cs, p);
-			info->companies_on   = NetworkRecv_uint8 (&this->cs, p);
-			info->spectators_max = NetworkRecv_uint8 (&this->cs, p);
+			info->companies_max  = NetworkRecv_uint8 (this, p);
+			info->companies_on   = NetworkRecv_uint8 (this, p);
+			info->spectators_max = NetworkRecv_uint8 (this, p);
 			/* Fallthrough */
 		case 1:
-			NetworkRecv_string(&this->cs, p, info->server_name,     sizeof(info->server_name));
-			NetworkRecv_string(&this->cs, p, info->server_revision, sizeof(info->server_revision));
-			info->server_lang    = NetworkRecv_uint8 (&this->cs, p);
-			info->use_password   = NetworkRecv_uint8 (&this->cs, p);
-			info->clients_max    = NetworkRecv_uint8 (&this->cs, p);
-			info->clients_on     = NetworkRecv_uint8 (&this->cs, p);
-			info->spectators_on  = NetworkRecv_uint8 (&this->cs, p);
+			NetworkRecv_string(this, p, info->server_name,     sizeof(info->server_name));
+			NetworkRecv_string(this, p, info->server_revision, sizeof(info->server_revision));
+			info->server_lang    = NetworkRecv_uint8 (this, p);
+			info->use_password   = NetworkRecv_uint8 (this, p);
+			info->clients_max    = NetworkRecv_uint8 (this, p);
+			info->clients_on     = NetworkRecv_uint8 (this, p);
+			info->spectators_on  = NetworkRecv_uint8 (this, p);
 			if (info->game_info_version < 3) { // 16 bits dates got scrapped and are read earlier
-				info->game_date    = NetworkRecv_uint16(&this->cs, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
-				info->start_date   = NetworkRecv_uint16(&this->cs, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
+				info->game_date    = NetworkRecv_uint16(this, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
+				info->start_date   = NetworkRecv_uint16(this, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
 			}
-			NetworkRecv_string(&this->cs, p, info->map_name, sizeof(info->map_name));
-			info->map_width      = NetworkRecv_uint16(&this->cs, p);
-			info->map_height     = NetworkRecv_uint16(&this->cs, p);
-			info->map_set        = NetworkRecv_uint8 (&this->cs, p);
-			info->dedicated      = (NetworkRecv_uint8(&this->cs, p) != 0);
+			NetworkRecv_string(this, p, info->map_name, sizeof(info->map_name));
+			info->map_width      = NetworkRecv_uint16(this, p);
+			info->map_height     = NetworkRecv_uint16(this, p);
+			info->map_set        = NetworkRecv_uint8 (this, p);
+			info->dedicated      = (NetworkRecv_uint8(this, p) != 0);
 	}
 }
 
@@ -313,13 +312,12 @@
 {
 	PacketUDPType type;
 
-	/* Fake a client, so we can see when there is an illegal packet */
-	this->cs.socket = INVALID_SOCKET;
-	this->cs.has_quit = false;
+	/* New packet == new client, which has not quit yet */
+	this->has_quit = false;
 
-	type = (PacketUDPType)NetworkRecv_uint8(&this->cs, p);
+	type = (PacketUDPType)NetworkRecv_uint8(this, p);
 
-	switch (this->cs.has_quit ? PACKET_UDP_END : type) {
+	switch (this->HasClientQuit() ? PACKET_UDP_END : type) {
 		UDP_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER);
 		UDP_COMMAND(PACKET_UDP_SERVER_RESPONSE);
 		UDP_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO);
@@ -333,7 +331,7 @@
 		UDP_COMMAND(PACKET_UDP_SERVER_NEWGRFS);
 
 		default:
-			if (!this->cs.has_quit) {
+			if (this->HasClientQuit()) {
 				DEBUG(net, 0, "[udp] received invalid packet type %d from %s:%d", type,  inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
 			} else {
 				DEBUG(net, 0, "[udp] received illegal packet from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
@@ -351,8 +349,8 @@
 #define DEFINE_UNAVAILABLE_UDP_RECEIVE_COMMAND(type) \
 void NetworkUDPSocketHandler::NetworkPacketReceive_## type ##_command(\
 		Packet *p, const struct sockaddr_in *client_addr) { \
-	DEBUG(net, 0, "[udp] received packet on wrong port from %s:%d", \
-			inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port)); \
+	DEBUG(net, 0, "[udp] received packet type %d on wrong port from %s:%d", \
+			type, inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port)); \
 }
 
