//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: INetMessage interface
//
// $NoKeywords: $
//=============================================================================//

#ifndef INETMESSAGE_H
#define INETMESSAGE_H

class bf_read;
class bf_write;

class INetMsgHandler;
class INetMessage;
class INetChannel;

// typedef bool (INetMsgHandler::*PROCESSFUNCPTR)(INetMessage*);
// #define CASTPROCPTR( fn ) static_cast <bool (INetMsgHandler::*)(INetMessage*)> (fn)

class INetMessage
{
public:
	virtual	~INetMessage() {};

	// Use these to setup who can hear whose voice.
	// Pass in client indices (which are their ent indices - 1).
	
	virtual void	SetNetChannel(INetChannel * netchan) = 0; // netchannel this message is from/for
	virtual void	SetReliable( bool state ) = 0;	// set to true if it's a reliable message
	
	virtual bool	Process( void ) = 0; // calles the recently set handler to process this message
	
	virtual	bool	ReadFromBuffer( bf_read &buffer ) = 0; // returns true if parsing was OK
	virtual	bool	WriteToBuffer( bf_write &buffer ) = 0;	// returns true if writing was OK
		
	virtual bool	IsReliable( void ) const = 0;  // true, if message needs reliable handling
	
	virtual int				GetType( void ) const = 0; // returns module specific header tag eg svc_serverinfo
	virtual int				GetGroup( void ) const = 0;	// returns net message group of this message
	virtual const char		*GetName( void ) const = 0;	// returns network message name, eg "svc_serverinfo"
	virtual INetChannel		*GetNetChannel( void ) const = 0;
	virtual const char		*ToString( void ) const = 0; // returns a human readable string about message content
};


#endif

