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/*
 *  The Mana World Server
 *  Copyright 2004 The Mana World Development Team
 *
 *  This file is part of The Mana World.
 *
 *  The Mana World is free software; you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation; either version 2 of the License, or
 *  any later version.
 *
 *  The Mana World is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with The Mana World; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 *
 *  $Id$
 */

#ifndef _TMWSERV_CONNECTIONHANDLER_H_
#define _TMWSERV_CONNECTIONHANDLER_H_

#include <list>
#include <map>

#include "being.h"

#define IN_BUFFER_SIZE   8192

class MessageHandler;
class MessageOut;
class NetComputer;

// Forward declaration
class ListenThreadData;

/**
 * Data related to a connected client. This includes the buffer for incoming
 * messages and the related socket.
 */
class ClientData
{
    public:
        ClientData();

        //TCPsocket sock;           /**< The socket used for communication */

        int inp;                  /**< The amount of data in the in buffer */
        char in[IN_BUFFER_SIZE];  /**< The in buffer for incoming messages */
};

/**
 * This class represents the connection handler interface. The connection
 * handler will respond to connect/reconnect/disconnect events and handle
 * incoming messages, passing them on to registered message handlers.
 */
class ConnectionHandler
{
    public:
        typedef std::list<NetComputer*> NetComputers;

        /**
         * Constructor.
         */
        ConnectionHandler();

        /**
         * Starts listening to the server socket. It accepts new connections
         * and receives data from connected clients. All computers are
         * disconnected when listening stops.
         */
        void startListen(ListenThreadData *ltd);

        /**
         * Called when a computer connects to a network session.
         */
        void computerConnected(NetComputer *computer);

        /**
         * Called when a computer reconnects to a network session.
         */
        //void computerReconnected(NetComputer *computer);

        /**
         * Called when a computer disconnects from a network session.
         *
         * <b>Note:</b> After returning from this method the NetComputer
         *              reference is no longer guaranteed to be valid.
         */
        void computerDisconnected(NetComputer *computer);

        /**
         * Called when a computer sends a packet to the network session.
         */
        //void receivePacket(NetComputer *computer, Packet *packet);

        /**
         * Registers a message handler to handle a certain message type.
         */
        void registerHandler(unsigned int msgId, MessageHandler *handler);

        /**
         * Send packet to client with matching BeingPtr
         */
        void sendTo(tmwserv::BeingPtr, MessageOut &);

        /**
         * Send packet to client with matching Being name
         */
        void sendTo(std::string name, MessageOut &);

        /**
         * Send packet to every client, used for announcements.
         */
        void sendToEveryone(MessageOut &);

        /**
         * Send packet to every client around the client on screen.
         */
        void sendAround(tmwserv::BeingPtr, MessageOut &);

        /**
         * Send packet to every client in a registered channel.
         */
        void sendInChannel(short channelId, MessageOut &);

        /**
         * Return the number of connected clients.
         */
        unsigned int getClientNumber();

        /**
         * tells a list of user they're leaving a channel.
         */
        void makeUsersLeaveChannel(const short channelId);

        /**
         * tells a list of user about an event in a chatchannel about a player.
         */
        void warnUsersAboutPlayerEventInChat(const short channelId,
                                             const std::string& userName,
                                             const char eventId);

    private:
        std::map<unsigned int, MessageHandler*> handlers;

        NetComputers clients;
};

extern ConnectionHandler *connectionHandler;

#endif