+ *tmpl_info = *file_info;
+
+ tmpl_info->basename = getStringCopy(getNetworkBufferString(read_buffer));
+ tmpl_info->filename = getPath2(network_level_dir, tmpl_info->basename);
+
+ getNetworkBufferFile(read_buffer, tmpl_info->filename);
+ }
+
+ network_level.leveldir_identifier = leveldir_identifier;
+ network_level.use_custom_template = use_custom_template;
+
+ /* the receiving client(s) use(s) the transferred network level files */
+ network_level.use_network_level_files = TRUE;
+
+#if 0
+ printf("::: '%s'\n", leveldir_identifier);
+ printf("::: '%d'\n", file_info->nr);
+ printf("::: '%d'\n", file_info->type);
+ printf("::: '%d'\n", file_info->packed);
+ printf("::: '%s'\n", file_info->basename);
+ printf("::: '%s'\n", file_info->filename);
+
+ if (use_custom_template)
+ printf("::: '%s'\n", tmpl_info->filename);
+#endif
+}
+
+static void HandleNetworkingMessage()
+{
+ stop_network_game = FALSE;
+
+ initNetworkBufferForReading(read_buffer);
+
+ int message_type = getNetworkBuffer8BitInteger(read_buffer);
+
+ switch (message_type)
+ {
+ case OP_BAD_PROTOCOL_VERSION:
+ Handle_OP_BAD_PROTOCOL_VERSION();
+ break;
+
+ case OP_YOUR_NUMBER:
+ Handle_OP_YOUR_NUMBER();
+ break;
+
+ case OP_NUMBER_WANTED:
+ Handle_OP_NUMBER_WANTED();
+ break;
+
+ case OP_PLAYER_NAME:
+ Handle_OP_PLAYER_NAME();
+ break;
+
+ case OP_PLAYER_CONNECTED:
+ Handle_OP_PLAYER_CONNECTED();
+ break;
+
+ case OP_PLAYER_DISCONNECTED:
+ Handle_OP_PLAYER_DISCONNECTED();
+ break;
+
+ case OP_START_PLAYING:
+ Handle_OP_START_PLAYING();
+ break;
+
+ case OP_PAUSE_PLAYING:
+ Handle_OP_PAUSE_PLAYING();
+ break;
+
+ case OP_CONTINUE_PLAYING:
+ Handle_OP_CONTINUE_PLAYING();
+ break;
+
+ case OP_STOP_PLAYING:
+ Handle_OP_STOP_PLAYING();
+ break;
+
+ case OP_MOVE_PLAYER:
+ Handle_OP_MOVE_PLAYER();
+ break;
+
+ case OP_BROADCAST_MESSAGE:
+ Handle_OP_BROADCAST_MESSAGE();
+ break;
+
+ case OP_LEVEL_FILE:
+ Handle_OP_LEVEL_FILE();
+ break;
+
+ default:
+ if (options.verbose)
+ Error(ERR_NETWORK_CLIENT,
+ "unknown opcode %d from server", message_type);
+ }
+
+ fflush(stdout);
+
+ /* in case of internal error, stop network game */
+ if (stop_network_game)
+ SendToServer_StopPlaying(NETWORK_STOP_BY_ERROR);
+}
+
+static char *HandleNetworkingPackets()
+{
+ while (1)
+ {
+ /* ---------- check network server for activity ---------- */
+
+ int num_active_sockets = SDLNet_CheckSockets(rfds, 0);
+
+ if (num_active_sockets < 0)
+ return "Error checking network sockets!";
+
+ if (num_active_sockets == 0)
+ break; // no active sockets, stop here
+
+ /* ---------- read packets from network server ---------- */
+
+ initNetworkBufferForReceiving(read_buffer);
+
+ int num_bytes = receiveNetworkBufferPacket(read_buffer, sfd);
+
+ if (num_bytes < 0)
+ return "Error reading from network server!";
+
+ if (num_bytes == 0)
+ return "Connection to network server lost!";
+
+ HandleNetworkingMessage();
+
+ if (stop_network_client)
+ return stop_network_client_message;