added creating engine snapshots when using mouse click events
[rocksndiamonds.git] / src / network.c
index 1b9a1386a45cc52381d11282edf3f5028dba92e9..2905dc5737c6f0d94e33f22740162acbf38e4fff 100644 (file)
@@ -4,7 +4,7 @@
 // (c) 1995-2014 by Artsoft Entertainment
 //                         Holger Schemel
 //                 info@artsoft.org
-//                 http://www.artsoft.org/
+//                 https://www.artsoft.org/
 // ----------------------------------------------------------------------------
 // network.c
 // ============================================================================
@@ -38,11 +38,11 @@ static struct NetworkClientPlayerInfo first_player =
   NULL
 };
 
-/* server stuff */
+// server stuff
 
-static TCPsocket sfd;          /* TCP server socket */
-static UDPsocket udp;          /* UDP server socket */
-static SDLNet_SocketSet rfds;  /* socket set */
+static TCPsocket sfd;          // TCP server socket
+static UDPsocket udp;          // UDP server socket
+static SDLNet_SocketSet rfds;  // socket set
 
 static struct NetworkBuffer *read_buffer = NULL;
 static struct NetworkBuffer *write_buffer = NULL;
@@ -82,7 +82,7 @@ static void DrawNetworkTextExt(char *message, int font_nr, boolean initialize)
 
       DrawTextSCentered(ypos_1, font_nr, message);
 
-      /* calculate offset to x position caused by rounding */
+      // calculate offset to x position caused by rounding
       int max_chars_per_line = max_line_width / font_width;
       int xoffset = (max_line_width - max_chars_per_line * font_width) / 2;
 
@@ -90,7 +90,7 @@ static void DrawNetworkTextExt(char *message, int font_nr, boolean initialize)
       ypos = SY + ypos_2;
     }
 
-    Error(ERR_DEBUG, "========== %s ==========", message);
+    Debug("network:client", "========== %s ==========", message);
   }
   else
   {
@@ -104,7 +104,7 @@ static void DrawNetworkTextExt(char *message, int font_nr, boolean initialize)
 
     ypos += (num_lines_printed + num_lines_spacing) * font_height;
 
-    Error(ERR_DEBUG, "%s", message);
+    Debug("network:client", "%s", message);
   }
 
   BackToFront();
@@ -135,10 +135,10 @@ static void SendNetworkBufferToServer(struct NetworkBuffer *nb)
   if (!network.enabled)
     return;
 
-  /* set message length header */
+  // set message length header
   putNetwork32BitInteger(nb->buffer, nb->size - 4);
 
-  /* directly send the buffer to the network server */
+  // directly send the buffer to the network server
   SDLNet_TCP_Send(sfd, nb->buffer, nb->size);
 }
 
@@ -150,9 +150,8 @@ static struct NetworkClientPlayerInfo *getNetworkPlayer(int player_nr)
     if (player->nr == player_nr)
       break;
 
-  if (player == NULL)  /* should not happen */
-    Error(ERR_EXIT, "protocol error: reference to non-existing player %d",
-         player_nr);
+  if (player == NULL)  // should not happen
+    Fail("protocol error: reference to non-existing player %d", player_nr);
 
   return player;
 }
@@ -173,6 +172,11 @@ char *getNetworkPlayerName(int player_nr)
   return(EMPTY_PLAYER_NAME);
 }
 
+boolean hasStartedNetworkGame(void)
+{
+  return !network_level.use_network_level_files;
+}
+
 static boolean hasPathSeparator(char *s)
 {
   return (strchr(s, '/') != NULL);
@@ -183,13 +187,9 @@ static void StartNetworkServer(int port)
   static int p;
 
   p = port;
-#if defined(TARGET_SDL2)
-  server_thread = SDL_CreateThread(NetworkServerThread,
-                                  "NetworkServerThread", &p);
-#else
-  server_thread = SDL_CreateThread(NetworkServerThread, &p);
-#endif
-  network_server = TRUE;
+
+  network.server_thread = SDL_CreateThread(NetworkServerThread,
+                                          "NetworkServerThread", &p);
 }
 
 boolean ConnectToServer(char *hostname, int port)
@@ -216,21 +216,20 @@ boolean ConnectToServer(char *hostname, int port)
 
