(svn r10082) -Fix [FS#846]: another memory leak in the networking code (benc).
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		@@ -30,65 +30,61 @@ void NetworkAddCommandQueue(NetworkTCPSocketHandler *cs, CommandPacket *cp)
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// Prepare a DoCommand to be send over the network
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void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback)
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{
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	CommandPacket *c = MallocT<CommandPacket>(1);
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	byte temp_callback;
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	CommandPacket c;
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	c->player = _local_player;
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	c->next = NULL;
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	c->tile = tile;
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	c->p1 = p1;
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	c->p2 = p2;
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	c->cmd = cmd;
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	c->callback = 0;
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	c.player = _local_player;
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	c.next   = NULL;
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	c.tile   = tile;
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	c.p1     = p1;
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	c.p2     = p2;
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	c.cmd    = cmd;
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	temp_callback = 0;
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	c.callback = 0;
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	while (c.callback < _callback_table_count && _callback_table[c.callback] != callback) {
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		c.callback++;
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	}
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	while (temp_callback < _callback_table_count && _callback_table[temp_callback] != callback)
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		temp_callback++;
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	if (temp_callback == _callback_table_count) {
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	if (c.callback == _callback_table_count) {
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		DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", callback);
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		temp_callback = 0; /* _callback_table[0] == NULL */
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		c.callback = 0; // _callback_table[0] == NULL
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	}
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	if (_network_server) {
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		// We are the server, so set the command to be executed next possible frame
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		c->frame = _frame_counter_max + 1;
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	} else {
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		c->frame = 0; // The client can't tell which frame, so just make it 0
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	}
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	ttd_strlcpy(c->text, (_cmd_text != NULL) ? _cmd_text : "", lengthof(c->text));
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	ttd_strlcpy(c.text, (_cmd_text != NULL) ? _cmd_text : "", lengthof(c.text));
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	if (_network_server) {
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		// If we are the server, we queue the command in our 'special' queue.
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		//   In theory, we could execute the command right away, but then the
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		//   client on the server can do everything 1 tick faster than others.
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		//   So to keep the game fair, we delay the command with 1 tick
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		//   which gives about the same speed as most clients.
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		NetworkTCPSocketHandler *cs;
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		/* If we are the server, we queue the command in our 'special' queue.
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		 *   In theory, we could execute the command right away, but then the
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		 *   client on the server can do everything 1 tick faster than others.
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		 *   So to keep the game fair, we delay the command with 1 tick
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		 *   which gives about the same speed as most clients.
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		 */
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		c.frame = _frame_counter_max + 1;
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		// And we queue it for delivery to the clients
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		FOR_ALL_CLIENTS(cs) {
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			if (cs->status > STATUS_AUTH) NetworkAddCommandQueue(cs, c);
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		}
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		// Only the server gets the callback, because clients should not get them
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		c->callback = temp_callback;
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		CommandPacket *new_cp = MallocT<CommandPacket>(1);
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		*new_cp = c;
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		if (_local_command_queue == NULL) {
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			_local_command_queue = c;
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			_local_command_queue = new_cp;
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		} else {
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			// Find last packet
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			/* Find last packet */
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			CommandPacket *cp = _local_command_queue;
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			while (cp->next != NULL) cp = cp->next;
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			cp->next = c;
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			cp->next = new_cp;
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		}
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		/* Only the local client (in this case, the server) gets the callback */
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		c.callback = 0;
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		/* And we queue it for delivery to the clients */
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		NetworkTCPSocketHandler *cs;
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		FOR_ALL_CLIENTS(cs) {
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			if (cs->status > STATUS_AUTH) NetworkAddCommandQueue(cs, &c);
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		}
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		return;
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	}
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	// Clients send their command to the server and forget all about the packet
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	c->callback = temp_callback;
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	SEND_COMMAND(PACKET_CLIENT_COMMAND)(c);
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	c.frame = 0; // The client can't tell which frame, so just make it 0
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	/* Clients send their command to the server and forget all about the packet */
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	SEND_COMMAND(PACKET_CLIENT_COMMAND)(&c);
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}
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// Execute a DoCommand we received from the network
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