/* Copyright (C) 2019 Mr Goldberg
   This file is part of the Goldberg Emulator

   The Goldberg Emulator is free software; you can redistribute it and/or
   modify it under the terms of the GNU Lesser General Public
   License as published by the Free Software Foundation; either
   version 3 of the License, or (at your option) any later version.

   The Goldberg Emulator is distributed in the hope that it will be useful,
   but WITHOUT ANY WARRANTY; without even the implied warranty of
   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
   Lesser General Public License for more details.

   You should have received a copy of the GNU Lesser General Public
   License along with the Goldberg Emulator; if not, see
   <http://www.gnu.org/licenses/>.  */

#include "base.h"

struct Listen_Socket {
    HSteamListenSocket socket_id;

    int virtual_port;
    int real_port;

    CSteamID created_by;
};

enum connect_socket_status {
    CONNECT_SOCKET_NO_CONNECTION,
    CONNECT_SOCKET_CONNECTING,
    CONNECT_SOCKET_NOT_ACCEPTED,
    CONNECT_SOCKET_CONNECTED,
    CONNECT_SOCKET_CLOSED,
    CONNECT_SOCKET_TIMEDOUT
};

struct compare_snm_for_queue {
    bool operator()(Networking_Sockets &left, Networking_Sockets &right) {
        return left.message_number() > right.message_number();
    }
};

struct Connect_Socket {
    int virtual_port;
    int real_port;

    SteamNetworkingIdentity remote_identity;
    HSteamNetConnection remote_id;

    HSteamListenSocket listen_socket_id;

    enum connect_socket_status status;
    int64 user_data;

    std::priority_queue<Networking_Sockets, std::vector<Networking_Sockets>, compare_snm_for_queue> data;
    HSteamNetPollGroup poll_group;

    unsigned long long packet_send_counter;
    CSteamID created_by;

    std::chrono::steady_clock::time_point connect_request_last_sent;
    unsigned connect_requests_sent;
};

struct shared_between_client_server {
    std::vector<struct Listen_Socket> listen_sockets;
    std::map<HSteamNetConnection, struct Connect_Socket> connect_sockets;
    std::map<HSteamNetPollGroup, std::list<HSteamNetConnection>> poll_groups;
    unsigned used;
};

class Steam_Networking_Sockets :
public ISteamNetworkingSockets001,
public ISteamNetworkingSockets002,
public ISteamNetworkingSockets003,
public ISteamNetworkingSockets004,
public ISteamNetworkingSockets006,
public ISteamNetworkingSockets008,
public ISteamNetworkingSockets009,
public ISteamNetworkingSockets
{
    class Settings *settings;
    class Networking *network;
    class SteamCallResults *callback_results;
    class SteamCallBacks *callbacks;
    class RunEveryRunCB *run_every_runcb;

    struct shared_between_client_server *s;
    std::chrono::steady_clock::time_point created;

    static const int SNS_DISABLED_PORT = -1;

public:
static void steam_callback(void *object, Common_Message *msg)
{
    PRINT_DEBUG("steam_networkingsockets_callback\n");

    Steam_Networking_Sockets *steam_networkingsockets = (Steam_Networking_Sockets *)object;
    steam_networkingsockets->Callback(msg);
}

static void steam_run_every_runcb(void *object)
{
    PRINT_DEBUG("steam_networkingsockets_run_every_runcb\n");

    Steam_Networking_Sockets *steam_networkingsockets = (Steam_Networking_Sockets *)object;
    steam_networkingsockets->RunCallbacks();
}

Steam_Networking_Sockets(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb, shared_between_client_server *sbcs)
{
    this->settings = settings;
    this->network = network;
    this->run_every_runcb = run_every_runcb;
    this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Networking_Sockets::steam_callback, this);
    this->network->setCallback(CALLBACK_ID_NETWORKING_SOCKETS, settings->get_local_steam_id(), &Steam_Networking_Sockets::steam_callback, this);
    this->run_every_runcb->add(&Steam_Networking_Sockets::steam_run_every_runcb, this);

    this->callback_results = callback_results;
    this->callbacks = callbacks;

    if (!sbcs) {
        this->s = new shared_between_client_server();
        this->s->used = 0;
    } else {
        this->s = sbcs;
        this->s->used += 1;
    }

    this->created = std::chrono::steady_clock::now();
}

~Steam_Networking_Sockets()
{
    //TODO rm network callbacks
    this->run_every_runcb->remove(&Steam_Networking_Sockets::steam_run_every_runcb, this);
    if (this->s->used) {
        this->s->used -= 1;
    } else {
        delete this->s;
    }
}

static unsigned long get_socket_id()
{
    static unsigned long socket_id;
    socket_id++;
    return socket_id;
}

shared_between_client_server *get_shared_between_client_server()
{
    return s;
}

HSteamListenSocket new_listen_socket(int nSteamConnectVirtualPort, int real_port)
{
    HSteamListenSocket socket_id = get_socket_id();
    if (socket_id == k_HSteamListenSocket_Invalid) ++socket_id;
    CSteamID steam_id = settings->get_local_steam_id();

    auto conn = std::find_if(s->listen_sockets.begin(), s->listen_sockets.end(), [&nSteamConnectVirtualPort,&steam_id](struct Listen_Socket const& conn) { return conn.virtual_port == nSteamConnectVirtualPort && conn.created_by == steam_id;});
    if (conn != s->listen_sockets.end()) return k_HSteamListenSocket_Invalid;

    struct Listen_Socket listen_socket;
    listen_socket.socket_id = socket_id;
    listen_socket.virtual_port = nSteamConnectVirtualPort;
    listen_socket.real_port = real_port;
    listen_socket.created_by = steam_id;
    s->listen_sockets.push_back(listen_socket);
    return socket_id;
}

struct Listen_Socket *get_connection_socket(HSteamListenSocket id)
{
    auto conn = std::find_if(s->listen_sockets.begin(), s->listen_sockets.end(), [&id](struct Listen_Socket const& conn) { return conn.socket_id == id;});
    if (conn == s->listen_sockets.end()) return NULL;
    return &(*conn);
}

bool send_packet_new_connection(HSteamNetConnection m_hConn)
{
    auto connect_socket = s->connect_sockets.find(m_hConn);
    if (connect_socket == s->connect_sockets.end()) return false;

    //TODO: right now this only supports connecting with steam id, might need to make ip/port connections work in the future when I find a game that uses them.

    Common_Message msg;
    msg.set_source_id(connect_socket->second.created_by.ConvertToUint64());
    msg.set_allocated_networking_sockets(new Networking_Sockets);
    if (connect_socket->second.status == CONNECT_SOCKET_CONNECTING) {
        msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_REQUEST);
    } else if (connect_socket->second.status == CONNECT_SOCKET_CONNECTED) {
        msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_ACCEPTED);
    }

    msg.mutable_networking_sockets()->set_virtual_port(connect_socket->second.virtual_port);
    msg.mutable_networking_sockets()->set_real_port(connect_socket->second.real_port);
    msg.mutable_networking_sockets()->set_connection_id_from(connect_socket->first);
    msg.mutable_networking_sockets()->set_connection_id(connect_socket->second.remote_id);

    uint64_t steam_id = connect_socket->second.remote_identity.GetSteamID64();
    if (steam_id) {
        msg.set_dest_id(steam_id);
        return network->sendTo(&msg, true);
    }

    const SteamNetworkingIPAddr *ip_addr = connect_socket->second.remote_identity.GetIPAddr();
    if (ip_addr) {
        return network->sendToIPPort(&msg, ip_addr->GetIPv4(), ip_addr->m_port, true);
    }

    return false;
}

HSteamNetConnection new_connect_socket(SteamNetworkingIdentity remote_identity, int virtual_port, int real_port, enum connect_socket_status status=CONNECT_SOCKET_CONNECTING, HSteamListenSocket listen_socket_id=k_HSteamListenSocket_Invalid, HSteamNetConnection remote_id=k_HSteamNetConnection_Invalid)
{
    Connect_Socket socket = {};
    socket.remote_identity = remote_identity;
    socket.virtual_port = virtual_port;
    socket.real_port = real_port;
    socket.listen_socket_id = listen_socket_id;
    socket.remote_id = remote_id;
    socket.status = status;
    socket.user_data = -1;
    socket.poll_group = k_HSteamNetPollGroup_Invalid;
    socket.created_by = settings->get_local_steam_id();
    socket.connect_request_last_sent = std::chrono::steady_clock::now();
    socket.connect_requests_sent = 0;
    socket.packet_send_counter = 1;

    HSteamNetConnection socket_id = get_socket_id();
    if (socket_id == k_HSteamNetConnection_Invalid) ++socket_id;

    if (s->connect_sockets.insert(std::make_pair(socket_id, socket)).second == false) {
        return k_HSteamNetConnection_Invalid;
    }

    return socket_id;
}

ESteamNetworkingConnectionState convert_status(enum connect_socket_status old_status)
{
    if (old_status == CONNECT_SOCKET_NO_CONNECTION) return k_ESteamNetworkingConnectionState_None;
    if (old_status == CONNECT_SOCKET_CONNECTING) return k_ESteamNetworkingConnectionState_Connecting;
    if (old_status == CONNECT_SOCKET_NOT_ACCEPTED) return k_ESteamNetworkingConnectionState_Connecting;
    if (old_status == CONNECT_SOCKET_CONNECTED) return k_ESteamNetworkingConnectionState_Connected;
    if (old_status == CONNECT_SOCKET_CLOSED) return k_ESteamNetworkingConnectionState_ClosedByPeer;
    if (old_status == CONNECT_SOCKET_TIMEDOUT) return k_ESteamNetworkingConnectionState_ProblemDetectedLocally;
    return k_ESteamNetworkingConnectionState_None;
}

void set_steamnetconnectioninfo(std::map<HSteamNetConnection, Connect_Socket>::iterator connect_socket, SteamNetConnectionInfo_t *pInfo)
{
    pInfo->m_identityRemote = connect_socket->second.remote_identity;
    pInfo->m_nUserData = connect_socket->second.user_data;
    pInfo->m_hListenSocket = connect_socket->second.listen_socket_id;
    pInfo->m_addrRemote.Clear(); //TODO
    if (connect_socket->second.real_port != SNS_DISABLED_PORT) {
        pInfo->m_addrRemote.SetIPv4(network->getIP(connect_socket->second.remote_identity.GetSteamID()), connect_socket->first);
    }

    pInfo->m_idPOPRemote = 0;
    pInfo->m_idPOPRelay = 0;
    pInfo->m_eState = convert_status(connect_socket->second.status);
    pInfo->m_eEndReason = 0; //TODO
    pInfo->m_szEndDebug[0] = 0;
    sprintf(pInfo->m_szConnectionDescription, "%u", connect_socket->first);

    //Note some games might not allocate a struct the whole size of SteamNetConnectionInfo_t when calling GetConnectionInfo
    //keep this in mind in future interface updates
}

void launch_callback(HSteamNetConnection m_hConn, enum connect_socket_status old_status)
{
    auto connect_socket = s->connect_sockets.find(m_hConn);
    if (connect_socket == s->connect_sockets.end()) return;

    struct SteamNetConnectionStatusChangedCallback_t data = {};
    data.m_hConn = connect_socket->first;
    data.m_eOldState = convert_status(old_status);
    set_steamnetconnectioninfo(connect_socket, &data.m_info);
    callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
}