     SDLNet_SocketSet udp_socket_set = SDLNet_AllocSocketSet(1);
     if (!udp_socket_set)
-      Error(ERR_EXIT, "SDLNet_AllocSocketSet() failed: %s"), SDLNet_GetError();
+      Fail("SDLNet_AllocSocketSet() failed: %s"), SDLNet_GetError();
 
     udp = SDLNet_UDP_Open(0);
-    if(!udp)
-      Error(ERR_EXIT, "SDLNet_UDP_Open() failed: %s", SDLNet_GetError());
+    if (!udp)
+      Fail("SDLNet_UDP_Open() failed: %s", SDLNet_GetError());
 
     if (SDLNet_UDP_AddSocket(udp_socket_set, udp) == -1)
-      Error(ERR_EXIT_NETWORK_SERVER, "SDLNet_TCP_AddSocket() failed: %s"),
-        SDLNet_GetError();
+      Fail("SDLNet_TCP_AddSocket() failed: %s"), SDLNet_GetError();
 
     char *data_ptr = "network server UDB broadcast";
     int data_len = strlen(data_ptr) + 1;
     IPaddress ip_address;
 
-    SDLNet_Write32(0xffffffff, &ip_address.host);      /* 255.255.255.255 */
+    SDLNet_Write32(0xffffffff, &ip_address.host);      // 255.255.255.255
     SDLNet_Write16(port,       &ip_address.port);
 
     UDPpacket packet =
@@ -245,9 +244,9 @@ boolean ConnectToServer(char *hostname, int port)
 
     SDLNet_UDP_Send(udp, -1, &packet);
 
-    DrawNetworkText("Looking for local network server ...");
+    DrawNetworkText("Looking for nearby network server ...");
 
-    /* wait for any local network server to answer UDP broadcast */
+    // wait for any nearby network server to answer UDP broadcast
     for (i = 0; i < 5; i++)
     {
       if (SDLNet_CheckSockets(udp_socket_set, 0) == 1)
@@ -256,9 +255,17 @@ boolean ConnectToServer(char *hostname, int port)
 
        if (num_packets == 1)
        {
-         DrawNetworkText_Success("Network server found!");
+         char message[100];
 
          server_host = SDLNet_Read32(&packet.address.host);
+
+         sprintf(message, "Network server found at %d.%d.%d.%d!",
+                 (server_host >> 24) & 0xff,
+                 (server_host >> 16) & 0xff,
+                 (server_host >>  8) & 0xff,
+                 (server_host >>  0) & 0xff);
+
+         DrawNetworkText_Success(message);
        }
        else
        {
@@ -274,19 +281,19 @@ boolean ConnectToServer(char *hostname, int port)
     }
 
     if (server_host == 0)
-      DrawNetworkText_Failed("No network server found!");
+      DrawNetworkText_Failed("No nearby network server found!");
   }
 
   rfds = SDLNet_AllocSocketSet(1);
 
   if (hostname)
   {
+    char message[100];
+
     SDLNet_ResolveHost(&ip, hostname, port);
 
     if (ip.host == INADDR_NONE)
     {
-      char message[100];
-
       sprintf(message, "Failed to resolve network server hostname '%s'!",
              hostname);
 
@@ -295,24 +302,34 @@ boolean ConnectToServer(char *hostname, int port)
       return FALSE;
     }
     else
+    {
       server_host = SDLNet_Read32(&ip.host);
+    }
+
+    sprintf(message, "Connecting to network server host %s ...", hostname);
 
-    DrawNetworkText("Connecting to remote host ...");
+    DrawNetworkText(message);
   }
   else
   {
     // if no hostname was given and no network server was auto-detected in the
     // local network, try to connect to a network server at the local host
     if (server_host == 0)
-      server_host = 0x7f000001;                        /* 127.0.0.1 */
+    {
+      server_host = 0x7f000001;                        // 127.0.0.1
+
+      DrawNetworkText("Looking for local network server ...");
+    }
+    else
+    {
+      DrawNetworkText("Connecting to network server ...");
+    }
 
