/*
	Lan Wars.
	Copyright (c) 2009, Darragh Coy.
	All rights reserved.
	Original work(s), source code & author(s) details available at: http://www.darraghcoy.com

	Redistribution and use in source and binary forms, with or without modification, are permitted 
	provided that the following conditions are met:

		* 	Redistributions of source code must retain the above copyright notice, this list of 
			conditions and the following disclaimer.
		* 	Redistributions in binary form must reproduce the above copyright notice, this list of 
			conditions and the following disclaimer in the documentation.
		* 	Neither the name of the author nor the names of contributors may be used to endorse or 
			promote products derived from this software without specific prior written permission.
		* 	The use of any third party libraries, modules or data files provided with the source 
			form of the program must follow and respect the individual licensing terms of these 
			components. You do not have permission to modify or circumvent the licensing terms for 
			provided third party components unless the third party licenses specifically allow this. 
			If you do not agree to the terms of provided third party components then you do not have 
			permission to use them in your derived work(s).
		* 	The terms of this license do not apply to separate (but related) distributions if supplied 
			by the author(s), only to the contents of this source distribution, derived works, and the 
			binaries produced by either modified or unmodified versions of the source code. The terms 
			of this license do not also apply to any third party libraries or components provided with 
			the source distribution. Such third party elements are licensed under their own separate 
			agreements.

	THIS SOFTWARE IS PROVIDED BY DARRAGH COY ''AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, 
	BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 
	ARE DISCLAIMED. IN NO EVENT SHALL DARRAGH COY BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 
	EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 
	OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY 
	OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING 
	IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/

#ifndef GAME_GAME_SESSION_DIRECTOR_CLIENT_H
#define GAME_GAME_SESSION_DIRECTOR_CLIENT_H

//=====================================================================================================================
//=====================================================================================================================

#include "Game/GamePacket.h"

//=====================================================================================================================
//=====================================================================================================================

namespace Game
{	
	//=================================================================================================================
	//=================================================================================================================
	
	class GameSession;

	//=================================================================================================================
	/// @brief		This helper class handles sending and receiving of data for the client.
	///				It is contained within the GameSession class itself.
	//=================================================================================================================

	class GameSessionDirector_Client
	{
		public:
			
			//=========================================================================================================
			// Functions
			//=========================================================================================================
			
				/// Creates this helper object
				
				GameSessionDirector_Client( GameSession & session );
				
				/// Does an update of the client session: sends and receives data.
				
				void Update();
				
		private:
				
			//=========================================================================================================
			// Functions
			//=========================================================================================================
			
				/// Copying is disallowed
				
				GameSessionDirector_Client( const GameSessionDirector_Client & other );
				
				/// Copying is disallowed
				
				GameSessionDirector_Client & operator = ( const GameSessionDirector_Client & other );
				
				/// Does all sending for the client
				
				void Send( GamePacket & out );
				
				/// Does all receiving for the client
				
				void Receive( GamePacket & in , GamePacket & out );
												
				/// Handles a disconnect packet chunk from the server
				
				void HandlePacketChunk_Disconnect();
				
				/// Handles a connection refused packet chunk
				
				void HandlePacketChunk_ConnectionRefused();
				
				/// Handles a connection acknowledeged packet chunk
				
				bool HandlePacketChunk_ConnectionAcknowledged( GamePacket & in );
				
				/// Handles a create object packet chunk
				
				bool HandlePacketChunk_CreateObject( GamePacket & in , GamePacket & out );
				
				/// Handles a delete object packet chunk
				
				bool HandlePacketChunk_DeleteObject( GamePacket & in , GamePacket & out );
				
				/// Handles a game object data packet chunk
				
				bool HandlePacketChunk_ObjectData( GamePacket & in );
				
				/// Handles an message from the server signifying that we are receiving data for remote objects
				
				bool HandlePacketChunk_RemoteUpdate();				
				
				/// Clears the scope on all remote objects and sets them to be out of scope
				
				void ClearScopes();
				
			//=========================================================================================================
			// Variables
			//=========================================================================================================
			
				/// Session we belong to
				
				GameSession & m_session;
	};
};

#endif