/// Creates a "server" socket that listens for clients to connect to, either by calling
/// ConnectSocketBySteamID or ConnectSocketByIPv4Address.
///
/// nSteamConnectVirtualPort specifies how clients can connect to this socket using
/// ConnectBySteamID.  A negative value indicates that this functionality is
/// disabled and clients must connect by IP address.  It's very common for applications
/// to only have one listening socket; in that case, use zero.  If you need to open
/// multiple listen sockets and have clients be able to connect to one or the other, then
/// nSteamConnectVirtualPort should be a small integer constant unique to each listen socket
/// you create.
///
/// In the open-source version of this API, you must pass -1 for nSteamConnectVirtualPort
///
/// If you want clients to connect to you by your IPv4 addresses using
/// ConnectByIPv4Address, then you must set nPort to be nonzero.  Steam will
/// bind a UDP socket to the specified local port, and clients will send packets using
/// ordinary IP routing.  It's up to you to take care of NAT, protecting your server
/// from DoS, etc.  If you don't need clients to connect to you by IP, then set nPort=0.
/// Use nIP if you wish to bind to a particular local interface.  Typically you will use 0,
/// which means to listen on all interfaces, and accept the default outbound IP address.
/// If nPort is zero, then nIP must also be zero.
///
/// A SocketStatusCallback_t callback when another client attempts a connection.
HSteamListenSocket CreateListenSocket( int nSteamConnectVirtualPort, uint32 nIP, uint16 nPort )
{
    PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocket %i %u %u\n", nSteamConnectVirtualPort, nIP, nPort);
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    return new_listen_socket(nSteamConnectVirtualPort, nPort);
}

/// Creates a "server" socket that listens for clients to connect to by 
/// calling ConnectByIPAddress, over ordinary UDP (IPv4 or IPv6)
///
/// You must select a specific local port to listen on and set it
/// the port field of the local address.
///
/// Usually you wil set the IP portion of the address to zero, (SteamNetworkingIPAddr::Clear()).
/// This means that you will not bind to any particular local interface.  In addition,
/// if possible the socket will be bound in "dual stack" mode, which means that it can
/// accept both IPv4 and IPv6 clients.  If you wish to bind a particular interface, then
/// set the local address to the appropriate IPv4 or IPv6 IP.
///
/// When a client attempts to connect, a SteamNetConnectionStatusChangedCallback_t
/// will be posted.  The connection will be in the connecting state.
HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress )
{
    PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP old\n");
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    return new_listen_socket(SNS_DISABLED_PORT, localAddress.m_port);
}

HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr *localAddress )
{
    PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP old1\n");
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    return new_listen_socket(SNS_DISABLED_PORT, localAddress->m_port);
}

HSteamListenSocket CreateListenSocketIP( const SteamNetworkingIPAddr &localAddress, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
{
    PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketIP\n");
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    return new_listen_socket(SNS_DISABLED_PORT, localAddress.m_port);
}

/// Creates a connection and begins talking to a "server" over UDP at the
/// given IPv4 or IPv6 address.  The remote host must be listening with a
/// matching call to CreateListenSocketIP on the specified port.
///
/// A SteamNetConnectionStatusChangedCallback_t callback will be triggered when we start
/// connecting, and then another one on either timeout or successful connection.
///
/// If the server does not have any identity configured, then their network address
/// will be the only identity in use.  Or, the network host may provide a platform-specific
/// identity with or without a valid certificate to authenticate that identity.  (These
/// details will be contained in the SteamNetConnectionStatusChangedCallback_t.)  It's
/// up to your application to decide whether to allow the connection.
///
/// By default, all connections will get basic encryption sufficient to prevent
/// casual eavesdropping.  But note that without certificates (or a shared secret
/// distributed through some other out-of-band mechanism), you don't have any
/// way of knowing who is actually on the other end, and thus are vulnerable to
/// man-in-the-middle attacks.
HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress old\n");
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    SteamNetworkingIdentity ip_id;
    ip_id.SetIPAddr(address);
    HSteamNetConnection socket = new_connect_socket(ip_id, SNS_DISABLED_PORT, address.m_port);
    send_packet_new_connection(socket);
    return socket;
}

HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr *address )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress old1\n");
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    SteamNetworkingIdentity ip_id;
    ip_id.SetIPAddr(*address);
    HSteamNetConnection socket = new_connect_socket(ip_id, SNS_DISABLED_PORT, address->m_port);
    send_packet_new_connection(socket);
    return socket;
}

HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPAddress %X\n", address.GetIPv4());
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    SteamNetworkingIdentity ip_id;
    ip_id.SetIPAddr(address);
    HSteamNetConnection socket = new_connect_socket(ip_id, SNS_DISABLED_PORT, address.m_port);
    send_packet_new_connection(socket);
    return socket;
}

/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
///
/// nVirtualPort specifies how clients can connect to this socket using
/// ConnectP2P.  It's very common for applications to only have one listening socket;
/// in that case, use zero.  If you need to open multiple listen sockets and have clients
/// be able to connect to one or the other, then nVirtualPort should be a small integer (<1000)
/// unique to each listen socket you create.
///
/// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess()
/// when your app initializes
HSteamListenSocket CreateListenSocketP2P( int nVirtualPort )
{
    PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketP2P old %i\n", nVirtualPort);
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    return new_listen_socket(nVirtualPort, SNS_DISABLED_PORT);
}

HSteamListenSocket CreateListenSocketP2P( int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
{
    PRINT_DEBUG("Steam_Networking_Sockets::CreateListenSocketP2P %i\n", nVirtualPort);
    //TODO config options
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    return new_listen_socket(nVirtualPort, SNS_DISABLED_PORT);
}

/// Begin connecting to a server that is identified using a platform-specific identifier.
/// This requires some sort of third party rendezvous service, and will depend on the
/// platform and what other libraries and services you are integrating with.
///
/// At the time of this writing, there is only one supported rendezvous service: Steam.
/// Set the SteamID (whether "user" or "gameserver") and Steam will determine if the
/// client is online and facilitate a relay connection.  Note that all P2P connections on
/// Steam are currently relayed.
///
/// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess()
/// when your app initializes
HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P old %i\n", nVirtualPort);
    std::lock_guard<std::recursive_mutex> lock(global_mutex);

    const SteamNetworkingIPAddr *ip = identityRemote.GetIPAddr();

    if (identityRemote.m_eType == k_ESteamNetworkingIdentityType_SteamID) {
        PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P %llu\n", identityRemote.GetSteamID64());
        //steam id identity
    } else if (ip) {
        PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P %u:%u ipv4? %u\n", ip->GetIPv4(), ip->m_port, ip->IsIPv4());
        //ip addr
    } else {
        return k_HSteamNetConnection_Invalid;
    }

    HSteamNetConnection socket = new_connect_socket(identityRemote, nVirtualPort, SNS_DISABLED_PORT);
    send_packet_new_connection(socket);
    return socket;
}

HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity *identityRemote, int nVirtualPort )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P old1\n");
    return ConnectP2P(*identityRemote, nVirtualPort);
}

HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2P %i\n", nVirtualPort);
    //TODO config options
    return ConnectP2P(identityRemote, nVirtualPort);
}

/// Creates a connection and begins talking to a remote destination.  The remote host
/// must be listening with a matching call to CreateListenSocket.
///
/// Use ConnectBySteamID to connect using the SteamID (client or game server) as the network address.
/// Use ConnectByIPv4Address to connect by IP address.
///
/// A SteamNetConnectionStatusChangedCallback_t callback will be triggered when we start connecting,
/// and then another one on timeout or successful connection
//#ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE
HSteamNetConnection ConnectBySteamID( CSteamID steamIDTarget, int nVirtualPort )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ConnectBySteamID\n");
    return k_HSteamNetConnection_Invalid;
}

//#endif
HSteamNetConnection ConnectByIPv4Address( uint32 nIP, uint16 nPort )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ConnectByIPv4Address\n");
    return k_HSteamNetConnection_Invalid;
}


/// Accept an incoming connection that has been received on a listen socket.
///
/// When a connection attempt is received (perhaps after a few basic handshake
/// packets have been exchanged to prevent trivial spoofing), a connection interface
/// object is created in the k_ESteamNetworkingConnectionState_Connecting state
/// and a SteamNetConnectionStatusChangedCallback_t is posted.  At this point, your
/// application MUST either accept or close the connection.  (It may not ignore it.)
/// Accepting the connection will transition it either into the connected state,
/// of the finding route state, depending on the connection type.
///
/// You should take action within a second or two, because accepting the connection is
/// what actually sends the reply notifying the client that they are connected.  If you
/// delay taking action, from the client's perspective it is the same as the network
/// being unresponsive, and the client may timeout the connection attempt.  In other
/// words, the client cannot distinguish between a delay caused by network problems
/// and a delay caused by the application.
///
/// This means that if your application goes for more than a few seconds without
/// processing callbacks (for example, while loading a map), then there is a chance
/// that a client may attempt to connect in that interval and fail due to timeout.
///
/// If the application does not respond to the connection attempt in a timely manner,
/// and we stop receiving communication from the client, the connection attempt will
/// be timed out locally, transitioning the connection to the
/// k_ESteamNetworkingConnectionState_ProblemDetectedLocally state.  The client may also
/// close the connection before it is accepted, and a transition to the
/// k_ESteamNetworkingConnectionState_ClosedByPeer is also possible depending the exact
/// sequence of events.
///
/// Returns k_EResultInvalidParam if the handle is invalid.
/// Returns k_EResultInvalidState if the connection is not in the appropriate state.
/// (Remember that the connection state could change in between the time that the
/// notification being posted to the queue and when it is received by the application.)
EResult AcceptConnection( HSteamNetConnection hConn )
{
    PRINT_DEBUG("Steam_Networking_Sockets::AcceptConnection %u\n", hConn);
    std::lock_guard<std::recursive_mutex> lock(global_mutex);

    auto connect_socket = s->connect_sockets.find(hConn);
    if (connect_socket == s->connect_sockets.end()) return k_EResultInvalidParam;
    if (connect_socket->second.status != CONNECT_SOCKET_NOT_ACCEPTED) return k_EResultInvalidState;
    connect_socket->second.status = CONNECT_SOCKET_CONNECTED;
    send_packet_new_connection(connect_socket->first);
    launch_callback(connect_socket->first, CONNECT_SOCKET_NOT_ACCEPTED);