     SDLNet_Write32(server_host, &ip.host);
     SDLNet_Write16(port,        &ip.port);
-
-    DrawNetworkText("Connecting to local host ...");
   }
 
-  Error(ERR_DEBUG, "trying to connect to network server at %d.%d.%d.%d ...",
+  Debug("network:client", "trying to connect to network server at %d.%d.%d.%d ...",
         (server_host >> 24) & 0xff,
         (server_host >> 16) & 0xff,
         (server_host >>  8) & 0xff,
@@ -330,35 +347,39 @@ boolean ConnectToServer(char *hostname, int port)
   }
   else
   {
-    DrawNetworkText_Failed("Failed to connect to network server!");
+    if (hostname)
+      DrawNetworkText_Failed("Failed to connect to network server!");
+    else
+      DrawNetworkText_Failed("No local network server found!");
 
-    printf("SDLNet_TCP_Open(): %s\n", SDLNet_GetError());
+    Debug("network:client", "SDLNet_TCP_Open(): %s", SDLNet_GetError());
   }
 
-  if (hostname)                        /* connect to specified server failed */
+  if (hostname)                        // connect to specified server failed
     return FALSE;
 
   DrawNetworkText("Starting new local network server ...");
 
   StartNetworkServer(port);
 
-  /* wait for server to start up and try connecting several times */
+  // wait for server to start up and try connecting several times
   for (i = 0; i < 30; i++)
   {
-    if ((sfd = SDLNet_TCP_Open(&ip)))          /* connected */
+    if ((sfd = SDLNet_TCP_Open(&ip)))          // connected
     {
-      DrawNetworkText_Success("Successfully connected!");
+      DrawNetworkText_Success("Successfully connected to newly started network server!");
 
       SDLNet_TCP_AddSocket(rfds, sfd);
+
       return TRUE;
     }
 
     Delay_WithScreenUpdates(100);
   }
 
-  DrawNetworkText_Failed("Failed to connect to network server!");
+  DrawNetworkText_Failed("Failed to connect to newly started network server!");
 
-  /* when reaching this point, connect to newly started server has failed */
+  // when reaching this point, connect to newly started server has failed
   return FALSE;
 }
 
@@ -370,7 +391,7 @@ void SendToServer_PlayerName(char *player_name)
 
   SendNetworkBufferToServer(write_buffer);
 
-  Error(ERR_NETWORK_CLIENT, "you set your player name to \"%s\"", player_name);
+  Debug("network:client", "you set your player name to \"%s\"", player_name);
 }
 
 void SendToServer_ProtocolVersion(void)
@@ -415,19 +436,19 @@ void SendToServer_LevelFile(void)
 
   setString(&network_level.leveldir_identifier, leveldir_current->identifier);
 
-  /* the sending client does not use network level files (but the real ones) */
+  // the sending client does not use network level files (but the real ones)
   network_level.use_network_level_files = FALSE;
 
 #if 0
-  printf("::: '%s'\n", leveldir_current->identifier);
-  printf("::: '%d'\n", level.file_info.nr);
-  printf("::: '%d'\n", level.file_info.type);
-  printf("::: '%d'\n", level.file_info.packed);
-  printf("::: '%s'\n", level.file_info.basename);
-  printf("::: '%s'\n", level.file_info.filename);
+  Debug("network:client", "'%s'", leveldir_current->identifier);
+  Debug("network:client", "'%d'", level.file_info.nr);
+  Debug("network:client", "'%d'", level.file_info.type);
+  Debug("network:client", "'%d'", level.file_info.packed);
+  Debug("network:client", "'%s'", level.file_info.basename);
+  Debug("network:client", "'%s'", level.file_info.filename);
 
   if (level.use_custom_template)
-    printf("::: '%s'\n", level_template.file_info.filename);
+    Debug("network:client", "'%s'", level_template.file_info.filename);
 #endif
 }
 
