/*
**  ClanLib SDK
**  Copyright (c) 1997-2015 The ClanLib Team
**
**  This software is provided 'as-is', without any express or implied
**  warranty.  In no event will the authors be held liable for any damages
**  arising from the use of this software.
**
**  Permission is granted to anyone to use this software for any purpose,
**  including commercial applications, and to alter it and redistribute it
**  freely, subject to the following restrictions:
**
**  1. The origin of this software must not be misrepresented; you must not
**     claim that you wrote the original software. If you use this software
**     in a product, an acknowledgment in the product documentation would be
**     appreciated but is not required.
**  2. Altered source versions must be plainly marked as such, and must not be
**     misrepresented as being the original software.
**  3. This notice may not be removed or altered from any source distribution.
**
**  Note: Some of the libraries ClanLib may link to may have additional
**  requirements or restrictions.
**
**  File Author(s):
**
**    Magnus Norddahl
*/


#pragma once


#include "connection_site.h"	// TODO: Remove
#include "../../Core/Signals/signal.h"

namespace clan
{
/// \addtogroup clanNetwork_NetGame clanNetwork NetGame
/// \{

class NetGameEvent;
class NetGameConnection;
class NetGameServer_Impl;

/// \brief NetGameServer
class NetGameServer : NetGameConnectionSite
{
public:
	NetGameServer();
	~NetGameServer();

	/// \brief Start
	///
	/// \param port = String
	void start(const std::string &port);

	/// \brief Start
	///
	/// \param address = String
	/// \param port = String
	void start(const std::string &address, const std::string &port);

	/// \brief Process events
	void process_events();

	/// \brief Stop
	void stop();

	/// \brief Send event
	///
	/// \param game_event = Net Game Event
	void send_event(const NetGameEvent &game_event);

	Signal<void(NetGameConnection *)> &sig_client_connected();
	Signal<void(NetGameConnection *, const std::string &)> &sig_client_disconnected();
	Signal<void(NetGameConnection *, const NetGameEvent &)> &sig_event_received();

private:

	/// \brief Listen thread main
	void listen_thread_main();

	/// \brief Add network event
	///
	/// \param e = Net Game Network Event
	void add_network_event(const NetGameNetworkEvent &e) override;

	std::shared_ptr<NetGameServer_Impl> impl;
};

}

/// \}

