/
etc/
lib/
src/Abilities/
src/Abilities/Skills/
src/Abilities/Spells/
src/Abilities/Spells/Enums/
src/Affects/
src/ArtheaConsole/
src/ArtheaConsole/Properties/
src/ArtheaGUI/Properties/
src/Clans/Enums/
src/Commands/Communication/
src/Commands/ItemCommands/
src/Connections/
src/Connections/Colors/
src/Connections/Enums/
src/Connections/Players/
src/Connections/Players/Enums/
src/Continents/
src/Continents/Areas/
src/Continents/Areas/Characters/
src/Continents/Areas/Characters/Enums/
src/Continents/Areas/Items/
src/Continents/Areas/Items/Enums/
src/Continents/Areas/Rooms/
src/Continents/Areas/Rooms/Enums/
src/Continents/Areas/Rooms/Exits/
src/Creation/
src/Creation/Attributes/
src/Creation/Interfaces/
src/Database/
src/Database/Interfaces/
src/Environment/
src/Properties/
src/Scripts/Enums/
src/Scripts/Interfaces/
#region Arthea License

/***********************************************************************
*  Arthea MUD by R. Jennings (2007)      http://arthea.googlecode.com/ *
*  By using this code you comply with the Artistic and GPLv2 Licenses. *
***********************************************************************/

#endregion

using System.Collections.Generic;
using Arthea.Connections.Enums;
using Arthea.Environment;

namespace Arthea.Connections
{
    /// <summary>
    /// Maintains a list of connections.
    /// </summary>
    public class ConnectionList : List<Connection>
    {
        #region [rgn] Methods (3)

        // [rgn] Public Methods (3)

        /// <summary>
        /// Writes this instance.
        /// </summary>
        public void ProcessOutput()
        {
            if (Server.Instance.State != ServerState.Running)
                return;

            foreach (Connection conn in this)
            {
                if (conn.CanWrite())
                {
                    conn.ProcessOutput();
                }
            }
        }

        /// <summary>
        /// Reads input for all connections.
        /// </summary>
        public void ReadInput()
        {
            IEnumerator<Connection> c = GetEnumerator();

            while (c.MoveNext())
            {
                if (c.Current.CanError())
                {
                    Log.Info("Bad connection from {0} kicking them out.", c.Current);
                    c.Current.State = ConnectionState.Disconnected;
                }

                else if (c.Current.CanRead())
                {
                    c.Current.Read();
                }
            }
        }

        /// <summary>
        /// Processes this instance.
        /// </summary>
        public void Update()
        {
            for (int i = 0; i < Count;)
            {
                Connection conn = this[i];

                if (conn.Wait > 0)
                {
                    conn.Wait--;
                    i++;
                    continue;
                }

                if (conn.State == ConnectionState.Disconnected)
                {
                    RemoveAt(i);
                    conn.Close();
                    continue;
                }

                if (conn.HasInput())
                {
                    conn.ProcessInput();
                }

                i++;
            }
        }

        #endregion [rgn]
    }
}