@@ -481,8 +502,8 @@ static void Handle_OP_BAD_PROTOCOL_VERSION(void)
   int protocol_version_major = getNetworkBuffer8BitInteger(read_buffer);
   int protocol_version_minor = getNetworkBuffer8BitInteger(read_buffer);
 
-  Error(ERR_WARN, "protocol version mismatch");
-  Error(ERR_WARN, "server expects %d.%d.x instead of %d.%d.%d",
+  Warn("protocol version mismatch");
+  Warn("server expects %d.%d.x instead of %d.%d.%d",
        protocol_version_major,
        protocol_version_minor,
        PROTOCOL_VERSION_MAJOR,
@@ -507,12 +528,13 @@ static void Handle_OP_YOUR_NUMBER(void)
   struct PlayerInfo *old_local_player = local_player;
   struct PlayerInfo *new_local_player = &stored_player[new_index_nr];
 
-  printf("OP_YOUR_NUMBER: %d\n", old_client_nr);
+  Debug("network:client", "OP_YOUR_NUMBER: %d", old_client_nr);
+
   first_player.nr = new_client_nr;
 
   if (old_local_player != new_local_player)
   {
-    /* set relevant player settings and change to new player */
+    // set relevant player settings and change to new player
 
     local_player = new_local_player;
 
@@ -524,9 +546,9 @@ static void Handle_OP_YOUR_NUMBER(void)
   }
 
   if (first_player.nr > MAX_PLAYERS)
-    Error(ERR_EXIT, "sorry, more than %d players not allowed", MAX_PLAYERS);
+    Fail("sorry, more than %d players not allowed", MAX_PLAYERS);
 
-  Error(ERR_NETWORK_CLIENT, "you get client # %d", new_client_nr);
+  Debug("network:client", "you get client # %d", new_client_nr);
 
   stored_player[new_index_nr].connected_network = TRUE;
 }
@@ -542,21 +564,21 @@ static void Handle_OP_NUMBER_WANTED(void)
   struct PlayerInfo *old_player = &stored_player[old_index_nr];
   struct PlayerInfo *new_player = &stored_player[new_index_nr];
 
-  printf("OP_NUMBER_WANTED: %d\n", old_client_nr);
+  Debug("network:client", "OP_NUMBER_WANTED: %d", old_client_nr);
 
-  if (new_client_nr == client_nr_wanted)       /* switching succeeded */
+  if (new_client_nr == client_nr_wanted)       // switching succeeded
   {
     struct NetworkClientPlayerInfo *player;
 
-    if (old_client_nr != client_nr_wanted)     /* client's nr has changed */
-      Error(ERR_NETWORK_CLIENT, "client %d switches to # %d",
+    if (old_client_nr != client_nr_wanted)     // client's nr has changed
+      Debug("network:client", "client %d switches to # %d",
            old_client_nr, new_client_nr);
-    else if (old_client_nr == first_player.nr) /* local player keeps his nr */
-      Error(ERR_NETWORK_CLIENT, "keeping client # %d", new_client_nr);
+    else if (old_client_nr == first_player.nr) // local player keeps his nr
+      Debug("network:client", "keeping client # %d", new_client_nr);
 
     if (old_client_nr != new_client_nr)
     {
-      /* set relevant player settings and change to new player */
+      // set relevant player settings and change to new player
 
       old_player->connected_network = FALSE;
       new_player->connected_network = TRUE;
@@ -565,7 +587,7 @@ static void Handle_OP_NUMBER_WANTED(void)
     player = getNetworkPlayer(old_client_nr);
     player->nr = new_client_nr;
 
-    if (old_player == local_player)            /* local player switched */
+    if (old_player == local_player)            // local player switched
     {
       local_player = new_player;
 
