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verbose comment about the client types and protocols
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code/logic/fossil/io/network.h

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extern "C" {
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#endif
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/**
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* @file network.c
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* @brief Network logic implementation for handling communication protocols and client types.
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*
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* This file contains the core logic for managing network communication in the application.
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* It is responsible for implementing various protocols and handling different types of clients
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* that interact with the system. The following details outline the key aspects of the network
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* logic:
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*
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* ## Supported Protocols:
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* 1. **TCP (Transmission Control Protocol):**
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* - Provides reliable, ordered, and error-checked delivery of data.
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* - Used for persistent connections and critical data exchange.
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* - Ensures data integrity and retransmission in case of packet loss.
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*
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* 2. **UDP (User Datagram Protocol):**
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* - Provides connectionless communication with minimal overhead.
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* - Suitable for real-time applications where speed is prioritized over reliability.
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* - Commonly used for streaming, gaming, and other low-latency scenarios.
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*
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* 3. **HTTP/HTTPS:**
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* - Supports web-based communication using the Hypertext Transfer Protocol.
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* - HTTPS ensures secure communication via SSL/TLS encryption.
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* - Used for RESTful APIs and web client interactions.
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*
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* 4. **WebSocket:**
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* - Enables full-duplex communication channels over a single TCP connection.
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* - Ideal for real-time applications such as chat systems and live updates.
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*
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* ## Client Types:
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* 1. **Standard Clients:**
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* - General-purpose clients that use standard protocols like HTTP or WebSocket.
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* - Typically include web browsers, mobile apps, and desktop applications.
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*
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* 2. **Embedded Clients:**
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* - Lightweight clients running on embedded systems or IoT devices.
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* - Often use UDP or custom lightweight protocols for communication.
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*
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* 3. **Service Clients:**
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* - Backend services or microservices that interact with the system.
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* - May use HTTP APIs, gRPC, or other service-to-service communication protocols.
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*
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* 4. **Real-Time Clients:**
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* - Clients requiring low-latency communication, such as gaming or streaming applications.
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* - Often rely on WebSocket or UDP for real-time data exchange.
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*
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* ## Supported Flags:
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* - **Protocol Flags:**
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* - `tcp`: Specifies the use of the TCP protocol.
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* - `udp`: Specifies the use of the UDP protocol.
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* - `http`: Specifies the use of the HTTP protocol.
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* - `https`: Specifies the use of the HTTPS protocol.
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* - `raw`: Specifies the use of raw sockets.
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* - `icmp`: Specifies the use of ICMP protocol.
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* - `sctp`: Specifies the use of SCTP protocol.
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* - `ftp`: Specifies the use of the FTP protocol.
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* - `ssh`: Specifies the use of the SSH protocol.
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* - `dns`: Specifies the use of the DNS protocol.
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* - `ntp`: Specifies the use of the NTP protocol.
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* - `smtp`: Specifies the use of the SMTP protocol.
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* - `pop3`: Specifies the use of the POP3 protocol.
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* - `imap`: Specifies the use of the IMAP protocol.
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* - `ldap`: Specifies the use of the LDAP protocol.
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* - `mqtt`: Specifies the use of the MQTT protocol.
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*
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* - **Client Type Flags:**
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* - `mail-server`: Represents a mail server client.
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* - `server`: Represents a general server client.
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* - `mail-client`: Represents a mail client.
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* - `client`: Represents a general client.
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* - `mail-bot`: Represents an automated mail bot client.
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* - `bot`: Represents a general bot client.
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* - `multicast`: Represents a multicast client.
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* - `broadcast`: Represents a broadcast client.
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*
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* ## Additional Notes:
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* - The implementation ensures scalability and fault tolerance for handling multiple clients
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* simultaneously.
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* - Security measures, such as encryption and authentication, are integrated to protect
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* communication channels.
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* - The file is designed to be modular, allowing easy extension for new protocols or client types.
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*/
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typedef struct fossil_nstream_t fossil_nstream_t;
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typedef enum {

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