text: /*
   *  Original work: Copyright (c) 2014, Oculus VR, Inc.
   *  All rights reserved.
   *
   *  This source code is licensed under the BSD-style license found in the
   *  RakNet License.txt file in the licenses directory of this source tree. An additional grant 
   *  of patent rights can be found in the RakNet Patents.txt file in the same directory.
   *
   *
   *  Modified work: Copyright (c) 2017, SLikeSoft UG (haftungsbeschränkt)
   *
   *  This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
   *  license found in the license.txt file in the root directory of this source tree.
   */
  
  /// \file
  /// \brief Declares RakPeer class.
  ///
  
  
  // TODO - RakNet 4 - Add network simulator
  // TODO - RakNet 4 - Enable disabling flow control per connections
  
  #ifndef __RAK_PEER_H
  #define __RAK_PEER_H
  
  #include "ReliabilityLayer.h"
  #include "peerinterface.h"
  #include "BitStream.h"
  #include "SingleProducerConsumer.h"
  #include "SimpleMutex.h"
  #include "DS_OrderedList.h"
  #include "Export.h"
  #include "string.h"
  #include "thread.h"
  //#include "socket.h"
  #include "smartptr.h"
  #include "DS_ThreadsafeAllocatingQueue.h"
  #include "SignaledEvent.h"
  #include "NativeFeatureIncludes.h"
  #include "SecureHandshake.h"
  #include "LocklessTypes.h"
  #include "DS_Queue.h"
  
  namespace SLNet {
  /// Forward declarations
  class HuffmanEncodingTree;
  class PluginInterface2;
  
  // Sucks but this struct has to be outside the class.  Inside and DevCPP won't let you refer to the struct as RakPeer::RemoteSystemIndex while GCC
  // forces you to do RakPeer::RemoteSystemIndex
  struct RemoteSystemIndex{unsigned index; RemoteSystemIndex *next;};
  //int RAK_DLL_EXPORT SystemAddressAndIndexComp( const SystemAddress &key, const RemoteSystemIndex &data ); // GCC requires RakPeer::RemoteSystemIndex or it won't compile
  
  ///\brief Main interface for network communications.
  /// \details It implements most of RakNet's functionality and is the primary interface for RakNet.
  ///
  /// Inherits RakPeerInterface.
  ///
  /// See the individual functions for what the class can do.
  /// 
  class RAK_DLL_EXPORT RakPeer : public RakPeerInterface, public RNS2EventHandler
  {
  public:
  	///Constructor
  	RakPeer();
  
  	///Destructor
  	virtual ~RakPeer();
  
  	// --------------------------------------------------------------------------------------------Major Low Level Functions - Functions needed by most users--------------------------------------------------------------------------------------------
  	/// \brief Starts the network threads and opens the listen port.
  	/// \details You must call this before calling Connect().
  	/// \pre On the PS3, call Startup() after Client_Login()
  	/// \note Multiple calls while already active are ignored.  To call this function again with different settings, you must first call Shutdown().
  	/// \note Call SetMaximumIncomingConnections if you want to accept incoming connections.
  	/// \param[in] maxConnections Maximum number of connections between this instance of RakPeer and another instance of RakPeer. Required so that the network can preallocate and for thread safety. A pure client would set this to 1.  A pure server would set it to the number of allowed clients.A hybrid would set it to the sum of both types of connections.
  	/// \param[in] localPort The port to listen for connections on. On linux the system may be set up so thast ports under 1024 are restricted for everything but the root user. Use a higher port for maximum compatibility. 
  	/// \param[in] socketDescriptors An array of SocketDescriptor structures to force RakNet to listen on a particular IP address or port (or both).  Each SocketDescriptor will represent one unique socket.  Do not pass redundant structures.  To listen on a specific port, you can pass SocketDescriptor(myPort,0); such as for a server.  For a client, it is usually OK to just pass SocketDescriptor(); However, on the XBOX be sure to use IPPROTO_VDP
  	/// \param[in] socketDescriptorCount The size of the \a socketDescriptors array.  Pass 1 if you are not sure what to pass.
  	/// \param[in] threadPriority Passed to the thread creation routine. Use THREAD_PRIORITY_NORMAL for Windows. For Linux based systems, you MUST pass something reasonable based on the thread priorities for your application.
  	/// \return RAKNET_STARTED on success, otherwise appropriate failure enumeration.
  	StartupResult Startup( unsigned int maxConnections, SocketDescriptor *socketDescriptors, unsigned socketDescriptorCount, int threadPriority=-99999 );
  
  	/// If you accept connections, you must call this or else security will not be enabled for incoming connections.
  	/// This feature requires more round trips, bandwidth, and CPU time for the connection handshake
  	/// x64 builds require under 25% of the CPU time of other builds
  	/// See the Encryption sample for example usage
  	/// \pre Must be called while offline
  	/// \pre LIBCAT_SECURITY must be defined to 1 in NativeFeatureIncludes.h for this function to have any effect
  	/// \param[in] publicKey A pointer to the public key for accepting new connections
  	/// \param[in] privateKey A pointer to the private key for accepting new connections
  	/// \param[in] bRequireClientKey: Should be set to false for most servers.  Allows the server to accept a public key from connecting clients as a proof of identity but eats twice as much CPU time as a normal connection
  	bool InitializeSecurity( const char *publicKey, const char *privateKey, bool bRequireClientKey = false );
  
  	/// Disables security for incoming connections.
  	/// \note Must be called while offline
  	void DisableSecurity( void );
  
  	/// \brief This is useful if you have a fixed-address internal server behind a LAN.
  	///
  	///  Secure connections are determined by the recipient of an incoming connection. This has no effect if called on the system attempting to connect.	
  	/// \note If secure connections are on, do not use secure connections for a specific IP address.
  	/// \param[in] ip IP address to add. * wildcards are supported.
  	void AddToSecurityExceptionList(const char *ip);
  
  	/// \brief Remove a specific connection previously added via AddToSecurityExceptionList.
  	/// \param[in] ip IP address to remove. Pass 0 to remove all IP addresses. * wildcards are supported.
  	void RemoveFromSecurityExceptionList(const char *ip);
  
  	/// \brief Checks to see if a given IP is in the security exception list.
  	/// \param[in] IP address to check.
  	/// \return True if the IP address is found in security exception list, else returns false.
  	bool IsInSecurityExceptionList(const char *ip);
  
  	/// \brief Sets the maximum number of incoming connections allowed.
  	/// \details If the number of incoming connections is less than the number of players currently connected,
  	/// no more players will be allowed to connect.  If this is greater than the maximum number of peers allowed,
  	/// it will be reduced to the maximum number of peers allowed.
  	/// 
  	/// Defaults to 0, meaning by default, nobody can connect to you
  	/// \param[in] numberAllowed Maximum number of incoming connections allowed.
  	void SetMaximumIncomingConnections( unsigned short numberAllowed );
  
  	/// \brief Returns the value passed to SetMaximumIncomingConnections().
  	/// \return Maximum number of incoming connections, which is always <= maxConnections
  	unsigned int GetMaximumIncomingConnections( void ) const;
  
  	/// \brief Returns how many open connections exist at this time.
  	/// \return Number of open connections.
  	unsigned short NumberOfConnections(void) const;
  
  	/// \brief Sets the password for the incoming connections. 
  	/// \details  The password must match in the call to Connect (defaults to none).
  	/// Pass 0 to passwordData to specify no password.
  	/// This is a way to set a low level password for all incoming connections.  To selectively reject connections, implement your own scheme using CloseConnection() to remove unwanted connections.
  	/// \param[in] passwordData A data block that incoming connections must match.  This can be just a password, or can be a stream of data. Specify 0 for no password data
  	/// \param[in] passwordDataLength The length in bytes of passwordData
  	void SetIncomingPassword( const char* passwordData, int passwordDataLength );
  
  	/// \brief Gets the password passed to SetIncomingPassword
  	/// \param[out] passwordData  Should point to a block large enough to hold the password data you passed to SetIncomingPassword()
  	/// \param[in,out] passwordDataLength Maximum size of the passwordData array.  Modified to hold the number of bytes actually written.
  	void GetIncomingPassword( char* passwordData, int *passwordDataLength  );
  
