/*
Copyright (C) 1996-1997 Id Software, Inc.

This program 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.

This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// host.c -- coordinates spawning and killing of local servers

#include "quakedef.h"

/*

A server can allways be started, even if the system started out as a client
to a remote system.

A client can NOT be started if the system started as a dedicated server.

Memory is cleared / released when a server or client begins, not when they end.

*/

extern	Cvar*	sv_gravity;

quakeparms_t host_parms;

qboolean	host_initialized;		// true if into command execution

double		host_frametime;
double		host_time;
double		realtime;				// without any filtering or bounding
double		oldrealtime;			// last frame run
int			host_framecount;
int			fps_count;

int			host_hunklevel;

int			minimum_memory;

client_t	*host_client;			// current client

jmp_buf 	host_abortserver;

Cvar*	host_framerate;	// set for slow motion
Cvar*	host_speeds;			// set for running times

Cvar*	sys_ticrate;
Cvar*	serverprofile;

Cvar*	fraglimit;
Cvar*	timelimit;
Cvar*	teamplay;

Cvar*	samelevel;
Cvar*	noexit;

Cvar*	developer;

Cvar*	skill;						// 0 - 3
Cvar*	deathmatch;			// 0, 1, or 2
Cvar*	coop;			// 0 or 1

Cvar*	pausable;

Cvar*	temp1;


class QMainLog : public LogListener
{
public:
	void serialise(const char* text)
	{
		Con_Printf("%s", text);
	}
	void develSerialise(const char* text)
	{
		Con_DPrintf("%s", text);
	}
} MainLog;
//	Log::addListener(&MainLog);

/*
================
Host_EndGame
================
*/
void Host_EndGame (const char *message, ...)
{
	va_list		argptr;
	char		string[1024];
	
	va_start (argptr,message);
	Q_vsnprintf(string, 1024, message, argptr);
	va_end (argptr);
	Con_DPrintf ("Host_EndGame: %s\n",string);
	
	if (sv.active)
		Host_ShutdownServer (false);

	if (cls.state == ca_dedicated)
		Sys_Error ("Host_EndGame: %s\n",string);	// dedicated servers exit
	
	if (cls.demonum != -1)
		CL_NextDemo ();
	else
		CL_Disconnect ();

	longjmp (host_abortserver, 1);
}

/*
================
Host_Error

This shuts down both the client and server
================
*/
void Host_Error (const char *error, ...)
{
	va_list		argptr;
	char		string[1024];
	static	qboolean inerror = false;
	
	if (inerror)
		Sys_Error ("Host_Error: recursively entered");
	inerror = true;
	
	SCR_EndLoadingPlaque ();		// reenable screen updates

	va_start (argptr,error);
	Q_vsnprintf(string, 1024, error, argptr);
	va_end (argptr);
	Con_Printf ("Host_Error: %s\n",string);
	
	if (sv.active)
		Host_ShutdownServer (false);

	if (cls.state == ca_dedicated)
		Sys_Error ("Host_Error: %s\n",string);	// dedicated servers exit

	CL_Disconnect ();
	cls.demonum = -1;

	inerror = false;

	longjmp (host_abortserver, 1);
}

/*
================
Host_FindMaxClients
================
*/
void	Host_FindMaxClients (void)
{
	int		i;

	svs.maxclients = 1;
		
	i = COM_CheckParm ("-dedicated");
	if (i)
	{
		com_dedicated = Cvar_Get("dedicated", "1", CVAR_ROM);

		cls.state = ca_dedicated;
		if (i != (COM_Argc() - 1))
		{
			svs.maxclients = String::Atoi(COM_Argv(i+1));
		}
		else
			svs.maxclients = 8;
	}
	else
	{
		com_dedicated = Cvar_Get("dedicated", "0", CVAR_ROM);