 DEFINE_UNAVAILABLE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER);
--- a/src/network/core/udp.h
+++ b/src/network/core/udp.h
@@ -6,11 +6,11 @@
 #ifdef ENABLE_NETWORK
 
 #include "os_abstraction.h"
+#include "core.h"
 #include "game.h"
 #include "packet.h"
 #include "../../newgrf_config.h"
 #include "../../debug.h"
-#include "../network_data.h"
 
 /**
  * @file udp.h Basic functions to receive and send UDP packets.
@@ -91,11 +91,11 @@
 
 #define DECLARE_UDP_RECEIVE_COMMAND(type) virtual void NetworkPacketReceive_## type ##_command(Packet *p, const struct sockaddr_in *)
 
-class NetworkUDPSocketHandler {
-private:
-	SOCKET udp;
+/** Base socket handler for all UDP sockets */
+class NetworkUDPSocketHandler : public NetworkSocketHandler {
 protected:
-	NetworkClientState cs;
+	NetworkRecvStatus CloseConnection();
+
 	/* Declare all possible packets here. If it can be received by the
 	 * a specific handler, it has to be implemented. */
 	DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER);
@@ -121,10 +121,8 @@
 	 */
 	virtual void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config) { NOT_REACHED(); }
 public:
-	NetworkUDPSocketHandler();
 	virtual ~NetworkUDPSocketHandler() { this->Close(); }
 
-	bool IsListening() { return this->udp != INVALID_SOCKET; }
 	bool Listen(uint32 host, uint16 port, bool broadcast);
 	void Close();
 
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -47,7 +47,7 @@
 
 // Here we keep track of the clients
 //  (and the client uses [0] for his own communication)
-NetworkClientState _clients[MAX_CLIENTS];
+NetworkTCPSocketHandler _clients[MAX_CLIENTS];
 
 
 
@@ -90,9 +90,9 @@
 }
 
 // Function that looks up the CS for a given client-index
-NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index)
+NetworkTCPSocketHandler *NetworkFindClientStateFromIndex(uint16 client_index)
 {
-	NetworkClientState *cs;
+	NetworkTCPSocketHandler *cs;
 
 	for (cs = _clients; cs != endof(_clients); cs++) {
 		if (cs->index == client_index) return cs;
@@ -103,7 +103,7 @@
 
 // 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)
+void NetworkGetClientName(char *client_name, size_t size, const NetworkTCPSocketHandler *cs)
 {
 	const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
 
@@ -116,7 +116,7 @@
 
 byte NetworkSpectatorCount(void)
 {
-	const NetworkClientState *cs;
+	NetworkTCPSocketHandler *cs;
 	byte count = 0;
 
 	FOR_ALL_CLIENTS(cs) {
@@ -197,7 +197,7 @@
 }
 
 // Calculate the frame-lag of a client
-uint NetworkCalculateLag(const NetworkClientState *cs)
+uint NetworkCalculateLag(const NetworkTCPSocketHandler *cs)
 {
 	int lag = cs->last_frame_server - cs->last_frame;
 	// This client has missed his ACK packet after 1 DAY_TICKS..
@@ -230,7 +230,7 @@
 	NetworkError(STR_NETWORK_ERR_SERVER_START);
 }
 
-static void NetworkClientError(NetworkRecvStatus res, NetworkClientState* cs)
+static void NetworkClientError(NetworkRecvStatus res, NetworkTCPSocketHandler* cs)
 {
 	// First, send a CLIENT_ERROR to the server, so he knows we are
 	//  disconnection (and why!)
@@ -298,7 +298,7 @@
 /* Count the number of active clients connected */
 static uint NetworkCountPlayers(void)
 {
-	const NetworkClientState *cs;
+	NetworkTCPSocketHandler *cs;
 	uint count = 0;
 
 	FOR_ALL_CLIENTS(cs) {
@@ -549,9 +549,9 @@
 
 // Creates a new client from a socket
 //   Used both by the server and the client
-static NetworkClientState *NetworkAllocClient(SOCKET s)
+static NetworkTCPSocketHandler *NetworkAllocClient(SOCKET s)
 {
-	NetworkClientState *cs;
+	NetworkTCPSocketHandler *cs;
 	byte client_no = 0;
 
 	if (_network_server) {
@@ -564,11 +564,8 @@
 	}
 
 	cs = DEREF_CLIENT(client_no);
-	memset(cs, 0, sizeof(*cs));
-	cs->socket = s;
-	cs->last_frame = 0;
-	cs->has_quit = false;
-
+	cs->Initialize();
+	cs->sock = s;
 	cs->last_frame = _frame_counter;
 	cs->last_frame_server = _frame_counter;
 