  	/// \brief Connect to the specified host (ip or domain name) and server port.
  	/// \details Calling Connect and not calling SetMaximumIncomingConnections acts as a dedicated client.
  	/// Calling both acts as a true peer.
  	///	
  	/// This is a non-blocking connection.
  	///
  	/// The connection is successful when GetConnectionState() returns IS_CONNECTED or Receive() gets a message with the type identifier ID_CONNECTION_REQUEST_ACCEPTED.
  	/// If the connection is not successful, such as a rejected connection or no response then neither of these things will happen.
  	/// \pre Requires that you first call Startup().
  	/// \param[in] host Either a dotted IP address or a domain name.
  	/// \param[in] remotePort Port to connect to on the remote machine.
  	/// \param[in] passwordData A data block that must match the data block on the server passed to SetIncomingPassword().  This can be a string or can be a stream of data.  Use 0 for no password.
  	/// \param[in] passwordDataLength The length in bytes of passwordData.
  	/// \param[in] publicKey The public key the server is using. If 0, the server is not using security. If non-zero, the publicKeyMode member determines how to connect
  	/// \param[in] connectionSocketIndex Index into the array of socket descriptors passed to socketDescriptors in RakPeer::Startup() to determine the one to send on.
  	/// \param[in] sendConnectionAttemptCount Number of datagrams to send to the other system to try to connect.
  	/// \param[in] timeBetweenSendConnectionAttemptsMS Time to elapse before a datagram is sent to the other system to try to connect. After sendConnectionAttemptCount number of attempts, ID_CONNECTION_ATTEMPT_FAILED is returned. Under low bandwidth conditions with multiple simultaneous outgoing connections, this value should be raised to 1000 or higher, or else the MTU detection can overrun the available bandwidth.
  	/// \param[in] timeoutTime Time to elapse before dropping the connection if a reliable message could not be sent. 0 to use the default value from SetTimeoutTime(UNASSIGNED_SYSTEM_ADDRESS);
  	/// \return CONNECTION_ATTEMPT_STARTED on successful initiation. Otherwise, an appropriate enumeration indicating failure.
  	/// \note CONNECTION_ATTEMPT_STARTED does not mean you are already connected!
  	/// \note It is possible to immediately get back ID_CONNECTION_ATTEMPT_FAILED if you exceed the maxConnections parameter passed to Startup(). This could happen if you call CloseConnection() with sendDisconnectionNotificaiton true, then immediately call Connect() before the connection has closed.
  	ConnectionAttemptResult Connect( const char* host, unsigned short remotePort, const char *passwordData, int passwordDataLength, PublicKey *publicKey=0, unsigned connectionSocketIndex=0, unsigned sendConnectionAttemptCount=6, unsigned timeBetweenSendConnectionAttemptsMS=1000, SLNet::TimeMS timeoutTime=0 );
  
  	/// \brief Connect to the specified host (ip or domain name) and server port.
  	/// \param[in] host Either a dotted IP address or a domain name.
  	/// \param[in] remotePort Which port to connect to on the remote machine.
  	/// \param[in] passwordData A data block that must match the data block on the server passed to SetIncomingPassword().  This can be a string or can be a stream of data.  Use 0 for no password.
  	/// \param[in] passwordDataLength The length in bytes of passwordData.
  	/// \param[in] socket A bound socket returned by another instance of RakPeerInterface.
  	/// \param[in] sendConnectionAttemptCount Number of datagrams to send to the other system to try to connect.
  	/// \param[in] timeBetweenSendConnectionAttemptsMS Time to elapse before a datagram is sent to the other system to try to connect. After sendConnectionAttemptCount number of attempts, ID_CONNECTION_ATTEMPT_FAILED is returned.. Under low bandwidth conditions with multiple simultaneous outgoing connections, this value should be raised to 1000 or higher, or else the MTU detection can overrun the available bandwidth.
  	/// \param[in] timeoutTime Time to elapse before dropping the connection if a reliable message could not be sent. 0 to use the default from SetTimeoutTime(UNASSIGNED_SYSTEM_ADDRESS);
  	/// \return CONNECTION_ATTEMPT_STARTED on successful initiation. Otherwise, an appropriate enumeration indicating failure.
  	/// \note CONNECTION_ATTEMPT_STARTED does not mean you are already connected!
  	virtual ConnectionAttemptResult ConnectWithSocket(const char* host, unsigned short remotePort, const char *passwordData, int passwordDataLength, RakNetSocket2* socket, PublicKey *publicKey=0, unsigned sendConnectionAttemptCount=6, unsigned timeBetweenSendConnectionAttemptsMS=1000, SLNet::TimeMS timeoutTime=0);
  
  	/* /// \brief Connect to the specified network ID (Platform specific console function)
  	/// \details Does built-in NAT traversal
  	/// \param[in] networkServiceId Network ID structure for the online service
  	/// \param[in] passwordData A data block that must match the data block on the server passed to SetIncomingPassword().  This can be a string or can be a stream of data.  Use 0 for no password.
  	/// \param[in] passwordDataLength The length in bytes of passwordData.
  	//bool Console2LobbyConnect( void *networkServiceId, const char *passwordData, int passwordDataLength );*/	
  
  	/// \brief Stops the network threads and closes all connections.
  	/// \param[in] blockDuration Wait time(milli seconds) for all remaining messages to go out, including ID_DISCONNECTION_NOTIFICATION.  If 0, it doesn't wait at all.
  	/// \param[in] orderingChannel Channel on which ID_DISCONNECTION_NOTIFICATION will be sent, if blockDuration > 0.
  	/// \param[in] disconnectionNotificationPriority Priority of sending ID_DISCONNECTION_NOTIFICATION.
  	/// If set to 0, the disconnection notification won't be sent.
  	void Shutdown( unsigned int blockDuration, unsigned char orderingChannel=0, PacketPriority disconnectionNotificationPriority=LOW_PRIORITY );
  
  	/// \brief Returns true if the network thread is running.
  	/// \return True if the network thread is running, False otherwise
  	bool IsActive( void ) const;
  
  	/// \brief Fills the array remoteSystems with the SystemAddress of all the systems we are connected to.
  	/// \param[out] remoteSystems An array of SystemAddress structures, to be filled with the SystemAddresss of the systems we are connected to. Pass 0 to remoteSystems to get the number of systems we are connected to.
  	/// \param[in, out] numberOfSystems As input, the size of remoteSystems array.  As output, the number of elements put into the array. 
  	bool GetConnectionList( SystemAddress *remoteSystems, unsigned short *numberOfSystems ) const;
  
  	/// Returns the next uint32_t that Send() will return
  	/// \note If using RakPeer from multiple threads, this may not be accurate for your thread. Use IncrementNextSendReceipt() in that case.
  	/// \return The next uint32_t that Send() or SendList will return
  	virtual uint32_t GetNextSendReceipt(void);
  
  	/// Returns the next uint32_t that Send() will return, and increments the value by one
  	/// \note If using RakPeer from multiple threads, pass this to forceReceipt in the send function
  	/// \return The next uint32_t that Send() or SendList will return
  	virtual uint32_t IncrementNextSendReceipt(void);
  
  	/// \brief Sends a block of data to the specified system that you are connected to.
  	/// \note This function only works while connected.
  	/// \note The first byte should be a message identifier starting at ID_USER_PACKET_ENUM.
  	/// \param[in] data Block of data to send.
  	/// \param[in] length Size in bytes of the data to send.
  	/// \param[in] priority Priority level to send on.  See PacketPriority.h
  	/// \param[in] reliability How reliably to send this data.  See PacketPriority.h
  	/// \param[in] orderingChannel When using ordered or sequenced messages, the channel to order these on. Messages are only ordered relative to other messages on the same stream.
  	/// \param[in] systemIdentifier Who to send this packet to, or in the case of broadcasting who not to send it to. Pass either a SystemAddress structure or a RakNetGUID structure. Use UNASSIGNED_SYSTEM_ADDRESS or to specify none
  	/// \param[in] broadcast True to send this packet to all connected systems. If true, then systemAddress specifies who not to send the packet to.
  	/// \param[in] forceReceipt If 0, will automatically determine the receipt number to return. If non-zero, will return what you give it.
  	/// \return 0 on bad input. Otherwise a number that identifies this message. If \a reliability is a type that returns a receipt, on a later call to Receive() you will get ID_SND_RECEIPT_ACKED or ID_SND_RECEIPT_LOSS with bytes 1-4 inclusive containing this number
  	uint32_t Send( const char *data, const int length, PacketPriority priority, PacketReliability reliability, char orderingChannel, const AddressOrGUID systemIdentifier, bool broadcast, uint32_t forceReceiptNumber=0 );
  
  	/// \brief "Send" to yourself rather than a remote system.
  	/// \details The message will be processed through the plugins and returned to the game as usual.
  	/// This function works anytime
  	/// \note The first byte should be a message identifier starting at ID_USER_PACKET_ENUM
  	/// \param[in] data Block of data to send.
  	/// \param[in] length Size in bytes of the data to send.
  	void SendLoopback( const char *data, const int length );
  
