/* * 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(); }