// sv_client.c -- server code for dealing with clients

// leave this as first line for PCH reasons...
//
#include "../server/exe_headers.h"




#include "server.h"

/*
==================
SV_DirectConnect

A "connect" OOB command has been received
==================
*/
void SV_DirectConnect( netadr_t from ) {
	char		userinfo[MAX_INFO_STRING];
	int			i;
	client_t	*cl, *newcl;
	MAC_STATIC client_t	temp;
	gentity_t		*ent;
	int			clientNum;
	int			version;
	int			qport;
	int			challenge;
	char		*denied;

	Com_DPrintf ("SVC_DirectConnect ()\n");

	Q_strncpyz( userinfo, Cmd_Argv(1), sizeof(userinfo) );

	version = atoi( Info_ValueForKey( userinfo, "protocol" ) );
	if ( version != PROTOCOL_VERSION ) {
		NET_OutOfBandPrint( NS_SERVER, from, "print\nServer uses protocol version %i.\n", PROTOCOL_VERSION );
		Com_DPrintf ("    rejected connect from version %i\n", version);
		return;
	}

	qport = atoi( Info_ValueForKey( userinfo, "qport" ) );

	challenge = atoi( Info_ValueForKey( userinfo, "challenge" ) );

	// see if the challenge is valid (local clients don't need to challenge)
	if ( !NET_IsLocalAddress (from) ) {
		NET_OutOfBandPrint( NS_SERVER, from, "print\nNo challenge for address.\n" );
		return;
	} else {
		// force the "ip" info key to "localhost"
		Info_SetValueForKey( userinfo, "ip", "localhost" );
	}

	newcl = &temp;
	memset (newcl, 0, sizeof(client_t));

	// if there is already a slot for this ip, reuse it
	for (i=0,cl=svs.clients ; i < 1 ; i++,cl++)
	{
		if ( cl->state == CS_FREE ) {
			continue;
		}
		if ( NET_CompareBaseAdr( from, cl->netchan.remoteAddress )
			&& ( cl->netchan.qport == qport 
			|| from.port == cl->netchan.remoteAddress.port ) )
		{
			if (( sv.time - cl->lastConnectTime) 
				< (sv_reconnectlimit->integer * 1000))
			{
				Com_DPrintf ("%s:reconnect rejected : too soon\n", NET_AdrToString (from));
				return;
			}
			Com_Printf ("%s:reconnect\n", NET_AdrToString (from));
			newcl = cl;
			goto gotnewcl;
		}
	}


	newcl = NULL;
	for ( i = 0; i < 1 ; i++ ) {
		cl = &svs.clients[i];
		if (cl->state == CS_FREE) {
			newcl = cl;
			break;
		}
	}

	if ( !newcl ) {
		NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is full.\n" );
		Com_DPrintf ("Rejected a connection.\n");
		return;
	}

gotnewcl:	
	// build a new connection
	// accept the new client
	// this is the only place a client_t is ever initialized
	*newcl = temp;
	clientNum = newcl - svs.clients;
	ent = SV_GentityNum( clientNum );
	newcl->gentity = ent;

	// save the address
	Netchan_Setup (NS_SERVER, &newcl->netchan , from, qport);

	// save the userinfo
	Q_strncpyz( newcl->userinfo, userinfo, sizeof(newcl->userinfo) );

	// get the game a chance to reject this connection or modify the userinfo
	denied = ge->ClientConnect( clientNum, qtrue, eSavedGameJustLoaded ); // firstTime = qtrue
	if ( denied ) {
		NET_OutOfBandPrint( NS_SERVER, from, "print\n%s\n", denied );
		Com_DPrintf ("Game rejected a connection: %s.\n", denied);
		return;
	}

	SV_UserinfoChanged( newcl );

	// send the connect packet to the client
	NET_OutOfBandPrint( NS_SERVER, from, "connectResponse" );

	newcl->state = CS_CONNECTED;
	newcl->nextSnapshotTime = sv.time;
	newcl->lastPacketTime = sv.time;
	newcl->lastConnectTime = sv.time;

	// when we receive the first packet from the client, we will
	// notice that it is from a different serverid and that the
	// gamestate message was not just sent, forcing a retransmit
	newcl->gamestateMessageNum = -1;
}