  	/// \brief Sends a block of data to the specified system that you are connected to.
  	/// 
  	/// Same as the above version, but takes a BitStream as input.
  	/// \param[in] bitStream Bitstream to send
  	/// \param[in] priority Priority level to send on.  See PacketPriority.h
  	/// \param[in] reliability How reliably to send this data.  See PacketPriority.h
  	/// \param[in] orderingChannel Channel to order the messages on, when using ordered or sequenced messages. Messages are only ordered relative to other messages on the same stream.
  	/// \param[in] systemIdentifier System Address or RakNetGUID to send this packet to, or in the case of broadcasting, the address not to send it to.  Use UNASSIGNED_SYSTEM_ADDRESS to specify none.
  	/// \param[in] broadcast True to send this packet to all connected systems. If true, then systemAddress specifies who not to send the packet to.
  	/// \param[in] forceReceipt If 0, will automatically determine the receipt number to return. If non-zero, will return what you give it.
  	/// \return 0 on bad input. Otherwise a number that identifies this message. If \a reliability is a type that returns a receipt, on a later call to Receive() you will get ID_SND_RECEIPT_ACKED or ID_SND_RECEIPT_LOSS with bytes 1-4 inclusive containing this number
  	/// \note COMMON MISTAKE: When writing the first byte, bitStream->Write((unsigned char) ID_MY_TYPE) be sure it is casted to a byte, and you are not writing a 4 byte enumeration.
  	uint32_t Send( const SLNet::BitStream * bitStream, PacketPriority priority, PacketReliability reliability, char orderingChannel, const AddressOrGUID systemIdentifier, bool broadcast, uint32_t forceReceiptNumber=0 );
  
  	/// \brief Sends multiple blocks of data, concatenating them automatically.
  	///
  	/// This is equivalent to:
  	/// SLNet::BitStream bs;
  	/// bs.WriteAlignedBytes(block1, blockLength1);
  	/// bs.WriteAlignedBytes(block2, blockLength2);
  	/// bs.WriteAlignedBytes(block3, blockLength3);
  	/// Send(&bs, ...)
  	///
  	/// This function only works when connected.
  	/// \param[in] data An array of pointers to blocks of data
  	/// \param[in] lengths An array of integers indicating the length of each block of data
  	/// \param[in] numParameters Length of the arrays data and lengths
  	/// \param[in] priority Priority level to send on.  See PacketPriority.h
  	/// \param[in] reliability How reliably to send this data.  See PacketPriority.h
  	/// \param[in] orderingChannel Channel to order the messages on, when using ordered or sequenced messages. Messages are only ordered relative to other messages on the same stream.
  	/// \param[in] systemIdentifier System Address or RakNetGUID to send this packet to, or in the case of broadcasting, the address not to send it to.  Use UNASSIGNED_SYSTEM_ADDRESS to specify none.
  	/// \param[in] broadcast True to send this packet to all connected systems. If true, then systemAddress specifies who not to send the packet to.
  	/// \param[in] forceReceipt If 0, will automatically determine the receipt number to return. If non-zero, will return what you give it.
  	/// \return 0 on bad input. Otherwise a number that identifies this message. If \a reliability is a type that returns a receipt, on a later call to Receive() you will get ID_SND_RECEIPT_ACKED or ID_SND_RECEIPT_LOSS with bytes 1-4 inclusive containing this number
  	uint32_t SendList( const char **data, const int *lengths, const int numParameters, PacketPriority priority, PacketReliability reliability, char orderingChannel, const AddressOrGUID systemIdentifier, bool broadcast, uint32_t forceReceiptNumber=0 );
  
  	/// \brief Gets a message from the incoming message queue.
  	/// \details Use DeallocatePacket() to deallocate the message after you are done with it.
  	/// User-thread functions, such as RPC calls and the plugin function PluginInterface::Update occur here.
  	/// \return 0 if no packets are waiting to be handled, otherwise a pointer to a packet.
  	/// \note COMMON MISTAKE: Be sure to call this in a loop, once per game tick, until it returns 0. If you only process one packet per game tick they will buffer up.
  	/// \sa types.h contains struct Packet.
  	Packet* Receive( void );
  
  	/// \brief Call this to deallocate a message returned by Receive() when you are done handling it.
  	/// \param[in] packet Message to deallocate.	
  	void DeallocatePacket( Packet *packet );
  
  	/// \brief Return the total number of connections we are allowed.
  	/// \return Total number of connections allowed.
  	unsigned int GetMaximumNumberOfPeers( void ) const;
  
  	// -------------------------------------------------------------------------------------------- Connection Management Functions--------------------------------------------------------------------------------------------
  	/// \brief Close the connection to another host (if we initiated the connection it will disconnect, if they did it will kick them out).
  	/// \details This method closes the connection irrespective of who initiated the connection.
  	/// \param[in] target Which system to close the connection to.
  	/// \param[in] sendDisconnectionNotification True to send ID_DISCONNECTION_NOTIFICATION to the recipient.  False to close it silently.
  	/// \param[in] channel Which ordering channel to send the disconnection notification on, if any
  	/// \param[in] disconnectionNotificationPriority Priority to send ID_DISCONNECTION_NOTIFICATION on.
  	void CloseConnection( const AddressOrGUID target, bool sendDisconnectionNotification, unsigned char orderingChannel=0, PacketPriority disconnectionNotificationPriority=LOW_PRIORITY );
  
  	/// \brief Cancel a pending connection attempt.
  	/// \details If we are already connected, the connection stays open
  	/// \param[in] target Target system to cancel.
  	void CancelConnectionAttempt( const SystemAddress target );
  	/// Returns if a system is connected, disconnected, connecting in progress, or various other states
  	/// \param[in] systemIdentifier The system we are referring to
  	/// \note This locks a mutex, do not call too frequently during connection attempts or the attempt will take longer and possibly even timeout
  	/// \return What state the remote system is in
  	ConnectionState GetConnectionState(const AddressOrGUID systemIdentifier);
  
  	/// \brief Given \a systemAddress, returns its index into remoteSystemList.
  	/// \details Values range from 0 to the maximum number of players allowed - 1.
  	/// This includes systems which were formerly connected, but are now not connected.
  	/// \param[in] systemAddress The SystemAddress we are referring to
  	/// \return The index of this SystemAddress or -1 on system not found.
  	int GetIndexFromSystemAddress( const SystemAddress systemAddress ) const;
  
  	/// \brief Given \a index into remoteSystemList, will return a SystemAddress.
  	/// This function is only useful for looping through all systems.
  	/// 
  	/// \param[in] index Index should range between 0 and the maximum number of players allowed - 1.
  	/// \return The SystemAddress structure corresponding to \a index in remoteSystemList.
  	SystemAddress GetSystemAddressFromIndex( unsigned int index );
  
  	/// \brief Same as GetSystemAddressFromIndex but returns RakNetGUID
  	/// \param[in] index Index should range between 0 and the maximum number of players allowed - 1.
  	/// \return The RakNetGUID
  	RakNetGUID GetGUIDFromIndex( unsigned int index );
  
  	/// \brief Same as calling GetSystemAddressFromIndex and GetGUIDFromIndex for all systems, but more efficient
  	/// Indices match each other, so \a addresses[0] and \a guids[0] refer to the same system
  	/// \param[out] addresses All system addresses. Size of the list is the number of connections. Size of the \a addresses list will match the size of the \a guids list.
  	/// \param[out] guids All guids. Size of the list is the number of connections. Size of the list will match the size of the \a addresses list.
  	void GetSystemList(DataStructures::List<SystemAddress> &addresses, DataStructures::List<RakNetGUID> &guids) const;
  
  	/// \brief Bans an IP from connecting.
  	/// \details Banned IPs persist between connections but are not saved on shutdown nor loaded on startup.
  	/// \param[in] IP Dotted IP address. You can use * for a wildcard address, such as 128.0.0. * will ban all IP addresses starting with 128.0.0.
  	/// \param[in] milliseconds Gives time in milli seconds for a temporary ban of the IP address.  Use 0 for a permanent ban.
  	void AddToBanList( const char *IP, SLNet::TimeMS milliseconds=0 );
  
  	/// \brief Allows a previously banned IP to connect. 
  	/// param[in] Dotted IP address. You can use * as a wildcard. An IP such as 128.0.0.* will ban all IP addresses starting with 128.0.0.
  	void RemoveFromBanList( const char *IP );
  
  	/// \brief Allows all previously banned IPs to connect.
  	void ClearBanList( void );
  
  	/// \brief Returns true or false indicating if a particular IP is banned.
  	/// \param[in] IP Dotted IP address.
  	/// \return True if IP matches any IPs in the ban list, accounting for any wildcards. False otherwise.
  	bool IsBanned( const char *IP );
  
  	/// \brief Enable or disable allowing frequent connections from the same IP adderss
  	/// \details This is a security measure which is disabled by default, but can be set to true to prevent attackers from using up all connection slots.
  	/// \param[in] b True to limit connections from the same ip to at most 1 per 100 milliseconds.
  	void SetLimitIPConnectionFrequency(bool b);
  	
