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/*
   core/gameserver.h
   This file is part of the Osirion project and is distributed under
   the terms of the GNU General Public License version 2
*/

#include "sys/sys.h"
#include "core/cvar.h"
#include "core/func.h"
#include "core/gameserver.h"
#include "core/netserver.h"

namespace core
{

void func_say(Player *player, std::string const &args)
{
	server()->say(player, args);
}

GameServer *GameServer::server_instance = 0;

GameServer::GameServer() : GameInterface()
{
	con_print << "Initializing game server...\n";
	server_instance = this;
	server_network = 0;

	server_module = Module::preload();
	if (!server_module) {
		con_error << "No module loaded.\n";
		abort();
		return;
	}

	server_module->init();
	if (!server_module->running()) {
		con_error << "Could not initialize module '" << server_module->name() << "'\n";
		abort();
		return;
	}

	con_print << "  module '" << server_module->name() << "'\n";

	if ((Cvar::sv_dedicated->value() || Cvar::sv_private->value())) {
		server_network = new NetServer(Cvar::net_host->str(), (unsigned int) Cvar::net_port->value());
		if (!server_network->valid()) {
			delete server_network;
			server_network = 0;
			con_error << "Could not initialize network server\n";
			abort();
			return;
		}
	} else {
		con_debug << "Network server disabled.\n";
		server_network = 0;
	}

	Func::add("say", (GameFuncPtr) func_say);

	if (!Cvar::sv_dedicated->value())
		player_connect(localplayer());

	server_running = true;
}

GameServer::~GameServer()
{
	server_running = false;

	con_print << "Shutting down game server...\n";

	if (server_network) {
		delete server_network;
		server_network = 0;
	}

	if (!Cvar::sv_dedicated->value())
		player_disconnect(localplayer());

	if (server_module) {
		server_module->shutdown();

		if (server_module != Module::preload())
			delete server_module;
	}

	Func::remove("say");
	server_instance = 0;
}

bool GameServer::running() 
{ 
	return server_running; 
}

void GameServer::abort()
{
	server_running = false;
}

void GameServer::say(Player *player, std::string const &message)
{
	// send to console
	con_print <<player->name() << " " << message << "\n";
	
	// broadcast to remote clients
	if (server_network != 0 ) {
		std::string netmessage("msg public ");
		netmessage.append(player->name());
		netmessage += ' ';
		netmessage.append(message);
		netmessage += '\n';
		server_network->broadcast(netmessage);
	}
}

void GameServer::broadcast(std::string const & message, int ignoreplayer) 
{
	// send to console
	con_print << message << "\n";
	
	// broadcast to remote clients
	if (server_network) {
		std::string netmessage("msg info ");
		netmessage.append(message);
		netmessage += '\n';
		server_network->broadcast(netmessage, ignoreplayer);
	}
}

void GameServer::send(Player const *player, std::string message)
{
	// send to console
	if (player->id() == localplayer()->id()) {
		con_print << message << "\n";
	}

	// send to remote clients
	if (server_network) {
		NetClient *client = server_network->find_client(player);
		if (client) {
			std::string netmessage("msg info ");
			netmessage.append(message);
			netmessage += '\n';
			server_network->send(client, netmessage);
		}
	}
}

void GameServer::player_connect(Player *player)
{
	std::string message(player->name());
	message.append(" connects.");
	broadcast(message, player->id());

	// TODO transferplayer info, transfer entities

	// notify the game module
	server_module->player_connect(player);
}

void GameServer::player_disconnect(Player *player)
{
	std::string message(player->name());
	message.append(" disconnects.");
	broadcast(message, player->id());

	// notify the game module
	server_module->player_disconnect(player);
}

void GameServer::frame(float seconds)
{
	if (error())
		return;

	// process incoming network messages
	if (server_network  != 0 ) {
		server_network->frame(seconds);
		if (server_network->error()) {
			abort();
			return;
		}
	}

	// update entities
	std::map<unsigned int, Entity *>::iterator it;
	for (it=Entity::registry.begin(); it != Entity::registry.end(); it++) {
		Entity *entity = (*it).second;
		if ((entity->type() == Entity::Controlable) || (entity->type() == Entity::Dynamic)) {
			entity->frame(seconds);
		}
	}

	if (server_module) {
		server_module->frame(seconds);
		if (server_module->error()) {
			abort();
			return;
		}
	}
}


}