@@ -588,11 +585,11 @@
 }
 
 // Close a connection
-void NetworkCloseClient(NetworkClientState *cs)
+void NetworkCloseClient(NetworkTCPSocketHandler *cs)
 {
 	NetworkClientInfo *ci;
 	// Socket is already dead
-	if (cs->socket == INVALID_SOCKET) {
+	if (cs->sock == INVALID_SOCKET) {
 		cs->has_quit = true;
 		return;
 	}
@@ -604,7 +601,7 @@
 		NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST;
 		char str[100];
 		char client_name[NETWORK_CLIENT_NAME_LENGTH];
-		NetworkClientState *new_cs;
+		NetworkTCPSocketHandler *new_cs;
 
 		NetworkGetClientName(client_name, sizeof(client_name), cs);
 
@@ -626,7 +623,7 @@
 		NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
 	}
 
-	closesocket(cs->socket);
+	closesocket(cs->sock);
 	cs->writable = false;
 	cs->has_quit = true;
 
@@ -653,7 +650,7 @@
 		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) {
+		while ((cs + 1) != DEREF_CLIENT(MAX_CLIENTS) && (cs + 1)->sock != INVALID_SOCKET) {
 			*cs = *(cs + 1);
 			*ci = *(ci + 1);
 			cs++;
@@ -664,7 +661,7 @@
 	}
 
 	// Reset the status of the last socket
-	cs->socket = INVALID_SOCKET;
+	cs->sock = INVALID_SOCKET;
 	cs->status = STATUS_INACTIVE;
 	cs->index = NETWORK_EMPTY_INDEX;
 	ci->client_index = NETWORK_EMPTY_INDEX;
@@ -711,7 +708,7 @@
 static void NetworkAcceptClients(void)
 {
 	struct sockaddr_in sin;
-	NetworkClientState *cs;
+	NetworkTCPSocketHandler *cs;
 	uint i;
 	bool banned;
 
@@ -827,7 +824,7 @@
 // Close all current connections
 static void NetworkClose(void)
 {
-	NetworkClientState *cs;
+	NetworkTCPSocketHandler *cs;
 
 	FOR_ALL_CLIENTS(cs) {
 		if (!_network_server) {
@@ -849,16 +846,13 @@
 // Inits the network (cleans sockets and stuff)
 static void NetworkInitialize(void)
 {
-	NetworkClientState *cs;
+	NetworkTCPSocketHandler *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;
+		cs->Initialize();
 	}
 
 	// Clean the client_info memory
@@ -1071,7 +1065,7 @@
 void NetworkReboot(void)
 {
 	if (_network_server) {
-		NetworkClientState *cs;
+		NetworkTCPSocketHandler *cs;
 		FOR_ALL_CLIENTS(cs) {
 			SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
 			NetworkSend_Packets(cs);
@@ -1095,7 +1089,7 @@
 void NetworkDisconnect(void)
 {
 	if (_network_server) {
-		NetworkClientState *cs;
+		NetworkTCPSocketHandler *cs;
 		FOR_ALL_CLIENTS(cs) {
 			SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
 			NetworkSend_Packets(cs);
@@ -1122,7 +1116,7 @@
 // Receives something from the network
 static bool NetworkReceive(void)
 {
-	NetworkClientState *cs;
+	NetworkTCPSocketHandler *cs;
 	int n;
 	fd_set read_fd, write_fd;
 	struct timeval tv;
@@ -1131,8 +1125,8 @@
 	FD_ZERO(&write_fd);
 
 	FOR_ALL_CLIENTS(cs) {
-		FD_SET(cs->socket, &read_fd);
-		FD_SET(cs->socket, &write_fd);
+		FD_SET(cs->sock, &read_fd);
+		FD_SET(cs->sock, &write_fd);
 	}
 