  	// --------------------------------------------------------------------------------------------Pinging Functions - Functions dealing with the automatic ping mechanism--------------------------------------------------------------------------------------------
  	/// Send a ping to the specified connected system.
  	/// \pre The sender and recipient must already be started via a successful call to Startup()
  	/// \param[in] target Which system to ping
  	void Ping( const SystemAddress target );
  
  	/// \brief Send a ping to the specified unconnected system. 
  	/// \details The remote system, if it is Initialized, will respond with ID_PONG followed by sizeof(SLNet::TimeMS) containing the system time the ping was sent. Default is 4 bytes - See __GET_TIME_64BIT in types.h
  	/// System should reply with ID_PONG if it is active
  	/// \param[in] host Either a dotted IP address or a domain name.  Can be 255.255.255.255 for LAN broadcast.
  	/// \param[in] remotePort Which port to connect to on the remote machine.
  	/// \param[in] onlyReplyOnAcceptingConnections Only request a reply if the remote system is accepting connections
  	/// \param[in] connectionSocketIndex Index into the array of socket descriptors passed to socketDescriptors in RakPeer::Startup() to send on.
  	/// \return true on success, false on failure (unknown hostname)
  	bool Ping( const char* host, unsigned short remotePort, bool onlyReplyOnAcceptingConnections, unsigned connectionSocketIndex=0 );
  
  	/// \brief Returns the average of all ping times read for the specific system or -1 if none read yet
  	/// \param[in] systemAddress Which system we are referring to
  	/// \return The ping time for this system, or -1
  	int GetAveragePing( const AddressOrGUID systemIdentifier );
  
  	/// \brief Returns the last ping time read for the specific system or -1 if none read yet.
  	/// \param[in] systemAddress Which system we are referring to
  	/// \return The last ping time for this system, or -1.
  	int GetLastPing( const AddressOrGUID systemIdentifier ) const;
  
  	/// \brief Returns the lowest ping time read or -1 if none read yet.
  	/// \param[in] systemIdentifier Which system we are referring to
  	/// \return The lowest ping time for this system, or -1.
  	int GetLowestPing( const AddressOrGUID systemIdentifier ) const;
  
  	/// Ping the remote systems every so often, or not. Can be called anytime.
  	/// By default this is true. Recommended to leave on, because congestion control uses it to determine how often to resend lost packets.
  	/// It would be true by default to prevent timestamp drift, since in the event of a clock spike, the timestamp deltas would no longer be accurate
  	/// \param[in] doPing True to start occasional pings.  False to stop them.
  	void SetOccasionalPing( bool doPing );
  
  	/// Return the clock difference between your system and the specified system
  	/// Subtract GetClockDifferential() from a time returned by the remote system to get that time relative to your own system
  	/// Returns 0 if the system is unknown
  	/// \param[in] systemIdentifier Which system we are referring to
  	SLNet::Time GetClockDifferential( const AddressOrGUID systemIdentifier );
  	
  	// --------------------------------------------------------------------------------------------Static Data Functions - Functions dealing with API defined synchronized memory--------------------------------------------------------------------------------------------
  	/// \brief Sets the data to send along with a LAN server discovery or offline ping reply.
  	/// \param[in] data Block of data to send, or 0 for none
  	/// \param[in] length Length of the data in bytes, or 0 for none
  	/// \note \a length should be under 400 bytes, as a security measure against flood attacks
  	/// \sa Ping.cpp
  	void SetOfflinePingResponse( const char *data, const unsigned int length );
  
  	/// \brief Returns pointers to a copy of the \a data passed to SetOfflinePingResponse.
  	/// \param[out] data A pointer to a copy of the data passed to SetOfflinePingResponse()
  	/// \param[out] length A pointer filled in with the length parameter passed to SetOfflinePingResponse()
  	/// \sa SetOfflinePingResponse
  	void GetOfflinePingResponse( char **data, unsigned int *length );
  	
  	//--------------------------------------------------------------------------------------------Network Functions - Functions dealing with the network in general--------------------------------------------------------------------------------------------
  	/// \brief Returns the unique address identifier that represents you or another system on the the network
  	/// \note Not supported by the XBOX
  	/// \param[in] systemAddress Use UNASSIGNED_SYSTEM_ADDRESS to get your behind-LAN address. Use a connected system to get their behind-LAN address. This does not return the port.
  	/// \param[in] index When you have multiple internal IDs, which index to return? Currently limited to MAXIMUM_NUMBER_OF_INTERNAL_IDS (so the maximum value of this variable is MAXIMUM_NUMBER_OF_INTERNAL_IDS-1)
  	/// \return Identifier of your system internally, which may not be how other systems see if you if you are behind a NAT or proxy.
  	SystemAddress GetInternalID( const SystemAddress systemAddress=UNASSIGNED_SYSTEM_ADDRESS, const int index=0 ) const;
  
  	/// \brief Sets your internal IP address, for platforms that do not support reading it, or to override a value
  	/// \param[in] systemAddress. The address to set. Use SystemAddress::FromString() if you want to use a dotted string
  	/// \param[in] index When you have multiple internal IDs, which index to set?
  	void SetInternalID(SystemAddress systemAddress, int index=0);
  
  	/// \brief Returns the unique address identifier that represents the target on the the network and is based on the target's external IP / port.
  	/// \param[in] target The SystemAddress of the remote system. Usually the same for all systems, unless you have two or more network cards.
  	SystemAddress GetExternalID( const SystemAddress target ) const;
  
  	/// Return my own GUID
  	const RakNetGUID GetMyGUID(void) const;
  
  	/// Return the address bound to a socket at the specified index
  	SystemAddress GetMyBoundAddress(const int socketIndex=0);
  
  	/// \brief  Given a connected system address, this method gives the unique GUID representing that instance of RakPeer.
  	/// This will be the same on all systems connected to that instance of RakPeer, even if the external system addresses are different.
  	/// Complexity is O(log2(n)).
  	/// If \a input is UNASSIGNED_SYSTEM_ADDRESS, will return your own GUID
  	/// \pre Call Startup() first, or the function will return UNASSIGNED_RAKNET_GUID
  	/// \param[in] input The system address of the target system we are connected to.
  	const RakNetGUID& GetGuidFromSystemAddress( const SystemAddress input ) const;
  
  	/// \brief Gives the system address of a connected system, given its GUID.
  	/// The GUID will be the same on all systems connected to that instance of RakPeer, even if the external system addresses are different.
  	/// Currently O(log(n)), but this may be improved in the future
  	/// If \a input is UNASSIGNED_RAKNET_GUID, UNASSIGNED_SYSTEM_ADDRESS is returned.
  	/// \param[in] input The RakNetGUID of the target system.
  	SystemAddress GetSystemAddressFromGuid( const RakNetGUID input ) const;
  
  	/// Given the SystemAddress of a connected system, get the public key they provided as an identity
  	/// Returns false if system address was not found or client public key is not known
  	/// \param[in] input The RakNetGUID of the system
  	/// \param[in] client_public_key The connected client's public key is copied to this address.  Buffer must be cat::EasyHandshake::PUBLIC_KEY_BYTES bytes in length.
  	bool GetClientPublicKeyFromSystemAddress( const SystemAddress input, char *client_public_key ) const;
  
  	/// \brief Set the time, in MS, to use before considering ourselves disconnected after not being able to deliver a reliable message.
  