		cls.state = ca_disconnected;
	}

	i = COM_CheckParm ("-listen");
	if (i)
	{
		if (cls.state == ca_dedicated)
			Sys_Error ("Only one of -dedicated or -listen can be specified");
		if (i != (COM_Argc() - 1))
			svs.maxclients = String::Atoi(COM_Argv(i+1));
		else
			svs.maxclients = 8;
	}
	if (svs.maxclients < 1)
		svs.maxclients = 8;
	else if (svs.maxclients > MAX_SCOREBOARD)
		svs.maxclients = MAX_SCOREBOARD;

	svs.maxclientslimit = svs.maxclients;
	if (svs.maxclientslimit < 4)
		svs.maxclientslimit = 4;
	svs.clients = (client_t*)Hunk_AllocName (svs.maxclientslimit*sizeof(client_t), "clients");

	if (svs.maxclients > 1)
		Cvar_SetValue ("deathmatch", 1.0);
	else
		Cvar_SetValue ("deathmatch", 0.0);
}


/*
=======================
Host_InitLocal
======================
*/
void Host_InitLocal (void)
{
	Host_InitCommands ();

	COM_InitCommonCvars();

	host_framerate = Cvar_Get("host_framerate", "0", 0);	// set for slow motion
	host_speeds = Cvar_Get("host_speeds", "0", 0);			// set for running times

	sys_ticrate = Cvar_Get("sys_ticrate", "0.05", 0);
	serverprofile = Cvar_Get("serverprofile", "0", 0);

	fraglimit = Cvar_Get("fraglimit", "0", CVAR_SERVERINFO);
	timelimit = Cvar_Get("timelimit", "0", CVAR_SERVERINFO);
	teamplay = Cvar_Get("teamplay", "0", CVAR_SERVERINFO);
	samelevel = Cvar_Get("samelevel", "0", 0);
	noexit = Cvar_Get("noexit", "0", CVAR_SERVERINFO);
	skill = Cvar_Get("skill", "1", 0);			// 0 - 3
	deathmatch = Cvar_Get("deathmatch", "0", 0);	// 0, 1, or 2
	coop = Cvar_Get("coop", "0", 0);			// 0 or 1

	developer = Cvar_Get("developer", "0", 0);

	pausable = Cvar_Get("pausable", "1", 0);

	temp1 = Cvar_Get("temp1", "0", 0);

	Host_FindMaxClients ();
	
	host_time = 1.0;		// so a think at time 0 won't get called
}


/*
===============
Host_WriteConfiguration

Writes key bindings and archived cvars to config.cfg
===============
*/
void Host_WriteConfiguration (void)
{
	// dedicated servers initialize the host but don't parse and set the
	// config.cfg cvars
	if (host_initialized & !isDedicated)
	{
		fileHandle_t f = FS_FOpenFileWrite("config.cfg");
		if (!f)
		{
			Con_Printf("Couldn't write config.cfg.\n");
			return;
		}
		
		Key_WriteBindings(f);
		Cvar_WriteVariables(f);

		FS_FCloseFile(f);
	}
}


/*
=================
SV_ClientPrintf

Sends text across to be displayed 
FIXME: make this just a stuffed echo?
=================
*/
void SV_ClientPrintf (const char *fmt, ...)
{
	va_list		argptr;
	char		string[1024];
	
	va_start (argptr,fmt);
	Q_vsnprintf(string, 1024, fmt, argptr);
	va_end (argptr);
	
	host_client->message.WriteByte(svc_print);
	host_client->message.WriteString2(string);
}

/*
=================
SV_BroadcastPrintf

Sends text to all active clients
=================
*/
void SV_BroadcastPrintf (const char *fmt, ...)
{
	va_list		argptr;
	char		string[1024];
	int			i;
	
	va_start (argptr,fmt);
	Q_vsnprintf(string, 1024, fmt, argptr);
	va_end (argptr);
	
	for (i=0 ; i<svs.maxclients ; i++)
		if (svs.clients[i].active && svs.clients[i].spawned)
		{
			svs.clients[i].message.WriteByte(svc_print);
			svs.clients[i].message.WriteString2(string);
		}
}

