//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $Workfile:     $
// $Date:         $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifdef _WIN32
#include <stdio.h>
#include <string.h>
#include <stdarg.h>

#include <windows.h>
// base vgui interfaces
#include <vgui/vgui.h>
#include <vgui_controls/Panel.h>
#include <vgui/IVGui.h>
#include <vgui/ISurface.h>
#include <vgui/Cursor.h>
#include <vgui_controls/ProgressBox.h>

#include "filesystem.h"
#include "IAdminServer.h"

#include "MainPanel.h"
#include <imanageserver.h>
#include "ivguimodule.h" 
#include <vgui/IVGui.h>

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

using namespace vgui;

static CMainPanel *s_InternetDlg = NULL;
CSysModule *g_hAdminServerModule = NULL;
extern IAdminServer *g_pAdminServer;
char *gpszCvars = NULL;


void Sys_Sleep_Old( int msec );

extern BOOL gbAppHasBeenTerminated; // used to signal the server thread

//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CMainPanel::CMainPanel( ) : Panel(NULL, "CMainPanel")
{
	SetPaintBackgroundEnabled( false );
	SetFgColor( Color( 0,0,0,0 ) );
	m_bStarting = false;
	m_flPreviousSteamProgress = 0.0f;
	m_pGameServer= NULL;
}

//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CMainPanel::~CMainPanel()
{
	if (gpszCvars)
	{
		free(gpszCvars);
	}

}

//-----------------------------------------------------------------------------
// Purpose: Called once to set up
//-----------------------------------------------------------------------------
void CMainPanel::Initialize( )
{
	s_InternetDlg = this;
	m_pGameServer = NULL;

	m_bStarted = false;
	m_bIsInConfig = true;
	m_bClosing = false;
	m_pProgressBox = NULL;
	m_hShutdown = NULL; 

	MoveToFront();

	m_pConfigPage = new CCreateMultiplayerGameServerPage(this, "Config");
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CMainPanel::Open( void )
{	
	m_pConfigPage->SetVisible(true);
	m_pConfigPage->MoveToFront();
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CMainPanel::OnClose()
{
	DoStop();
}

//-----------------------------------------------------------------------------
// Purpose: returns a pointer to a static instance of this dialog
//-----------------------------------------------------------------------------
CMainPanel *CMainPanel::GetInstance()
{
	return s_InternetDlg;
}

//-----------------------------------------------------------------------------
// Purpose: Changes to the console page and starts up the actual server
//-----------------------------------------------------------------------------
void CMainPanel::StartServer(const char *cvars)
{
	surface()->SetCursor(dc_hourglass);
	m_pConfigPage->GetServer(s1);

	// hide the config page and close it
	m_pConfigPage->SetVisible(false);
	m_pConfigPage->Close();
		
	gpszCvars = strdup(cvars);

	// show the basic progress box immediately
	m_pProgressBox = new ProgressBox("#Start_Server_Loading_Title", "#Server_UpdatingSteamResources", "Starting dedicated server...");
	m_pProgressBox->SetCancelButtonVisible(true);
	m_pProgressBox->ShowWindow();

	// make sure we have all the steam content for this mod
	char reslist[_MAX_PATH];
	_snprintf(reslist, sizeof(reslist), "reslists/%s/preload.lst", m_pConfigPage->GetGameName());
	m_hResourceWaitHandle = g_pFullFileSystem->WaitForResources(reslist);
	if (!m_hResourceWaitHandle)
	{
		Assert( 0 );
	}

	m_pProgressBox->SetCancelButtonEnabled(false);

	m_hShutdown	= CreateEvent( NULL, TRUE, FALSE, NULL );
		ivgui()->AddTickSignal(GetVPanel());
}

//-----------------------------------------------------------------------------
// Purpose: lets us delay the loading of the management screen until the server has started
//-----------------------------------------------------------------------------
void CMainPanel::OnTick()
{
	if (m_hResourceWaitHandle)
	{
		// see if we've been cancelled
		if (!m_pProgressBox.Get() || !m_pProgressBox->IsVisible())
		{
			// cancel out
			g_pFullFileSystem->CancelWaitForResources(m_hResourceWaitHandle);
			m_hResourceWaitHandle = NULL;
			DoStop();
			return;
		}

		// update resource waiting
		bool complete;
		float progress;
		if (g_pFullFileSystem->GetWaitForResourcesProgress(m_hResourceWaitHandle, &progress, &complete))
		{
			vgui::ivgui()->DPrintf2( "progress %.2f %s\n", progress, complete ? "not complete" : "complete" );

			// don't set the progress if we've jumped straight from 0 to 100% complete
			if (!(progress == 1.0f && m_flPreviousSteamProgress == 0.0f))
			{
				m_pProgressBox->SetProgress(progress);
				m_flPreviousSteamProgress = progress;
			}
		}

		// This is here because without it, the dedicated server will consume a lot of CPU and it will slow Steam down
		// so much that it'll download at 64k instead of 6M.
		Sleep( 200 );

		// see if we're done
		if (complete)
		{
			m_hResourceWaitHandle = NULL;
			m_bStarting = true;
			m_bIsInConfig = false;
			// at this stage in the process the user can no longer cancel
			m_pProgressBox->SetCancelButtonEnabled(false);
		}
	}

	if (m_bStarting) // if we are actively launching the app
	{
		static int count = 0;
		if (WAIT_OBJECT_0 == WaitForSingleObject(m_hShutdown, 10) || count > 5000)
		{	
			if (!m_bStarted)
			{	
				serveritem_t server;
				m_pConfigPage->GetServer(server);
				ManageServerUIHandle_t managePage = g_pAdminServer->OpenManageServerDialog(server.name, server.gameDir);
				m_pGameServer = g_pAdminServer->GetManageServerInterface(managePage);
				m_bStarted = true;

				if (m_pProgressBox)
				{	
					m_pProgressBox->Close();
					m_pProgressBox = NULL;
				}
			}
			else // must be stopping the server
			{
				DoStop();
			}
			
			surface()->SetCursor(dc_user);
			m_bStarting = false;
			ResetEvent(m_hShutdown);
		}
		else
		{	
			count++;
		}
	}
}

//-----------------------------------------------------------------------------
// Purpose: stops VGUI and kills any progress dialog we may have been displaying
//-----------------------------------------------------------------------------
void CMainPanel::DoStop()
{
	surface()->SetCursor(dc_user);

	m_bStarted = false;
	m_bClosing = true;

	if (m_pProgressBox)
	{	
		m_pProgressBox->Close();
		m_pProgressBox = NULL;
	}

	ivgui()->Stop();
}

//-----------------------------------------------------------------------------
// Purpose: Pushes text into the console
//-----------------------------------------------------------------------------
void CMainPanel::AddConsoleText(const char *msg)
{
	if (m_pGameServer)
	{
		m_pGameServer->AddToConsole(msg);
	}
}

//-----------------------------------------------------------------------------
// Purpose: Message map
//-----------------------------------------------------------------------------
MessageMapItem_t CMainPanel::m_MessageMap[] =
{
	MAP_MESSAGE( CMainPanel, "Quit", OnClose ),
};

IMPLEMENT_PANELMAP(CMainPanel, BaseClass);

#endif // _WIN32