@@ -573,7 +595,7 @@ static void Handle_OP_NUMBER_WANTED(void)
       new_player->connected_locally = TRUE;
     }
   }
-  else if (old_client_nr == first_player.nr)   /* failed -- local player? */
+  else if (old_client_nr == first_player.nr)   // failed -- local player?
   {
     char request[100];
 
@@ -582,7 +604,7 @@ static void Handle_OP_NUMBER_WANTED(void)
 
     Request(request, REQ_CONFIRM);
 
-    Error(ERR_NETWORK_CLIENT, "cannot switch -- you keep client # %d",
+    Debug("network:client", "cannot switch -- you keep client # %d",
          new_client_nr);
   }
 
@@ -596,12 +618,12 @@ static void Handle_OP_PLAYER_NAME(void)
   char *player_name = getNetworkBufferString(read_buffer);
   struct NetworkClientPlayerInfo *player = getNetworkPlayer(player_nr);
 
-  printf("OP_PLAYER_NAME: %d\n", player_nr);
+  Debug("network:client", "OP_PLAYER_NAME: %d", player_nr);
 
   strncpy(player->name, player_name, MAX_PLAYER_NAME_LEN);
   player->name[MAX_PLAYER_NAME_LEN] = '\0';
 
-  Error(ERR_NETWORK_CLIENT, "client %d calls itself \"%s\"",
+  Debug("network:client", "client %d calls itself \"%s\"",
        player_nr, player->name);
 }
 
@@ -611,13 +633,13 @@ static void Handle_OP_PLAYER_CONNECTED(void)
   int new_client_nr = getNetworkBuffer8BitInteger(read_buffer);
   int new_index_nr = new_client_nr - 1;
 
-  printf("OP_PLAYER_CONNECTED: %d\n", new_client_nr);
-  Error(ERR_NETWORK_CLIENT, "new client %d connected", new_client_nr);
+  Debug("network:client", "OP_PLAYER_CONNECTED: %d", new_client_nr);
+  Debug("network:client", "new client %d connected", new_client_nr);
 
   for (player = &first_player; player; player = player->next)
   {
     if (player->nr == new_client_nr)
-      Error(ERR_EXIT, "multiplayer server sent duplicate player id");
+      Fail("multiplayer server sent duplicate player id");
 
     last_player = player;
   }
@@ -637,11 +659,12 @@ static void Handle_OP_PLAYER_DISCONNECTED(void)
   int player_nr = getNetworkBuffer8BitInteger(read_buffer);
   int index_nr = player_nr - 1;
 
-  printf("OP_PLAYER_DISCONNECTED: %d\n", player_nr);
-  player_disconnected = getNetworkPlayer(player_nr);
-  Error(ERR_NETWORK_CLIENT, "client %d (%s) disconnected",
+  Debug("network:client", "OP_PLAYER_DISCONNECTED: %d", player_nr);
+  Debug("network:client", "client %d (%s) disconnected",
        player_nr, getNetworkPlayerName(player_nr));
 
+  player_disconnected = getNetworkPlayer(player_nr);
+
   for (player = &first_player; player; player = player->next)
     if (player->next == player_disconnected)
       player->next = player_disconnected->next;
@@ -678,16 +701,16 @@ static void Handle_OP_START_PLAYING(void)
 
   if (!strEqual(new_leveldir_identifier, network_level.leveldir_identifier))
   {
-    Error(ERR_WARN, "no such level identifier: '%s'", new_leveldir_identifier);
+    Warn("no such level identifier: '%s'", new_leveldir_identifier);
 
     stop_network_game = TRUE;
 
     return;
   }
 
-  printf("OP_START_PLAYING: %d\n", player_nr);
-  Error(ERR_NETWORK_CLIENT,
-       "client %d starts game [level %d from level identifier '%s']\n",
+  Debug("network:client", "OP_START_PLAYING: %d", player_nr);
+  Debug("network:client",
+       "client %d starts game [level %d from level identifier '%s']",
        player_nr, new_level_nr, new_leveldir_identifier);
 
   LevelDirTree *new_leveldir =
@@ -699,7 +722,7 @@ static void Handle_OP_START_PLAYING(void)
     level_nr = new_level_nr;
   }
 
