/*
* Copyright 2011 Google Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.devcoin.core;
import java.io.IOException;
/**
* <p>A NetworkConnection handles talking to a remote Bitcoin peer at a low level. It understands how to read and write
* messages, but doesn't asynchronously communicate with the peer or handle the higher level details
* of the protocol. A NetworkConnection is typically stateless, so after constructing a NetworkConnection, give it to a
* newly created {@link Peer} to handle messages to and from that specific peer.</p>
*
* <p>If you just want to "get on the network" and don't care about the details, you want to use a {@link PeerGroup}
* instead. A {@link PeerGroup} handles the process of setting up connections to multiple peers, running background threads
* for them, and many other things.</p>
*
* <p>NetworkConnection is an interface in order to support multiple low level protocols. You likely want a
* {@link TCPNetworkConnection} as it's currently the only NetworkConnection implementation. In future there may be
* others that support connections over Bluetooth, NFC, UNIX domain sockets and so on.</p>
*/
public interface NetworkConnection {
/**
* Sends a "ping" message to the remote node. The protocol doesn't presently use this feature much.
*
* @throws IOException
*/
public void ping() throws IOException;
/**
* Writes the given message out over the network using the protocol tag. For a Transaction
* this should be "tx" for example. It's safe to call this from multiple threads simultaneously,
* the actual writing will be serialized.
*
* @throws IOException
*/
public void writeMessage(Message message) throws IOException;
/**
* Returns the version message received from the other end of the connection during the handshake.
*/
public VersionMessage getVersionMessage();
/**
* @return The address of the other side of the network connection.
*/
public PeerAddress getPeerAddress();
/**
* Does whatever needed to clean up the given connection, if necessary.
*/
public void close();
}