/*
=================
Host_ClientCommands

Send text over to the client to be executed
=================
*/
void Host_ClientCommands (const char *fmt, ...)
{
	va_list		argptr;
	char		string[1024];
	
	va_start (argptr,fmt);
	Q_vsnprintf(string, 1024, fmt, argptr);
	va_end (argptr);
	
	host_client->message.WriteByte(svc_stufftext);
	host_client->message.WriteString2(string);
}

/*
=====================
SV_DropClient

Called when the player is getting totally kicked off the host
if (crash = true), don't bother sending signofs
=====================
*/
void SV_DropClient (qboolean crash)
{
	int		saveSelf;
	int		i;
	client_t *client;

	if (!crash)
	{
		// send any final messages (don't check for errors)
		if (NET_CanSendMessage (host_client->netconnection, &host_client->netchan))
		{
			host_client->message.WriteByte(svc_disconnect);
			NET_SendMessage (host_client->netconnection, &host_client->netchan, &host_client->message);
		}
	
		if (host_client->edict && host_client->spawned)
		{
		// call the prog function for removing a client
		// this will set the body to a dead frame, among other things
			saveSelf = pr_global_struct->self;
			pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
			PR_ExecuteProgram (pr_global_struct->ClientDisconnect);
			pr_global_struct->self = saveSelf;
		}

		Con_Printf ("Client %s removed\n",host_client->name);
	}

// break the net connection
	NET_Close (host_client->netconnection, &host_client->netchan);
	host_client->netconnection = NULL;

// free the client (the body stays around)
	host_client->active = false;
	host_client->name[0] = 0;
	host_client->old_frags = -999999;
	net_activeconnections--;

// send notification to all clients
	for (i=0, client = svs.clients ; i<svs.maxclients ; i++, client++)
	{
		if (!client->active)
			continue;
		client->message.WriteByte(svc_updatename);
		client->message.WriteByte(host_client - svs.clients);
		client->message.WriteString2("");
		client->message.WriteByte(svc_updatefrags);
		client->message.WriteByte(host_client - svs.clients);
		client->message.WriteShort(0);
		client->message.WriteByte(svc_updatecolors);
		client->message.WriteByte(host_client - svs.clients);
		client->message.WriteByte(0);
	}
}

/*
==================
Host_ShutdownServer

This only happens at the end of a game, not between levels
==================
*/
void Host_ShutdownServer(qboolean crash)
{
	int		i;
	int		count;
	QMsg	buf;
	byte		message[4];
	double	start;

	if (!sv.active)
		return;

	sv.active = false;

// stop all client sounds immediately
	if (cls.state == ca_connected)
		CL_Disconnect ();

// flush any pending messages - like the score!!!
	start = Sys_DoubleTime();
	do
	{
		count = 0;
		for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
		{
			if (host_client->active && host_client->message.cursize)
			{
				if (NET_CanSendMessage (host_client->netconnection, &host_client->netchan))
				{
					NET_SendMessage(host_client->netconnection, &host_client->netchan, &host_client->message);
					host_client->message.Clear();
				}
				else
				{
					NET_GetMessage(host_client->netconnection, &host_client->netchan);
					count++;
				}
			}
		}
		if ((Sys_DoubleTime() - start) > 3.0)
			break;
	}
	while (count);

// make sure all the clients know we're disconnecting
	buf.InitOOB(message, 4);
	buf.WriteByte(svc_disconnect);
	count = NET_SendToAll(&buf, 5);
	if (count)
		Con_Printf("Host_ShutdownServer: NET_SendToAll failed for %u clients\n", count);

	for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
		if (host_client->active)
			SV_DropClient(crash);

//
// clear structures
//
	Com_Memset(&sv, 0, sizeof(sv));
	Com_Memset(svs.clients, 0, svs.maxclientslimit*sizeof(client_t));
}


/*
===================
Mod_ClearAll
===================
*/
static void Mod_ClearAll (void)
{
	R_Shutdown(false);
	R_BeginRegistration(&cls.glconfig);

	Com_Memset(playertextures, 0, sizeof(playertextures));
	translate_texture = NULL;

