-#ifndef NETWORK_H
-#define NETWORK_H
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ * All trademarks are property of their respective owners
+ */
-#include "vg/vg_stdint.h"
+#pragma once
+#include "vg/vg_platform.h"
+#include "vg/vg_steam_networking.h"
+#include "steam.h"
+#include "network_common.h"
+#include "network_msg.h"
+#include "addon_types.h"
+#define NETWORK_MAX_REQUESTS 8
+/*
+ * Interface
+ */
-#endif /* NETWORK_H */
+/* Call it at start; Connects us to the gameserver */
+void network_init(void);
+
+/* Run this from main loop */
+void network_update(void);
+
+/* Call it at shutdown */
+void network_end(void);
+
+/*
+ * Can buffer up a bunch of these by calling many times, they will be
+ * sent at the next connection
+ */
+void network_submit_highscore( u32 trackid, u16 points, u16 time );
+
+/*
+ * Game endpoints are provided with the same names to allow running without a
+ * network connection.
+ */
+
+struct network_client
+{
+ u8 app_symmetric_key[ 1024 ];
+ u32 app_key_length;
+ EServerMode auth_mode;
+
+ HSteamNetConnection remote;
+ ESteamNetworkingConnectionState state;
+ u32 remote_version;
+
+ f64 last_attempt, last_frame;
+ u32 retries;
+
+ i32 network_info;
+
+ struct network_request {
+ vg_pool_node poolnode;
+ void (*callback)( netmsg_request *res, vg_msg *body, u64 userdata );
+ f64 sendtime;
+ u64 userdata;
+ }
+ *request_buffer;
+ vg_pool request_pool;
+
+ char server_adress[64];
+
+ enum server_intent {
+ k_server_intent_offline,
+ k_server_intent_online
+ }
+ user_intent;
+ f64 last_intent_change;
+ f32 fintent; /* yeah this shit really shouldnt be here but oh well */
+}
+extern network_client;
+
+int packet_minsize( SteamNetworkingMessage_t *msg, u32 size );
+void network_send_item( enum netmsg_playeritem_type type );
+void network_request_scoreboard( const char *mod_uid,
+ const char *route_uid,
+ u32 week, u64 userdata );
+void network_publish_laptime( const char *mod_uid,
+ const char *route_uid, f64 lap_time );
+void chat_send_message( const char *message );
+void render_server_status_gui(void);
+void network_status_string( vg_str *str, u32 *colour );
+void network_send_region(void);
+
+static inline int network_connected(void)
+{
+ if( network_client.remote_version != NETWORK_SKATERIFT_VERSION ) return 0;
+ return network_client.state == k_ESteamNetworkingConnectionState_Connected;
+}