/**************************************************************************/
/*  wsl_client.h                                                          */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* 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,        */
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/**************************************************************************/

#ifndef WSL_CLIENT_H
#define WSL_CLIENT_H

#ifndef JAVASCRIPT_ENABLED

#include "core/error_list.h"
#include "core/io/stream_peer_ssl.h"
#include "core/io/stream_peer_tcp.h"
#include "websocket_client.h"
#include "wsl_peer.h"
#include "wslay/wslay.h"

class WSLClient : public WebSocketClient {
	GDCIIMPL(WSLClient, WebSocketClient);

private:
	int _in_buf_size;
	int _in_pkt_size;
	int _out_buf_size;
	int _out_pkt_size;

	Ref<WSLPeer> _peer;
	Ref<StreamPeerTCP> _tcp;
	Ref<StreamPeer> _connection;

	CharString _request;
	int _requested;

	uint8_t _resp_buf[WSL_MAX_HEADER_SIZE];
	int _resp_pos;

	String _response;

	String _key;
	String _host;
	uint16_t _port;
	Array _ip_candidates;
	Vector<String> _protocols;
	bool _use_ssl = false;
	IP::ResolverID _resolver_id = IP::RESOLVER_INVALID_ID;

	void _do_handshake();
	bool _verify_headers(String &r_protocol);

public:
	Error set_buffers(int p_in_buffer, int p_in_packets, int p_out_buffer, int p_out_packets);
	Error connect_to_host(String p_host, String p_path, uint16_t p_port, bool p_ssl, const Vector<String> p_protocol = Vector<String>(), const Vector<String> p_custom_headers = Vector<String>());
	int get_max_packet_size() const;
	Ref<WebSocketPeer> get_peer(int p_peer_id) const;
	void disconnect_from_host(int p_code = 1000, String p_reason = "");
	IP_Address get_connected_host() const;
	uint16_t get_connected_port() const;
	virtual ConnectionStatus get_connection_status() const;
	virtual void poll();

	WSLClient();
	~WSLClient();
};

#endif // JAVASCRIPT_ENABLED

#endif // WSL_CLIENT_H