  	/// Set the time, in MS, to use before considering ourselves disconnected after not being able to deliver a reliable message.
  	/// Default time is 10,000 or 10 seconds in release and 30,000 or 30 seconds in debug.
  	/// Do not set different values for different computers that are connected to each other, or you won't be able to reconnect after ID_CONNECTION_LOST
      /// \param[in] timeMS Time, in MS
  	/// \param[in] target SystemAddress structure of the target system. Pass UNASSIGNED_SYSTEM_ADDRESS for all systems.
  	void SetTimeoutTime(SLNet::TimeMS timeMS, const SystemAddress target );
  	
  	/// \brief Returns the Timeout time for the given system.
  	/// \param[in] target Target system to get the TimeoutTime for. Pass UNASSIGNED_SYSTEM_ADDRESS to get the default value.
  	/// \return Timeout time for a given system.
  	SLNet::TimeMS GetTimeoutTime( const SystemAddress target );
  
  	/// \brief Returns the current MTU size
  	/// \param[in] target Which system to get MTU for.  UNASSIGNED_SYSTEM_ADDRESS to get the default
  	/// \return The current MTU size of the target system.
  	int GetMTUSize( const SystemAddress target ) const;
  
  	/// \brief Returns the number of IP addresses this system has internally.
  	/// \details Get the actual addresses from GetLocalIP()
  	unsigned GetNumberOfAddresses( void );
  
  	/// Returns an IP address at index 0 to GetNumberOfAddresses-1 in ipList array.
  	/// \param[in] index index into the list of IP addresses
  	/// \return The local IP address at this index
  	const char* GetLocalIP( unsigned int index );
  
  	/// Is this a local IP?
  	/// Checks if this ip is in the ipList array.
  	/// \param[in] An IP address to check, excluding the port.
  	/// \return True if this is one of the IP addresses returned by GetLocalIP
  	bool IsLocalIP( const char *ip );
  
  	/// \brief Allow or disallow connection responses from any IP. 
  	/// \details Normally this should be false, but may be necessary when connecting to servers with multiple IP addresses.
  	/// \param[in] allow - True to allow this behavior, false to not allow. Defaults to false. Value persists between connections.
  	void AllowConnectionResponseIPMigration( bool allow );
  
  	/// \brief Sends a one byte message ID_ADVERTISE_SYSTEM to the remote unconnected system.
  	/// This will send our external IP outside the LAN along with some user data to the remote system.
  	/// \pre The sender and recipient must already be started via a successful call to Initialize
  	/// \param[in] host Either a dotted IP address or a domain name
  	/// \param[in] remotePort Which port to connect to on the remote machine.
  	/// \param[in] data Optional data to append to the packet.
  	/// \param[in] dataLength Length of data in bytes.  Use 0 if no data.
  	/// \param[in] connectionSocketIndex Index into the array of socket descriptors passed to socketDescriptors in RakPeer::Startup() to send on.
  	/// \return False if IsActive()==false or the host is unresolvable. True otherwise.
  	bool AdvertiseSystem( const char *host, unsigned short remotePort, const char *data, int dataLength, unsigned connectionSocketIndex=0 );
  
  	/// \brief Controls how often to return ID_DOWNLOAD_PROGRESS for large message downloads.
  	/// \details ID_DOWNLOAD_PROGRESS is returned to indicate a new partial message chunk, roughly the MTU size, has arrived.
  	/// As it can be slow or cumbersome to get this notification for every chunk, you can set the interval at which it is returned.
  	/// Defaults to 0 (never return this notification).
  	/// \param[in] interval How many messages to use as an interval before a download progress notification is returned.
  	void SetSplitMessageProgressInterval(int interval);
  
  	/// \brief Returns what was passed to SetSplitMessageProgressInterval().
  	/// \return Number of messages to be recieved before a download progress notification is returned. Default to 0.
  	int GetSplitMessageProgressInterval(void) const;
  
  	/// \brief Set how long to wait before giving up on sending an unreliable message.
  	/// Useful if the network is clogged up.
  	/// Set to 0 or less to never timeout.  Defaults to 0.
  	/// \param[in] timeoutMS How many ms to wait before simply not sending an unreliable message.
  	void SetUnreliableTimeout(SLNet::TimeMS timeoutMS);
  
  	/// \brief Send a message to a host, with the IP socket option TTL set to 3.
  	/// \details This message will not reach the host, but will open the router.
  	/// \param[in] host The address of the remote host in dotted notation.
  	/// \param[in] remotePort The port number to send to.
  	/// \param[in] ttl Max hops of datagram, set to 3
  	/// \param[in] connectionSocketIndex userConnectionSocketIndex.
  	/// \remarks Used for NAT-Punchthrough
  	void SendTTL( const char* host, unsigned short remotePort, int ttl, unsigned connectionSocketIndex=0 );
  
  	// -------------------------------------------------------------------------------------------- Plugin Functions--------------------------------------------------------------------------------------------
  	/// \brief Attaches a Plugin interface to an instance of the base class (RakPeer or PacketizedTCP) to run code automatically on message receipt in the Receive call.
  	/// If the plugin returns false from PluginInterface::UsesReliabilityLayer(), which is the case for all plugins except PacketLogger, you can call AttachPlugin() and DetachPlugin() for this plugin while RakPeer is active.
  	/// \param[in] messageHandler Pointer to the plugin to attach.
  	void AttachPlugin( PluginInterface2 *plugin );
  
  	/// \brief Detaches a Plugin interface from the instance of the base class (RakPeer or PacketizedTCP) it is attached to.
  	///	\details This method disables the plugin code from running automatically on base class's updates or message receipt.
  	/// If the plugin returns false from PluginInterface::UsesReliabilityLayer(), which is the case for all plugins except PacketLogger, you can call AttachPlugin() and DetachPlugin() for this plugin while RakPeer is active.
  	/// \param[in] messageHandler Pointer to a plugin to detach.
  	void DetachPlugin( PluginInterface2 *messageHandler );
  
  	// --------------------------------------------------------------------------------------------Miscellaneous Functions--------------------------------------------------------------------------------------------
  	/// \brief Puts a message back in the receive queue in case you don't want to deal with it immediately.
  	/// \param[in] packet The pointer to the packet you want to push back.
  	/// \param[in] pushAtHead True to push the packet at the start of the queue so that the next receive call returns it.  False to push it at the end of the queue.
  	/// \note Setting pushAtHead to false end makes the packets out of order.
  	void PushBackPacket( Packet *packet, bool pushAtHead );
  
  	/// \internal
  	/// \brief For a given system identified by \a guid, change the SystemAddress to send to.
  	/// \param[in] guid The connection we are referring to
  	/// \param[in] systemAddress The new address to send to
  	void ChangeSystemAddress(RakNetGUID guid, const SystemAddress &systemAddress);
  
  	/// \brief Returns a packet for you to write to if you want to create a Packet for some reason.
  	/// You can add it to the receive buffer with PushBackPacket
  	/// \param[in] dataSize How many bytes to allocate for the buffer
  	/// \return A packet.
  	Packet* AllocatePacket(unsigned dataSize);
  
  	/// \brief Get the socket used with a particular active connection.
  	/// The smart pointer reference counts the RakNetSocket object, so the socket will remain active as long as the smart pointer does, even if RakNet were to shutdown or close the connection.
  	/// \note This sends a query to the thread and blocks on the return value for up to one second. In practice it should only take a millisecond or so.
  	/// \param[in] target Which system.
  	/// \return A smart pointer object containing the socket information about the target. Be sure to check IsNull() which is returned if the update thread is unresponsive, shutting down, or if this system is not connected.
  	virtual RakNetSocket2* GetSocket( const SystemAddress target );
  
  	/// \brief Gets all sockets in use.
  	/// \note This sends a query to the thread and blocks on the return value for up to one second. In practice it should only take a millisecond or so.
  	/// \param[out] sockets List of RakNetSocket structures in use.
  	virtual void GetSockets( DataStructures::List<RakNetSocket2* > &sockets );
  	virtual void ReleaseSockets( DataStructures::List<RakNetSocket2* > &sockets );
  
  	/// \internal
  	virtual void WriteOutOfBandHeader(SLNet::BitStream *bitStream);
  
  	/// If you need code to run in the same thread as RakNet's update thread, this function can be used for that
  	/// \param[in] _userUpdateThreadPtr C callback function
  	/// \param[in] _userUpdateThreadData Passed to C callback function
  	virtual void SetUserUpdateThread(void (*_userUpdateThreadPtr)(RakPeerInterface *, void *), void *_userUpdateThreadData);
  
  	/// Set a C callback to be called whenever a datagram arrives
  	/// Return true from the callback to have RakPeer handle the datagram. Return false and RakPeer will ignore the datagram.
  	/// This can be used to filter incoming datagrams by system, or to share a recvfrom socket with RakPeer
  	/// RNS2RecvStruct will only remain valid for the duration of the call
  	virtual void SetIncomingDatagramEventHandler( bool (*_incomingDatagramEventHandler)(RNS2RecvStruct *) );
  
  	// --------------------------------------------------------------------------------------------Network Simulator Functions--------------------------------------------------------------------------------------------
  	/// Adds simulated ping and packet loss to the outgoing data flow.
  	/// To simulate bi-directional ping and packet loss, you should call this on both the sender and the recipient, with half the total ping and packetloss value on each.
  	/// You can exclude network simulator code with the _RELEASE #define to decrease code size
  	/// \deprecated Use http://www.jenkinssoftware.com/forum/index.php?topic=1671.0 instead.
  	/// \note Doesn't work past version 3.6201
  	/// \param[in] packetloss Chance to lose a packet. Ranges from 0 to 1.
  	/// \param[in] minExtraPing The minimum time to delay sends.
  	/// \param[in] extraPingVariance The additional random time to delay sends.
  	virtual void ApplyNetworkSimulator( float packetloss, unsigned short minExtraPing, unsigned short extraPingVariance);
  