    return k_EResultOK;
}


/// Disconnects from the remote host and invalidates the connection handle.
/// Any unread data on the connection is discarded.
///
/// nReason is an application defined code that will be received on the other
/// end and recorded (when possible) in backend analytics.  The value should
/// come from a restricted range.  (See ESteamNetConnectionEnd.)  If you don't need
/// to communicate any information to the remote host, and do not want analytics to
/// be able to distinguish "normal" connection terminations from "exceptional" ones,
/// You may pass zero, in which case the generic value of
/// k_ESteamNetConnectionEnd_App_Generic will be used.
///
/// pszDebug is an optional human-readable diagnostic string that will be received
/// by the remote host and recorded (when possible) in backend analytics.
///
/// If you wish to put the socket into a "linger" state, where an attempt is made to
/// flush any remaining sent data, use bEnableLinger=true.  Otherwise reliable data
/// is not flushed.
///
/// If the connection has already ended and you are just freeing up the
/// connection interface, the reason code, debug string, and linger flag are
/// ignored.
bool CloseConnection( HSteamNetConnection hPeer, int nReason, const char *pszDebug, bool bEnableLinger )
{
    PRINT_DEBUG("Steam_Networking_Sockets::CloseConnection %u\n", hPeer);
    std::lock_guard<std::recursive_mutex> lock(global_mutex);

    auto connect_socket = s->connect_sockets.find(hPeer);
    if (connect_socket == s->connect_sockets.end()) return false;

    if (connect_socket->second.status != CONNECT_SOCKET_CLOSED && connect_socket->second.status != CONNECT_SOCKET_TIMEDOUT) {
        //TODO send/nReason and pszDebug
        Common_Message msg;
        msg.set_source_id(connect_socket->second.created_by.ConvertToUint64());
        msg.set_dest_id(connect_socket->second.remote_identity.GetSteamID64());
        msg.set_allocated_networking_sockets(new Networking_Sockets);
        msg.mutable_networking_sockets()->set_type(Networking_Sockets::CONNECTION_END);
        msg.mutable_networking_sockets()->set_virtual_port(connect_socket->second.virtual_port);
        msg.mutable_networking_sockets()->set_real_port(connect_socket->second.real_port);
        msg.mutable_networking_sockets()->set_connection_id_from(connect_socket->first);
        msg.mutable_networking_sockets()->set_connection_id(connect_socket->second.remote_id);
        network->sendTo(&msg, true);
    }

    s->connect_sockets.erase(connect_socket);
    return true;
}


/// Destroy a listen socket, and all the client sockets generated by accepting connections
/// on the listen socket.
///
/// pszNotifyRemoteReason determines what cleanup actions are performed on the client
/// sockets being destroyed.  (See DestroySocket for more details.)
///
/// Note that if cleanup is requested and you have requested the listen socket bound to a
/// particular local port to facilitate direct UDP/IPv4 connections, then the underlying UDP
/// socket must remain open until all clients have been cleaned up.
bool CloseListenSocket( HSteamListenSocket hSocket, const char *pszNotifyRemoteReason )
{
    PRINT_DEBUG("Steam_Networking_Sockets::CloseListenSocket old\n");
    return false;
}

/// Destroy a listen socket.  All the connections that were accepting on the listen
/// socket are closed ungracefully.
bool CloseListenSocket( HSteamListenSocket hSocket )
{
    PRINT_DEBUG("Steam_Networking_Sockets::CloseListenSocket\n");
    std::lock_guard<std::recursive_mutex> lock(global_mutex);

    auto conn = std::find_if(s->listen_sockets.begin(), s->listen_sockets.end(), [&hSocket](struct Listen_Socket const& conn) { return conn.socket_id == hSocket;});
    if (conn == s->listen_sockets.end()) return false;

    std::queue<HSteamNetConnection> to_close;

    auto socket_conn = std::begin(s->connect_sockets);
    while (socket_conn != std::end(s->connect_sockets)) {
        if (socket_conn->second.listen_socket_id == hSocket) {
            to_close.push(socket_conn->first);
        }

        ++socket_conn;
    }

    while (to_close.size()) {
        CloseConnection(to_close.front(), 0, "", false);
        to_close.pop();
    }

    s->listen_sockets.erase(conn);
    return true;
}

/// Set connection user data.  Returns false if the handle is invalid.
bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData )
{
    PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionUserData\n");
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    auto connect_socket = s->connect_sockets.find(hPeer);
    if (connect_socket == s->connect_sockets.end()) return false;
    connect_socket->second.user_data = nUserData;
    return true;
}


/// Fetch connection user data.  Returns -1 if handle is invalid
/// or if you haven't set any userdata on the connection.
int64 GetConnectionUserData( HSteamNetConnection hPeer )
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionUserData\n");
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    auto connect_socket = s->connect_sockets.find(hPeer);
    if (connect_socket == s->connect_sockets.end()) return -1;
    return connect_socket->second.user_data;
}


/// Set a name for the connection, used mostly for debugging
void SetConnectionName( HSteamNetConnection hPeer, const char *pszName )
{
    PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionName\n");
}


/// Fetch connection name.  Returns false if handle is invalid
bool GetConnectionName( HSteamNetConnection hPeer, char *pszName, int nMaxLen )
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionName\n");
    return false;
}


/// Send a message to the remote host on the connected socket.
///
/// eSendType determines the delivery guarantees that will be provided,
/// when data should be buffered, etc.
///
/// Note that the semantics we use for messages are not precisely
/// the same as the semantics of a standard "stream" socket.
/// (SOCK_STREAM)  For an ordinary stream socket, the boundaries
/// between chunks are not considered relevant, and the sizes of
/// the chunks of data written will not necessarily match up to
/// the sizes of the chunks that are returned by the reads on
/// the other end.  The remote host might read a partial chunk,
/// or chunks might be coalesced.  For the message semantics 
/// used here, however, the sizes WILL match.  Each send call 
/// will match a successful read call on the remote host 
/// one-for-one.  If you are porting existing stream-oriented 
/// code to the semantics of reliable messages, your code should 
/// work the same, since reliable message semantics are more 
/// strict than stream semantics.  The only caveat is related to 
/// performance: there is per-message overhead to retain the 
/// messages sizes, and so if your code sends many small chunks 
/// of data, performance will suffer. Any code based on stream 
/// sockets that does not write excessively small chunks will 
/// work without any changes. 
EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, ESteamNetworkingSendType eSendType )
{
    PRINT_DEBUG("Steam_Networking_Sockets::SendMessageToConnection old\n");
    return k_EResultFail;
}

/// Send a message to the remote host on the specified connection.
///
/// nSendFlags determines the delivery guarantees that will be provided,
/// when data should be buffered, etc.  E.g. k_nSteamNetworkingSend_Unreliable
///
/// Note that the semantics we use for messages are not precisely
/// the same as the semantics of a standard "stream" socket.
/// (SOCK_STREAM)  For an ordinary stream socket, the boundaries
/// between chunks are not considered relevant, and the sizes of
/// the chunks of data written will not necessarily match up to
/// the sizes of the chunks that are returned by the reads on
/// the other end.  The remote host might read a partial chunk,
/// or chunks might be coalesced.  For the message semantics 
/// used here, however, the sizes WILL match.  Each send call 
/// will match a successful read call on the remote host 
/// one-for-one.  If you are porting existing stream-oriented 
/// code to the semantics of reliable messages, your code should 
/// work the same, since reliable message semantics are more 
/// strict than stream semantics.  The only caveat is related to 
/// performance: there is per-message overhead to retain the 
/// message sizes, and so if your code sends many small chunks 
/// of data, performance will suffer. Any code based on stream 
/// sockets that does not write excessively small chunks will 
/// work without any changes. 
///
/// The pOutMessageNumber is an optional pointer to receive the
/// message number assigned to the message, if sending was successful.
///
/// Returns:
/// - k_EResultInvalidParam: invalid connection handle, or the individual message is too big.
///   (See k_cbMaxSteamNetworkingSocketsMessageSizeSend)
/// - k_EResultInvalidState: connection is in an invalid state
/// - k_EResultNoConnection: connection has ended
/// - k_EResultIgnored: You used k_nSteamNetworkingSend_NoDelay, and the message was dropped because
///   we were not ready to send it.
/// - k_EResultLimitExceeded: there was already too much data queued to be sent.
///   (See k_ESteamNetworkingConfig_SendBufferSize)
EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags, int64 *pOutMessageNumber )
{
    PRINT_DEBUG("Steam_Networking_Sockets::SendMessageToConnection %u, len %u, flags %i\n", hConn, cbData, nSendFlags);
    std::lock_guard<std::recursive_mutex> lock(global_mutex);

    auto connect_socket = s->connect_sockets.find(hConn);
    if (connect_socket == s->connect_sockets.end()) return k_EResultInvalidParam;
    if (connect_socket->second.status == CONNECT_SOCKET_CLOSED) return k_EResultNoConnection;
    if (connect_socket->second.status == CONNECT_SOCKET_TIMEDOUT) return k_EResultNoConnection;
    if (connect_socket->second.status != CONNECT_SOCKET_CONNECTED) return k_EResultInvalidState;

    Common_Message msg;
    msg.set_source_id(connect_socket->second.created_by.ConvertToUint64());
    msg.set_dest_id(connect_socket->second.remote_identity.GetSteamID64());
    msg.set_allocated_networking_sockets(new Networking_Sockets);
    msg.mutable_networking_sockets()->set_type(Networking_Sockets::DATA);
    msg.mutable_networking_sockets()->set_virtual_port(connect_socket->second.virtual_port);
    msg.mutable_networking_sockets()->set_real_port(connect_socket->second.real_port);
    msg.mutable_networking_sockets()->set_connection_id_from(connect_socket->first);
    msg.mutable_networking_sockets()->set_connection_id(connect_socket->second.remote_id);
    msg.mutable_networking_sockets()->set_data(pData, cbData);
    uint64 message_number = connect_socket->second.packet_send_counter;
    msg.mutable_networking_sockets()->set_message_number(message_number);
    connect_socket->second.packet_send_counter += 1;

    bool reliable = false;
    if (nSendFlags & k_nSteamNetworkingSend_Reliable) reliable = true;
    if (network->sendTo(&msg, reliable)) {
        if (pOutMessageNumber) *pOutMessageNumber = message_number;
        return k_EResultOK;
    }

    return k_EResultFail;
}

EResult SendMessageToConnection( HSteamNetConnection hConn, const void *pData, uint32 cbData, int nSendFlags )
{
    PRINT_DEBUG("Steam_Networking_Sockets::SendMessageToConnection old %u, len %u, flags %i\n", hConn, cbData, nSendFlags);
    return SendMessageToConnection(hConn, pData, cbData, nSendFlags, NULL);
}

