/*
 * Copyright (C) 1997-2001 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.
 *
 * =======================================================================
 *
 * Server commands received by clients. There are only two ways on which
 * those can be received. Typed via stdin into the server console or via
 * a network / internal communication datagram.
 *
 * =======================================================================
 */

#include "header/server.h"

/*
 * Specify a list of master servers
 */
void
SV_SetMaster_f(void)
{
	int i, slot;

	/* only dedicated servers send heartbeats */
	if (!dedicated->value)
	{
		Com_Printf("Only dedicated servers use masters.\n");
		return;
	}

	/* make sure the server is listed public */
	Cvar_Set("public", "1");

	for (i = 1; i < MAX_MASTERS; i++)
	{
		memset(&master_adr[i], 0, sizeof(master_adr[i]));
	}

	slot = 1; /* slot 0 will always contain the id master */

	for (i = 1; i < Cmd_Argc(); i++)
	{
		if (slot == MAX_MASTERS)
		{
			break;
		}

		if (!NET_StringToAdr(Cmd_Argv(i), &master_adr[i]))
		{
			Com_Printf("Bad address: %s\n", Cmd_Argv(i));
			continue;
		}

		if (master_adr[slot].port == 0)
		{
			master_adr[slot].port = BigShort(PORT_MASTER);
		}

		Com_Printf("Master server at %s\n", NET_AdrToString(master_adr[slot]));

		Com_Printf("Sending a ping.\n");

		Netchan_OutOfBandPrint(NS_SERVER, master_adr[slot], "ping");

		slot++;
	}

	svs.last_heartbeat = -9999999;
}

/*
 * Sets sv_client and sv_player to the player with idnum Cmd_Argv(1)
 */
qboolean
SV_SetPlayer(void)
{
	client_t *cl;
	int i;
	int idnum;
	char *s;

	if (Cmd_Argc() < 2)
	{
		return false;
	}

	s = Cmd_Argv(1);

	/* numeric values are just slot numbers */
	if ((s[0] >= '0') && (s[0] <= '9'))
	{
		idnum = (int)strtol(Cmd_Argv(1), (char **)NULL, 10);

		if ((idnum < 0) || (idnum >= maxclients->value))
		{
			Com_Printf("Bad client slot: %i\n", idnum);
			return false;
		}

		sv_client = &svs.clients[idnum];
		sv_player = sv_client->edict;

		if (!sv_client->state)
		{
			Com_Printf("Client %i is not active\n", idnum);
			return false;
		}

		return true;
	}

	/* check for a name match */
	for (i = 0, cl = svs.clients; i < maxclients->value; i++, cl++)
	{
		if (!cl->state)
		{
			continue;
		}

		if (!strcmp(cl->name, s))
		{
			sv_client = cl;
			sv_player = sv_client->edict;
			return true;
		}
	}

	Com_Printf("Userid %s is not on the server\n", s);
	return false;
}

/*
 * Puts the server in demo mode on a specific map/cinematic
 */
void
SV_DemoMap_f(void)
{
	if (Cmd_Argc() != 2)
	{
		Com_Printf("USAGE: demomap <demoname.dm2>\n");
		return;
	}

	SV_Map(true, Cmd_Argv(1), false);
}

/*
 * Saves the state of the map just being exited and goes to a new map.
 *
 * If the initial character of the map string is '*', the next map is
 * in a new unit, so the current savegame directory is cleared of
 * map files.
 *
 * Example:
 *   inter.cin+jail
 *
 * Clears the archived maps, plays the inter.cin cinematic, then
 * goes to map jail.bsp.
 */
void
SV_GameMap_f(void)
{
	char *map;
	int i;
	client_t *cl;
	qboolean *savedInuse;

	if (Cmd_Argc() != 2)
	{
		Com_Printf("USAGE: gamemap <map>\n");
		return;
	}

	Com_DPrintf("SV_GameMap(%s)\n", Cmd_Argv(1));

	FS_CreatePath(va("%s/save/current/", FS_Gamedir()));

	/* check for clearing the current savegame */
	map = Cmd_Argv(1);

	if (map[0] == '*')
	{
		/* wipe all the *.sav files */
		SV_WipeSavegame("current");
	}
	else
	{
		/* save the map just exited */
		if (sv.state == ss_game)
		{
			/* clear all the client inuse flags before saving so that
			   when the level is re-entered, the clients will spawn
			   at spawn points instead of occupying body shells */
			savedInuse = malloc(maxclients->value * sizeof(qboolean));

			for (i = 0, cl = svs.clients; i < maxclients->value; i++, cl++)
			{
				savedInuse[i] = cl->edict->inuse;
				cl->edict->inuse = false;
			}

			SV_WriteLevelFile();

			/* we must restore these for clients to transfer over correctly */
			for (i = 0, cl = svs.clients; i < maxclients->value; i++, cl++)
			{
				cl->edict->inuse = savedInuse[i];
			}

			free(savedInuse);
		}
	}

	/* start up the next map */
	SV_Map(false, Cmd_Argv(1), false);