  	/// Limits how much outgoing bandwidth can be sent per-connection.
  	/// This limit does not apply to the sum of all connections!
  	/// Exceeding the limit queues up outgoing traffic
  	/// \param[in] maxBitsPerSecond Maximum bits per second to send.  Use 0 for unlimited (default). Once set, it takes effect immedately and persists until called again.
  	virtual void SetPerConnectionOutgoingBandwidthLimit( unsigned maxBitsPerSecond );
  
  	/// Returns if you previously called ApplyNetworkSimulator
  	/// \return If you previously called ApplyNetworkSimulator
  	virtual bool IsNetworkSimulatorActive( void );
  
  	// --------------------------------------------------------------------------------------------Statistical Functions - Functions dealing with API performance--------------------------------------------------------------------------------------------
  
  	/// \brief Returns a structure containing a large set of network statistics for the specified system.
  	/// You can map this data to a string using the C style StatisticsToString() function
  	/// \param[in] systemAddress Which connected system to get statistics for.
  	/// \param[in] rns If you supply this structure,the network statistics will be written to it. Otherwise the method uses a static struct to write the data, which is not threadsafe.
  	/// \return 0 if the specified system can't be found. Otherwise a pointer to the struct containing the specified system's network statistics.
  	/// \sa statistics.h
  	RakNetStatistics * GetStatistics( const SystemAddress systemAddress, RakNetStatistics *rns=0 );
  	/// \brief Returns the network statistics of the system at the given index in the remoteSystemList.
  	///	\return True if the index is less than the maximum number of peers allowed and the system is active. False otherwise.
  	bool GetStatistics( const unsigned int index, RakNetStatistics *rns );
  	/// \brief Returns the list of systems, and statistics for each of those systems
  	/// Each system has one entry in each of the lists, in the same order
  	/// \param[out] addresses SystemAddress for each connected system
  	/// \param[out] guids RakNetGUID for each connected system
  	/// \param[out] statistics Calculated RakNetStatistics for each connected system
  	virtual void GetStatisticsList(DataStructures::List<SystemAddress> &addresses, DataStructures::List<RakNetGUID> &guids, DataStructures::List<RakNetStatistics> &statistics);
  
  	/// \Returns how many messages are waiting when you call Receive()
  	virtual unsigned int GetReceiveBufferSize(void);
  
  	// --------------------------------------------------------------------------------------------EVERYTHING AFTER THIS COMMENT IS FOR INTERNAL USE ONLY--------------------------------------------------------------------------------------------
  
  
  	/// \internal
  	// Call manually if RAKPEER_USER_THREADED==1 at least every 30 milliseconds.
  	// updateBitStream should be:
  	// 	BitStream updateBitStream( MAXIMUM_MTU_SIZE
  	// #if LIBCAT_SECURITY==1
  	//	+ cat::AuthenticatedEncryption::OVERHEAD_BYTES
  	// #endif
  	// );
  	bool RunUpdateCycle( BitStream &updateBitStream );
  
  	/// \internal
  	// Call manually if RAKPEER_USER_THREADED==1 at least every 30 milliseconds.
  	// Call in a loop until returns false if the socket is non-blocking
  	// remotePortRakNetWasStartedOn_PS3 and extraSocketOptions are from SocketDescriptor when the socket was created
  	// bool RunRecvFromOnce( RakNetSocket *s );
  
  	/// \internal
  	bool SendOutOfBand(const char *host, unsigned short remotePort, const char *data, BitSize_t dataLength, unsigned connectionSocketIndex=0 );
  
  	// static Packet *AllocPacket(unsigned dataSize, const char *file, unsigned int line);
  
  	/// \internal
  	/// \brief Holds the clock differences between systems, along with the ping
  	struct PingAndClockDifferential
  	{
  		unsigned short pingTime;
  		SLNet::Time clockDifferential;
  	};
  
  	/// \internal
  	/// \brief All the information representing a connected system
  	struct RemoteSystemStruct
  	{
  		bool isActive; // Is this structure in use?
  		SystemAddress systemAddress;  /// Their external IP on the internet
  		SystemAddress myExternalSystemAddress;  /// Your external IP on the internet, from their perspective
  		SystemAddress theirInternalSystemAddress[MAXIMUM_NUMBER_OF_INTERNAL_IDS];  /// Their internal IP, behind the LAN
  		ReliabilityLayer reliabilityLayer;  /// The reliability layer associated with this player
  		bool weInitiatedTheConnection; /// True if we started this connection via Connect.  False if someone else connected to us.
  		PingAndClockDifferential pingAndClockDifferential[ PING_TIMES_ARRAY_SIZE ];  /// last x ping times and calculated clock differentials with it
  		SLNet::Time pingAndClockDifferentialWriteIndex;  /// The index we are writing into the pingAndClockDifferential circular buffer
  		unsigned short lowestPing; ///The lowest ping value encountered
  		SLNet::Time nextPingTime;  /// When to next ping this player
  		SLNet::Time lastReliableSend; /// When did the last reliable send occur.  Reliable sends must occur at least once every timeoutTime/2 units to notice disconnects
  		SLNet::Time connectionTime; /// connection time, if active.
  //		int connectionSocketIndex; // index into connectionSockets to send back on.
  		RakNetGUID guid;
  		int MTUSize;
  		// Reference counted socket to send back on
  		RakNetSocket2* rakNetSocket;
  		SystemIndex remoteSystemIndex;
  
  #if LIBCAT_SECURITY==1
  		// Cached answer used internally by RakPeer to prevent DoS attacks based on the connexion handshake
  		char answer[cat::EasyHandshake::ANSWER_BYTES];
  
  		// If the server has bRequireClientKey = true, then this is set to the validated public key of the connected client
  		// Valid after connectMode reaches HANDLING_CONNECTION_REQUEST
  		char client_public_key[cat::EasyHandshake::PUBLIC_KEY_BYTES];
  #endif
  
  		enum ConnectMode {NO_ACTION, DISCONNECT_ASAP, DISCONNECT_ASAP_SILENTLY, DISCONNECT_ON_NO_ACK, REQUESTED_CONNECTION, HANDLING_CONNECTION_REQUEST, UNVERIFIED_SENDER, CONNECTED} connectMode;
  	};
  
  	// DS_APR
  	//void ProcessChromePacket(RakNetSocket2 *s, const char *buffer, int dataSize, const SystemAddress& recvFromAddress, SLNet::TimeUS timeRead);
  	// /DS_APR
  protected:
  
  	friend RAK_THREAD_DECLARATION(UpdateNetworkLoop);
  	//friend RAK_THREAD_DECLARATION(RecvFromLoop);
  	friend RAK_THREAD_DECLARATION(UDTConnect);
  
  	friend bool ProcessOfflineNetworkPacket( SystemAddress systemAddress, const char *data, const int length, RakPeer *rakPeer, RakNetSocket2* rakNetSocket, bool *isOfflineMessage, SLNet::TimeUS timeRead );
  	friend void ProcessNetworkPacket( const SystemAddress systemAddress, const char *data, const int length, RakPeer *rakPeer, SLNet::TimeUS timeRead, BitStream &updateBitStream );
  	friend void ProcessNetworkPacket( const SystemAddress systemAddress, const char *data, const int length, RakPeer *rakPeer, RakNetSocket2* rakNetSocket, SLNet::TimeUS timeRead, BitStream &updateBitStream );
  
  	int GetIndexFromSystemAddress( const SystemAddress systemAddress, bool calledFromNetworkThread ) const;
  	int GetIndexFromGuid( const RakNetGUID guid );
  
