//==========================  Open Steamworks  ================================
//
// This file is part of the Open Steamworks project. All individuals associated
// with this project do not claim ownership of the contents
//
// The code, comments, and all related files, projects, resources,
// redistributables included with this project are Copyright Valve Corporation.
// Additionally, Valve, the Valve logo, Half-Life, the Half-Life logo, the
// Lambda logo, Steam, the Steam logo, Team Fortress, the Team Fortress logo,
// Opposing Force, Day of Defeat, the Day of Defeat logo, Counter-Strike, the
// Counter-Strike logo, Source, the Source logo, and Counter-Strike Condition
// Zero are trademarks and or registered trademarks of Valve Corporation.
// All other trademarks are property of their respective owners.
//
//=============================================================================

#ifndef ISTEAMNETWORKING
#define ISTEAMNETWORKING
#ifdef _WIN32
#pragma once
#endif

#include "SteamTypes.h"
#include "NetworkingCommon.h"

//-----------------------------------------------------------------------------
// Purpose: Functions for making connections and sending data between clients,
//			traversing NAT's where possible
//-----------------------------------------------------------------------------
abstract_class ISteamNetworking002
{
public:
	// creates a socket and listens others to connect
	// will trigger a SocketStatusCallback_t callback on another client connecting
	// nVirtualP2PPort is the unique ID that the client will connect to, in case you have multiple ports
	//		this can usually just be 0 unless you want multiple sets of connections
	// unIP is the local IP address to bind to
	//		pass in 0 if you just want the default local IP
	// unPort is the port to use
	//		pass in 0 if you don't want users to be able to connect via IP/Port, but expect to be always peer-to-peer connections only
	virtual SNetListenSocket_t CreateListenSocket(int nVirtualP2PPort, uint32 nIP, uint16 nPort, bool bAllowUseOfPacketRelay) = 0;

	// creates a socket and begin connection to a remote destination
	// can connect via a known steamID (client or game server), or directly to an IP
	// on success will trigger a SocketStatusCallback_t callback
	// on failure or timeout will trigger a SocketStatusCallback_t callback with a failure code in m_eSNetSocketState
	virtual SNetSocket_t CreateP2PConnectionSocket(CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay) = 0;
	virtual SNetSocket_t CreateConnectionSocket(uint32 nIP, uint16 nPort, int nTimeoutSec) = 0;

	// disconnects the connection to the socket, if any, and invalidates the handle
	// any unread data on the socket will be thrown away
	// if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect
	virtual bool DestroySocket(SNetSocket_t hSocket, bool bNotifyRemoteEnd) = 0;
	// destroying a listen socket will automatically kill all the regular sockets generated from it
	virtual bool DestroyListenSocket(SNetListenSocket_t hSocket, bool bNotifyRemoteEnd) = 0;

	// sending data
	// must be a handle to a connected socket
	// data is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets
	// use the reliable flag with caution; although the resend rate is pretty aggressive,
	// it can still cause stalls in receiving data (like TCP)
	virtual bool SendDataOnSocket(SNetSocket_t hSocket, void *pubData, uint32 cubData, bool bReliable) = 0;

	// receiving data
	// returns false if there is no data remaining
	// fills out *pcubMsgSize with the size of the next message, in bytes
	virtual bool IsDataAvailableOnSocket(SNetSocket_t hSocket, uint32 *pcubMsgSize) = 0;

	// fills in pubDest with the contents of the message
	// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
	// if *pcubMsgSize < cubDest, only partial data is written
	// returns false if no data is available
	virtual bool RetrieveDataFromSocket(SNetSocket_t hSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize) = 0;

	// checks for data from any socket that has been connected off this listen socket
	// returns false if there is no data remaining
	// fills out *pcubMsgSize with the size of the next message, in bytes
	// fills out *phSocket with the socket that data is available on
	virtual bool IsDataAvailable(SNetListenSocket_t hListenSocket, uint32 *pcubMsgSize, SNetSocket_t *phSocket) = 0;

	// retrieves data from any socket that has been connected off this listen socket
	// fills in pubDest with the contents of the message
	// messages are always complete, of the same size as was sent (i.e. packetized, not streaming)
	// if *pcubMsgSize < cubDest, only partial data is written
	// returns false if no data is available
	// fills out *phSocket with the socket that data is available on
	virtual bool RetrieveData(SNetListenSocket_t hListenSocket, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize, SNetSocket_t *phSocket) = 0;

	// returns information about the specified socket, filling out the contents of the pointers
	virtual bool GetSocketInfo(SNetSocket_t hSocket, CSteamID *pSteamIDRemote, ESNetSocketState *peSocketStatus, uint32 *punIPRemote, uint16 *punPortRemote) = 0;

	// returns which local port the listen socket is bound to
	// *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only
	virtual bool GetListenSocketInfo(SNetListenSocket_t hListenSocket, uint32 *pnIP, uint16 *pnPort) = 0;

	// returns true to describe how the socket ended up connecting
	virtual ESNetSocketConnectionType GetSocketConnectionType(SNetSocket_t hSocket) = 0;

	// max packet size, in bytes
	virtual int GetMaxPacketSize(SNetSocket_t hSocket) = 0;
};

#endif // ISTEAMNETWORKING
