//////////////////////////////////////////////////////////////////////////////
// This file is part of the Journey MMORPG client                           //
// Copyright © 2015-2016 Daniel Allendorf                                   //
//                                                                          //
// This program is free software: you can redistribute it and/or modify     //
// it under the terms of the GNU Affero General Public License as           //
// published by the Free Software Foundation, either version 3 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 Affero General Public License for more details.                      //
//                                                                          //
// You should have received a copy of the GNU Affero General Public License //
// along with this program.  If not, see <http://www.gnu.org/licenses/>.    //
//////////////////////////////////////////////////////////////////////////////
#pragma once
#include "Cryptography.h"
#include "PacketSwitch.h"

#include "../Error.h"

#include "../Template/Singleton.h"

#include "../Journey.h"
#ifdef JOURNEY_USE_ASIO
#include "SocketAsio.h"
#else
#include "SocketWinsock.h"
#endif

namespace jrc
{
    class Session : public Singleton<Session>
    {
    public:
        Session();
        ~Session() override;

        // Connect using host and port from the configuration file.
        Error init();
        // Send a packet to the server.
        void write(int8_t* bytes, size_t length);
        // Check for incoming packets and handle them.
        void read();
        // Closes the current connection and opens a new one.
        void reconnect(const char* address, const char* port);
        // Check if the connection is alive.
        bool is_connected() const;

    private:
        bool init(const char* host, const char* port);
        void process(const int8_t* bytes, size_t available);

        Cryptography cryptography;
        PacketSwitch packetswitch;

        int8_t buffer[MAX_PACKET_LENGTH];
        size_t length;
        size_t pos;
        bool connected;

#ifdef JOURNEY_USE_ASIO
        SocketAsio socket;
#else
        SocketWinsock socket;
#endif
    };
}