/// Send one or more messages without copying the message payload.
/// This is the most efficient way to send messages. To use this
/// function, you must first allocate a message object using
/// ISteamNetworkingUtils::AllocateMessage.  (Do not declare one
/// on the stack or allocate your own.)
///
/// You should fill in the message payload.  You can either let
/// it allocate the buffer for you and then fill in the payload,
/// or if you already have a buffer allocated, you can just point
/// m_pData at your buffer and set the callback to the appropriate function
/// to free it.  Note that if you use your own buffer, it MUST remain valid
/// until the callback is executed.  And also note that your callback can be
/// invoked at ant time from any thread (perhaps even before SendMessages
/// returns!), so it MUST be fast and threadsafe.
///
/// You MUST also fill in:
/// - m_conn - the handle of the connection to send the message to
/// - m_nFlags - bitmask of k_nSteamNetworkingSend_xxx flags.
///
/// All other fields are currently reserved and should not be modified.
///
/// The library will take ownership of the message structures.  They may
/// be modified or become invalid at any time, so you must not read them
/// after passing them to this function.
///
/// pOutMessageNumberOrResult is an optional array that will receive,
/// for each message, the message number that was assigned to the message
/// if sending was successful.  If sending failed, then a negative EResult
/// valid is placed into the array.  For example, the array will hold
/// -k_EResultInvalidState if the connection was in an invalid state.
/// See ISteamNetworkingSockets::SendMessageToConnection for possible
/// failure codes.
void SendMessages( int nMessages, SteamNetworkingMessage_t *const *pMessages, int64 *pOutMessageNumberOrResult )
{
    PRINT_DEBUG("Steam_Networking_Sockets::SendMessages\n");
    for (int i = 0; i < nMessages; ++i) {
        int64 out_number = 0;
        int result = SendMessageToConnection(pMessages[i]->m_conn, pMessages[i]->m_pData, pMessages[i]->m_cbSize, pMessages[i]->m_nFlags, &out_number);
        if (pOutMessageNumberOrResult) {
            if (result == k_EResultOK) {
                pOutMessageNumberOrResult[i] = out_number;
            } else {
                pOutMessageNumberOrResult[i] = -result;
            }
        }

        pMessages[i]->m_pfnFreeData(pMessages[i]);
        pMessages[i]->Release();
    }
}


/// If Nagle is enabled (its on by default) then when calling 
/// SendMessageToConnection the message will be queued up the Nagle time
/// before being sent to merge small messages into the same packet.
///
/// Call this function to flush any queued messages and send them immediately
/// on the next transmission time (often that means right now).
EResult FlushMessagesOnConnection( HSteamNetConnection hConn )
{
    PRINT_DEBUG("Steam_Networking_Sockets::FlushMessagesOnConnection\n");
    return k_EResultOK;
}

static void free_steam_message_data(SteamNetworkingMessage_t *pMsg)
{
    free(pMsg->m_pData);
    pMsg->m_pData = NULL;
}

static void delete_steam_message(SteamNetworkingMessage_t *pMsg)
{
    if (pMsg->m_pfnFreeData) pMsg->m_pfnFreeData(pMsg);
    delete pMsg;
}

SteamNetworkingMessage_t *get_steam_message_connection(HSteamNetConnection hConn)
{
    auto connect_socket = s->connect_sockets.find(hConn);
    if (connect_socket == s->connect_sockets.end()) return NULL;
    if (connect_socket->second.data.empty()) return NULL;
    SteamNetworkingMessage_t *pMsg = new SteamNetworkingMessage_t();
    unsigned long size = connect_socket->second.data.top().data().size();
    pMsg->m_pData = malloc(size);
    pMsg->m_cbSize = size;
    memcpy(pMsg->m_pData, connect_socket->second.data.top().data().data(), size);
    pMsg->m_conn = hConn;
    pMsg->m_identityPeer = connect_socket->second.remote_identity;
    pMsg->m_nConnUserData = connect_socket->second.user_data;
    pMsg->m_usecTimeReceived = std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::steady_clock::now() - created).count();
    //TODO: check where messagenumber starts
    pMsg->m_nMessageNumber = connect_socket->second.data.top().message_number();

    pMsg->m_pfnFreeData = &free_steam_message_data;
    pMsg->m_pfnRelease = &delete_steam_message;
    pMsg->m_nChannel = 0;
    connect_socket->second.data.pop();
    PRINT_DEBUG("get_steam_message_connection %u %u\n", hConn, size);
    return pMsg;
}

/// Fetch the next available message(s) from the connection, if any.
/// Returns the number of messages returned into your array, up to nMaxMessages.
/// If the connection handle is invalid, -1 is returned.
///
/// The order of the messages returned in the array is relevant.
/// Reliable messages will be received in the order they were sent (and with the
/// same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket).
///
/// Unreliable messages may be dropped, or delivered out of order withrespect to
/// each other or with respect to reliable messages.  The same unreliable message
/// may be received multiple times.
///
/// If any messages are returned, you MUST call SteamNetworkingMessage_t::Release() on each
/// of them free up resources after you are done.  It is safe to keep the object alive for
/// a little while (put it into some queue, etc), and you may call Release() from any thread.
int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnConnection %u %i\n", hConn, nMaxMessages);
    if (!ppOutMessages || !nMaxMessages) return 0;

    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    SteamNetworkingMessage_t *msg = NULL;
    int messages = 0;
    while (messages < nMaxMessages && (msg = get_steam_message_connection(hConn))) {
        ppOutMessages[messages] = msg;
        ++messages;
    }

    return messages;
}

/// Same as ReceiveMessagesOnConnection, but will return the next message available
/// on any connection that was accepted through the specified listen socket.  Examine
/// SteamNetworkingMessage_t::m_conn to know which client connection.
///
/// Delivery order of messages among different clients is not defined.  They may
/// be returned in an order different from what they were actually received.  (Delivery
/// order of messages from the same client is well defined, and thus the order of the
/// messages is relevant!)
int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnListenSocket %u %i\n", hSocket, nMaxMessages);
    if (!ppOutMessages || !nMaxMessages) return 0;

    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    SteamNetworkingMessage_t *msg = NULL;
    int messages = 0;

    auto socket_conn = std::begin(s->connect_sockets);
    while (socket_conn != std::end(s->connect_sockets) && messages < nMaxMessages) {
        if (socket_conn->second.listen_socket_id == hSocket) {
            while (messages < nMaxMessages && (msg = get_steam_message_connection(socket_conn->first))) {
                ppOutMessages[messages] = msg;
                ++messages;
            }
        }

        ++socket_conn;
    }

    return messages;
}

/// Returns basic information about the high-level state of the connection.
bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo )
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionInfo\n");
    if (!pInfo)
        return false;

    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    auto connect_socket = s->connect_sockets.find(hConn);
    if (connect_socket == s->connect_sockets.end()) return false;

    set_steamnetconnectioninfo(connect_socket, pInfo);

    //Note some games might not allocate a struct the whole size of SteamNetConnectionInfo_t
    //keep this in mind in future interface updates

    return true;
}

/// Returns a small set of information about the real-time state of the connection
/// and the queue status of each lane.
/// 
/// - pStatus may be NULL if the information is not desired.  (E.g. you are only interested
///   in the lane information.)
/// - On entry, nLanes specifies the length of the pLanes array.  This may be 0
///   if you do not wish to receive any lane data.  It's OK for this to be smaller than
///   the total number of configured lanes.
/// - pLanes points to an array that will receive lane-specific info.  It can be NULL
///   if this is not needed.
/// 
/// Return value:
/// - k_EResultNoConnection - connection handle is invalid or connection has been closed.
/// - k_EResultInvalidParam - nLanes is bad
EResult GetConnectionRealTimeStatus( HSteamNetConnection hConn, SteamNetConnectionRealTimeStatus_t *pStatus, int nLanes, SteamNetConnectionRealTimeLaneStatus_t *pLanes )
{
    PRINT_DEBUG("%s %u %p %i %p\n", __FUNCTION__, hConn, pStatus, nLanes, pLanes);
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    auto connect_socket = s->connect_sockets.find(hConn);
    if (connect_socket == s->connect_sockets.end()) return k_EResultNoConnection;

    if (pStatus) {
        pStatus->m_eState = convert_status(connect_socket->second.status);
        pStatus->m_nPing = 10; //TODO: calculate real numbers?
        pStatus->m_flConnectionQualityLocal = 1.0;
        pStatus->m_flConnectionQualityRemote = 1.0;
        //TODO: rest
        pStatus->m_flOutPacketsPerSec = 0.0;
        pStatus->m_flOutBytesPerSec = 0.0;
        pStatus->m_flInPacketsPerSec = 0.0;
        pStatus->m_flInBytesPerSec = 0.0;
        pStatus->m_cbSentUnackedReliable = 0.0;
        pStatus->m_usecQueueTime = 0.0;

        //Note some games (volcanoids) might not allocate a struct the whole size of SteamNetworkingQuickConnectionStatus
        //keep this in mind in future interface updates
        //NOTE: need to implement GetQuickConnectionStatus seperately if this changes.
    }

    //TODO: lanes
    return k_EResultOK;
}

/// Fetch the next available message(s) from the socket, if any.
/// Returns the number of messages returned into your array, up to nMaxMessages.
/// If the connection handle is invalid, -1 is returned.
///
/// The order of the messages returned in the array is relevant.
/// Reliable messages will be received in the order they were sent (and with the
/// same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket).
///
/// FIXME - We're still debating the exact set of guarantees for unreliable, so this might change.
/// Unreliable messages may not be received.  The order of delivery of unreliable messages
/// is NOT specified.  They may be received out of order with respect to each other or
/// reliable messages.  They may be received multiple times!
///
/// If any messages are returned, you MUST call Release() to each of them free up resources
/// after you are done.  It is safe to keep the object alive for a little while (put it
/// into some queue, etc), and you may call Release() from any thread.
int ReceiveMessagesOnConnection( HSteamNetConnection hConn, SteamNetworkingMessage001_t **ppOutMessages, int nMaxMessages )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnConnection\n");
    return -1;
}
 

/// Same as ReceiveMessagesOnConnection, but will return the next message available
/// on any client socket that was accepted through the specified listen socket.  Examine
/// SteamNetworkingMessage_t::m_conn to know which client connection.
///
/// Delivery order of messages among different clients is not defined.  They may
/// be returned in an order different from what they were actually received.  (Delivery
/// order of messages from the same client is well defined, and thus the order of the
/// messages is relevant!)
int ReceiveMessagesOnListenSocket( HSteamListenSocket hSocket, SteamNetworkingMessage001_t **ppOutMessages, int nMaxMessages )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnListenSocket\n");
    return -1;
}
 

/// Returns information about the specified connection.
bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo001_t *pInfo )
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionInfo001\n");
    return false;
}


/// Returns brief set of connection status that you might want to display
/// to the user in game.
bool GetQuickConnectionStatus( HSteamNetConnection hConn, SteamNetworkingQuickConnectionStatus *pStats )
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetQuickConnectionStatus\n");
    if (!pStats)
        return false;

    return GetConnectionRealTimeStatus(hConn, pStats, 0, NULL) == k_EResultOK;
}


/// Returns detailed connection stats in text format.  Useful
/// for dumping to a log, etc.
///
/// Returns:
/// -1 failure (bad connection handle)
/// 0 OK, your buffer was filled in and '\0'-terminated
/// >0 Your buffer was either nullptr, or it was too small and the text got truncated.  Try again with a buffer of at least N bytes.
int GetDetailedConnectionStatus( HSteamNetConnection hConn, char *pszBuf, int cbBuf )
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetDetailedConnectionStatus\n");
    return -1;
}

