/*************************************************************************/
/*  editor_file_server.h                                                 */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/*************************************************************************/

#ifndef EDITOR_FILE_SERVER_H
#define EDITOR_FILE_SERVER_H

#include "core/io/file_access_network.h"
#include "core/io/packet_peer.h"
#include "core/io/tcp_server.h"
#include "core/object.h"
#include "core/os/thread.h"

class EditorFileServer : public Object {
	GDCLASS(EditorFileServer, Object);

	enum Command {
		CMD_NONE,
		CMD_ACTIVATE,
		CMD_STOP,
	};

	struct ClientData {
		Thread *thread;
		Ref<StreamPeerTCP> connection;
		Map<int, FileAccess *> files;
		EditorFileServer *efs;
		bool quit;
	};

	Ref<TCP_Server> server;
	Set<Thread *> to_wait;

	static void _close_client(ClientData *cd);
	static void _subthread_start(void *s);

	Mutex wait_mutex;
	Thread *thread;
	static void _thread_start(void *);
	bool quit;
	Command cmd;

	String password;
	int port;
	bool active;

public:
	void start();
	void stop();

	bool is_active() const;

	EditorFileServer();
	~EditorFileServer();
};

#endif // EDITOR_FILE_SERVER_H