#ifndef SERVER_H
#define SERVER_H
#include <windows.h>
#include <winsock.h>
#include "Client_Server.h"

							// is initialised before main() is called
class Server : public Client_Server
{
  /*
	private:  
	
		WSADATA wsaData;//struct used for starting up ws2_32.dll
		struct sockaddr_in my_addr;//used to store info about connection.
		struct sockaddr_in their_addr; // connector's address information
		int sockfd; //This holds the int number of our network connection.
		int new_fd;
		int global_socket;
//This variable has the functionality that if it is a client I will put the value of
//sockfd in it. But if it is a server I will put the new socket number returned from connect
//in it. this is to enable call to send_data and recv_data with out additional parameters.

		bool is_server;//used for destructor.
		int len;//length of buffer char array.
		char *data_received;
	*/
	public:

		Server(int);//Constructor for server
		//~Server();
		bool isServer();//used to determine the actions taken in the destructor.
		bool send_data(char []);
		bool recv_data();//Returns true if no error receiving data.
		char * getRecvData();//returns the data received from the recv method.
	/*	//virtual ~Server();//Virtual Destructor
		virtual bool isServer();//used to determine the actions taken in the destructor.
		virtual bool send_data(char []);
		virtual bool recv_data();//Returns true if no error receiving data.
		virtual char * getRecvData();//returns the data received from the recv method.
*/
};
#endif