/**************************************************************************/
/*  networked_multiplayer_peer.h                                          */
/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#ifndef NETWORKED_MULTIPLAYER_PEER_H
#define NETWORKED_MULTIPLAYER_PEER_H

#include "core/io/packet_peer.h"

class NetworkedMultiplayerPeer : public PacketPeer {
	GDCLASS(NetworkedMultiplayerPeer, PacketPeer);

protected:
	static void _bind_methods();

public:
	enum {
		TARGET_PEER_BROADCAST = 0,
		TARGET_PEER_SERVER = 1
	};
	enum TransferMode {
		TRANSFER_MODE_UNRELIABLE,
		TRANSFER_MODE_UNRELIABLE_ORDERED,
		TRANSFER_MODE_RELIABLE,
	};

	enum ConnectionStatus {
		CONNECTION_DISCONNECTED,
		CONNECTION_CONNECTING,
		CONNECTION_CONNECTED,
	};

	virtual void set_transfer_mode(TransferMode p_mode) = 0;
	virtual TransferMode get_transfer_mode() const = 0;
	virtual void set_target_peer(int p_peer_id) = 0;

	virtual int get_packet_peer() const = 0;

	virtual bool is_server() const = 0;

	virtual void poll() = 0;

	virtual int get_unique_id() const = 0;

	virtual void set_refuse_new_connections(bool p_enable) = 0;
	virtual bool is_refusing_new_connections() const = 0;

	virtual ConnectionStatus get_connection_status() const = 0;

	NetworkedMultiplayerPeer();
};

VARIANT_ENUM_CAST(NetworkedMultiplayerPeer::TransferMode)
VARIANT_ENUM_CAST(NetworkedMultiplayerPeer::ConnectionStatus)

#endif // NETWORKED_MULTIPLAYER_PEER_H