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

Called when the player is totally leaving the server, either willingly
or unwillingly.  This is NOT called if the entire server is quiting
or crashing -- SV_FinalMessage() will handle that
=====================
*/
void SV_DropClient( client_t *drop, const char *reason ) {
	if ( drop->state == CS_ZOMBIE ) {
		return;		// already dropped
	}
	drop->state = CS_ZOMBIE;		// become free in a few seconds

	if (drop->download)	{
		FS_FreeFile (drop->download);
		drop->download = NULL;
	}

	// call the prog function for removing a client
	// this will remove the body, among other things
	ge->ClientDisconnect( drop - svs.clients );

	// tell everyone why they got dropped
	SV_SendServerCommand( NULL, "print \"%s %s\n\"", drop->name, reason );

	// add the disconnect command
	SV_SendServerCommand( drop, "disconnect" );
}

/*
================
SV_SendClientGameState

Sends the first message from the server to a connected client.
This will be sent on the initial connection and upon each new map load.

It will be resent if the client acknowledges a later message but has
the wrong gamestate.
================
*/
void SV_SendClientGameState( client_t *client ) {
	int			start;
	msg_t		msg;
	byte		msgBuffer[MAX_MSGLEN];

	Com_DPrintf ("SV_SendGameState() for %s\n", client->name);
	client->state = CS_PRIMED;

	// when we receive the first packet from the client, we will
	// notice that it is from a different serverid and that the
	// gamestate message was not just sent, forcing a retransmit
	client->gamestateMessageNum = client->netchan.outgoingSequence;

	// clear the reliable message list for this client
	client->reliableSequence = 0;
	client->reliableAcknowledge = 0;

	MSG_Init( &msg, msgBuffer, sizeof( msgBuffer ) );

	// send the gamestate
	MSG_WriteByte( &msg, svc_gamestate );
	MSG_WriteLong( &msg, client->reliableSequence );

	// write the configstrings
	for ( start = 0 ; start < MAX_CONFIGSTRINGS ; start++ ) {
		if (sv.configstrings[start][0]) {
			MSG_WriteByte( &msg, svc_configstring );
			MSG_WriteShort( &msg, start );
			MSG_WriteString( &msg, sv.configstrings[start] );
		}
	}

	MSG_WriteByte( &msg, 0 );

	// check for overflow
	if ( msg.overflowed ) {
		Com_Printf ("WARNING: GameState overflowed for %s\n", client->name);
	}

	// deliver this to the client
	SV_SendMessageToClient( &msg, client );
}


/*
==================
SV_ClientEnterWorld
==================
*/
void SV_ClientEnterWorld( client_t *client, usercmd_t *cmd, SavedGameJustLoaded_e eSavedGameJustLoaded ) {
	int		clientNum;
	gentity_t	*ent;

	Com_DPrintf ("SV_ClientEnterWorld() from %s\n", client->name);
	client->state = CS_ACTIVE;

	// set up the entity for the client
	clientNum = client - svs.clients;
	ent = SV_GentityNum( clientNum );
	ent->s.number = clientNum;
	client->gentity = ent;

	// normally I check 'qbFromSavedGame' to avoid overwriting loaded client data, but this stuff I want
	//	to be reset so that client packet delta-ing bgins afresh, rather than based on your previous frame 
	//	(which didn't in fact happen now if we've just loaded from a saved game...)
	//
	client->deltaMessage = -1;
	client->cmdNum = 0;
	client->nextSnapshotTime = sv.time;	// generate a snapshot immediately

	// call the game begin function
	ge->ClientBegin( client - svs.clients, cmd, eSavedGameJustLoaded );
}

/*
============================================================

CLIENT COMMAND EXECUTION

============================================================
*/


/*
=================
SV_Disconnect_f

The client is going to disconnect, so remove the connection immediately  FIXME: move to game?
=================
*/
static void SV_Disconnect_f( client_t *cl ) {
	SV_DropClient( cl, "disconnected" );
}



/*
=================
SV_UserinfoChanged

Pull specific info from a newly changed userinfo string
into a more C friendly form.
=================
*/
void SV_UserinfoChanged( client_t *cl ) {
	char	*val;
	int		i;

	// name for C code
	Q_strncpyz( cl->name, Info_ValueForKey (cl->userinfo, "name"), sizeof(cl->name) );

