/// \file
/// \brief Contains RakNetTransportCommandParser and RakNetTransport used to provide a secure console connection.
///
/// This file is part of RakNet Copyright 2003 Jenkins Software LLC
///
/// Raknet is available under the terms of the GPLv3 license, see /usr/local/share/licenses/raknet-3.9.2,1/GPLv3.

#include "NativeFeatureIncludes.h"
#if _RAKNET_SUPPORT_RakNetTransport==1

#ifndef __RAKNET_TRANSPORT
#define __RAKNET_TRANSPORT

#include "TransportInterface.h"
#include "DS_Queue.h"
#include "CommandParserInterface.h"
#include "Export.h"

class RakPeerInterface;
class RakNetTransport;
namespace RakNet
{
	class BitStream;
}

/// \brief RakNetTransport has its own command parser to enable remote users to change the command console's password.
class RAK_DLL_EXPORT RakNetTransportCommandParser : public CommandParserInterface
{
public:
	RakNetTransportCommandParser();
	~RakNetTransportCommandParser();

	/// Given \a command with parameters \a parameterList , do whatever processing you wish.
	/// \param[in] command The command to process
	/// \param[in] numParameters How many parameters were passed along with the command
	/// \param[in] parameterList The list of parameters.  parameterList[0] is the first parameter and so on.
	/// \param[in] transport The transport interface we can use to write to
	/// \param[in] systemAddress The player that sent this command.
	/// \param[in] originalString The string that was actually sent over the network, in case you want to do your own parsing
	bool OnCommand(const char *command, unsigned numParameters, char **parameterList, TransportInterface *transport, SystemAddress systemAddress, const char *originalString);

	/// You are responsible for overriding this function and returning a static string, which will identifier your parser.
	/// This should return a static string
	/// \return The name that you return.
	const char* GetName(void) const;

	/// A callback for when you are expected to send a brief description of your parser to \a systemAddress
	/// \param[in] transport The transport interface we can use to write to
	/// \param[in] systemAddress The player that requested help.
	void SendHelp(TransportInterface *transport, SystemAddress systemAddress);
protected:
};

/// \brief Use RakNetTransport if you need a secure connection between the client and the console server.
/// \details RakNetTransport automatically initializes security for the system.  Use the project CommandConsoleClient to connect
/// To the ConsoleServer if you use RakNetTransport
/// \deprecated Use RakNetTransport2
class RAK_DLL_EXPORT RakNetTransport : public TransportInterface
{
public:
	RakNetTransport();
    virtual ~RakNetTransport();

	/// 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.
	bool Start(unsigned short port, bool serverMode);

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

	/// Send a null-terminated string to \a systemAddress
	/// 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] systemAddress The player to send the string to
	/// \param[in] data format specifier - same as RAKNET_DEBUG_PRINTF
	/// \param[in] ... format specification arguments - same as RAKNET_DEBUG_PRINTF
	void Send( SystemAddress systemAddress, const char *data, ... );

	/// 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::systemAddress
	/// 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
	Packet* Receive( void );

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

	/// Disconnect \a systemAddress .  The binary address and port defines the SystemAddress structure.
	/// \param[in] systemAddress The player/address to disconnect
	void CloseConnection( SystemAddress systemAddress );

	/// If a new system connects to you, you should queue that event and return the systemAddress/address of that player in this function.
	/// \return The SystemAddress/address of the system
	SystemAddress HasNewIncomingConnection(void);

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

	/// Sets the password which incoming connections must match.
	/// While not required, it is highly recommended you set this in a real game environment or anyone can login and control your server.
	/// Don't set it to a fixed value, but instead require that the server admin sets it when you start the application server
	/// \param[in] password Null-terminated string to use as a password.
	void SetIncomingPassword(const char *password);

	/// Returns the password set by SetIncomingPassword().
	/// \return The password set by SetIncomingPassword()
	char * GetIncomingPassword(void);

	/// Returns RakNetTransportCommandParser so the console admin can change the password
	CommandParserInterface* GetCommandParser(void);

protected:
	RakPeerInterface *rakPeer;
	void AutoAllocate(void);
	DataStructures::Queue<SystemAddress> newConnections, lostConnections;
	RakNetTransportCommandParser rakNetTransportCommandParser;
};

#endif

#endif // _RAKNET_SUPPORT_*
