+
+ fflush(stdout);
+
+ // in case of internal error, stop network game
+ if (stop_network_game)
+ SendToServer_StopPlaying(NETWORK_STOP_BY_ERROR);
+}
+
+static char *HandleNetworkingPackets(void)
+{
+ 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;
+ }
+
+ return NULL;
+}
+
+static void FreeNetworkClientPlayerInfo(struct NetworkClientPlayerInfo *player)
+{
+ if (player == NULL)
+ return;
+
+ if (player->next)
+ FreeNetworkClientPlayerInfo(player->next);
+
+ checked_free(player);
+}
+
+static void HandleNetworkingDisconnect(void)
+{
+ int i;
+
+ SDLNet_TCP_DelSocket(rfds, sfd);
+ SDLNet_TCP_Close(sfd);
+
+ network_playing = FALSE;
+
+ network.enabled = FALSE;
+ network.connected = FALSE;
+
+ setup.network_mode = FALSE;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].connected_network = FALSE;
+
+ FreeNetworkClientPlayerInfo(first_player.next);
+
+ first_player.nr = 0;
+ first_player.next = NULL;
+}
+
+void HandleNetworking(void)
+{
+ // do not handle any networking packets if request dialog is active
+ if (game.request_active)
+ return;
+
+ char *error_message = HandleNetworkingPackets();
+
+ if (error_message != NULL)
+ {
+ HandleNetworkingDisconnect();
+
+ if (game_status == GAME_MODE_PLAYING)
+ {
+ Request(error_message, REQ_CONFIRM | REQ_STAY_CLOSED);
+
+ SetGameStatus(GAME_MODE_MAIN);
+
+ DrawMainMenu();
+ }
+ else
+ {
+ Request(error_message, REQ_CONFIRM);
+
+ if (game_status == GAME_MODE_MAIN)
+ ClearNetworkPlayers();
+ }
+ }
+}
+
+void DisconnectFromNetworkServer(void)
+{
+ DrawNetworkText_Title("Terminating Network");
+ DrawNetworkText("Disconnecting from network server ...");
+
+ HandleNetworkingDisconnect();
+
+ DrawNetworkText_Success("Successfully disconnected!");