/*
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"
#include "r_local.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.

*/

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     host_hunklevel;

int     minimum_memory;

client_t  *host_client;     // current client

jmp_buf   host_abortserver;

byte    *host_basepal;
byte    *host_colormap;

cvar_t  host_framerate = {"host_framerate","0"};  // set for slow motion
cvar_t  host_speeds = {"host_speeds","0"};      // set for running times

cvar_t  sys_ticrate = {"sys_ticrate","0.05"};
cvar_t  serverprofile = {"serverprofile","0"};

cvar_t  fraglimit = {"fraglimit","0",false,true};
cvar_t  timelimit = {"timelimit","0",false,true};
cvar_t  teamplay = {"teamplay","0",false,true};

cvar_t  samelevel = {"samelevel","0"};
cvar_t  noexit = {"noexit","0",false,true};

#ifdef QUAKE2
cvar_t  developer = {"developer","1"};  // should be 0 for release!
#else
cvar_t  developer = {"developer","0"};
#endif

cvar_t  skill = {"skill","1"};            // 0 - 3
cvar_t  deathmatch = {"deathmatch","0"};      // 0, 1, or 2
cvar_t  coop = {"coop","0"};      // 0 or 1

cvar_t  pausable = {"pausable","1"};

cvar_t  temp1 = {"temp1","0"};


/*
================
Host_EndGame
================
*/
void Host_EndGame (char *message, ...)
{
  va_list   argptr;
  char    string[1024];
  
  va_start (argptr,message);
  vsprintf (string,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 (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);
  vsprintf (string,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)
  {
    cls.state = ca_dedicated;
    if (i != (com_argc - 1))
    {
      svs.maxclients = Q_atoi (com_argv[i+1]);
    }
    else
      svs.maxclients = 8;
  }
  else
    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 = Q_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 = 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 ();
  
  Cvar_RegisterVariable (&host_framerate);
  Cvar_RegisterVariable (&host_speeds);

  Cvar_RegisterVariable (&sys_ticrate);
  Cvar_RegisterVariable (&serverprofile);

  Cvar_RegisterVariable (&fraglimit);
  Cvar_RegisterVariable (&timelimit);
  Cvar_RegisterVariable (&teamplay);
  Cvar_RegisterVariable (&samelevel);
  Cvar_RegisterVariable (&noexit);
  Cvar_RegisterVariable (&skill);
  Cvar_RegisterVariable (&developer);
  Cvar_RegisterVariable (&deathmatch);
  Cvar_RegisterVariable (&coop);

  Cvar_RegisterVariable (&pausable);

  Cvar_RegisterVariable (&temp1);

  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)
{
  FILE  *f;

// dedicated servers initialize the host but don't parse and set the
// config.cfg cvars
  if (host_initialized & !isDedicated)
  {
    f = fopen (va("%s/config.cfg",com_gamedir), "w");
    if (!f)
    {
      Con_Printf ("Couldn't write config.cfg.\n");
      return;
    }
    
    Key_WriteBindings (f);
    Cvar_WriteVariables (f);

    fclose (f);
  }
}


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

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

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

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

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

Send text over to the client to be executed
=================
*/
void Host_ClientCommands (char *fmt, ...)
{
  va_list   argptr;
  char    string[1024];
  
  va_start (argptr,fmt);
  vsprintf (string, fmt,argptr);
  va_end (argptr);
  
  MSG_WriteByte (&host_client->message, svc_stufftext);
  MSG_WriteString (&host_client->message, 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))
    {
      MSG_WriteByte (&host_client->message, svc_disconnect);
      NET_SendMessage (host_client->netconnection, &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;
    }

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

// break the net connection
  NET_Close (host_client->netconnection);
  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;
    MSG_WriteByte (&client->message, svc_updatename);
    MSG_WriteByte (&client->message, host_client - svs.clients);
    MSG_WriteString (&client->message, "");
    MSG_WriteByte (&client->message, svc_updatefrags);
    MSG_WriteByte (&client->message, host_client - svs.clients);
    MSG_WriteShort (&client->message, 0);
    MSG_WriteByte (&client->message, svc_updatecolors);
    MSG_WriteByte (&client->message, host_client - svs.clients);
    MSG_WriteByte (&client->message, 0);
  }
}

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

This only happens at the end of a game, not between levels
==================
*/
void Host_ShutdownServer(qboolean crash)
{
  int   i;
  int   count;
  sizebuf_t buf;
  char    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_FloatTime();
  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))
        {
          NET_SendMessage(host_client->netconnection, &host_client->message);
          SZ_Clear (&host_client->message);
        }
        else
        {
          NET_GetMessage(host_client->netconnection);
          count++;
        }
      }
    }
    if ((Sys_FloatTime() - start) > 3.0)
      break;
  }
  while (count);

// make sure all the clients know we're disconnecting
  buf.data = message;
  buf.maxsize = 4;
  buf.cursize = 0;
  MSG_WriteByte(&buf, 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
//
  memset (&sv, 0, sizeof(sv));
  memset (svs.clients, 0, svs.maxclientslimit*sizeof(client_t));
}


/*
================
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");
  D_FlushCaches ();
  Mod_ClearAll ();
  if (host_hunklevel)
    Hunk_FreeToLowMark (host_hunklevel);

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

==================
*/
#ifdef FPS_20

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

// 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 || key_dest == key_game) )
    SV_Physics ();
}

void Host_ServerFrame (void)
{
  float save_host_frametime;
  float temp_host_frametime;