  	//void RemoveFromRequestedConnectionsList( const SystemAddress systemAddress );
  	// Two versions needed because some buggy compilers strip the last parameter if unused, and crashes
  	ConnectionAttemptResult SendConnectionRequest( const char* host, unsigned short remotePort, const char *passwordData, int passwordDataLength, PublicKey *publicKey, unsigned connectionSocketIndex, unsigned int extraData, unsigned sendConnectionAttemptCount, unsigned timeBetweenSendConnectionAttemptsMS, SLNet::TimeMS timeoutTime, RakNetSocket2* socket );
  	ConnectionAttemptResult SendConnectionRequest( const char* host, unsigned short remotePort, const char *passwordData, int passwordDataLength, PublicKey *publicKey, unsigned connectionSocketIndex, unsigned int extraData, unsigned sendConnectionAttemptCount, unsigned timeBetweenSendConnectionAttemptsMS, SLNet::TimeMS timeoutTime );
  	///Get the reliability layer associated with a systemAddress.  
  	/// \param[in] systemAddress The player identifier 
  	/// \return 0 if none
  	RemoteSystemStruct *GetRemoteSystemFromSystemAddress( const SystemAddress systemAddress, bool calledFromNetworkThread, bool onlyActive ) const;
  	RakPeer::RemoteSystemStruct *GetRemoteSystem( const AddressOrGUID systemIdentifier, bool calledFromNetworkThread, bool onlyActive ) const;
  	void ValidateRemoteSystemLookup(void) const;
  	RemoteSystemStruct *GetRemoteSystemFromGUID( const RakNetGUID guid, bool onlyActive ) const;
  	///Parse out a connection request packet
  	void ParseConnectionRequestPacket( RakPeer::RemoteSystemStruct *remoteSystem, const SystemAddress &systemAddress, const char *data, int byteSize);
  	void OnConnectionRequest( RakPeer::RemoteSystemStruct *remoteSystem, SLNet::Time incomingTimestamp );
  	///Send a reliable disconnect packet to this player and disconnect them when it is delivered
  	void NotifyAndFlagForShutdown( const SystemAddress systemAddress, bool performImmediate, unsigned char orderingChannel, PacketPriority disconnectionNotificationPriority );
  	///Returns how many remote systems initiated a connection to us
  	unsigned int GetNumberOfRemoteInitiatedConnections( void ) const;
  	///	\brief Get a free remote system from the list and assign our systemAddress to it.
  	/// \note Should only be called from the update thread - not the user thread.
  	/// \param[in] systemAddress	systemAddress to be assigned
  	/// \param[in] connectionMode	connection mode of the RemoteSystem.
  	/// \param[in] rakNetSocket 
  	/// \param[in] thisIPConnectedRecently	Is this IP connected recently? set to False;
  	/// \param[in] bindingAddress	Address to be binded with the remote system
  	/// \param[in] incomingMTU	MTU for the remote system
  	RemoteSystemStruct * AssignSystemAddressToRemoteSystemList( const SystemAddress systemAddress, RemoteSystemStruct::ConnectMode connectionMode, RakNetSocket2* incomingRakNetSocket, bool *thisIPConnectedRecently, SystemAddress bindingAddress, int incomingMTU, RakNetGUID guid, bool useSecurity );
  	///	\brief Adjust the timestamp of the incoming packet to be relative to this system.
  	/// \param[in] data	Data in the incoming packet.
  	/// \param[in] systemAddress Sender of the incoming packet.
  	void ShiftIncomingTimestamp( unsigned char *data, const SystemAddress &systemAddress ) const;
  	/// Get the most accurate clock differential for a certain player.
  	/// \param[in] systemAddress The player with whose clock the time difference is calculated.
  	/// \returns The clock differential for a certain player.
  	SLNet::Time GetBestClockDifferential( const SystemAddress systemAddress ) const;
  
  	bool IsLoopbackAddress(const AddressOrGUID &systemIdentifier, bool matchPort) const;
  	SystemAddress GetLoopbackAddress(void) const;
  
  	///Set this to true to terminate the Peer thread execution 
  	volatile bool endThreads;
  	///true if the peer thread is active. 
  	volatile bool isMainLoopThreadActive;
  	
  	// SLNet::LocklessUint32_t isRecvFromLoopThreadActive;
  
  
  	bool occasionalPing;  /// Do we occasionally ping the other systems?*/
  	///Store the maximum number of peers allowed to connect
  	unsigned int maximumNumberOfPeers;
  	//05/02/06 Just using maximumNumberOfPeers instead
  	///Store the maximum number of peers able to connect, including reserved connection slots for pings, etc.
  	//unsigned short remoteSystemListSize;
  	///Store the maximum incoming connection allowed 
  	unsigned int maximumIncomingConnections;
  	SLNet::BitStream offlinePingResponse;
  	///Local Player ID
  	// SystemAddress mySystemAddress[MAXIMUM_NUMBER_OF_INTERNAL_IDS];
  	char incomingPassword[256];
  	unsigned char incomingPasswordLength;
  
  	/// This is an array of pointers to RemoteSystemStruct
  	/// This allows us to preallocate the list when starting, so we don't have to allocate or delete at runtime.
  	/// Another benefit is that is lets us add and remove active players simply by setting systemAddress
  	/// and moving elements in the list by copying pointers variables without affecting running threads, even if they are in the reliability layer
  	RemoteSystemStruct* remoteSystemList;
  	/// activeSystemList holds a list of pointers and is preallocated to be the same size as remoteSystemList. It is updated only by the network thread, but read by both threads
  	/// When the isActive member of RemoteSystemStruct is set to true or false, that system is added to this list of pointers
  	/// Threadsafe because RemoteSystemStruct is preallocated, and the list is only added to, not removed from
  	RemoteSystemStruct** activeSystemList;
  	unsigned int activeSystemListSize;
  
  	// Use a hash, with binaryAddress plus port mod length as the index
  	RemoteSystemIndex **remoteSystemLookup;
  	unsigned int RemoteSystemLookupHashIndex(const SystemAddress &sa) const;
  	void ReferenceRemoteSystem(const SystemAddress &sa, unsigned int remoteSystemListIndex);
  	void DereferenceRemoteSystem(const SystemAddress &sa);
  	RemoteSystemStruct* GetRemoteSystem(const SystemAddress &sa) const;
  	unsigned int GetRemoteSystemIndex(const SystemAddress &sa) const;
  	void ClearRemoteSystemLookup(void);
  	DataStructures::MemoryPool<RemoteSystemIndex> remoteSystemIndexPool;
  
  	void AddToActiveSystemList(unsigned int remoteSystemListIndex);
  	void RemoveFromActiveSystemList(const SystemAddress &sa);
  
  //	unsigned int LookupIndexUsingHashIndex(const SystemAddress &sa) const;
  //	unsigned int RemoteSystemListIndexUsingHashIndex(const SystemAddress &sa) const;
  //	unsigned int FirstFreeRemoteSystemLookupIndex(const SystemAddress &sa) const;
  	
  	enum
  	{
  		// Only put these mutexes in user thread functions!
  		requestedConnectionList_Mutex,
  		offlinePingResponse_Mutex,
  		NUMBER_OF_RAKPEER_MUTEXES
  	};
  	SimpleMutex rakPeerMutexes[ NUMBER_OF_RAKPEER_MUTEXES ];
  	///RunUpdateCycle is not thread safe but we don't need to mutex calls. Just skip calls if it is running already
  
  	bool updateCycleIsRunning;
  	///The list of people we have tried to connect to recently
  
  	//DataStructures::Queue<RequestedConnectionStruct*> requestedConnectionsList;
  	///Data that both the client and the server needs
  
  	unsigned int bytesSentPerSecond, bytesReceivedPerSecond;
  	// bool isSocketLayerBlocking;
  	// bool continualPing,isRecvfromThreadActive,isMainLoopThreadActive, endThreads, isSocketLayerBlocking;
  	unsigned int validationInteger;
  	SimpleMutex incomingQueueMutex, banListMutex; //,synchronizedMemoryQueueMutex, automaticVariableSynchronizationMutex;
  	//DataStructures::Queue<Packet *> incomingpacketSingleProducerConsumer; //, synchronizedMemorypacketSingleProducerConsumer;
  	// BitStream enumerationData;
  
  	struct BanStruct
  	{
  		char *IP;
  		SLNet::TimeMS timeout; // 0 for none
  	};
  
  	struct RequestedConnectionStruct
  	{
  		SystemAddress systemAddress;
  		SLNet::Time nextRequestTime;
  		unsigned char requestsMade;
  		char *data;
  		unsigned short dataLength;
  		char outgoingPassword[256];
  		unsigned char outgoingPasswordLength;
  		unsigned socketIndex;
  		unsigned int extraData;
  		unsigned sendConnectionAttemptCount;
  		unsigned timeBetweenSendConnectionAttemptsMS;
  		SLNet::TimeMS timeoutTime;
  		PublicKeyMode publicKeyMode;
  		RakNetSocket2* socket;
  		enum {CONNECT=1, /*PING=2, PING_OPEN_CONNECTIONS=4,*/ /*ADVERTISE_SYSTEM=2*/} actionToTake;
  
  #if LIBCAT_SECURITY==1
  		char handshakeChallenge[cat::EasyHandshake::CHALLENGE_BYTES];
  		cat::ClientEasyHandshake *client_handshake;
  		char remote_public_key[cat::EasyHandshake::PUBLIC_KEY_BYTES];
  //		char remote_challenge[cat::EasyHandshake::CHALLENGE_BYTES];
  	//	char random[16];
  #endif
  	};
  #if LIBCAT_SECURITY==1
  	bool GenerateConnectionRequestChallenge(RequestedConnectionStruct *rcs,PublicKey *publicKey);
  #endif
  
  	//DataStructures::List<DataStructures::List<MemoryBlock>* > automaticVariableSynchronizationList;
  	DataStructures::List<BanStruct*> banList;
  	// Threadsafe, and not thread safe
  	DataStructures::List<PluginInterface2*> pluginListTS, pluginListNTS;
  