/// Returns local IP and port that a listen socket created using CreateListenSocketIP is bound to.
///
/// An IPv6 address of ::0 means "any IPv4 or IPv6"
/// An IPv6 address of ::ffff:0000:0000 means "any IPv4"
bool GetListenSocketAddress( HSteamListenSocket hSocket, SteamNetworkingIPAddr *address )
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetListenSocketAddress\n");
    return false;
}

/// Returns information about the listen socket.
///
/// *pnIP and *pnPort will be 0 if the socket is set to listen for connections based
/// on SteamID only.  If your listen socket accepts connections on IPv4, then both
/// fields will return nonzero, even if you originally passed a zero IP.  However,
/// note that the address returned may be a private address (e.g. 10.0.0.x or 192.168.x.x),
/// and may not be reachable by a general host on the Internet.
bool GetListenSocketInfo( HSteamListenSocket hSocket, uint32 *pnIP, uint16 *pnPort )
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetListenSocketInfo\n");
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    struct Listen_Socket *socket = get_connection_socket(hSocket);
    if (!socket) return false;
    if (pnIP) *pnIP = 0;//socket->ip;
    if (pnPort) *pnPort = 0;//socket->port;
    return true;
}


/// Create a pair of connections that are talking to each other, e.g. a loopback connection.
/// This is very useful for testing, or so that your client/server code can work the same
/// even when you are running a local "server".
///
/// The two connections will immediately be placed into the connected state, and no callbacks
/// will be posted immediately.  After this, if you close either connection, the other connection
/// will receive a callback, exactly as if they were communicating over the network.  You must
/// close *both* sides in order to fully clean up the resources!
///
/// By default, internal buffers are used, completely bypassing the network, the chopping up of
/// messages into packets, encryption, copying the payload, etc.  This means that loopback
/// packets, by default, will not simulate lag or loss.  Passing true for bUseNetworkLoopback will
/// cause the socket pair to send packets through the local network loopback device (127.0.0.1)
/// on ephemeral ports.  Fake lag and loss are supported in this case, and CPU time is expended
/// to encrypt and decrypt.
///
/// The SteamID assigned to both ends of the connection will be the SteamID of this interface.
bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback )
{
    PRINT_DEBUG("Steam_Networking_Sockets::CreateSocketPair old\n");
    return CreateSocketPair(pOutConnection1, pOutConnection2, bUseNetworkLoopback, NULL, NULL);
}

/// Create a pair of connections that are talking to each other, e.g. a loopback connection.
/// This is very useful for testing, or so that your client/server code can work the same
/// even when you are running a local "server".
///
/// The two connections will immediately be placed into the connected state, and no callbacks
/// will be posted immediately.  After this, if you close either connection, the other connection
/// will receive a callback, exactly as if they were communicating over the network.  You must
/// close *both* sides in order to fully clean up the resources!
///
/// By default, internal buffers are used, completely bypassing the network, the chopping up of
/// messages into packets, encryption, copying the payload, etc.  This means that loopback
/// packets, by default, will not simulate lag or loss.  Passing true for bUseNetworkLoopback will
/// cause the socket pair to send packets through the local network loopback device (127.0.0.1)
/// on ephemeral ports.  Fake lag and loss are supported in this case, and CPU time is expended
/// to encrypt and decrypt.
///
/// If you wish to assign a specific identity to either connection, you may pass a particular
/// identity.  Otherwise, if you pass nullptr, the respective connection will assume a generic
/// "localhost" identity.  If you use real network loopback, this might be translated to the
/// actual bound loopback port.  Otherwise, the port will be zero.
bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity *pIdentity1, const SteamNetworkingIdentity *pIdentity2 )
{
    PRINT_DEBUG("Steam_Networking_Sockets::CreateSocketPair %u %p %p\n", bUseNetworkLoopback, pIdentity1, pIdentity2);
    if (!pOutConnection1 || !pOutConnection1) return false;
    std::lock_guard<std::recursive_mutex> lock(global_mutex);

    SteamNetworkingIdentity remote_identity;
    remote_identity.SetSteamID(settings->get_local_steam_id());
    HSteamNetConnection con1 = new_connect_socket(remote_identity, 0, SNS_DISABLED_PORT, CONNECT_SOCKET_CONNECTED, k_HSteamListenSocket_Invalid, k_HSteamNetConnection_Invalid);
    HSteamNetConnection con2 = new_connect_socket(remote_identity, 0, SNS_DISABLED_PORT, CONNECT_SOCKET_CONNECTED, k_HSteamListenSocket_Invalid, con1);
    s->connect_sockets[con1].remote_id = con2;
    *pOutConnection1 = con1;
    *pOutConnection2 = con2;
    return true;
}

/// Configure multiple outbound messages streams ("lanes") on a connection, and
/// control head-of-line blocking between them.  Messages within a given lane
/// are always sent in the order they are queued, but messages from different
/// lanes may be sent out of order.  Each lane has its own message number
/// sequence.  The first message sent on each lane will be assigned the number 1.
///
/// Each lane has a "priority".  Lower priority lanes will only be processed
/// when all higher-priority lanes are empty.  The magnitudes of the priority
/// values are not relevant, only their sort order.  Higher numeric values
/// take priority over lower numeric values.
/// 
/// Each lane also is assigned a weight, which controls the approximate proportion
/// of the bandwidth that will be consumed by the lane, relative to other lanes
/// of the same priority.  (This is assuming the lane stays busy.  An idle lane
/// does not build up "credits" to be be spent once a message is queued.)
/// This value is only meaningful as a proportion, relative to other lanes with
/// the same priority.  For lanes with different priorities, the strict priority
/// order will prevail, and their weights relative to each other are not relevant.
/// Thus, if a lane has a unique priority value, the weight value for that lane is
/// not relevant.  
///
/// Example: 3 lanes, with priorities [ 0, 10, 10 ] and weights [ (NA), 20, 5 ].
/// Messages sent on the first will always be sent first, before messages in the
/// other two lanes.  Its weight value is irrelevant, since there are no other
/// lanes with priority=0.  The other two lanes will share bandwidth, with the second
/// and third lanes sharing bandwidth using a ratio of approximately 4:1.
/// (The weights [ NA, 4, 1 ] would be equivalent.)
///
/// Notes:
/// - At the time of this writing, some code has performance cost that is linear
///   in the number of lanes, so keep the number of lanes to an absolute minimum.
///   3 or so is fine; >8 is a lot.  The max number of lanes on Steam is 255,
///   which is a very large number and not recommended!  If you are compiling this
///   library from source, see STEAMNETWORKINGSOCKETS_MAX_LANES.)
/// - Lane priority values may be any int.  Their absolute value is not relevant,
///   only the order matters.
/// - Weights must be positive, and due to implementation details, they are restricted
///   to 16-bit values.  The absolute magnitudes don't matter, just the proportions.
/// - Messages sent on a lane index other than 0 have a small overhead on the wire,
///   so for maximum wire efficiency, lane 0 should be the "most common" lane, regardless
///   of priorities or weights.
/// - A connection has a single lane by default.  Calling this function with
///   nNumLanes=1 is legal, but pointless, since the priority and weight values are
///   irrelevant in that case.
/// - You may reconfigure connection lanes at any time, however reducing the number of
///   lanes is not allowed.
/// - Reconfiguring lanes might restart any bandwidth sharing balancing.  Usually you
///   will call this function once, near the start of the connection, perhaps after
///   exchanging a few messages.
/// - To assign all lanes the same priority, you may use pLanePriorities=NULL.
/// - If you wish all lanes with the same priority to share bandwidth equally (or
///   if no two lanes have the same priority value, and thus priority values are
///   irrelevant), you may use pLaneWeights=NULL
/// - Priorities and weights determine the order that messages are SENT on the wire.
///   There are NO GUARANTEES on the order that messages are RECEIVED!  Due to packet
///   loss, out-of-order delivery, and subtle details of packet serialization, messages
///   might still be received slightly out-of-order!  The *only* strong guarantee is that
///   *reliable* messages on the *same lane* will be delivered in the order they are sent.
/// - Each host configures the lanes for the packets they send; the lanes for the flow
///   in one direction are completely unrelated to the lanes in the opposite direction.
/// 
/// Return value:
/// - k_EResultNoConnection - bad hConn
/// - k_EResultInvalidParam - Invalid number of lanes, bad weights, or you tried to reduce the number of lanes
/// - k_EResultInvalidState - Connection is already dead, etc
/// 
/// See also:
/// SteamNetworkingMessage_t::m_idxLane
EResult ConfigureConnectionLanes( HSteamNetConnection hConn, int nNumLanes, const int *pLanePriorities, const uint16 *pLaneWeights )
{
    PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    auto connect_socket = s->connect_sockets.find(hConn);
    if (connect_socket == s->connect_sockets.end()) return k_EResultNoConnection;
    //TODO
    return k_EResultOK;
}


/// Get the identity assigned to this interface.
/// E.g. on Steam, this is the user's SteamID, or for the gameserver interface, the SteamID assigned
/// to the gameserver.  Returns false and sets the result to an invalid identity if we don't know
/// our identity yet.  (E.g. GameServer has not logged in.  On Steam, the user will know their SteamID
/// even if they are not signed into Steam.)
bool GetIdentity( SteamNetworkingIdentity *pIdentity )
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetIdentity\n");
    if (!pIdentity) return false;
    pIdentity->SetSteamID(settings->get_local_steam_id());
    return true;
}

/// Indicate our desire to be ready participate in authenticated communications.
/// If we are currently not ready, then steps will be taken to obtain the necessary
/// certificates.   (This includes a certificate for us, as well as any CA certificates
/// needed to authenticate peers.)
///
/// You can call this at program init time if you know that you are going to
/// be making authenticated connections, so that we will be ready immediately when
/// those connections are attempted.  (Note that essentially all connections require
/// authentication, with the exception of ordinary UDP connections with authentication
/// disabled using k_ESteamNetworkingConfig_IP_AllowWithoutAuth.)  If you don't call
/// this function, we will wait until a feature is utilized that that necessitates
/// these resources.
///
/// You can also call this function to force a retry, if failure has occurred.
/// Once we make an attempt and fail, we will not automatically retry.
/// In this respect, the behavior of the system after trying and failing is the same
/// as before the first attempt: attempting authenticated communication or calling
/// this function will call the system to attempt to acquire the necessary resources.
///
/// You can use GetAuthenticationStatus or listen for SteamNetAuthenticationStatus_t
/// to monitor the status.
///
/// Returns the current value that would be returned from GetAuthenticationStatus.
ESteamNetworkingAvailability InitAuthentication()
{
    PRINT_DEBUG("Steam_Networking_Sockets::InitAuthentication\n");
    return k_ESteamNetworkingAvailability_Current;
}

/// Query our readiness to participate in authenticated communications.  A
/// SteamNetAuthenticationStatus_t callback is posted any time this status changes,
/// but you can use this function to query it at any time.
///
/// The value of SteamNetAuthenticationStatus_t::m_eAvail is returned.  If you only
/// want this high level status, you can pass NULL for pDetails.  If you want further
/// details, pass non-NULL to receive them.
ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails )
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetAuthenticationStatus\n");
    return k_ESteamNetworkingAvailability_Current;
}

