// This file is provided under The MIT License as part of Steamworks.NET.
// Copyright (c) 2013-2016 Riley Labrecque
// Please see the included LICENSE.txt for additional information.

// This file is automatically generated.
// Changes to this file will be reverted when you update Steamworks.NET

using System;
using System.Runtime.InteropServices;

namespace Steamworks {
	public static class SteamGameServerNetworking {
		/// <summary>
		/// <para>//////////////////////////////////////////////////////////////////////////////////////////</para>
		/// <para> Session-less connection functions</para>
		/// <para>    automatically establishes NAT-traversing or Relay server connections</para>
		/// <para> Sends a P2P packet to the specified user</para>
		/// <para> UDP-like, unreliable and a max packet size of 1200 bytes</para>
		/// <para> the first packet send may be delayed as the NAT-traversal code runs</para>
		/// <para> if we can't get through to the user, an error will be posted via the callback P2PSessionConnectFail_t</para>
		/// <para> see EP2PSend enum above for the descriptions of the different ways of sending packets</para>
		/// <para> nChannel is a routing number you can use to help route message to different systems 	- you'll have to call ReadP2PPacket()</para>
		/// <para> with the same channel number in order to retrieve the data on the other end</para>
		/// <para> using different channels to talk to the same user will still use the same underlying p2p connection, saving on resources</para>
		/// </summary>
		public static bool SendP2PPacket(CSteamID steamIDRemote, byte[] pubData, uint cubData, EP2PSend eP2PSendType, int nChannel = 0) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_SendP2PPacket(steamIDRemote, pubData, cubData, eP2PSendType, nChannel);
		}

		/// <summary>
		/// <para> returns true if any data is available for read, and the amount of data that will need to be read</para>
		/// </summary>
		public static bool IsP2PPacketAvailable(out uint pcubMsgSize, int nChannel = 0) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_IsP2PPacketAvailable(out pcubMsgSize, nChannel);
		}

		/// <summary>
		/// <para> reads in a packet that has been sent from another user via SendP2PPacket()</para>
		/// <para> returns the size of the message and the steamID of the user who sent it in the last two parameters</para>
		/// <para> if the buffer passed in is too small, the message will be truncated</para>
		/// <para> this call is not blocking, and will return false if no data is available</para>
		/// </summary>
		public static bool ReadP2PPacket(byte[] pubDest, uint cubDest, out uint pcubMsgSize, out CSteamID psteamIDRemote, int nChannel = 0) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_ReadP2PPacket(pubDest, cubDest, out pcubMsgSize, out psteamIDRemote, nChannel);
		}

		/// <summary>
		/// <para> AcceptP2PSessionWithUser() should only be called in response to a P2PSessionRequest_t callback</para>
		/// <para> P2PSessionRequest_t will be posted if another user tries to send you a packet that you haven't talked to yet</para>
		/// <para> if you don't want to talk to the user, just ignore the request</para>
		/// <para> if the user continues to send you packets, another P2PSessionRequest_t will be posted periodically</para>
		/// <para> this may be called multiple times for a single user</para>
		/// <para> (if you've called SendP2PPacket() on the other user, this implicitly accepts the session request)</para>
		/// </summary>
		public static bool AcceptP2PSessionWithUser(CSteamID steamIDRemote) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_AcceptP2PSessionWithUser(steamIDRemote);
		}

		/// <summary>
		/// <para> call CloseP2PSessionWithUser() when you're done talking to a user, will free up resources under-the-hood</para>
		/// <para> if the remote user tries to send data to you again, another P2PSessionRequest_t callback will be posted</para>
		/// </summary>
		public static bool CloseP2PSessionWithUser(CSteamID steamIDRemote) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_CloseP2PSessionWithUser(steamIDRemote);
		}

		/// <summary>
		/// <para> call CloseP2PChannelWithUser() when you're done talking to a user on a specific channel. Once all channels</para>
		/// <para> open channels to a user have been closed, the open session to the user will be closed and new data from this</para>
		/// <para> user will trigger a P2PSessionRequest_t callback</para>
		/// </summary>
		public static bool CloseP2PChannelWithUser(CSteamID steamIDRemote, int nChannel) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_CloseP2PChannelWithUser(steamIDRemote, nChannel);
		}