// 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 ();

  temp_host_frametime = save_host_frametime = host_frametime;
  while(temp_host_frametime > (1.0/72.0))
  {
    if (temp_host_frametime > 0.05)
      host_frametime = 0.05;
    else
      host_frametime = temp_host_frametime;
    temp_host_frametime -= host_frametime;
    _Host_ServerFrame ();
  }
  host_frametime = save_host_frametime;

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

#else

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 || key_dest == key_game) )
    SV_Physics ();

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

#endif


/*
==================
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_Commands ();

// 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_FloatTime ();
    
  SCR_UpdateScreen ();

  if (host_speeds.value)
    time2 = Sys_FloatTime ();
    
// update audio
  if (cls.signon == SIGNONS)
  {
    S_Update (r_origin, vpn, vright, vup);
    CL_DecayLights ();
  }
  else
    S_Update (vec3_origin, vec3_origin, vec3_origin, vec3_origin);
  
  CDAudio_Update();

  if (host_speeds.value)
  {
    pass1 = (time1 - time3)*1000;
    time3 = Sys_FloatTime ();
    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++;
}

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

  if (!serverprofile.value)
  {
    _Host_Frame (time);
    return;
  }
  
  time1 = Sys_FloatTime ();
  _Host_Frame (time);
  time2 = Sys_FloatTime (); 
  
  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);
}

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


extern int vcrFile;
#define VCR_SIGNATURE 0x56435231
// "VCR1"

void Host_InitVCR (quakeparms_t *parms)
{
  int   i, len, n;
  char  *p;
  
  if (COM_CheckParm("-playback"))
  {
    if (com_argc != 2)
      Sys_Error("No other parameters allowed with -playback\n");

    Sys_FileOpenRead("quake.vcr", &vcrFile);
    if (vcrFile == -1)
      Sys_Error("playback file not found\n");

    Sys_FileRead (vcrFile, &i, sizeof(int));
    if (i != VCR_SIGNATURE)
      Sys_Error("Invalid signature in vcr file\n");

    Sys_FileRead (vcrFile, &com_argc, sizeof(int));
    com_argv = malloc(com_argc * sizeof(char *));
    com_argv[0] = parms->argv[0];
    for (i = 0; i < com_argc; i++)
    {
      Sys_FileRead (vcrFile, &len, sizeof(int));
      p = malloc(len);
      Sys_FileRead (vcrFile, p, len);
      com_argv[i+1] = p;
    }
    com_argc++; /* add one for arg[0] */
    parms->argc = com_argc;
    parms->argv = com_argv;
  }

  if ( (n = COM_CheckParm("-record")) != 0)
  {
    vcrFile = Sys_FileOpenWrite("quake.vcr");

    i = VCR_SIGNATURE;
    Sys_FileWrite(vcrFile, &i, sizeof(int));
    i = com_argc - 1;
    Sys_FileWrite(vcrFile, &i, sizeof(int));
    for (i = 1; i < com_argc; i++)
    {
      if (i == n)
      {
        len = 10;
        Sys_FileWrite(vcrFile, &len, sizeof(int));
        Sys_FileWrite(vcrFile, "-playback", len);
        continue;
      }
      len = Q_strlen(com_argv[i]) + 1;
      Sys_FileWrite(vcrFile, &len, sizeof(int));
      Sys_FileWrite(vcrFile, com_argv[i], len);
    }
  }
  
}

/*
====================
Host_Init
====================
*/
void Host_Init (quakeparms_t *parms)
{

  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);

  com_argc = parms->argc;
  com_argv = parms->argv;

  Memory_Init (parms->membase, parms->memsize);
  Cbuf_Init ();
  Cmd_Init ();  
  V_Init ();
  Chase_Init ();
  Host_InitVCR (parms);
  COM_Init (parms->basedir);
  Host_InitLocal ();
  W_LoadWadFile ("gfx.wad");
  Key_Init ();
  Con_Init ();  
  M_Init ();  
  PR_Init ();
  Mod_Init ();
  NET_Init ();
  SV_Init ();

  Con_Printf ("Exe: "__TIME__" "__DATE__"\n");
  Con_Printf ("%4.1f megabyte heap\n",parms->memsize/ (1024*1024.0));
  
  R_InitTextures ();    // needed even for dedicated servers
 
  if (cls.state != ca_dedicated)
  {
    host_basepal = (byte *)COM_LoadHunkFile ("gfx/palette.lmp");
    if (!host_basepal)
      Sys_Error ("Couldn't load gfx/palette.lmp");
    host_colormap = (byte *)COM_LoadHunkFile ("gfx/colormap.lmp");
    if (!host_colormap)
      Sys_Error ("Couldn't load gfx/colormap.lmp");

#ifdef AMIGA
    VID_Init(host_basepal);
    // IN_Init needs mode_screen initialized !
    IN_Init();
#else
#ifndef _WIN32 // on non win32, mouse comes before video for security reasons
    IN_Init ();
#endif
    VID_Init (host_basepal);
#endif

    Draw_Init ();
    SCR_Init ();
    R_Init ();
#ifndef _WIN32
  // on Win32, sound initialization has to come before video initialization, so we
  // can put up a popup if the sound hardware is in use
    S_Init ();
#else

#ifdef  GLQUAKE
  // FIXME: doesn't use the new one-window approach yet
    S_Init ();
#endif

#endif  // _WIN32
    CDAudio_Init ();
    Sbar_Init ();
    CL_Init ();
#ifdef _WIN32 // on non win32, mouse comes before video for security reasons
    IN_Init ();
#endif
  }

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

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

  host_initialized = true;
  
  Sys_Printf ("========Quake Initialized=========\n");  
}


/*
===============
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)
  {
    VID_Shutdown();
  }
}