-  /* needed if level set of network game changed graphics, sounds or music */
+  // needed if level set of network game changed graphics, sounds or music
   ReloadCustomArtwork(0);
 
   TapeErase();
@@ -716,8 +739,8 @@ static void Handle_OP_PAUSE_PLAYING(void)
 {
   int player_nr = getNetworkBuffer8BitInteger(read_buffer);
 
-  printf("OP_PAUSE_PLAYING: %d\n", player_nr);
-  Error(ERR_NETWORK_CLIENT, "client %d pauses game", player_nr);
+  Debug("network:client", "OP_PAUSE_PLAYING: %d", player_nr);
+  Debug("network:client", "client %d pauses game", player_nr);
 
   if (game_status == GAME_MODE_PLAYING)
   {
@@ -730,8 +753,8 @@ static void Handle_OP_CONTINUE_PLAYING(void)
 {
   int player_nr = getNetworkBuffer8BitInteger(read_buffer);
 
-  printf("OP_CONTINUE_PLAYING: %d\n", player_nr);
-  Error(ERR_NETWORK_CLIENT, "client %d continues game", player_nr);
+  Debug("network:client", "OP_CONTINUE_PLAYING: %d", player_nr);
+  Debug("network:client", "client %d continues game", player_nr);
 
   if (game_status == GAME_MODE_PLAYING)
   {
@@ -745,8 +768,9 @@ static void Handle_OP_STOP_PLAYING(void)
   int client_nr = getNetworkBuffer8BitInteger(read_buffer);
   int cause_for_stopping = getNetworkBuffer8BitInteger(read_buffer);
 
-  printf("OP_STOP_PLAYING: %d [%d]\n", client_nr, cause_for_stopping);
-  Error(ERR_NETWORK_CLIENT, "client %d stops game [%d]",
+  Debug("network:client", "OP_STOP_PLAYING: %d [%d]",
+       client_nr, cause_for_stopping);
+  Debug("network:client", "client %d stops game [%d]",
        client_nr, cause_for_stopping);
 
   if (game_status == GAME_MODE_PLAYING)
@@ -784,18 +808,17 @@ static void Handle_OP_MOVE_PLAYER(void)
 
   if (server_frame_counter != FrameCounter)
   {
-    Error(ERR_INFO, "frame counters of client %d and server out of sync",
-         player_nr);
-    Error(ERR_INFO, "frame counter of client is %d", FrameCounter);
-    Error(ERR_INFO, "frame counter of server is %d", server_frame_counter);
-    Error(ERR_INFO, "this should not happen -- please debug");
+    Warn("frame counters of client %d and server out of sync", player_nr);
+    Warn("frame counter of client is %d", FrameCounter);
+    Warn("frame counter of server is %d", server_frame_counter);
+    Warn("this should not happen -- please debug");
 
     stop_network_game = TRUE;
 
     return;
   }
 
-  /* copy valid player actions (will be set to 0 for not connected players) */
+  // copy valid player actions (will be set to 0 for not connected players)
   for (i = 0; i < MAX_PLAYERS; i++)
     stored_player[i].effective_action =
       getNetworkBuffer8BitInteger(read_buffer);
@@ -807,8 +830,8 @@ static void Handle_OP_BROADCAST_MESSAGE(void)
 {
   int player_nr = getNetworkBuffer8BitInteger(read_buffer);
 
-  printf("OP_BROADCAST_MESSAGE: %d\n", player_nr);
-  Error(ERR_NETWORK_CLIENT, "client %d sends message", player_nr);
+  Debug("network:client", "OP_BROADCAST_MESSAGE: %d", player_nr);
+  Debug("network:client", "client %d sends message", player_nr);
 }
 
 static void Handle_OP_LEVEL_FILE(void)
@@ -826,12 +849,12 @@ static void Handle_OP_LEVEL_FILE(void)
   setString(&network_level.tmpl_info.basename,  NULL);
   setString(&network_level.tmpl_info.filename,  NULL);
 
