// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2000,2001 Alistair Riddoch
//
// This program 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
// (at your option) any later version.
// 
// This program 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 this program; if not, write to the Free Software Foundation,
// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA

// $Id: 50314a9d12361533eb4114928ce583cdcdc143da $

#ifndef CLIENT_BASE_CLIENT_H
#define CLIENT_BASE_CLIENT_H

#include "ClientConnection.h"

class CreatorClient;

/// \brief Base class for classes that implement clients used to connect to a
/// cyphesis server
class BaseClient {
  protected:
    /// \brief Low level connection to the server
    ClientConnection m_connection;
    /// \brief Client object that manages the creator avatar
    CreatorClient * m_character;
    /// \brief Store for details of the account after login
    Atlas::Objects::Root m_player;
    /// \brief Name used for the username of the account and the name of avatars
    std::string m_playerName;
    /// \brief Identifier of the Account on the server after login
    std::string m_playerId;

  public:
    BaseClient();
    virtual ~BaseClient();

    CreatorClient * character() {
        return m_character;
    }

    const std::string & id() const {
        return m_playerId;
    }

    Atlas::Objects::Root createSystemAccount();
    Atlas::Objects::Root createAccount(const std::string & name,
                                       const std::string & pword);
    CreatorClient * createCharacter(const std::string & name);
    void logout();
    void handleNet();
    
    /// \brief Function called when nothing else is going on
    virtual void idle() = 0;

    /// \brief Connect to a local server via a unix socket
    int connectLocal(const std::string & socket) {
        return m_connection.connectLocal(socket);
    }

    /// \brief Connect to a remote server using a network socket
    int connect(const std::string & server, int port) {
        return m_connection.connect(server, port);
    }

    /// \brief Send an operation to the server
    void send(const Atlas::Objects::Operation::RootOperation & op);

    int wait() {
        return m_connection.wait();
    }

    int sendAndWaitReply(const Operation & op, OpVector & res) {
        return m_connection.sendAndWaitReply(op, res);
    }

    /// \brief Default client main loop
    void run(const bool loop = true) {
        while (loop) {
            handleNet();
            idle();
        };
    }
};

#endif // CLIENT_BASE_CLIENT_H