	/* archive server state */
	strncpy(svs.mapcmd, Cmd_Argv(1), sizeof(svs.mapcmd) - 1);

	/* copy off the level to the autosave slot */
	if (!dedicated->value)
	{
		SV_WriteServerFile(true);
		SV_CopySaveGame("current", "save0");
	}
}

/*
 * Goes directly to a given map without any savegame archiving.
 * For development work
 */
void
SV_Map_f(void)
{
	char *map;
	char expanded[MAX_QPATH];

	if (Cmd_Argc() != 2)
	{
		Com_Printf("USAGE: map <mapname>\n");
		return;
	}

	/* if not a pcx, demo, or cinematic, check to make sure the level exists */
	map = Cmd_Argv(1);

	if (!strstr(map, ".") && !strstr(map, "$") && (*map != '*'))
	{
		Com_sprintf(expanded, sizeof(expanded), "maps/%s.bsp", map);

		if (FS_LoadFile(expanded, NULL) == -1)
		{
			Com_Printf("Can't find %s\n", expanded);
			return;
		}
	}

	sv.state = ss_dead; /* don't save current level when changing */
	SV_WipeSavegame("current");
	SV_GameMap_f();
}

/*
 * Kick a user off of the server
 */
void
SV_Kick_f(void)
{
	if (!svs.initialized)
	{
		Com_Printf("No server running.\n");
		return;
	}

	if (Cmd_Argc() != 2)
	{
		Com_Printf("Usage: kick <userid>\n");
		return;
	}

	if (!SV_SetPlayer())
	{
		return;
	}

	if ((sv_client->state == cs_spawned) && *sv_client->name)
	{
		SV_BroadcastPrintf(PRINT_HIGH, "%s was kicked\n", sv_client->name);
	}

	/* print directly, because the dropped client 
	   won't get the SV_BroadcastPrintf message */
	SV_ClientPrintf(sv_client, PRINT_HIGH, "You were kicked from the game\n");
	SV_DropClient(sv_client);
	sv_client->lastmessage = svs.realtime; /* min case there is a funny zombie */
}

void
SV_Status_f(void)
{
	int i, j, l;
	client_t *cl;
	char *s;
	int ping;

	if (!svs.clients)
	{
		Com_Printf("No server running.\n");
		return;
	}

	Com_Printf("map              : %s\n", sv.name);

	Com_Printf("num score ping name            lastmsg address               qport \n");
	Com_Printf("--- ----- ---- --------------- ------- --------------------- ------\n");

	for (i = 0, cl = svs.clients; i < maxclients->value; i++, cl++)
	{
		if (!cl->state)
		{
			continue;
		}

		Com_Printf("%2i ", i);
		Com_Printf("%5i ", cl->edict->client->ps.stats[STAT_FRAGS]);

		if (cl->state == cs_connected)
		{
			Com_Printf("CNCT ");
		}
		else if (cl->state == cs_zombie)
		{
			Com_Printf("ZMBI ");
		}
		else
		{
			ping = cl->ping < 9999 ? cl->ping : 9999;
			Com_Printf("%4i ", ping);
		}

		Com_Printf("%s", cl->name);
		l = 16 - strlen(cl->name);

		for (j = 0; j < l; j++)
		{
			Com_Printf(" ");
		}

		Com_Printf("%7i ", svs.realtime - cl->lastmessage);

		s = NET_AdrToString(cl->netchan.remote_address);
		Com_Printf("%s", s);
		l = 22 - strlen(s);

		for (j = 0; j < l; j++)
		{
			Com_Printf(" ");
		}

		Com_Printf("%5i", cl->netchan.qport);

		Com_Printf("\n");
	}

	Com_Printf("\n");
}

void
SV_ConSay_f(void)
{
	client_t *client;
	int j;
	char *p;
	char text[1024];

	if (Cmd_Argc() < 2)
	{
		return;
	}

	if (!svs.initialized)
	{
		Com_Printf("No server running.\n");
		return;
	}

	strcpy(text, "console: ");
	p = Cmd_Args();

	if (*p == '"')
	{
		p++;
		p[strlen(p) - 1] = 0;
	}

	strcat(text, p);

	for (j = 0, client = svs.clients; j < maxclients->value; j++, client++)
	{
		if (client->state != cs_spawned)
		{
			continue;
		}

		SV_ClientPrintf(client, PRINT_CHAT, "%s\n", text);
	}
}

void
SV_Heartbeat_f(void)
{
	svs.last_heartbeat = -9999999;
}

/*
 * Examine or change the serverinfo string
 */
void
SV_Serverinfo_f(void)
{
	Com_Printf("Server info settings:\n");
	Info_Print(Cvar_Serverinfo());
}

/*
 * Examine all a users info strings
 */
void
SV_DumpUser_f(void)
{
	if (!svs.initialized)
	{
		Com_Printf("No server running.\n");
		return;
	}

	if (Cmd_Argc() != 2)
	{
		Com_Printf("Usage: info <userid>\n");
		return;
	}

	if (!SV_SetPlayer())
	{
		return;
	}

	Com_Printf("userinfo\n");
	Com_Printf("--------\n");
	Info_Print(sv_client->userinfo);
}