	Draw_Init();
	Sbar_Init();
}

/*
================
Host_ClearMemory

This clears all the memory used by both the client and server, but does
not reinitialize anything.
================
*/
void Host_ClearMemory (void)
{
	Con_DPrintf ("Clearing memory\n");
	Mod_ClearAll ();
	if (host_hunklevel)
		Hunk_FreeToLowMark (host_hunklevel);

	cls.signon = 0;
	Com_Memset(&sv, 0, sizeof(sv));
	Com_Memset(&cl, 0, sizeof(cl));
}


//============================================================================


/*
===================
Host_FilterTime

Returns false if the time is too short to run a frame
===================
*/
qboolean Host_FilterTime (float time)
{
	realtime += time;

	if (!cls.timedemo && realtime - oldrealtime < 1.0/72.0)
		return false;		// framerate is too high

	host_frametime = realtime - oldrealtime;
	oldrealtime = realtime;

	if (host_framerate->value > 0)
		host_frametime = host_framerate->value;
	else
	{	// don't allow really long or short frames
		if (host_frametime > 0.1)
			host_frametime = 0.1;
		if (host_frametime < 0.001)
			host_frametime = 0.001;
	}
	
	cls.frametime = (int)(host_frametime * 1000);
	return true;
}


/*
===================
Host_GetConsoleCommands

Add them exactly as if they had been typed at the console
===================
*/
void Host_GetConsoleCommands (void)
{
	char	*cmd;

	while (1)
	{
		cmd = Sys_ConsoleInput ();
		if (!cmd)
			break;
		Cbuf_AddText (cmd);
	}
}


/*
==================
Host_ServerFrame

==================
*/
void Host_ServerFrame (void)
{
// run the world state	
	pr_global_struct->frametime = host_frametime;

// set the time and clear the general datagram
	SV_ClearDatagram ();
	
// check for new clients
	SV_CheckForNewClients ();

// read client messages
	SV_RunClients ();
	
// move things around and think
// always pause in single player if in console or menus
	if (!sv.paused && (svs.maxclients > 1 || in_keyCatchers == 0) )
		SV_Physics ();

// send all messages to the clients
	SV_SendClientMessages ();
}

/*
==================
Host_Frame

Runs all active servers
==================
*/
void _Host_Frame (float time)
{
	static double		time1 = 0;
	static double		time2 = 0;
	static double		time3 = 0;
	int			pass1, pass2, pass3;

	if (setjmp (host_abortserver) )
		return;			// something bad happened, or the server disconnected

// keep the random time dependent
	rand ();
	
// decide the simulation time
	if (!Host_FilterTime (time))
		return;			// don't run too fast, or packets will flood out
		
// get new key events
	Sys_SendKeyEvents ();

// allow mice or other external controllers to add commands
	IN_Frame();

	IN_ProcessEvents();

// process console commands
	Cbuf_Execute ();

	NET_Poll();

// if running the server locally, make intentions now
	if (sv.active)
		CL_SendCmd ();
	
//-------------------
//
// server operations
//
//-------------------

// check for commands typed to the host
	Host_GetConsoleCommands ();
	
	if (sv.active)
		Host_ServerFrame ();

//-------------------
//
// client operations
//
//-------------------

// if running the server remotely, send intentions now after
// the incoming messages have been read
	if (!sv.active)
		CL_SendCmd ();

	host_time += host_frametime;

// fetch results from server
	if (cls.state == ca_connected)
	{
		CL_ReadFromServer ();
	}

// update video
	if (host_speeds->value)
		time1 = Sys_DoubleTime ();
		
	SCR_UpdateScreen ();

	if (host_speeds->value)
		time2 = Sys_DoubleTime ();
		
// update audio
	if (cls.signon == SIGNONS)
	{
		S_Respatialize(cl.viewentity, cl.refdef.vieworg, cl.refdef.viewaxis, 0);
		CL_RunDLights ();

		if (cl.serverTimeFloat != cl.oldtime)
		{
			CL_UpdateParticles(sv_gravity->value);
		}
	}

	S_Update();
	