/// Create a new poll group.
///
/// You should destroy the poll group when you are done using DestroyPollGroup
HSteamNetPollGroup CreatePollGroup()
{
    PRINT_DEBUG("Steam_Networking_Sockets::CreatePollGroup\n");
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    static HSteamNetPollGroup poll_group_counter;
    ++poll_group_counter;

    HSteamNetPollGroup poll_group_number = poll_group_counter;
    s->poll_groups[poll_group_number] = std::list<HSteamNetConnection>();
    return poll_group_number;
}

/// Destroy a poll group created with CreatePollGroup().
///
/// If there are any connections in the poll group, they are removed from the group,
/// and left in a state where they are not part of any poll group.
/// Returns false if passed an invalid poll group handle.
bool DestroyPollGroup( HSteamNetPollGroup hPollGroup )
{
    PRINT_DEBUG("Steam_Networking_Sockets::DestroyPollGroup\n");
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    auto group = s->poll_groups.find(hPollGroup);
    if (group == s->poll_groups.end()) {
        return false;
    }

    for (auto c : group->second) {
        auto connect_socket = s->connect_sockets.find(c);
        if (connect_socket != s->connect_sockets.end()) {
            connect_socket->second.poll_group = k_HSteamNetPollGroup_Invalid;
        }
    }

    s->poll_groups.erase(group);
    return true;
}

/// Assign a connection to a poll group.  Note that a connection may only belong to a
/// single poll group.  Adding a connection to a poll group implicitly removes it from
/// any other poll group it is in.
///
/// You can pass k_HSteamNetPollGroup_Invalid to remove a connection from its current
/// poll group without adding it to a new poll group.
///
/// If there are received messages currently pending on the connection, an attempt
/// is made to add them to the queue of messages for the poll group in approximately
/// the order that would have applied if the connection was already part of the poll
/// group at the time that the messages were received.
///
/// Returns false if the connection handle is invalid, or if the poll group handle
/// is invalid (and not k_HSteamNetPollGroup_Invalid).
bool SetConnectionPollGroup( HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup )
{
    PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionPollGroup %u %u\n", hConn, hPollGroup);
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    auto connect_socket = s->connect_sockets.find(hConn);
    if (connect_socket == s->connect_sockets.end()) {
        return false;
    }

    auto group = s->poll_groups.find(hPollGroup);
    if (group == s->poll_groups.end() && hPollGroup != k_HSteamNetPollGroup_Invalid) {
        return false;
    }

    HSteamNetPollGroup old_poll_group = connect_socket->second.poll_group;
    if (old_poll_group != k_HSteamNetPollGroup_Invalid) {
        auto group = s->poll_groups.find(hPollGroup);
        if (group != s->poll_groups.end()) {
            group->second.remove(hConn);
        }
    }

    connect_socket->second.poll_group = hPollGroup;
    if (hPollGroup == k_HSteamNetPollGroup_Invalid) {
        return true;
    }

    group->second.push_back(hConn);
    return true;
}

/// Same as ReceiveMessagesOnConnection, but will return the next messages available
/// on any connection in the poll group.  Examine SteamNetworkingMessage_t::m_conn
/// to know which connection.  (SteamNetworkingMessage_t::m_nConnUserData might also
/// be useful.)
///
/// Delivery order of messages among different connections will usually match the
/// order that the last packet was received which completed the message.  But this
/// is not a strong guarantee, especially for packets received right as a connection
/// is being assigned to poll group.
///
/// Delivery order of messages on the same connection is well defined and the
/// same guarantees are present as mentioned in ReceiveMessagesOnConnection.
/// (But the messages are not grouped by connection, so they will not necessarily
/// appear consecutively in the list; they may be interleaved with messages for
/// other connections.)
int ReceiveMessagesOnPollGroup( HSteamNetPollGroup hPollGroup, SteamNetworkingMessage_t **ppOutMessages, int nMaxMessages )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnPollGroup %u %i\n", hPollGroup, nMaxMessages);
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    auto group = s->poll_groups.find(hPollGroup);
    if (group == s->poll_groups.end()) {
        return 0;
    }

    SteamNetworkingMessage_t *msg = NULL;
    int messages = 0;

    for (auto c : group->second) {
        while (messages < nMaxMessages && (msg = get_steam_message_connection(c))) {
            ppOutMessages[messages] = msg;
            ++messages;
        }
    }

    PRINT_DEBUG("Steam_Networking_Sockets::ReceiveMessagesOnPollGroup out %i\n", messages);
    return messages;
}


//#ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE

//
// Clients connecting to dedicated servers hosted in a data center,
// using central-authority-granted tickets.
//

/// Called when we receive a ticket from our central matchmaking system.  Puts the
/// ticket into a persistent cache, and optionally returns the parsed ticket.
///
/// See stamdatagram_ticketgen.h for more details.
bool ReceivedRelayAuthTicket( const void *pvTicket, int cbTicket, SteamDatagramRelayAuthTicket *pOutParsedTicket )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ReceivedRelayAuthTicket\n");
    return false;
}


/// Search cache for a ticket to talk to the server on the specified virtual port.
/// If found, returns the number of second until the ticket expires, and optionally
/// the complete cracked ticket.  Returns 0 if we don't have a ticket.
///
/// Typically this is useful just to confirm that you have a ticket, before you
/// call ConnectToHostedDedicatedServer to connect to the server.
int FindRelayAuthTicketForServer( CSteamID steamID, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket )
{
    PRINT_DEBUG("Steam_Networking_Sockets::FindRelayAuthTicketForServer old\n");
    return 0;
}

/// Search cache for a ticket to talk to the server on the specified virtual port.
/// If found, returns the number of seconds until the ticket expires, and optionally
/// the complete cracked ticket.  Returns 0 if we don't have a ticket.
///
/// Typically this is useful just to confirm that you have a ticket, before you
/// call ConnectToHostedDedicatedServer to connect to the server.
int FindRelayAuthTicketForServer( const SteamNetworkingIdentity *identityGameServer, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket )
{
    PRINT_DEBUG("Steam_Networking_Sockets::FindRelayAuthTicketForServer old1\n");
    return 0;
}

int FindRelayAuthTicketForServer( const SteamNetworkingIdentity &identityGameServer, int nVirtualPort, SteamDatagramRelayAuthTicket *pOutParsedTicket )
{
    PRINT_DEBUG("Steam_Networking_Sockets::FindRelayAuthTicketForServer\n");
    return 0;
}

/// Client call to connect to a server hosted in a Valve data center, on the specified virtual
/// port.  You must have placed a ticket for this server into the cache, or else this connect attempt will fail!
///
/// You may wonder why tickets are stored in a cache, instead of simply being passed as an argument
/// here.  The reason is to make reconnection to a gameserver robust, even if the client computer loses
/// connection to Steam or the central backend, or the app is restarted or crashes, etc.
///
/// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess()
/// when your app initializes
HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nVirtualPort )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer old\n");
    return k_HSteamListenSocket_Invalid;
}

HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity *identityTarget, int nVirtualPort )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer old1\n");
    return k_HSteamListenSocket_Invalid;
}

/// Client call to connect to a server hosted in a Valve data center, on the specified virtual
/// port.  You should have received a ticket for this server, or else this connect call will fail!
///
/// You may wonder why tickets are stored in a cache, instead of simply being passed as an argument
/// here.  The reason is to make reconnection to a gameserver robust, even if the client computer loses
/// connection to Steam or the central backend, or the app is restarted or crashes, etc.
HSteamNetConnection ConnectToHostedDedicatedServer( CSteamID steamIDTarget, int nVirtualPort )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer older\n");
    return k_HSteamListenSocket_Invalid;
}

HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ConnectToHostedDedicatedServer\n");
    return k_HSteamListenSocket_Invalid;
}

//
// Servers hosted in Valve data centers
//

/// Returns the value of the SDR_LISTEN_PORT environment variable.
uint16 GetHostedDedicatedServerPort()
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetHostedDedicatedServerPort\n");
    //TODO?
    return 27054;
}


/// If you are running in a production data center, this will return the data
/// center code.  Returns 0 otherwise.
SteamNetworkingPOPID GetHostedDedicatedServerPOPID()
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetHostedDedicatedServerPOPID\n");
    return 0;
}


/// Return info about the hosted server.  You will need to send this information to your
/// backend, and put it in tickets, so that the relays will know how to forward traffic from
/// clients to your server.  See SteamDatagramRelayAuthTicket for more info.
///
/// NOTE ABOUT DEVELOPMENT ENVIRONMENTS:
/// In production in our data centers, these parameters are configured via environment variables.
/// In development, the only one you need to set is SDR_LISTEN_PORT, which is the local port you
/// want to listen on.  Furthermore, if you are running your server behind a corporate firewall,
/// you probably will not be able to put the routing information returned by this function into
/// tickets.   Instead, it should be a public internet address that the relays can use to send
/// data to your server.  So you might just end up hardcoding a public address and setup port
/// forwarding on your corporate firewall.  In that case, the port you put into the ticket
/// needs to be the public-facing port opened on your firewall, if it is different from the
/// actual server port.
///
/// This function will fail if SteamDatagramServer_Init has not been called.
///
/// Returns false if the SDR_LISTEN_PORT environment variable is not set.
bool GetHostedDedicatedServerAddress001( SteamDatagramHostedAddress *pRouting )
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetHostedDedicatedServerAddress002 %p\n", pRouting);
    return GetHostedDedicatedServerAddress(pRouting) == k_EResultOK;
}

/// Return info about the hosted server.  This contains the PoPID of the server,
/// and opaque routing information that can be used by the relays to send traffic
/// to your server.
///
/// You will need to send this information to your backend, and put it in tickets,
/// so that the relays will know how to forward traffic from
/// clients to your server.  See SteamDatagramRelayAuthTicket for more info.
///
/// Also, note that the routing information is contained in SteamDatagramGameCoordinatorServerLogin,
/// so if possible, it's preferred to use GetGameCoordinatorServerLogin to send this info
/// to your game coordinator service, and also login securely at the same time.
///
/// On a successful exit, k_EResultOK is returned
///
/// Unsuccessful exit:
/// - Something other than k_EResultOK is returned.
/// - k_EResultInvalidState: We are not configured to listen for SDR (SDR_LISTEN_SOCKET
///   is not set.)
/// - k_EResultPending: we do not (yet) have the authentication information needed.
///   (See GetAuthenticationStatus.)  If you use environment variables to pre-fetch
///   the network config, this data should always be available immediately.
/// - A non-localized diagnostic debug message will be placed in m_data that describes
///   the cause of the failure.
///
/// NOTE: The returned blob is not encrypted.  Send it to your backend, but don't
///       directly share it with clients.
virtual EResult GetHostedDedicatedServerAddress( SteamDatagramHostedAddress *pRouting )
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetHostedDedicatedServerAddress %p\n", pRouting);
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    pRouting->SetDevAddress(network->getOwnIP(), 27054);
    return k_EResultOK;
}