/*
 * Begins server demo recording.  Every entity and every message will be
 * recorded, but no playerinfo will be stored.  Primarily for demo merging.
 */
void
SV_ServerRecord_f(void)
{
	char name[MAX_OSPATH];
	byte buf_data[32768];
	sizebuf_t buf;
	int len;
	int i;

	if (Cmd_Argc() != 2)
	{
		Com_Printf("serverrecord <demoname>\n");
		return;
	}

	if (svs.demofile)
	{
		Com_Printf("Already recording.\n");
		return;
	}

	if (sv.state != ss_game)
	{
		Com_Printf("You must be in a level to record.\n");
		return;
	}

	if (strstr(Cmd_Argv(1), "..") || 
		strstr(Cmd_Argv(1), "/") || 
		strstr(Cmd_Argv(1), "\\"))
	{
		Com_Printf("Illegal filename.\n");
		return;
	}

	/* open the demo file */
	Com_sprintf(name, sizeof(name), "%s/demos/%s.dm2", FS_Gamedir(), Cmd_Argv(1));

	Com_Printf("recording to %s.\n", name);
	FS_CreatePath(name);
	svs.demofile = fopen(name, "wb");

	if (!svs.demofile)
	{
		Com_Printf("ERROR: couldn't open.\n");
		return;
	}

	/* setup a buffer to catch all multicasts */
	SZ_Init(&svs.demo_multicast, svs.demo_multicast_buf,
			sizeof(svs.demo_multicast_buf));

	/* write a single giant fake message with all the startup info */
	SZ_Init(&buf, buf_data, sizeof(buf_data));

	/* serverdata needs to go over for all types of servers
	   to make sure the protocol is right, and to set the gamedir */
	MSG_WriteByte(&buf, svc_serverdata);
	MSG_WriteLong(&buf, PROTOCOL_VERSION);
	MSG_WriteLong(&buf, svs.spawncount);

	/* 2 means server demo */
	MSG_WriteByte(&buf, 2);   /* demos are always attract loops */
	MSG_WriteString(&buf, (char *)Cvar_VariableString("gamedir"));
	MSG_WriteShort(&buf, -1);

	/* send full levelname */
	MSG_WriteString(&buf, sv.configstrings[CS_NAME]);

	for (i = 0; i < MAX_CONFIGSTRINGS; i++)
	{
		if (sv.configstrings[i][0])
		{
			MSG_WriteByte(&buf, svc_configstring);
			MSG_WriteShort(&buf, i);
			MSG_WriteString(&buf, sv.configstrings[i]);

			if (buf.cursize + 67 >= buf.maxsize)
			{
				Com_Printf("not enough buffer space available.\n");
				fclose(svs.demofile);
				return;
			}
		}
	}

	/* write it to the demo file */
	Com_DPrintf("signon message length: %i\n", buf.cursize);
	len = LittleLong(buf.cursize);
	fwrite(&len, 4, 1, svs.demofile);
	fwrite(buf.data, buf.cursize, 1, svs.demofile);
}

/*
 * Ends server demo recording
 */
void
SV_ServerStop_f(void)
{
	if (!svs.demofile)
	{
		Com_Printf("Not doing a serverrecord.\n");
		return;
	}

	fclose(svs.demofile);
	svs.demofile = NULL;
	Com_Printf("Recording completed.\n");
}

/*
 * Kick everyone off, possibly in preparation for a new game
 */
void
SV_KillServer_f(void)
{
	if (!svs.initialized)
	{
		return;
	}

	SV_Shutdown("Server was killed.\n", false);
	NET_Config(false);   /* close network sockets */
}

/*
 * Let the game dll handle a command
 */
void
SV_ServerCommand_f(void)
{
	if (!ge)
	{
		Com_Printf("No game loaded.\n");
		return;
	}

	ge->ServerCommand();
}

void
SV_InitOperatorCommands(void)
{
	Cmd_AddCommand("heartbeat", SV_Heartbeat_f);
	Cmd_AddCommand("kick", SV_Kick_f);
	Cmd_AddCommand("status", SV_Status_f);
	Cmd_AddCommand("serverinfo", SV_Serverinfo_f);
	Cmd_AddCommand("dumpuser", SV_DumpUser_f);

	Cmd_AddCommand("map", SV_Map_f);
	Cmd_AddCommand("demomap", SV_DemoMap_f);
	Cmd_AddCommand("gamemap", SV_GameMap_f);
	Cmd_AddCommand("setmaster", SV_SetMaster_f);

	if (dedicated->value)
	{
		Cmd_AddCommand("say", SV_ConSay_f);
	}

	Cmd_AddCommand("serverrecord", SV_ServerRecord_f);
	Cmd_AddCommand("serverstop", SV_ServerStop_f);

	Cmd_AddCommand("save", SV_Savegame_f);
	Cmd_AddCommand("load", SV_Loadgame_f);

	Cmd_AddCommand("killserver", SV_KillServer_f);

	Cmd_AddCommand("sv", SV_ServerCommand_f);
}