 	// take care of listener port
@@ -1151,8 +1145,8 @@
 
 	// read stuff from clients
 	FOR_ALL_CLIENTS(cs) {
-		cs->writable = !!FD_ISSET(cs->socket, &write_fd);
-		if (FD_ISSET(cs->socket, &read_fd)) {
+		cs->writable = !!FD_ISSET(cs->sock, &write_fd);
+		if (FD_ISSET(cs->sock, &read_fd)) {
 			if (_network_server) {
 				NetworkServer_ReadPackets(cs);
 			} else {
@@ -1177,7 +1171,7 @@
 // This sends all buffered commands (if possible)
 static void NetworkSend(void)
 {
-	NetworkClientState *cs;
+	NetworkTCPSocketHandler *cs;
 	FOR_ALL_CLIENTS(cs) {
 		if (cs->writable) {
 			NetworkSend_Packets(cs);
--- a/src/network/network_client.cpp
+++ b/src/network/network_client.cpp
@@ -796,7 +796,7 @@
 }
 
 // Reads the packets from the socket-stream, if available
-NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientState *cs)
+NetworkRecvStatus NetworkClient_ReadPackets(NetworkTCPSocketHandler *cs)
 {
 	Packet *p;
 	NetworkRecvStatus res = NETWORK_RECV_STATUS_OKAY;
--- a/src/network/network_client.h
+++ b/src/network/network_client.h
@@ -17,7 +17,7 @@
 DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK);
 DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command);
 
-NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientState *cs);
+NetworkRecvStatus NetworkClient_ReadPackets(NetworkTCPSocketHandler *cs);
 void NetworkClient_Connected(void);
 
 #endif /* ENABLE_NETWORK */
--- a/src/network/network_data.cpp
+++ b/src/network/network_data.cpp
@@ -12,7 +12,7 @@
 #include "../helpers.hpp"
 
 // Add a command to the local command queue
-void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp)
+void NetworkAddCommandQueue(NetworkTCPSocketHandler *cs, CommandPacket *cp)
 {
 	CommandPacket* new_cp = MallocT<CommandPacket>(1);
 
@@ -65,7 +65,7 @@
 		//   client on the server can do everything 1 tick faster than others.
 		//   So to keep the game fair, we delay the command with 1 tick
 		//   which gives about the same speed as most clients.
-		NetworkClientState *cs;
+		NetworkTCPSocketHandler *cs;
 
 		// And we queue it for delivery to the clients
 		FOR_ALL_CLIENTS(cs) {
--- a/src/network/network_data.h
+++ b/src/network/network_data.h
@@ -9,8 +9,10 @@
 #include "../openttd.h"
 #include "network.h"
 #include "core/os_abstraction.h"
+#include "core/core.h"
 #include "core/config.h"
 #include "core/packet.h"
+#include "core/tcp.h"
 
 #define MAX_TEXT_MSG_LEN 1024 /* long long long long sentences :-) */
 
@@ -18,28 +20,6 @@
 #define NETWORK_SERVER_INDEX 1
 #define NETWORK_EMPTY_INDEX 0
 
-typedef struct CommandPacket {
-	struct CommandPacket *next;
-	PlayerByte player; /// player that is executing the command
-	uint32 cmd;    /// command being executed
-	uint32 p1;     /// parameter p1
-	uint32 p2;     /// parameter p2
-	TileIndex tile; /// tile command being executed on
-	char text[80];
-	uint32 frame;  /// the frame in which this packet is executed
-	byte callback; /// any callback function executed upon successful completion of the command
-} CommandPacket;
-
-typedef enum {
-	STATUS_INACTIVE,
-	STATUS_AUTH, // This means that the client is authorized
-	STATUS_MAP_WAIT, // This means that the client is put on hold because someone else is getting the map
-	STATUS_MAP,
-	STATUS_DONE_MAP,
-	STATUS_PRE_ACTIVE,
-	STATUS_ACTIVE,
-} ClientStatus;
-
 typedef enum {
 	MAP_PACKET_START,
 	MAP_PACKET_NORMAL,
@@ -47,18 +27,6 @@
 } MapPacket;
 
 typedef enum {
-	NETWORK_RECV_STATUS_OKAY,
-	NETWORK_RECV_STATUS_DESYNC,
-	NETWORK_RECV_STATUS_SAVEGAME,
-	NETWORK_RECV_STATUS_CONN_LOST,
-	NETWORK_RECV_STATUS_MALFORMED_PACKET,
-	NETWORK_RECV_STATUS_SERVER_ERROR, // The server told us we made an error
-	NETWORK_RECV_STATUS_SERVER_FULL,
-	NETWORK_RECV_STATUS_SERVER_BANNED,
-	NETWORK_RECV_STATUS_CLOSE_QUERY, // Done quering the server
-} NetworkRecvStatus;
-
-typedef enum {
 	NETWORK_ERROR_GENERAL, // Try to use thisone like never
 