/// Create a listen socket on the specified virtual port.  The physical UDP port to use
/// will be determined by the SDR_LISTEN_PORT environment variable.  If a UDP port is not
/// configured, this call will fail.
///
/// Note that this call MUST be made through the SteamNetworkingSocketsGameServer() interface
HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort )
{
    PRINT_DEBUG("Steam_Networking_Sockets::CreateHostedDedicatedServerListenSocket old %i\n", nVirtualPort);
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    return new_listen_socket(nVirtualPort, SNS_DISABLED_PORT);
}

/// Create a listen socket on the specified virtual port.  The physical UDP port to use
/// will be determined by the SDR_LISTEN_PORT environment variable.  If a UDP port is not
/// configured, this call will fail.
///
/// Note that this call MUST be made through the SteamGameServerNetworkingSockets() interface
///
/// If you need to set any initial config options, pass them here.  See
/// SteamNetworkingConfigValue_t for more about why this is preferable to
/// setting the options "immediately" after creation.
HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
{
    PRINT_DEBUG("Steam_Networking_Sockets::CreateHostedDedicatedServerListenSocket old %i\n", nVirtualPort);
    //TODO config options
    std::lock_guard<std::recursive_mutex> lock(global_mutex);
    return new_listen_socket(nVirtualPort, SNS_DISABLED_PORT);
}


//#endif // #ifndef STEAMNETWORKINGSOCKETS_OPENSOURCE

//
// Gets some debug text from the connection
//
bool GetConnectionDebugText( HSteamNetConnection hConn, char *pOut, int nOutCCH )
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionDebugText\n");
    return false;
}


//
// Set and get configuration values, see ESteamNetworkingConfigurationValue for individual descriptions.
//
// Returns the value or -1 is eConfigValue is invalid
int32 GetConfigurationValue( ESteamNetworkingConfigurationValue eConfigValue )
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetConfigurationValue\n");
    return -1;
}

// Returns true if successfully set
bool SetConfigurationValue( ESteamNetworkingConfigurationValue eConfigValue, int32 nValue )
{
    PRINT_DEBUG("Steam_Networking_Sockets::SetConfigurationValue %i: %i\n", eConfigValue, nValue);
    return true;
}


// Return the name of an int configuration value, or NULL if config value isn't known
const char *GetConfigurationValueName( ESteamNetworkingConfigurationValue eConfigValue )
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetConfigurationValueName\n");
    return NULL;
}


//
// Set and get configuration strings, see ESteamNetworkingConfigurationString for individual descriptions.
//
// Get the configuration string, returns length of string needed if pDest is nullpr or destSize is 0
// returns -1 if the eConfigValue is invalid
int32 GetConfigurationString( ESteamNetworkingConfigurationString eConfigString, char *pDest, int32 destSize )
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetConfigurationString\n");
    return -1;
}

bool SetConfigurationString( ESteamNetworkingConfigurationString eConfigString, const char *pString )
{
    PRINT_DEBUG("Steam_Networking_Sockets::SetConfigurationString\n");
    return false;
}


// Return the name of a string configuration value, or NULL if config value isn't known
const char *GetConfigurationStringName( ESteamNetworkingConfigurationString eConfigString )
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetConfigurationStringName\n");
    return NULL;
}


//
// Set and get configuration values, see ESteamNetworkingConnectionConfigurationValue for individual descriptions.
//
// Returns the value or -1 is eConfigValue is invalid
int32 GetConnectionConfigurationValue( HSteamNetConnection hConn, ESteamNetworkingConnectionConfigurationValue eConfigValue )
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetConnectionConfigurationValue\n");
    return -1;
}

// Returns true if successfully set
bool SetConnectionConfigurationValue( HSteamNetConnection hConn, ESteamNetworkingConnectionConfigurationValue eConfigValue, int32 nValue )
{
    PRINT_DEBUG("Steam_Networking_Sockets::SetConnectionConfigurationValue\n");
    return false;
}

/// Generate an authentication blob that can be used to securely login with
/// your backend, using SteamDatagram_ParseHostedServerLogin.  (See
/// steamdatagram_gamecoordinator.h)
///
/// Before calling the function:
/// - Populate the app data in pLoginInfo (m_cbAppData and m_appData).  You can leave
///   all other fields uninitialized.
/// - *pcbSignedBlob contains the size of the buffer at pBlob.  (It should be
///   at least k_cbMaxSteamDatagramGameCoordinatorServerLoginSerialized.)
///
/// On a successful exit:
/// - k_EResultOK is returned
/// - All of the remaining fields of pLoginInfo will be filled out.
/// - *pcbSignedBlob contains the size of the serialized blob that has been
///   placed into pBlob.
///
/// Unsuccessful exit:
/// - Something other than k_EResultOK is returned.
/// - k_EResultNotLoggedOn: you are not logged in (yet)
/// - See GetHostedDedicatedServerAddress for more potential failure return values.
/// - A non-localized diagnostic debug message will be placed in pBlob that describes
///   the cause of the failure.
///
/// This works by signing the contents of the SteamDatagramGameCoordinatorServerLogin
/// with the cert that is issued to this server.  In dev environments, it's OK if you do
/// not have a cert.  (You will need to enable insecure dev login in SteamDatagram_ParseHostedServerLogin.)
/// Otherwise, you will need a signed cert.
///
/// NOTE: The routing blob returned here is not encrypted.  Send it to your backend
///       and don't share it directly with clients.
EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob )
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetGameCoordinatorServerLogin\n");
    return k_EResultFail;
}

//
// Relayed connections using custom signaling protocol
//
// This is used if you have your own method of sending out-of-band
// signaling / rendezvous messages through a mutually trusted channel.
//

/// Create a P2P "client" connection that does signaling over a custom
/// rendezvous/signaling channel.
///
/// pSignaling points to a new object that you create just for this connection.
/// It must stay valid until Release() is called.  Once you pass the
/// object to this function, it assumes ownership.  Release() will be called
/// from within the function call if the call fails.  Furthermore, until Release()
/// is called, you should be prepared for methods to be invoked on your
/// object from any thread!  You need to make sure your object is threadsafe!
/// Furthermore, you should make sure that dispatching the methods is done
/// as quickly as possible.
///
/// This function will immediately construct a connection in the "connecting"
/// state.  Soon after (perhaps before this function returns, perhaps in another thread),
/// the connection will begin sending signaling messages by calling
/// ISteamNetworkingConnectionCustomSignaling::SendSignal.
///
/// When the remote peer accepts the connection (See
/// ISteamNetworkingCustomSignalingRecvContext::OnConnectRequest),
/// it will begin sending signaling messages.  When these messages are received,
/// you can pass them to the connection using ReceivedP2PCustomSignal.
///
/// If you know the identity of the peer that you expect to be on the other end,
/// you can pass their identity to improve debug output or just detect bugs.
/// If you don't know their identity yet, you can pass NULL, and their
/// identity will be established in the connection handshake.  
///
/// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess()
/// when your app initializes
///
/// If you need to set any initial config options, pass them here.  See
/// SteamNetworkingConfigValue_t for more about why this is preferable to
/// setting the options "immediately" after creation.
HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2PCustomSignaling old\n");
    return ConnectP2PCustomSignaling(pSignaling, pPeerIdentity, 0, nOptions, pOptions);
}

HSteamNetConnection ConnectP2PCustomSignaling( ISteamNetworkingConnectionCustomSignaling *pSignaling, const SteamNetworkingIdentity *pPeerIdentity, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ConnectP2PCustomSignaling\n");
    return k_HSteamNetConnection_Invalid;
}


/// Called when custom signaling has received a message.  When your
/// signaling channel receives a message, it should save off whatever
/// routing information was in the envelope into the context object,
/// and then pass the payload to this function.
///
/// A few different things can happen next, depending on the message:
///
/// - If the signal is associated with existing connection, it is dealt
///   with immediately.  If any replies need to be sent, they will be
///   dispatched using the ISteamNetworkingConnectionCustomSignaling
///   associated with the connection.
/// - If the message represents a connection request (and the request
///   is not redundant for an existing connection), a new connection
///   will be created, and ReceivedConnectRequest will be called on your
///   context object to determine how to proceed.
/// - Otherwise, the message is for a connection that does not
///   exist (anymore).  In this case, we *may* call SendRejectionReply
///   on your context object.
///
/// In any case, we will not save off pContext or access it after this
/// function returns.
///
/// Returns true if the message was parsed and dispatched without anything
/// unusual or suspicious happening.  Returns false if there was some problem
/// with the message that prevented ordinary handling.  (Debug output will
/// usually have more information.)
///
/// If you expect to be using relayed connections, then you probably want
/// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes
bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext )
{
    PRINT_DEBUG("Steam_Networking_Sockets::ReceivedP2PCustomSignal\n");
    return false;
}

//
// Certificate provision by the application.  On Steam, we normally handle all this automatically
// and you will not need to use these advanced functions.
//

/// Get blob that describes a certificate request.  You can send this to your game coordinator.
/// Upon entry, *pcbBlob should contain the size of the buffer.  On successful exit, it will
/// return the number of bytes that were populated.  You can pass pBlob=NULL to query for the required
/// size.  (256 bytes is a very conservative estimate.)
///
/// Pass this blob to your game coordinator and call SteamDatagram_CreateCert.
bool GetCertificateRequest( int *pcbBlob, void *pBlob, SteamNetworkingErrMsg &errMsg )
{
    PRINT_DEBUG("Steam_Networking_Sockets::GetCertificateRequest\n");
    return false;
}

/// Set the certificate.  The certificate blob should be the output of
/// SteamDatagram_CreateCert.
bool SetCertificate( const void *pCertificate, int cbCertificate, SteamNetworkingErrMsg &errMsg )
{
    PRINT_DEBUG("Steam_Networking_Sockets::SetCertificate\n");
    return false;
}

/// Reset the identity associated with this instance.
/// Any open connections are closed.  Any previous certificates, etc are discarded.
/// You can pass a specific identity that you want to use, or you can pass NULL,
/// in which case the identity will be invalid until you set it using SetCertificate
///
/// NOTE: This function is not actually supported on Steam!  It is included
///       for use on other platforms where the active user can sign out and
///       a new user can sign in.
void ResetIdentity( const SteamNetworkingIdentity *pIdentity )
{
    PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
}

//
// "FakeIP" system.
//
// A FakeIP is essentially a temporary, arbitrary identifier that
// happens to be a valid IPv4 address.  The purpose of this system is to make it
// easy to integrate with existing code that identifies hosts using IPv4 addresses.
// The FakeIP address will never actually be used to send or receive any packets
// on the Internet, it is strictly an identifier.
//
// FakeIP addresses are designed to (hopefully) pass through existing code as
// transparently as possible, while conflicting with "real" addresses that might
// be in use on networks (both the Internet and LANs) in the same code as little
// as possible.  At the time this comment is being written, they come from the
// 169.254.0.0/16 range, and the port number will always be >1024.  HOWEVER,
// this is subject to change!  Do not make assumptions about these addresses,
// or your code might break in the future.  In particular, you should use
// functions such as  ISteamNetworkingUtils::IsFakeIP to determine if an IP
// address is a "fake" one used by this system.
//

