/*
 *   ORXONOX - the hottest 3D action shooter ever to exist
 *                    > www.orxonox.net <
 *
 *
 *   License notice:
 *
 *   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.
 *
 *   Author:
 *      Oliver Scheuss
 *   Co-authors:
 *      ...
 *
 */

#include "ClientConnectionListener.h"

#include "core/CoreIncludes.h"
#include "core/GameMode.h"
// #include "ClientInformation.h"

namespace orxonox
{
    RegisterAbstractClass(ClientConnectionListener).inheritsFrom<Listable>();

    ClientConnectionListener::ClientConnectionListener()
    {
        RegisterObject(ClientConnectionListener);
    }

    void ClientConnectionListener::broadcastClientConnected(unsigned int clientID)
    {
        for (ClientConnectionListener* listener : ObjectList<ClientConnectionListener>())
            listener->clientConnected(clientID);
    }

    void ClientConnectionListener::broadcastClientDisconnected(unsigned int clientID)
    {
        for (ClientConnectionListener* listener : ObjectList<ClientConnectionListener>())
            listener->clientDisconnected(clientID);
    }

//     void ClientConnectionListener::getConnectedClients()
//     {
//         ClientInformation* client = ClientInformation::getBegin();
//         while (client)
//         {
//             this->clientConnected(client->getID());
//             client = client->next();
//         }
//     }
}