 	// Signals from clients
@@ -96,24 +64,6 @@
 	NETWORK_COMPANY_PASSWORD,
 } NetworkPasswordType;
 
-// To keep the clients all together
-struct NetworkClientState { // Typedeffed in network_core/packet.h
-	SOCKET socket;
-	uint16 index;
-	uint32 last_frame;
-	uint32 last_frame_server;
-	byte lag_test; // This byte is used for lag-testing the client
-
-	ClientStatus status;
-	bool writable; // is client ready to write to?
-	bool has_quit;
-
-	Packet *packet_queue; // Packets that are awaiting delivery
-	Packet *packet_recv; // Partially received packet
-
-	CommandPacket *command_queue; // The command-queue awaiting delivery
-};
-
 typedef enum {
 	DESTTYPE_BROADCAST, ///< Send message/notice to all players (All)
 	DESTTYPE_TEAM,    ///< Send message/notice to everyone playing the same company (Team)
@@ -125,7 +75,7 @@
 
 // Here we keep track of the clients
 //  (and the client uses [0] for his own communication)
-extern NetworkClientState _clients[MAX_CLIENTS];
+extern NetworkTCPSocketHandler _clients[MAX_CLIENTS];
 
 #define DEREF_CLIENT(i) (&_clients[i])
 // This returns the NetworkClientInfo from a NetworkClientState
@@ -135,28 +85,28 @@
 #define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p)
 #define DEF_CLIENT_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(void)
 #define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
-#define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkClientState *cs, Packet *p)
-#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkClientState *cs)
+#define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkTCPSocketHandler *cs, Packet *p)
+#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkTCPSocketHandler *cs)
 #define DEF_SERVER_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
 
 #define SEND_COMMAND(type) NetworkPacketSend_ ## type ## _command
 #define RECEIVE_COMMAND(type) NetworkPacketReceive_ ## type ## _command
 
-#define FOR_ALL_CLIENTS(cs) for (cs = _clients; cs != endof(_clients) && cs->socket != INVALID_SOCKET; cs++)
+#define FOR_ALL_CLIENTS(cs) for (cs = _clients; cs != endof(_clients) && cs->IsConnected(); cs++)
 #define FOR_ALL_ACTIVE_CLIENT_INFOS(ci) for (ci = _network_client_info; ci != endof(_network_client_info); ci++) if (ci->client_index != NETWORK_EMPTY_INDEX)
 
 void NetworkExecuteCommand(CommandPacket *cp);
-void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp);
+void NetworkAddCommandQueue(NetworkTCPSocketHandler *cs, CommandPacket *cp);
 
 // from network.c
-void NetworkCloseClient(NetworkClientState *cs);
+void NetworkCloseClient(NetworkTCPSocketHandler *cs);
 void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...);
-void NetworkGetClientName(char *clientname, size_t size, const NetworkClientState *cs);
-uint NetworkCalculateLag(const NetworkClientState *cs);
+void NetworkGetClientName(char *clientname, size_t size, const NetworkTCPSocketHandler *cs);
+uint NetworkCalculateLag(const NetworkTCPSocketHandler *cs);
 byte NetworkGetCurrentLanguageIndex(void);
 NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index);
 NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip);
-NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index);
+NetworkTCPSocketHandler *NetworkFindClientStateFromIndex(uint16 client_index);
 unsigned long NetworkResolveHost(const char *hostname);
 char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last);
 
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -26,14 +26,14 @@
 
 // This file handles all the server-commands
 
-static void NetworkHandleCommandQueue(NetworkClientState* cs);
+static void NetworkHandleCommandQueue(NetworkTCPSocketHandler* cs);
 
 // **********
 // Sending functions
-//   DEF_SERVER_SEND_COMMAND has parameter: NetworkClientState *cs
+//   DEF_SERVER_SEND_COMMAND has parameter: NetworkTCPSocketHandler *cs
 // **********
 