	// rate command

	// if the client is on the same subnet as the server and we aren't running an
	// internet public server, assume they don't need a rate choke
	cl->rate = 99999;	// lans should not rate limit

	// snaps command
	val = Info_ValueForKey (cl->userinfo, "snaps");
	if (strlen(val)) {
		i = atoi(val);
		if ( i < 1 ) {
			i = 1;
		} else if ( i > 30 ) {
			i = 30;
		}
		cl->snapshotMsec = 1000/i;
	} else {
		cl->snapshotMsec = 50;
	}
}


/*
==================
SV_UpdateUserinfo_f
==================
*/
static void SV_UpdateUserinfo_f( client_t *cl ) {
	Q_strncpyz( cl->userinfo, Cmd_Argv(1), sizeof(cl->userinfo) );

	// call prog code to allow overrides
	ge->ClientUserinfoChanged( cl - svs.clients );
	
	SV_UserinfoChanged( cl );
}

typedef struct {
	char	*name;
	void	(*func)( client_t *cl );
} ucmd_t;

static ucmd_t ucmds[] = {
	{"userinfo", SV_UpdateUserinfo_f},
	{"disconnect", SV_Disconnect_f},

	{NULL, NULL}
};

/*
==================
SV_ExecuteClientCommand
==================
*/
void SV_ExecuteClientCommand( client_t *cl, const char *s ) {
	ucmd_t	*u;
	
	Cmd_TokenizeString( s );

	// see if it is a server level command
	for (u=ucmds ; u->name ; u++) {
		if (!strcmp (Cmd_Argv(0), u->name) ) {
			u->func( cl );
			break;
		}
	}

	// pass unknown strings to the game
	if (!u->name && sv.state == SS_GAME) {
		ge->ClientCommand( cl - svs.clients );
	}
}

#define	MAX_STRINGCMDS	8

/*
===============
SV_ClientCommand
===============
*/
static void SV_ClientCommand( client_t *cl, msg_t *msg ) {
	int		seq;
	const char	*s;

	seq = MSG_ReadLong( msg );
	s = MSG_ReadString( msg );

	// see if we have already executed it
	if ( cl->lastClientCommand >= seq ) {
		return;
	}

	Com_DPrintf( "clientCommand: %s : %i : %s\n", cl->name, seq, s );

	// drop the connection if we have somehow lost commands
	if ( seq > cl->lastClientCommand + 1 ) {
		Com_Printf( "Client %s lost %i clientCommands\n", cl->name, 
			seq - cl->lastClientCommand + 1 );
	}

	SV_ExecuteClientCommand( cl, s );

	cl->lastClientCommand = seq;
}


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


/*
==================
SV_ClientThink
==================
*/
void SV_ClientThink (client_t *cl, usercmd_t *cmd) {
	cl->lastUsercmd = *cmd;

	if ( cl->state != CS_ACTIVE ) {
		return;		// may have been kicked during the last usercmd
	}

	ge->ClientThink( cl - svs.clients, cmd );
}

/*
==================
SV_UserMove

The message usually contains all the movement commands 
that were in the last three packets, so that the information
in dropped packets can be recovered.

On very fast clients, there may be multiple usercmd packed into
each of the backup packets.
==================
*/
static void SV_UserMove( client_t *cl, msg_t *msg ) {
	int			i, start;
	int			cmdNum;
	int			firstNum;
	int			cmdCount;
	usercmd_t	nullcmd;
	usercmd_t	cmds[MAX_PACKET_USERCMDS];
	usercmd_t	*cmd, *oldcmd;
	int			clientTime;
	int			serverId;

	cl->reliableAcknowledge = MSG_ReadLong( msg );
	serverId = MSG_ReadLong( msg );
	clientTime = MSG_ReadLong( msg );
	cl->deltaMessage = MSG_ReadLong( msg );

	// cmdNum is the command number of the most recent included usercmd
	cmdNum = MSG_ReadLong( msg );
	cmdCount = MSG_ReadByte( msg );

	if ( cmdCount < 1 ) {
		Com_Printf( "cmdCount < 1\n" );
		return;
	}

	if ( cmdCount > MAX_PACKET_USERCMDS ) {
		Com_Printf( "cmdCount > MAX_PACKET_USERCMDS\n" );
		return;
	}

	memset( &nullcmd, 0, sizeof(nullcmd) );
	oldcmd = &nullcmd;
	for ( i = 0 ; i < cmdCount ; i++ ) {
		cmd = &cmds[i];
		MSG_ReadDeltaUsercmd( msg, oldcmd, cmd );
		oldcmd = cmd;
	}