/// Begin asynchronous process of allocating a fake IPv4 address that other
/// peers can use to contact us via P2P.  IP addresses returned by this
/// function are globally unique for a given appid.
///
/// nNumPorts is the numbers of ports you wish to reserve.  This is useful
/// for the same reason that listening on multiple UDP ports is useful for
/// different types of traffic.  Because these allocations come from a global
/// namespace, there is a relatively strict limit on the maximum number of
/// ports you may request.  (At the time of this writing, the limit is 4.)
/// The Port assignments are *not* guaranteed to have any particular order
/// or relationship!  Do *not* assume they are contiguous, even though that
/// may often occur in practice.
///
/// Returns false if a request was already in progress, true if a new request
/// was started.  A SteamNetworkingFakeIPResult_t will be posted when the request
/// completes.
///
/// For gameservers, you *must* call this after initializing the SDK but before
/// beginning login.  Steam needs to know in advance that FakeIP will be used.
/// Everywhere your public IP would normally appear (such as the server browser) will be
/// replaced by the FakeIP, and the fake port at index 0.  The request is actually queued
/// until the logon completes, so you must not wait until the allocation completes
/// before logging in.  Except for trivial failures that can be detected locally
/// (e.g. invalid parameter), a SteamNetworkingFakeIPResult_t callback (whether success or
/// failure) will not be posted until after we have logged in.  Furthermore, it is assumed
/// that FakeIP allocation is essential for your application to function, and so failure
/// will not be reported until *several* retries have been attempted.  This process may
/// last several minutes.  It is *highly* recommended to treat failure as fatal.
///
/// To communicate using a connection-oriented (TCP-style) API:
/// - Server creates a listen socket using CreateListenSocketP2PFakeIP
/// - Client connects using ConnectByIPAddress, passing in the FakeIP address.
/// - The connection will behave mostly like a P2P connection.  The identities
///   that appear in SteamNetConnectionInfo_t will be the FakeIP identity until
///   we know the real identity.  Then it will be the real identity.  If the
///   SteamNetConnectionInfo_t::m_addrRemote is valid, it will be a real IPv4
///   address of a NAT-punched connection.  Otherwise, it will not be valid.
/// 
/// To communicate using an ad-hoc sendto/recv from (UDP-style) API,
/// use CreateFakeUDPPort.
bool BeginAsyncRequestFakeIP( int nNumPorts )
{
    PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
    return false;
}

/// Return info about the FakeIP and port(s) that we have been assigned,
/// if any.  idxFirstPort is currently reserved and must be zero.
/// Make sure and check SteamNetworkingFakeIPResult_t::m_eResult
void GetFakeIP( int idxFirstPort, SteamNetworkingFakeIPResult_t *pInfo )
{
    PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
}

/// Create a listen socket that will listen for P2P connections sent
/// to our FakeIP.  A peer can initiate connections to this listen
/// socket by calling ConnectByIPAddress.
///
/// idxFakePort refers to the *index* of the fake port requested,
/// not the actual port number.  For example, pass 0 to refer to the
/// first port in the reservation.  You must call this only after calling
/// BeginAsyncRequestFakeIP.  However, you do not need to wait for the
/// request to complete before creating the listen socket.
HSteamListenSocket CreateListenSocketP2PFakeIP( int idxFakePort, int nOptions, const SteamNetworkingConfigValue_t *pOptions )
{
    PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
    return k_HSteamListenSocket_Invalid;
}

/// If the connection was initiated using the "FakeIP" system, then we
/// we can get an IP address for the remote host.  If the remote host had
/// a global FakeIP at the time the connection was established, this
/// function will return that global IP.  Otherwise, a FakeIP that is
/// unique locally will be allocated from the local FakeIP address space,
/// and that will be returned.
/// 
/// The allocation of local FakeIPs attempts to assign addresses in
/// a consistent manner.  If multiple connections are made to the
/// same remote host, they *probably* will return the same FakeIP.
/// However, since the namespace is limited, this cannot be guaranteed.
///
/// On failure, returns:
/// - k_EResultInvalidParam: invalid connection handle
/// - k_EResultIPNotFound: This connection wasn't made using FakeIP system
EResult GetRemoteFakeIPForConnection( HSteamNetConnection hConn, SteamNetworkingIPAddr *pOutAddr )
{
    PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
    return k_EResultNone;
}

/// Get an interface that can be used like a UDP port to send/receive
/// datagrams to a FakeIP address.  This is intended to make it easy
/// to port existing UDP-based code to take advantage of SDR.
/// 
/// idxFakeServerPort refers to the *index* of the port allocated using
/// BeginAsyncRequestFakeIP and is used to create "server" ports.  You may
/// call this before the allocation has completed.  However, any attempts
/// to send packets will fail until the allocation has succeeded.  When
/// the peer receives packets sent from this interface, the from address
/// of the packet will be the globally-unique FakeIP.  If you call this
/// function multiple times and pass the same (nonnegative) fake port index,
/// the same object will be returned, and this object is not reference counted.
/// 
/// To create a "client" port (e.g. the equivalent of an ephemeral UDP port)
/// pass -1.  In this case, a distinct object will be returned for each call.
/// When the peer receives packets sent from this interface, the peer will
/// assign a FakeIP from its own locally-controlled namespace.
ISteamNetworkingFakeUDPPort *CreateFakeUDPPort( int idxFakeServerPort )
{
    PRINT_DEBUG("TODO: %s\n", __FUNCTION__);
    return NULL;
}

// TEMP KLUDGE Call to invoke all queued callbacks.
// Eventually this function will go away, and callwacks will be ordinary Steamworks callbacks.
// You should call this at the same time you call SteamAPI_RunCallbacks and SteamGameServer_RunCallbacks
// to minimize potential changes in timing when that change happens.
void RunCallbacks( ISteamNetworkingSocketsCallbacks *pCallbacks )
{
    PRINT_DEBUG("Steam_Networking_Sockets:RunCallbacks\n");
}


void RunCallbacks()
{
    //TODO: timeout unaccepted connections after a few seconds or so
    auto current_time = std::chrono::steady_clock::now();
    auto socket_conn = std::begin(s->connect_sockets);
    while (socket_conn != std::end(s->connect_sockets)) {
        if (socket_conn->second.connect_requests_sent < 10 && socket_conn->second.status == CONNECT_SOCKET_CONNECTING && (std::chrono::duration_cast<std::chrono::milliseconds>(current_time - socket_conn->second.connect_request_last_sent).count() > 3000)) {
            send_packet_new_connection(socket_conn->first);
            socket_conn->second.connect_request_last_sent = current_time;
            socket_conn->second.connect_requests_sent += 1;
        }

        ++socket_conn;
    }
}


void Callback(Common_Message *msg)
{
    if (msg->has_low_level()) {
        if (msg->low_level().type() == Low_Level::CONNECT) {
            
        }

        if (msg->low_level().type() == Low_Level::DISCONNECT) {
            for (auto & connect_socket : s->connect_sockets) {
                if (connect_socket.second.remote_identity.GetSteamID64() == msg->source_id()) {
                    enum connect_socket_status old_status = connect_socket.second.status;
                    connect_socket.second.status = CONNECT_SOCKET_TIMEDOUT;
                    launch_callback(connect_socket.first, old_status);
                }
            }
        }
    }

    if (msg->has_networking_sockets()) {
        PRINT_DEBUG("Steam_Networking_Sockets: got network socket msg %u %llu\n", msg->networking_sockets().type(), msg->source_id());
        if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_REQUEST) {
            int virtual_port = msg->networking_sockets().virtual_port();
            int real_port = msg->networking_sockets().real_port();
            uint64 dest_id = msg->dest_id();
            std::vector<Listen_Socket>::iterator conn;
            if (virtual_port == SNS_DISABLED_PORT) {
                conn = std::find_if(s->listen_sockets.begin(), s->listen_sockets.end(), [&real_port,&dest_id](struct Listen_Socket const& conn) { return conn.real_port == real_port && dest_id == conn.created_by.ConvertToUint64();});
            } else {
                conn = std::find_if(s->listen_sockets.begin(), s->listen_sockets.end(), [&virtual_port,&dest_id](struct Listen_Socket const& conn) { return conn.virtual_port == virtual_port && dest_id == conn.created_by.ConvertToUint64();});
            }

            if (conn != s->listen_sockets.end()) {
                auto connect_socket = std::find_if(s->connect_sockets.begin(), s->connect_sockets.end(), [msg](const auto &in) {return in.second.remote_identity.GetSteamID64() == msg->source_id() && (in.second.status == CONNECT_SOCKET_NOT_ACCEPTED || in.second.status == CONNECT_SOCKET_CONNECTED) && in.second.remote_id == msg->networking_sockets().connection_id_from();});
                if (connect_socket == s->connect_sockets.end()) {
                    SteamNetworkingIdentity identity;
                    identity.SetSteamID64(msg->source_id());
                    HSteamNetConnection new_connection = new_connect_socket(identity, virtual_port, real_port, CONNECT_SOCKET_NOT_ACCEPTED, conn->socket_id, msg->networking_sockets().connection_id_from());
                    launch_callback(new_connection, CONNECT_SOCKET_NO_CONNECTION);
                }
            }

        } else if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_ACCEPTED) {
            auto connect_socket = s->connect_sockets.find(msg->networking_sockets().connection_id());
            if (connect_socket != s->connect_sockets.end()) {
                if (connect_socket->second.remote_identity.GetSteamID64() == 0) {
                    connect_socket->second.remote_identity.SetSteamID64(msg->source_id());
                }

                if (connect_socket->second.remote_identity.GetSteamID64() == msg->source_id() && connect_socket->second.status == CONNECT_SOCKET_CONNECTING) {
                    connect_socket->second.remote_id = msg->networking_sockets().connection_id_from();
                    connect_socket->second.status = CONNECT_SOCKET_CONNECTED;
                    launch_callback(connect_socket->first, CONNECT_SOCKET_CONNECTING);
                }
            }
        } else if (msg->networking_sockets().type() == Networking_Sockets::DATA) {
            auto connect_socket = s->connect_sockets.find(msg->networking_sockets().connection_id());
            if (connect_socket != s->connect_sockets.end()) {
                if (connect_socket->second.remote_identity.GetSteamID64() == msg->source_id() && connect_socket->second.status == CONNECT_SOCKET_CONNECTED) {
                    PRINT_DEBUG("Steam_Networking_Sockets: got data len %u on connection %u\n", msg->networking_sockets().data().size(), connect_socket->first);
                    connect_socket->second.data.push(msg->networking_sockets());
                }
            }
        } else if (msg->networking_sockets().type() == Networking_Sockets::CONNECTION_END) {
            auto connect_socket = s->connect_sockets.find(msg->networking_sockets().connection_id());
            if (connect_socket != s->connect_sockets.end()) {
                if (connect_socket->second.remote_identity.GetSteamID64() == msg->source_id() && connect_socket->second.status == CONNECT_SOCKET_CONNECTED) {
                    enum connect_socket_status old_status = connect_socket->second.status;
                    connect_socket->second.status = CONNECT_SOCKET_CLOSED;
                    launch_callback(connect_socket->first, old_status);
                }
            }
        }
    }
}

};