/*
**  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 <vector>
#include <string>
#include "event.h"

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

class NetGameConnectionSite;
class NetGameConnection_Impl;
class SocketName;
class TCPConnection;

/// \brief NetGameConnection
class NetGameConnection
{
public:

	/// \brief Constructs a NetGameConnection
	///
	/// \param site = Net Game Connection Site
	/// \param connection = TCPConnection
	NetGameConnection(NetGameConnectionSite *site, const TCPConnection &connection);
	NetGameConnection(NetGameConnectionSite *site, const SocketName &socket_name);

	~NetGameConnection();

	/// \brief Set data
	///
	/// \param name = String Ref
	/// \param data = void
	void set_data(const std::string &name, void *data);

	/// \brief Get data
	///
	/// \param name = String Ref
	///
	/// \return void
	void *get_data(const std::string &name) const;

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

	/// \brief Disconnects a client
	void disconnect();

	/// \brief Get Remote name
	///
	/// \return remote_name
	SocketName get_remote_name() const;

private:
	/// \brief Disallow copy constructors
	NetGameConnection(NetGameConnection &other);
	NetGameConnection &operator =(const NetGameConnection &other);

	NetGameConnection_Impl *impl;
};

}

/// \}