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkClientState *cs, NetworkClientInfo *ci)
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkTCPSocketHandler *cs, NetworkClientInfo *ci)
 {
 	//
 	// Packet: SERVER_CLIENT_INFO
@@ -131,7 +131,7 @@
 	NetworkSend_Packet(p, cs);
 }
 
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error)
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkTCPSocketHandler *cs, NetworkErrorCode error)
 {
 	//
 	// Packet: SERVER_ERROR
@@ -150,7 +150,7 @@
 
 	// Only send when the current client was in game
 	if (cs->status > STATUS_AUTH) {
-		NetworkClientState *new_cs;
+		NetworkTCPSocketHandler *new_cs;
 		char client_name[NETWORK_CLIENT_NAME_LENGTH];
 
 		NetworkGetClientName(client_name, sizeof(client_name), cs);
@@ -182,7 +182,7 @@
 	NetworkCloseClient(cs);
 }
 
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkClientState *cs, NetworkPasswordType type)
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkTCPSocketHandler *cs, NetworkPasswordType type)
 {
 	//
 	// Packet: SERVER_NEED_PASSWORD
@@ -206,7 +206,7 @@
 	//
 
 	Packet *p;
-	const NetworkClientState *new_cs;
+	NetworkTCPSocketHandler *new_cs;
 
 	// Invalid packet when status is AUTH or higher
 	if (cs->status >= STATUS_AUTH) return;
@@ -237,7 +237,7 @@
 	//    uint8:  Clients awaiting map
 	//
 	int waiting = 0;
-	NetworkClientState *new_cs;
+	NetworkTCPSocketHandler *new_cs;
 	Packet *p;
 
 	// Count how many players are waiting in the queue
@@ -330,7 +330,7 @@
 				fclose(file_pointer);
 
 				{
-					NetworkClientState *new_cs;
+					NetworkTCPSocketHandler *new_cs;
 					bool new_map_client = false;
 					// Check if there is a client waiting for receiving the map
 					//  and start sending him the map
@@ -367,7 +367,7 @@
 	}
 }
 
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(NetworkClientState *cs, uint16 client_index)
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(NetworkTCPSocketHandler *cs, uint16 client_index)
 {
 	//
 	// Packet: SERVER_JOIN
@@ -433,7 +433,7 @@
 	NetworkSend_Packet(p, cs);
 }
 
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkClientState *cs, CommandPacket *cp)
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkTCPSocketHandler *cs, CommandPacket *cp)
 {
 	//
 	// Packet: SERVER_COMMAND
@@ -463,7 +463,7 @@
 	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)
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkTCPSocketHandler *cs, NetworkAction action, uint16 client_index, bool self_send, const char *msg)
 {
 	//
 	// Packet: SERVER_CHAT
@@ -484,7 +484,7 @@
 	NetworkSend_Packet(p, cs);
 }
 
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, NetworkErrorCode errorno)
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkTCPSocketHandler *cs, uint16 client_index, NetworkErrorCode errorno)
 {
 	//
 	// Packet: SERVER_ERROR_QUIT
@@ -503,7 +503,7 @@
 	NetworkSend_Packet(p, cs);
 }
 
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkClientState *cs, uint16 client_index, const char *leavemsg)
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkTCPSocketHandler *cs, uint16 client_index, const char *leavemsg)
 {
 	//
 	// Packet: SERVER_ERROR_QUIT
@@ -548,7 +548,7 @@
 	NetworkSend_Packet(p, cs);
 }
 
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientState *cs, uint16 color, const char *command)
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkTCPSocketHandler *cs, uint16 color, const char *command)
 {
 	Packet *p = NetworkSend_Init(PACKET_SERVER_RCON);
 
@@ -559,7 +559,7 @@
 
 // **********
 // Receiving functions
-//   DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientState *cs, Packet *p
+//   DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkTCPSocketHandler *cs, Packet *p
 // **********
 
 DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
@@ -696,7 +696,7 @@
 
 DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
 {
-	const NetworkClientState *new_cs;
+	NetworkTCPSocketHandler *new_cs;
 
 	// The client was never joined.. so this is impossible, right?
 	//  Ignore the packet, give the client a warning, and close his connection
@@ -724,7 +724,7 @@
 	// 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;
+		NetworkTCPSocketHandler *new_cs;
 
 		NetworkGetClientName(client_name, sizeof(client_name), cs);
 