-  printf("OP_LEVEL_FILE: %d\n", player_nr);
+  Debug("network:client", "OP_LEVEL_FILE: %d", player_nr);
 
   leveldir_identifier = getStringCopy(getNetworkBufferString(read_buffer));
 
   if (hasPathSeparator(leveldir_identifier))
-    Error(ERR_EXIT, "protocol error: invalid filename from network client");
+    Fail("protocol error: invalid filename from network client");
 
   InitNetworkLevelDirectory(leveldir_identifier);
 
@@ -844,9 +867,13 @@ static void Handle_OP_LEVEL_FILE(void)
   file_info->filename = getPath2(network_level_dir, file_info->basename);
 
   if (hasPathSeparator(file_info->basename))
-    Error(ERR_EXIT, "protocol error: invalid filename from network client");
+    Fail("protocol error: invalid filename from network client");
 
-  getNetworkBufferFile(read_buffer, file_info->filename);
+  int num_bytes = getNetworkBufferFile(read_buffer, file_info->filename);
+
+  // if received level file is empty, remove it (as being non-existent)
+  if (num_bytes == 0)
+    remove(file_info->filename);
 
   use_custom_template = getNetworkBuffer8BitInteger(read_buffer);
   if (use_custom_template)
@@ -857,27 +884,31 @@ static void Handle_OP_LEVEL_FILE(void)
     tmpl_info->filename = getPath2(network_level_dir, tmpl_info->basename);
 
     if (hasPathSeparator(tmpl_info->basename))
-      Error(ERR_EXIT, "protocol error: invalid filename from network client");
+      Fail("protocol error: invalid filename from network client");
 
     getNetworkBufferFile(read_buffer, tmpl_info->filename);
+
+    // if received level file is empty, use level template file instead
+    if (num_bytes == 0)
+      setString(&file_info->filename,  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 */
+  // 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);
+  Debug("network:client", "'%s'", leveldir_identifier);
+  Debug("network:client", "'%d'", file_info->nr);
+  Debug("network:client", "'%d'", file_info->type);
+  Debug("network:client", "'%d'", file_info->packed);
+  Debug("network:client", "'%s'", file_info->basename);
+  Debug("network:client", "'%s'", file_info->filename);
 
   if (use_custom_template)
-    printf("::: '%s'\n", tmpl_info->filename);
+    Debug("network:client", "'%s'", tmpl_info->filename);
 #endif
 }
 
@@ -944,14 +975,12 @@ static void HandleNetworkingMessage(void)
       break;
 
     default:
-      if (options.verbose)
-       Error(ERR_NETWORK_CLIENT,
-             "unknown opcode %d from server", message_type);
+      Debug("network:client", "unknown opcode %d from server", message_type);
   }
 
   fflush(stdout);
 
-  /* in case of internal error, stop network game */
+  // in case of internal error, stop network game
   if (stop_network_game)
     SendToServer_StopPlaying(NETWORK_STOP_BY_ERROR);
 }
@@ -960,7 +989,7 @@ static char *HandleNetworkingPackets(void)
 {
   while (1)
   {
-    /* ---------- check network server for activity ---------- */
+    // ---------- check network server for activity ----------
 
     int num_active_sockets = SDLNet_CheckSockets(rfds, 0);
 
@@ -970,7 +999,7 @@ static char *HandleNetworkingPackets(void)
     if (num_active_sockets == 0)
       break;   // no active sockets, stop here
 
-    /* ---------- read packets from network server ---------- */
+    // ---------- read packets from network server ----------
 
     initNetworkBufferForReceiving(read_buffer);
 
@@ -1027,6 +1056,10 @@ static void HandleNetworkingDisconnect(void)
 
 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)
@@ -1059,7 +1092,4 @@ void DisconnectFromNetworkServer(void)
   HandleNetworkingDisconnect();
 
   DrawNetworkText_Success("Successfully disconnected!");
-
-  /* short time to recognize result of network initialization */
-  Delay_WithScreenUpdates(1000);
 }