/// \file
/// \brief Contains TransportInterface from which you can derive custom transport providers for ConsoleServer.
///
/// This file is part of RakNet Copyright 2003 Kevin Jenkins.
///
/// Usage of RakNet is subject to the appropriate license agreement.
/// Creative Commons Licensees are subject to the
/// license found at
/// http://creativecommons.org/licenses/by-nc/2.5/
/// Single application licensees are subject to the license found at
/// http://www.rakkarsoft.com/SingleApplicationLicense.html
/// Custom license users are subject to the terms therein.
/// GPL license users are subject to the GNU General Public
/// License as published by the Free
/// Software Foundation; either version 2 of the License, or (at your
/// option) any later version.

#ifndef __TRANSPORT_INTERFACE_H
#define __TRANSPORT_INTERFACE_H

#include "NetworkTypes.h"
#include "Export.h"

#define REMOTE_MAX_TEXT_INPUT 512

class CommandParserInterface;

/// \brief Defines an interface that is used to send and receive null-terminated strings.
/// In practice this is only used by the CommandParser system for for servers.
class RAK_DLL_EXPORT TransportInterface
{
public:
	/// Start the transport provider on the indicated port.
	/// \param[in] port The port to start the transport provider on
	/// \param[in] serverMode If true, you should allow incoming connections (I don't actually use this anywhere)
	/// \return Return true on success, false on failure.
	virtual bool Start(unsigned short port, bool serverMode)=0;

	/// Stop the transport provider.  You can clear memory and shutdown threads here.
	virtual void Stop(void)=0;

	/// Send a null-terminated string to \a playerId
	/// If your transport method requires particular formatting of the outgoing data (e.g. you don't just send strings) you can do it here
	/// and parse it out in Receive().
	/// \param[in] playerId The player to send the string to
	/// \param[in] data format specifier - same as printf
	/// \param[in] ... format specification arguments - same as printf
	virtual void Send( PlayerID playerId, const char *data, ... )=0;

	/// Disconnect \a playerId .  The binary address and port defines the PlayerID structure.
	/// \param[in] playerId The player/address to disconnect
	virtual void CloseConnection( PlayerID playerId )=0;

	/// Return a string. The string should be allocated and written to Packet::data .
	/// The byte length should be written to Packet::length .  The player/address should be written to Packet::playerid
	/// If your transport protocol adds special formatting to the data stream you should parse it out before returning it in the packet
	/// and thus only return a string in Packet::data
	/// \return The packet structure containing the result of Receive, or 0 if no data is available
	virtual Packet* Receive( void )=0;

	/// Deallocate the Packet structure returned by Receive
	/// \param[in] The packet to deallocate
	virtual void DeallocatePacket( Packet *packet )=0;

	/// If a new system connects to you, you should queue that event and return the playerId/address of that player in this function.
	/// \return The PlayerID/address of the system
	virtual PlayerID HasNewConnection(void)=0;

	/// If a system loses the connection, you should queue that event and return the playerId/address of that player in this function.
	/// \return The PlayerID/address of the system
	virtual PlayerID HasLostConnection(void)=0;

	/// Your transport provider can itself have command parsers if the transport layer has user-modifiable features
	/// For example, your transport layer may have a password which you want remote users to be able to set or you may want
	/// to allow remote users to turn on or off command echo
	/// \return 0 if you do not need a command parser - otherwise the desired derivation of CommandParserInterface
	virtual CommandParserInterface* GetCommandParser(void)=0;
protected:
};

#endif