@@ -789,7 +789,7 @@
  */
 DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
 {
-	NetworkClientState *new_cs;
+	NetworkTCPSocketHandler *new_cs;
 	const NetworkClientInfo *ci;
 	byte callback;
 
@@ -888,7 +888,7 @@
 {
 	// 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;
+	NetworkTCPSocketHandler *new_cs;
 	char str[100];
 	char client_name[NETWORK_CLIENT_NAME_LENGTH];
 	NetworkErrorCode errorno = (NetworkErrorCode)NetworkRecv_uint8(cs, p);
@@ -920,7 +920,7 @@
 {
 	// The client wants to leave. Display this and report it to the other
 	//  clients.
-	NetworkClientState *new_cs;
+	NetworkTCPSocketHandler *new_cs;
 	char str[100];
 	char client_name[NETWORK_CLIENT_NAME_LENGTH];
 
@@ -978,7 +978,7 @@
 
 void NetworkServer_HandleChat(NetworkAction action, DestType desttype, int dest, const char *msg, uint16 from_index)
 {
-	NetworkClientState *cs;
+	NetworkTCPSocketHandler *cs;
 	const NetworkClientInfo *ci, *ci_own, *ci_to;
 
 	switch (desttype) {
@@ -1141,7 +1141,7 @@
 }
 
 // The layout for the receive-functions by the server
-typedef void NetworkServerPacket(NetworkClientState *cs, Packet *p);
+typedef void NetworkServerPacket(NetworkTCPSocketHandler *cs, Packet *p);
 
 
 // This array matches PacketType. At an incoming
@@ -1193,7 +1193,7 @@
 	const Player *p;
 	const Vehicle *v;
 	const Station *s;
-	const NetworkClientState *cs;
+	NetworkTCPSocketHandler *cs;
 	const NetworkClientInfo *ci;
 	uint i;
 	uint16 months_empty;
@@ -1302,7 +1302,7 @@
 // Send a packet to all clients with updated info about this client_index
 void NetworkUpdateClientInfo(uint16 client_index)
 {
-	NetworkClientState *cs;
+	NetworkTCPSocketHandler *cs;
 	NetworkClientInfo *ci = NetworkFindClientInfoFromIndex(client_index);
 
 	if (ci == NULL) return;
@@ -1329,7 +1329,7 @@
            (and item 1. happens a year later) */
 static void NetworkAutoCleanCompanies(void)
 {
-	const NetworkClientState *cs;
+	NetworkTCPSocketHandler *cs;
 	const NetworkClientInfo *ci;
 	const Player *p;
 	bool clients_in_company[MAX_PLAYERS];
@@ -1382,7 +1382,7 @@
 //  and it returns true if that succeeded.
 bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH])
 {
-	NetworkClientState *new_cs;
+	NetworkTCPSocketHandler *new_cs;
 	bool found_name = false;
 	byte number = 0;
 	char original_name[NETWORK_CLIENT_NAME_LENGTH];
@@ -1421,7 +1421,7 @@
 }
 
 // Reads a packet from the stream
-bool NetworkServer_ReadPackets(NetworkClientState *cs)
+bool NetworkServer_ReadPackets(NetworkTCPSocketHandler *cs)
 {
 	Packet *p;
 	NetworkRecvStatus res;
@@ -1439,7 +1439,7 @@
 }
 
 // Handle the local command-queue
-static void NetworkHandleCommandQueue(NetworkClientState* cs)
+static void NetworkHandleCommandQueue(NetworkTCPSocketHandler* cs)
 {
 	CommandPacket *cp;
 
@@ -1454,7 +1454,7 @@
 // This is called every tick if this is a _network_server
 void NetworkServer_Tick(bool send_frame)
 {
-	NetworkClientState *cs;
+	NetworkTCPSocketHandler *cs;
 #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
 	bool send_sync = false;
 #endif
--- a/src/network/network_server.h
+++ b/src/network/network_server.h
@@ -6,16 +6,16 @@
 #ifdef ENABLE_NETWORK
 
 DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP);
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, NetworkErrorCode errorno);
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error);
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkTCPSocketHandler *cs, uint16 client_index, NetworkErrorCode errorno);
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkTCPSocketHandler *cs, NetworkErrorCode error);
 DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN);
 DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME);
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientState *cs, uint16 color, const char *command);
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkTCPSocketHandler *cs, uint16 color, const char *command);
 
 bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]);
 void NetworkServer_HandleChat(NetworkAction action, DestType type, int dest, const char *msg, uint16 from_index);
 
