#ifndef __GSERVER_HPP_
#define __GSERVER_HPP_

#define MAX_JOINERS 32  // maximum clients that can join at the same time


#include "sock.hpp"
#include "ghandler.hpp"

class game_server : public game_handler
{
  class player_client
  {
    unsigned char flags;
    enum { Has_joined=1,
	   Wait_reload=2,
	   Wait_input=4,
	   Need_reload_start_ok=8,
	   Delete_me=16 };
    int get_flag(int flag)         { return flags&flag; }
    void set_flag(int flag, int x) { if (x) flags|=flag; else flags&=~flag; }

    public :
    int has_joined() { return get_flag(Has_joined); }
    void set_has_joined(int x) { set_flag(Has_joined,x); }

    int wait_input() { return get_flag(Wait_input); }
    void set_wait_input(int x) { set_flag(Wait_input,x); }

    int wait_reload() { return get_flag(Wait_reload); }
    void set_wait_reload(int x) { set_flag(Wait_reload,x); }

    int delete_me() { return get_flag(Delete_me); }
    void set_delete_me(int x) { set_flag(Delete_me,x); }

    int need_reload_start_ok() { return get_flag(Need_reload_start_ok); }
    void set_need_reload_start_ok(int x) { set_flag(Need_reload_start_ok,x); }

    net_socket *comm;
    int client_id; 
    net_address *data_address;
    player_client *next;
    player_client(int client_id, net_socket *comm, net_address *data_address, player_client *next) : 
      client_id(client_id), comm(comm), data_address(data_address), next(next) 
      { 
	flags=0;
	set_wait_input(1);
	comm->read_selectable(); 
      };
    ~player_client();
  } ;

  player_client *player_list;
  int waiting_server_input, reload_state;

  void add_client_input(char *buf, int size, player_client *c);
  void check_collection_complete();
  void check_reload_wait();
  int process_client_command(player_client *c);
  int isa_client(int client_id);
  public :
  virtual void game_start_wait();
  int total_players();
  int process_net();
  void add_engine_input();
  int input_missing();
  virtual int start_reload();
  virtual int end_reload(int disconnect=0);
  virtual int add_client(int type, net_socket *sock, net_address *from);
  virtual int kill_slackers();
  virtual int quit();
  game_server();
  ~game_server();
} ;

#endif