		/// <summary>
		/// <para> fills out P2PSessionState_t structure with details about the underlying connection to the user</para>
		/// <para> should only needed for debugging purposes</para>
		/// <para> returns false if no connection exists to the specified user</para>
		/// </summary>
		public static bool GetP2PSessionState(CSteamID steamIDRemote, out P2PSessionState_t pConnectionState) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_GetP2PSessionState(steamIDRemote, out pConnectionState);
		}

		/// <summary>
		/// <para> Allow P2P connections to fall back to being relayed through the Steam servers if a direct connection</para>
		/// <para> or NAT-traversal cannot be established. Only applies to connections created after setting this value,</para>
		/// <para> or to existing connections that need to automatically reconnect after this value is set.</para>
		/// <para> P2P packet relay is allowed by default</para>
		/// </summary>
		public static bool AllowP2PPacketRelay(bool bAllow) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_AllowP2PPacketRelay(bAllow);
		}

		/// <summary>
		/// <para>//////////////////////////////////////////////////////////////////////////////////////////</para>
		/// <para> LISTEN / CONNECT style interface functions</para>
		/// <para> This is an older set of functions designed around the Berkeley TCP sockets model</para>
		/// <para> it's preferential that you use the above P2P functions, they're more robust</para>
		/// <para> and these older functions will be removed eventually</para>
		/// <para>//////////////////////////////////////////////////////////////////////////////////////////</para>
		/// <para> creates a socket and listens others to connect</para>
		/// <para> will trigger a SocketStatusCallback_t callback on another client connecting</para>
		/// <para> nVirtualP2PPort is the unique ID that the client will connect to, in case you have multiple ports</para>
		/// <para>		this can usually just be 0 unless you want multiple sets of connections</para>
		/// <para> unIP is the local IP address to bind to</para>
		/// <para>		pass in 0 if you just want the default local IP</para>
		/// <para> unPort is the port to use</para>
		/// <para>		pass in 0 if you don't want users to be able to connect via IP/Port, but expect to be always peer-to-peer connections only</para>
		/// </summary>
		public static SNetListenSocket_t CreateListenSocket(int nVirtualP2PPort, uint nIP, ushort nPort, bool bAllowUseOfPacketRelay) {
			InteropHelp.TestIfAvailableGameServer();
			return (SNetListenSocket_t)NativeMethods.ISteamGameServerNetworking_CreateListenSocket(nVirtualP2PPort, nIP, nPort, bAllowUseOfPacketRelay);
		}

		/// <summary>
		/// <para> creates a socket and begin connection to a remote destination</para>
		/// <para> can connect via a known steamID (client or game server), or directly to an IP</para>
		/// <para> on success will trigger a SocketStatusCallback_t callback</para>
		/// <para> on failure or timeout will trigger a SocketStatusCallback_t callback with a failure code in m_eSNetSocketState</para>
		/// </summary>
		public static SNetSocket_t CreateP2PConnectionSocket(CSteamID steamIDTarget, int nVirtualPort, int nTimeoutSec, bool bAllowUseOfPacketRelay) {
			InteropHelp.TestIfAvailableGameServer();
			return (SNetSocket_t)NativeMethods.ISteamGameServerNetworking_CreateP2PConnectionSocket(steamIDTarget, nVirtualPort, nTimeoutSec, bAllowUseOfPacketRelay);
		}

		public static SNetSocket_t CreateConnectionSocket(uint nIP, ushort nPort, int nTimeoutSec) {
			InteropHelp.TestIfAvailableGameServer();
			return (SNetSocket_t)NativeMethods.ISteamGameServerNetworking_CreateConnectionSocket(nIP, nPort, nTimeoutSec);
		}

		/// <summary>
		/// <para> disconnects the connection to the socket, if any, and invalidates the handle</para>
		/// <para> any unread data on the socket will be thrown away</para>
		/// <para> if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect</para>
		/// </summary>
		public static bool DestroySocket(SNetSocket_t hSocket, bool bNotifyRemoteEnd) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_DestroySocket(hSocket, bNotifyRemoteEnd);
		}

		/// <summary>
		/// <para> destroying a listen socket will automatically kill all the regular sockets generated from it</para>
		/// </summary>
		public static bool DestroyListenSocket(SNetListenSocket_t hSocket, bool bNotifyRemoteEnd) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_DestroyListenSocket(hSocket, bNotifyRemoteEnd);
		}

