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class Manager : public common::IoService
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class Manager : public common::IoService
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{
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{
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public:
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public:
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  typedef boost::shared_ptr<Manager>                                          Pointer;
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  typedef boost::shared_ptr<Manager>                                Pointer;
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  typedef boost::signals2::signal<void(SocketId, SocketId, ClientState)>      SignalOnNewState;
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  typedef boost::signals2::signal<void(SocketId, ClientState)>      SignalOnNewState;
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  typedef boost::signals2::signal<void(SocketId, SocketId)>         SignalOnNewClient;
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  typedef boost::signals2::signal<void(SocketId, SocketId, common::Byteset)>  SignalOnNewData;
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  typedef boost::signals2::signal<void(SocketId, common::Byteset)>  SignalOnNewData;
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  virtual ~Manager();
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  virtual ~Manager();
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  static Pointer Instance();
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  static Pointer Instance();
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  static void Create();
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  static void Create();
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  static void Delete();
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  static void Delete();
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  void ConnectSlots(const SignalOnNewState::slot_type& slot_on_new_state, const SignalOnNewData::slot_type& slot_on_new_data);
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  void ConnectSlots(const SignalOnNewState::slot_type& slot_on_new_state, const SignalOnNewClient::slot_type& slot_on_new_client, const SignalOnNewData::slot_type& slot_on_new_data);
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  SocketId StartServer(Protocol protocol, unsigned int port);
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  SocketId StartServer(Protocol protocol, unsigned int port);
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  SocketId Connect(Protocol protocol, std::string address, unsigned int port_or_baud);
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  SocketId Connect(Protocol protocol, std::string address, unsigned int port_or_baud);
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  void StopServer(SocketId server_id);
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  void StopServer(SocketId server_id);
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  static Pointer instance_;
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  static Pointer instance_;
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  ClientList        clients_;
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  ClientList        clients_;
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  ServerList        servers_;
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  ServerList        servers_;
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  SignalOnNewState  signal_on_new_state_;
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  SignalOnNewState  signal_on_new_state_;
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  SignalOnNewClient signal_on_new_client_;
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  SignalOnNewData   signal_on_new_data_;
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  SignalOnNewData   signal_on_new_data_;
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  Manager();
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  Manager();
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  void SlotOnNewState(SocketId client_id, SocketId server_id, ClientState client_state);
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  void SlotOnNewState(SocketId client_id, SocketId server_id, ClientState client_state);