	CDAudio_Update();

	if (host_speeds->value)
	{
		pass1 = (time1 - time3)*1000;
		time3 = Sys_DoubleTime ();
		pass2 = (time2 - time1)*1000;
		pass3 = (time3 - time2)*1000;
		Con_Printf ("%3i tot %3i server %3i gfx %3i snd\n",
					pass1+pass2+pass3, pass1, pass2, pass3);
	}
	
	host_framecount++;
	cls.framecount++;
	fps_count++;
}

void Host_Frame (float time)
{
	try
	{
	double	time1, time2;
	static double	timetotal;
	static int		timecount;
	int		i, c, m;

	if (!serverprofile->value)
	{
		_Host_Frame (time);
		return;
	}
	
	time1 = Sys_DoubleTime ();
	_Host_Frame (time);
	time2 = Sys_DoubleTime ();	
	
	timetotal += time2 - time1;
	timecount++;
	
	if (timecount < 1000)
		return;

	m = timetotal*1000/timecount;
	timecount = 0;
	timetotal = 0;
	c = 0;
	for (i=0 ; i<svs.maxclients ; i++)
	{
		if (svs.clients[i].active)
			c++;
	}

	Con_Printf ("serverprofile: %2i clients %2i msec\n",  c,  m);
	}
	catch (Exception& e)
	{
		Sys_Error("%s", e.What());
	}
}

//============================================================================

/*
====================
Host_Init
====================
*/
void Host_Init (quakeparms_t *parms)
{
	try
	{
	GGameType = GAME_Quake;
	Sys_SetHomePathSuffix("jlquake");
	Log::addListener(&MainLog);

	if (standard_quake)
		minimum_memory = MINIMUM_MEMORY;
	else
		minimum_memory = MINIMUM_MEMORY_LEVELPAK;

	if (COM_CheckParm ("-minmemory"))
		parms->memsize = minimum_memory;

	host_parms = *parms;

	if (parms->memsize < minimum_memory)
		Sys_Error ("Only %4.1f megs of memory available, can't execute game", parms->memsize / (float)0x100000);

	Memory_Init (parms->membase, parms->memsize);
	Cbuf_Init ();
	Cmd_Init ();	
	Cvar_Init();
	V_Init ();
	Chase_Init ();
	COM_Init (parms->basedir);
	Host_InitLocal ();
	Key_Init ();
	Con_Init ();	
	M_Init ();	
	PR_Init ();
	SV_Init ();

	Con_Printf ("Exe: "__TIME__" "__DATE__"\n");
	Con_Printf ("%4.1f megabyte heap\n",parms->memsize/ (1024*1024.0));
	
	if (cls.state != ca_dedicated)
	{
		CL_Init ();
	}

	Cbuf_InsertText("exec quake.rc\n");
	Cbuf_Execute();

	NET_Init();

	if (cls.state != ca_dedicated)
	{
		IN_Init();
		VID_Init();
		Draw_Init();
		SCR_Init();
		S_Init();
		CLQ1_InitTEnts ();
		CDAudio_Init();
		Sbar_Init();
	}

	Hunk_AllocName (0, "-HOST_HUNKLEVEL-");
	host_hunklevel = Hunk_LowMark ();

	host_initialized = true;
	
	Con_Printf ("========Quake Initialized=========\n");	
	}
	catch (Exception& e)
	{
		Sys_Error("%s", e.What());
	}
}


/*
===============
Host_Shutdown

FIXME: this is a callback from Sys_Quit and Sys_Error.  It would be better
to run quit through here before the final handoff to the sys code.
===============
*/
void Host_Shutdown(void)
{
	static qboolean isdown = false;
	
	if (isdown)
	{
		printf ("recursive shutdown\n");
		return;
	}
	isdown = true;

// keep Con_Printf from trying to update the screen
	scr_disabled_for_loading = true;

	Host_WriteConfiguration (); 

	CDAudio_Shutdown ();
	NET_Shutdown ();
	S_Shutdown();
	IN_Shutdown ();

	if (cls.state != ca_dedicated)
	{
		R_Shutdown(true);
	}
}