-bool NetworkServer_ReadPackets(NetworkClientState *cs);
+bool NetworkServer_ReadPackets(NetworkTCPSocketHandler *cs);
 void NetworkServer_Tick(bool send_frame);
 void NetworkServerMonthlyLoop(void);
 void NetworkServerYearlyLoop(void);
--- a/src/network/network_udp.cpp
+++ b/src/network/network_udp.cpp
@@ -93,7 +93,7 @@
 
 DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_DETAIL_INFO)
 {
-	NetworkClientState *cs;
+	NetworkTCPSocketHandler *cs;
 	NetworkClientInfo *ci;
 	Packet *packet;
 	Player *player;
@@ -221,7 +221,7 @@
 
 	DEBUG(net, 6, "[udp] newgrf data request from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
 
-	num_grfs = NetworkRecv_uint8 (&this->cs, p);
+	num_grfs = NetworkRecv_uint8 (this, p);
 	if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
 
 	for (i = 0; i < num_grfs; i++) {
@@ -360,14 +360,15 @@
 	 * an uint32 (ip) and an uint16 (port) for each pair
 	 */
 
-	ver = NetworkRecv_uint8(&this->cs, p);
-
-	if (this->cs.has_quit) return;
+	ver = NetworkRecv_uint8(this, p);
 
 	if (ver == 1) {
-		for (i = NetworkRecv_uint16(&this->cs, p); i != 0 ; i--) {
-			ip.s_addr = TO_LE32(NetworkRecv_uint32(&this->cs, p));
-			port = NetworkRecv_uint16(&this->cs, p);
+		for (i = NetworkRecv_uint16(this, p); i != 0 ; i--) {
+			ip.s_addr = TO_LE32(NetworkRecv_uint32(this, p));
+			port = NetworkRecv_uint16(this, p);
+
+			/* Somehow we reached the end of the packet */
+			if (this->HasClientQuit()) return;
 			NetworkUDPQueryServer(inet_ntoa(ip), port);
 		}
 	}
@@ -381,7 +382,7 @@
 
 	DEBUG(net, 6, "[udp] newgrf data reply from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
 
-	num_grfs = NetworkRecv_uint8 (&this->cs, p);
+	num_grfs = NetworkRecv_uint8 (this, p);
 	if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
 
 	for (i = 0; i < num_grfs; i++) {
@@ -390,7 +391,7 @@
 		GRFConfig c;
 
 		this->Recv_GRFIdentifier(p, &c);
-		NetworkRecv_string(&this->cs, p, name, sizeof(name));
+		NetworkRecv_string(this, p, name, sizeof(name));
 
 		/* An empty name is not possible under normal circumstances
 		 * and causes problems when showing the NewGRF list. */
@@ -465,7 +466,7 @@
 	struct sockaddr_in out_addr;
 	Packet *p;
 
-	if (!_udp_client_socket->IsListening()) {
+	if (!_udp_client_socket->IsConnected()) {
 		if (!_udp_client_socket->Listen(0, 0, true)) return;
 	}
 
@@ -492,7 +493,7 @@
 	if (_network_udp_broadcast > 0) return;
 
 	// No UDP-socket yet..
-	if (!_udp_client_socket->IsListening()) {
+	if (!_udp_client_socket->IsConnected()) {
 		if (!_udp_client_socket->Listen(0, 0, true)) return;
 	}
 
@@ -509,7 +510,7 @@
 	NetworkGameList *item;
 
 	// No UDP-socket yet..
-	if (!_udp_client_socket->IsListening()) {
+	if (!_udp_client_socket->IsConnected()) {
 		if (!_udp_client_socket->Listen(0, 0, true)) return NULL;
 	}
 
@@ -545,7 +546,7 @@
 	if (!_networking || !_network_server || !_network_udp_server) return;
 
 	/* check for socket */
-	if (!_udp_master_socket->IsListening()) {
+	if (!_udp_master_socket->IsConnected()) {
 		if (!_udp_master_socket->Listen(0, 0, false)) return;
 	}
 
@@ -578,7 +579,7 @@
 		return;
 
 	/* check for socket */
-	if (!_udp_master_socket->IsListening()) {
+	if (!_udp_master_socket->IsConnected()) {
 		if (!_udp_master_socket->Listen(0, 0, false)) return;
 	}