////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2003
//
//    This file is part of Scorched3D.
//
//    Scorched3D 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.
//
//    Scorched3D 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 Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////

#if !defined(__INCLUDE_ClientGameStateHandlerh_INCLUDE__)
#define __INCLUDE_ClientGameStateHandlerh_INCLUDE__

#include <coms/ComsMessageHandler.h>

class ClientGameStateHandler : 
	public ComsMessageHandlerI
{
public:
	static ClientGameStateHandler* instance();

	virtual bool processMessage(unsigned int id,
		const char *message,
		NetBufferReader &reader);

protected:
	static ClientGameStateHandler* instance_;

private:
	ClientGameStateHandler();
	virtual ~ClientGameStateHandler();

	ClientGameStateHandler(const ClientGameStateHandler &);
	const ClientGameStateHandler & operator=(const ClientGameStateHandler &);

};

#endif