	// if this is a usercmd from a previous gamestate,
	// ignore it or retransmit the current gamestate
	if ( serverId != sv.serverId ) {
		// if we can tell that the client has dropped the last
		// gamestate we sent them, resend it
		if ( cl->netchan.incomingAcknowledged > cl->gamestateMessageNum ) {
			Com_DPrintf( "%s : dropped gamestate, resending\n", cl->name );
			SV_SendClientGameState( cl );
		}
		return;
	}

	// if this is the first usercmd we have received
	// this gamestate, put the client into the world
	if ( cl->state == CS_PRIMED ) {

		SV_ClientEnterWorld( cl, &cmds[0], eSavedGameJustLoaded );
#ifndef _XBOX	// No auto-saving for now?
		if ( sv_mapname->string[0]!='_' )
		{
			char savename[MAX_QPATH];
			if ( eSavedGameJustLoaded == eNO )
			{
				SG_WriteSavegame("auto",qtrue);
				if ( Q_strnicmp(sv_mapname->string, "academy", 7) != 0)
				{
					Com_sprintf (savename, sizeof(savename), "auto_%s",sv_mapname->string);
					SG_WriteSavegame(savename,qtrue);//can't use va becuase it's nested
				}
			}
			else if ( qbLoadTransition == qtrue )
			{
				Com_sprintf (savename, sizeof(savename), "hub/%s", sv_mapname->string );
				SG_WriteSavegame( savename, qfalse );//save a full one
				SG_WriteSavegame( "auto", qfalse );//need a copy for auto, too
			}
		}
#endif
		eSavedGameJustLoaded = eNO;
		// the moves can be processed normaly
	}

	if ( cl->state != CS_ACTIVE ) {
		cl->deltaMessage = -1;
		return;
	}


	// if there is a time gap from the last packet to this packet,
	// fill in with the first command in the packet

	// with a packetdup of 0, firstNum == cmdNum
	firstNum = cmdNum - ( cmdCount - 1 );
	if ( cl->cmdNum < firstNum - 1 ) {
		cl->droppedCommands = qtrue; 
		if ( sv_showloss->integer ) {
			Com_Printf("Lost %i usercmds from %s\n", firstNum - 1 - cl->cmdNum,
				cl->name);
		}
		if ( cl->cmdNum < firstNum - 6 ) {
			cl->cmdNum = firstNum - 6;		// don't generate too many
		}
		while ( cl->cmdNum < firstNum - 1 ) {
			cl->cmdNum++;
			SV_ClientThink( cl, &cmds[0] );
		}
	}
	// skip over any usercmd_t we have already executed
	start = cl->cmdNum - ( firstNum - 1 );
	for ( i =  start ; i < cmdCount ; i++ ) {
		SV_ClientThink (cl, &cmds[ i ]);
	}
	cl->cmdNum = cmdNum;

}


/*
===========================================================================

USER CMD EXECUTION

===========================================================================
*/

/*
===================
SV_ExecuteClientMessage

Parse a client packet
===================
*/
void SV_ExecuteClientMessage( client_t *cl, msg_t *msg ) {
	int			c;

	while( 1 ) {
		if ( msg->readcount > msg->cursize ) {
			SV_DropClient (cl, "had a badread");
			return;
		}	

		c = MSG_ReadByte( msg );
		if ( c == -1 ) {
			break;
		}
				
		switch( c ) {
		default:
			SV_DropClient( cl,"had an unknown command char" );
			return;
						
		case clc_nop:
			break;

		case clc_move:
			SV_UserMove( cl, msg );
			break;

		case clc_clientCommand:
			SV_ClientCommand( cl, msg );
			if (cl->state == CS_ZOMBIE) {
				return;	// disconnect command
			}
			break;
		}
	}
}


void SV_FreeClient(client_t *client)
{
	int i;

	if (!client) return;

	for(i=0; i<MAX_RELIABLE_COMMANDS; i++) {
		if ( client->reliableCommands[ i] ) {
			Z_Free( client->reliableCommands[ i] );
			client->reliableCommands[i] = NULL;
			client->reliableSequence = 0;
		}
	}
}

