/*************************************************************************/
/*  networked_multiplayer_enet.h                                         */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "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    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#ifndef NETWORKED_MULTIPLAYER_ENET_H
#define NETWORKED_MULTIPLAYER_ENET_H

#include "io/compression.h"
#include "io/networked_multiplayer_peer.h"

#include <enet/enet.h>

class NetworkedMultiplayerENet : public NetworkedMultiplayerPeer {

	GDCLASS(NetworkedMultiplayerENet, NetworkedMultiplayerPeer)
public:
	enum CompressionMode {
		COMPRESS_NONE,
		COMPRESS_RANGE_CODER,
		COMPRESS_FASTLZ,
		COMPRESS_ZLIB,
		COMPRESS_ZSTD
	};

private:
	enum {
		SYSMSG_ADD_PEER,
		SYSMSG_REMOVE_PEER
	};

	enum {
		SYSCH_CONFIG,
		SYSCH_RELIABLE,
		SYSCH_UNRELIABLE,
		SYSCH_MAX
	};

	bool active;
	bool server;

	uint32_t unique_id;

	int target_peer;
	TransferMode transfer_mode;

	ENetEvent event;
	ENetPeer *peer;
	ENetHost *host;

	bool refuse_connections;

	ConnectionStatus connection_status;

	Map<int, ENetPeer *> peer_map;

	struct Packet {

		ENetPacket *packet;
		int from;
	};

	CompressionMode compression_mode;

	mutable List<Packet> incoming_packets;

	mutable Packet current_packet;

	uint32_t _gen_unique_id() const;
	void _pop_current_packet() const;

	Vector<uint8_t> src_compressor_mem;
	Vector<uint8_t> dst_compressor_mem;

	ENetCompressor enet_compressor;
	static size_t enet_compress(void *context, const ENetBuffer *inBuffers, size_t inBufferCount, size_t inLimit, enet_uint8 *outData, size_t outLimit);
	static size_t enet_decompress(void *context, const enet_uint8 *inData, size_t inLimit, enet_uint8 *outData, size_t outLimit);
	static void enet_compressor_destroy(void *context);
	void _setup_compressor();

	IP_Address bind_ip;

protected:
	static void _bind_methods();

public:
	virtual void set_transfer_mode(TransferMode p_mode);
	virtual void set_target_peer(int p_peer);

	virtual int get_packet_peer() const;

	Error create_server(int p_port, int p_max_clients = 32, int p_in_bandwidth = 0, int p_out_bandwidth = 0);
	Error create_client(const IP_Address &p_ip, int p_port, int p_in_bandwidth = 0, int p_out_bandwidth = 0);

	void close_connection();

	virtual void poll();

	virtual bool is_server() const;

	virtual int get_available_packet_count() const;
	virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size) const; ///< buffer is GONE after next get_packet
	virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size);

	virtual int get_max_packet_size() const;

	virtual ConnectionStatus get_connection_status() const;

	virtual void set_refuse_new_connections(bool p_enable);
	virtual bool is_refusing_new_connections() const;

	virtual int get_unique_id() const;

	void set_compression_mode(CompressionMode p_mode);
	CompressionMode get_compression_mode() const;

	NetworkedMultiplayerENet();
	~NetworkedMultiplayerENet();

	void set_bind_ip(const IP_Address &p_ip);
};

VARIANT_ENUM_CAST(NetworkedMultiplayerENet::CompressionMode);

#endif // NETWORKED_MULTIPLAYER_ENET_H