  	DataStructures::Queue<RequestedConnectionStruct*> requestedConnectionQueue;
  	SimpleMutex requestedConnectionQueueMutex;
  
  	// void RunMutexedUpdateCycle(void);
  
  	struct BufferedCommandStruct
  	{
  		BitSize_t numberOfBitsToSend;
  		PacketPriority priority;
  		PacketReliability reliability;
  		char orderingChannel;
  		AddressOrGUID systemIdentifier;
  		bool broadcast;
  		RemoteSystemStruct::ConnectMode connectionMode;
  		NetworkID networkID;
  		bool blockingCommand; // Only used for RPC
  		char *data;
  		bool haveRakNetCloseSocket;
  		unsigned connectionSocketIndex;
  		unsigned short remotePortRakNetWasStartedOn_PS3;
  		unsigned int extraSocketOptions;
  		RakNetSocket2* socket;
  		unsigned short port;
  		uint32_t receipt;
  		enum {BCS_SEND, BCS_CLOSE_CONNECTION, BCS_GET_SOCKET, BCS_CHANGE_SYSTEM_ADDRESS,/* BCS_USE_USER_SOCKET, BCS_REBIND_SOCKET_ADDRESS, BCS_RPC, BCS_RPC_SHIFT,*/ BCS_DO_NOTHING} command;
  	};
  
  	// Single producer single consumer queue using a linked list
  	//BufferedCommandStruct* bufferedCommandReadIndex, bufferedCommandWriteIndex;
  
  	DataStructures::ThreadsafeAllocatingQueue<BufferedCommandStruct> bufferedCommands;
  
  
  	// DataStructures::ThreadsafeAllocatingQueue<RNS2RecvStruct> bufferedPackets;
  
  	DataStructures::Queue<RNS2RecvStruct*> bufferedPacketsFreePool;
  	SLNet::SimpleMutex bufferedPacketsFreePoolMutex;
  	DataStructures::Queue<RNS2RecvStruct*> bufferedPacketsQueue;
  	SLNet::SimpleMutex bufferedPacketsQueueMutex;
  
  	virtual void DeallocRNS2RecvStruct(RNS2RecvStruct *s, const char *file, unsigned int line);
  	virtual RNS2RecvStruct *AllocRNS2RecvStruct(const char *file, unsigned int line);
  	void SetupBufferedPackets(void);
  	void PushBufferedPacket(RNS2RecvStruct * p);
  	RNS2RecvStruct *PopBufferedPacket(void);
  
  	struct SocketQueryOutput
  	{
  		SocketQueryOutput() {}
  		~SocketQueryOutput() {}
  		DataStructures::List<RakNetSocket2* > sockets;
  	};
  
  	DataStructures::ThreadsafeAllocatingQueue<SocketQueryOutput> socketQueryOutput;
  
  
  	bool AllowIncomingConnections(void) const;
  
  	void PingInternal( const SystemAddress target, bool performImmediate, PacketReliability reliability );
  	// This stores the user send calls to be handled by the update thread.  This way we don't have thread contention over systemAddresss
  	void CloseConnectionInternal( const AddressOrGUID& systemIdentifier, bool sendDisconnectionNotification, bool performImmediate, unsigned char orderingChannel, PacketPriority disconnectionNotificationPriority );
  	void SendBuffered( const char *data, BitSize_t numberOfBitsToSend, PacketPriority priority, PacketReliability reliability, char orderingChannel, const AddressOrGUID systemIdentifier, bool broadcast, RemoteSystemStruct::ConnectMode connectionMode, uint32_t receipt );
  	void SendBufferedList( const char **data, const int *lengths, const int numParameters, PacketPriority priority, PacketReliability reliability, char orderingChannel, const AddressOrGUID systemIdentifier, bool broadcast, RemoteSystemStruct::ConnectMode connectionMode, uint32_t receipt );
  	bool SendImmediate( char *data, BitSize_t numberOfBitsToSend, PacketPriority priority, PacketReliability reliability, char orderingChannel, const AddressOrGUID systemIdentifier, bool broadcast, bool useCallerDataAllocation, SLNet::TimeUS currentTime, uint32_t receipt );
  	//bool HandleBufferedRPC(BufferedCommandStruct *bcs, SLNet::TimeMS time);
  	void ClearBufferedCommands(void);
  	void ClearBufferedPackets(void);
  	void ClearSocketQueryOutput(void);
  	void ClearRequestedConnectionList(void);
  	void AddPacketToProducer(SLNet::Packet *p);
  	unsigned int GenerateSeedFromGuid(void);
  	SLNet::Time GetClockDifferentialInt(RemoteSystemStruct *remoteSystem) const;
  	SimpleMutex securityExceptionMutex;
  
  	//DataStructures::AVLBalancedBinarySearchTree<RPCNode> rpcTree;
  	int defaultMTUSize;
  	bool trackFrequencyTable;
  
  	// Smart pointer so I can return the object to the user
  	DataStructures::List<RakNetSocket2* > socketList;
  	void DerefAllSockets(void);
  	unsigned int GetRakNetSocketFromUserConnectionSocketIndex(unsigned int userIndex) const;
  	// Used for RPC replies
  	SLNet::BitStream *replyFromTargetBS;
  	SystemAddress replyFromTargetPlayer;
  	bool replyFromTargetBroadcast;
  
  	SLNet::TimeMS defaultTimeoutTime;
  
  	// Generate and store a unique GUID
  	void GenerateGUID(void);
  	unsigned int GetSystemIndexFromGuid( const RakNetGUID input ) const;
  	RakNetGUID myGuid;
  
  	unsigned maxOutgoingBPS;
  
  	// Nobody would use the internet simulator in a final build.
  #ifdef _DEBUG
  	double _packetloss;
  	unsigned short _minExtraPing, _extraPingVariance;
  #endif
      
  	///How long it has been since things were updated by a call to receiveUpdate thread uses this to determine how long to sleep for
  	//unsigned int lastUserUpdateCycle;
  	/// True to allow connection accepted packets from anyone.  False to only allow these packets from servers we requested a connection to.
  	bool allowConnectionResponseIPMigration;
  
  	SystemAddress firstExternalID;
  	int splitMessageProgressInterval;
  	SLNet::TimeMS unreliableTimeout;
  
  	bool (*incomingDatagramEventHandler)(RNS2RecvStruct *);
  
  	// Systems in this list will not go through the secure connection process, even when secure connections are turned on. Wildcards are accepted.
  	DataStructures::List<SLNet::RakString> securityExceptionList;
  
  	SystemAddress ipList[ MAXIMUM_NUMBER_OF_INTERNAL_IDS ];
  
  	bool allowInternalRouting;
  
  	void (*userUpdateThreadPtr)(RakPeerInterface *, void *);
  	void *userUpdateThreadData;
  
  
  	SignaledEvent quitAndDataEvents;
  	bool limitConnectionFrequencyFromTheSameIP;
  
  	SimpleMutex packetAllocationPoolMutex;
  	DataStructures::MemoryPool<Packet> packetAllocationPool;
  
  	SimpleMutex packetReturnMutex;
  	DataStructures::Queue<Packet*> packetReturnQueue;
  	Packet *AllocPacket(unsigned dataSize, const char *file, unsigned int line);
  	Packet *AllocPacket(unsigned dataSize, unsigned char *data, const char *file, unsigned int line);
  
  	/// This is used to return a number to the user when they call Send identifying the message
  	/// This number will be returned back with ID_SND_RECEIPT_ACKED or ID_SND_RECEIPT_LOSS and is only returned
  	/// with the reliability types that contain RECEIPT in the name
  	SimpleMutex sendReceiptSerialMutex;
  	uint32_t sendReceiptSerial;
  	void ResetSendReceipt(void);
  	void OnConnectedPong(SLNet::Time sendPingTime, SLNet::Time sendPongTime, RemoteSystemStruct *remoteSystem);
  	void CallPluginCallbacks(DataStructures::List<PluginInterface2*> &pluginList, Packet *packet);
  
  #if LIBCAT_SECURITY==1
  	// Encryption and security
  	bool _using_security, _require_client_public_key;
  	char my_public_key[cat::EasyHandshake::PUBLIC_KEY_BYTES];
  	cat::ServerEasyHandshake *_server_handshake;
  	cat::CookieJar *_cookie_jar;
  	bool InitializeClientSecurity(RequestedConnectionStruct *rcs, const char *public_key);
  #endif
  
  
  
  
  
  
  	virtual void OnRNS2Recv(RNS2RecvStruct *recvStruct);
  	void FillIPList(void);
  } 
  // #if defined(SN_TARGET_PSP2)
  // __attribute__((aligned(8)))
  // #endif
  ;
  
  } // namespace SLNet
  
  #endif
  