/**************************************************************************/
/*  multiplayer_peer_gdnative.cpp                                         */
/**************************************************************************/
/*                         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,        */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
/**************************************************************************/

#include "multiplayer_peer_gdnative.h"

MultiplayerPeerGDNative::MultiplayerPeerGDNative() {
	interface = nullptr;
}

MultiplayerPeerGDNative::~MultiplayerPeerGDNative() {
}

void MultiplayerPeerGDNative::set_native_multiplayer_peer(const godot_net_multiplayer_peer *p_interface) {
	interface = p_interface;
}

Error MultiplayerPeerGDNative::get_packet(const uint8_t **r_buffer, int &r_buffer_size) {
	ERR_FAIL_COND_V(interface == nullptr, ERR_UNCONFIGURED);
	return (Error)interface->get_packet(interface->data, r_buffer, &r_buffer_size);
}

Error MultiplayerPeerGDNative::put_packet(const uint8_t *p_buffer, int p_buffer_size) {
	ERR_FAIL_COND_V(interface == nullptr, ERR_UNCONFIGURED);
	return (Error)interface->put_packet(interface->data, p_buffer, p_buffer_size);
}

int MultiplayerPeerGDNative::get_max_packet_size() const {
	ERR_FAIL_COND_V(interface == nullptr, 0);
	return interface->get_max_packet_size(interface->data);
}

int MultiplayerPeerGDNative::get_available_packet_count() const {
	ERR_FAIL_COND_V(interface == nullptr, 0);
	return interface->get_available_packet_count(interface->data);
}

/* NetworkedMultiplayerPeer */
void MultiplayerPeerGDNative::set_transfer_mode(TransferMode p_mode) {
	ERR_FAIL_COND(interface == nullptr);
	interface->set_transfer_mode(interface->data, (godot_int)p_mode);
}

NetworkedMultiplayerPeer::TransferMode MultiplayerPeerGDNative::get_transfer_mode() const {
	ERR_FAIL_COND_V(interface == nullptr, TRANSFER_MODE_UNRELIABLE);
	return (TransferMode)interface->get_transfer_mode(interface->data);
}

void MultiplayerPeerGDNative::set_target_peer(int p_peer_id) {
	ERR_FAIL_COND(interface == nullptr);
	interface->set_target_peer(interface->data, p_peer_id);
}

int MultiplayerPeerGDNative::get_packet_peer() const {
	ERR_FAIL_COND_V(interface == nullptr, 0);
	return interface->get_packet_peer(interface->data);
}

bool MultiplayerPeerGDNative::is_server() const {
	ERR_FAIL_COND_V(interface == nullptr, false);
	return interface->is_server(interface->data);
}

void MultiplayerPeerGDNative::poll() {
	ERR_FAIL_COND(interface == nullptr);
	interface->poll(interface->data);
}

int MultiplayerPeerGDNative::get_unique_id() const {
	ERR_FAIL_COND_V(interface == nullptr, 0);
	return interface->get_unique_id(interface->data);
}

void MultiplayerPeerGDNative::set_refuse_new_connections(bool p_enable) {
	ERR_FAIL_COND(interface == nullptr);
	interface->set_refuse_new_connections(interface->data, p_enable);
}

bool MultiplayerPeerGDNative::is_refusing_new_connections() const {
	ERR_FAIL_COND_V(interface == nullptr, true);
	return interface->is_refusing_new_connections(interface->data);
}

NetworkedMultiplayerPeer::ConnectionStatus MultiplayerPeerGDNative::get_connection_status() const {
	ERR_FAIL_COND_V(interface == nullptr, CONNECTION_DISCONNECTED);
	return (ConnectionStatus)interface->get_connection_status(interface->data);
}

void MultiplayerPeerGDNative::_bind_methods() {
	ADD_PROPERTY_DEFAULT("transfer_mode", TRANSFER_MODE_UNRELIABLE);
	ADD_PROPERTY_DEFAULT("refuse_new_connections", true);
}

extern "C" {

void GDAPI godot_net_bind_multiplayer_peer(godot_object *p_obj, const godot_net_multiplayer_peer *p_impl) {
	((MultiplayerPeerGDNative *)p_obj)->set_native_multiplayer_peer(p_impl);
}
}
