#ifndef GAMECONN_H_
#define GAMECONN_H_
#include "../util/buffer.h"
#include "../model/gamesetup.h"
#include <stddef.h>
#include <stdint.h>
#include <stdbool.h>
#define GAME_END_FINISHED 0
#define GAME_END_INTERRUPTED 1
#define GAME_END_HALTED 2
#define GAME_END_ERROR 3
struct _flib_gameconn;
typedef struct _flib_gameconn flib_gameconn;
flib_gameconn *flib_gameconn_create(const char *playerName, flib_gamesetup *setup, bool netgame);
flib_gameconn *flib_gameconn_create_playdemo(const uint8_t *demo, int size);
flib_gameconn *flib_gameconn_create_loadgame(const char *playerName, const uint8_t *save, int size);
void flib_gameconn_destroy(flib_gameconn *conn);
/**
* Returns the port on which the gameconn is listening. Only fails if you
* pass NULL (not allowed), in that case 0 is returned.
*/
int flib_gameconn_getport(flib_gameconn *conn);
/**
* Perform I/O operations and call callbacks if something interesting happens.
* Should be called regularly.
*/
void flib_gameconn_tick(flib_gameconn *conn);
int flib_gameconn_send_enginemsg(flib_gameconn *conn, uint8_t *data, int len);
int flib_gameconn_send_textmsg(flib_gameconn *conn, int msgtype, const char *msg);
int flib_gameconn_send_chatmsg(flib_gameconn *conn, const char *playername, const char *msg);
/**
* handleConnect(void *context)
*/
void flib_gameconn_onConnect(flib_gameconn *conn, void (*callback)(void* context), void* context);
/**
* handleDisconnect(void *context, int reason)
*/
void flib_gameconn_onDisconnect(flib_gameconn *conn, void (*callback)(void* context, int reason), void* context);
/**
* Receives error messages sent by the engine
* handleErrorMessage(void* context, const char *msg)
*/
void flib_gameconn_onErrorMessage(flib_gameconn *conn, void (*callback)(void* context, const char *msg), void* context);
/**
* handleChat(void* context, const char *msg, bool teamchat)
*/
void flib_gameconn_onChat(flib_gameconn *conn, void (*callback)(void* context, const char *msg, bool teamchat), void* context);
/**
* Called when the game ends
* handleGameRecorded(void *context, const uint8_t *record, int size, bool isSavegame)
*/
void flib_gameconn_onGameRecorded(flib_gameconn *conn, void (*callback)(void *context, const uint8_t *record, int size, bool isSavegame), void* context);
/**
* Called when the game ends
* TODO handleStats(???)
*/
/**
* ...needs to be passed on to the server in a net game
* handleEngineMessage(void *context, const uint8_t *em, int size)
*/
void flib_gameconn_onNetMessage(flib_gameconn *conn, void (*callback)(void *context, const uint8_t *em, int size), void* context);
// TODO efinish
#endif