		/// <summary>
		/// <para> sending data</para>
		/// <para> must be a handle to a connected socket</para>
		/// <para> data is all sent via UDP, and thus send sizes are limited to 1200 bytes; after this, many routers will start dropping packets</para>
		/// <para> use the reliable flag with caution; although the resend rate is pretty aggressive,</para>
		/// <para> it can still cause stalls in receiving data (like TCP)</para>
		/// </summary>
		public static bool SendDataOnSocket(SNetSocket_t hSocket, byte[] pubData, uint cubData, bool bReliable) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_SendDataOnSocket(hSocket, pubData, cubData, bReliable);
		}

		/// <summary>
		/// <para> receiving data</para>
		/// <para> returns false if there is no data remaining</para>
		/// <para> fills out *pcubMsgSize with the size of the next message, in bytes</para>
		/// </summary>
		public static bool IsDataAvailableOnSocket(SNetSocket_t hSocket, out uint pcubMsgSize) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_IsDataAvailableOnSocket(hSocket, out pcubMsgSize);
		}

		/// <summary>
		/// <para> fills in pubDest with the contents of the message</para>
		/// <para> messages are always complete, of the same size as was sent (i.e. packetized, not streaming)</para>
		/// <para> if *pcubMsgSize &lt; cubDest, only partial data is written</para>
		/// <para> returns false if no data is available</para>
		/// </summary>
		public static bool RetrieveDataFromSocket(SNetSocket_t hSocket, byte[] pubDest, uint cubDest, out uint pcubMsgSize) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_RetrieveDataFromSocket(hSocket, pubDest, cubDest, out pcubMsgSize);
		}

		/// <summary>
		/// <para> checks for data from any socket that has been connected off this listen socket</para>
		/// <para> returns false if there is no data remaining</para>
		/// <para> fills out *pcubMsgSize with the size of the next message, in bytes</para>
		/// <para> fills out *phSocket with the socket that data is available on</para>
		/// </summary>
		public static bool IsDataAvailable(SNetListenSocket_t hListenSocket, out uint pcubMsgSize, out SNetSocket_t phSocket) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_IsDataAvailable(hListenSocket, out pcubMsgSize, out phSocket);
		}

		/// <summary>
		/// <para> retrieves data from any socket that has been connected off this listen socket</para>
		/// <para> fills in pubDest with the contents of the message</para>
		/// <para> messages are always complete, of the same size as was sent (i.e. packetized, not streaming)</para>
		/// <para> if *pcubMsgSize &lt; cubDest, only partial data is written</para>
		/// <para> returns false if no data is available</para>
		/// <para> fills out *phSocket with the socket that data is available on</para>
		/// </summary>
		public static bool RetrieveData(SNetListenSocket_t hListenSocket, byte[] pubDest, uint cubDest, out uint pcubMsgSize, out SNetSocket_t phSocket) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_RetrieveData(hListenSocket, pubDest, cubDest, out pcubMsgSize, out phSocket);
		}

		/// <summary>
		/// <para> returns information about the specified socket, filling out the contents of the pointers</para>
		/// </summary>
		public static bool GetSocketInfo(SNetSocket_t hSocket, out CSteamID pSteamIDRemote, out int peSocketStatus, out uint punIPRemote, out ushort punPortRemote) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_GetSocketInfo(hSocket, out pSteamIDRemote, out peSocketStatus, out punIPRemote, out punPortRemote);
		}

		/// <summary>
		/// <para> returns which local port the listen socket is bound to</para>
		/// <para> *pnIP and *pnPort will be 0 if the socket is set to listen for P2P connections only</para>
		/// </summary>
		public static bool GetListenSocketInfo(SNetListenSocket_t hListenSocket, out uint pnIP, out ushort pnPort) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_GetListenSocketInfo(hListenSocket, out pnIP, out pnPort);
		}

		/// <summary>
		/// <para> returns true to describe how the socket ended up connecting</para>
		/// </summary>
		public static ESNetSocketConnectionType GetSocketConnectionType(SNetSocket_t hSocket) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_GetSocketConnectionType(hSocket);
		}

		/// <summary>
		/// <para> max packet size, in bytes</para>
		/// </summary>
		public static int GetMaxPacketSize(SNetSocket_t hSocket) {
			InteropHelp.TestIfAvailableGameServer();
			return NativeMethods.ISteamGameServerNetworking_GetMaxPacketSize(hSocket);
		}
	}
}