/* This file is part of the Springlobby (GPL v2 or later), see COPYING */

#include "servermanager.h"
#include "user.h"
#include "serverselector.h"
#include "iserver.h"
#include "utils/conversion.h"
#include "settings.h"
#include "gui/ui.h"
#include "gui/mainwindow.h"
#include "gui/chatpanel.h"
#include "gui/mainchattab.h"
#include "utils/slconfig.h"
#include <wx/log.h>

ServerManager::ServerManager()
{
}

ServerManager::~ServerManager()
{
}

//Get instance of single object
ServerManager* ServerManager::Instance()
{
	if (m_Instance == nullptr) {
		m_Instance = new ServerManager();
	}
	return m_Instance;
}

//Release singleton
void ServerManager::Release()
{
	if (m_Instance != nullptr) {
		delete m_Instance;
	}
	m_Instance = nullptr;
}

//Try to connect to server
void ServerManager::ConnectToServer()
{
	if (serverSelector().GetServer().IsConnected()) {
		//TODO: Maybe call ReconnectToServer() before return?
		return;
	}

	const std::string server_name = STD_STRING(sett().GetDefaultServer());
	const std::string nick = STD_STRING(sett().GetServerAccountNick(server_name));
	const std::string pass = STD_STRING(sett().GetServerAccountPass(server_name));
	bool autoconnect = cfg().ReadBool(_T( "/Server/Autoconnect" ));

	//TODO: Do not ask user about credentials in such way.
	if (!autoconnect || server_name.empty() || nick.empty() || pass.empty()) {
		ui().ShowConnectWindow();
		return;
	}

	//Do actual connection
	DoConnectToServer(server_name, nick, pass);
}

//Reconnecto to server
void ServerManager::ReconnectToServer()
{
	//TODO: Implement reconnection delay here!
	const std::string servname = STD_STRING(sett().GetDefaultServer());
	const std::string pass = STD_STRING(sett().GetServerAccountPass(servname));

	//TODO: Need to be reworked
	if (!sett().GetServerAccountSavePass(servname)) {
		ui().ShowConnectWindow();
		return;
	}

	//Do actual connection
	DoConnectToServer(servname, STD_STRING(sett().GetServerAccountNick(servname)), pass);
}

//Disconnect from server
void ServerManager::DisconnectFromServer()
{
	if (serverSelector().GetServer().IsConnected()) {
		serverSelector().GetServer().Disconnect();
	}
}

//Register new Player on server
void ServerManager::RegisterNewUser(const std::string& servername, const std::string& username, const std::string& password)
{
	//TODO: No ui calls here!
	if (!sett().ServerExists(servername)) {
		ui().OnRegistrationDenied(_T("Server does not exist in settings"));
		return;
	}
	IServer::ServerLoginInfo info;
	info.description = servername;
	info.hostname = STD_STRING(sett().GetServerHost(servername));
	info.port = sett().GetServerPort(servername);
	info.username = username;
	info.password = password;
	serverSelector().GetServer().Register(info);
}

//Join chat channel
void ServerManager::JoinChannel(const std::string& name, const std::string& password)
{
	serverSelector().GetServer().JoinChannel(name, password);
}

//Simple wrapper. Maybe not needed
bool ServerManager::IsConnected()
{
	return serverSelector().GetServer().IsConnected();
}

//Opens the accutial connection to a server.
void ServerManager::DoConnectToServer(const std::string& servername, const std::string& username, const std::string& password)
{
	IServer* server = &serverSelector().GetServer();

	//Disconnect from server if not done before
	if (server->IsConnected()) {
		server->Disconnect();
	}


	const std::string host = STD_STRING(sett().GetServerHost(servername));
	const int port = sett().GetServerPort(servername);

	//TODO: Rework this!!!
	if (server->panel == nullptr) {
		server->panel = ui().mw().GetChatTab().AddChatPanel(*server, servername);
	}
	server->panel->StatusMessage(_T("Connecting to server ") + servername + _T("..."));

	// Connect
	IServer::ServerLoginInfo info;
	info.description = servername;
	info.hostname = host;
	info.port = port;
	info.username = username;
	info.password = password;
	server->Connect(info);
}

ServerManager* ServerManager::m_Instance = nullptr;
