/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, 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 3 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, see <http://www.gnu.org/licenses/>.

Additional permissions under GNU GPL version 3 section 7

If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.

You can contact Cyan Worlds, Inc. by email legal@cyan.com
 or by snail mail at:
      Cyan Worlds, Inc.
      14617 N Newport Hwy
      Mead, WA   99021

*==LICENSE==*/
#ifndef plKeyImp_inc
#define plKeyImp_inc

#include "plKey.h"
#include "hsTemplates.h"
#include "plUoid.h"  
#include "hsBitVector.h"
#include "plRefFlags.h"

//------------------------------------
// plKey is a handle to a keyedObject
//------------------------------------
class plKeyImp : public plKeyData 
{
public:
	plKeyImp();
	plKeyImp(plUoid, UInt32 pos,UInt32 len);
	virtual ~plKeyImp();

	virtual const plUoid&	GetUoid() const { return fUoid; }
	virtual const char*		GetName() const;

	virtual hsKeyedObject*	GetObjectPtr();
	virtual hsKeyedObject*	ObjectIsLoaded() const;
	virtual hsKeyedObject*	VerifyLoaded();

	// called before writing to disk so that static keys can have faster lookups (int compare instead of string compare)
	void SetObjectID(UInt32 id) {fUoid.SetObjectID(id);}

	//----------------------
	// I/O
	// ResMgr performs read, so it can search for an existing instance....
	//----------------------
	void Read(hsStream* s);
	void Write(hsStream* s);
	void WriteObject(hsStream* s);
	// For when you need to skip over a key in a stream
	static void SkipRead(hsStream* s);

	UInt32 GetStartPos() const	{ return fStartPos; } // for ResMgr to read the Objects
	UInt32 GetDataLen() const	{ return fDataLen;  } // for ResMgr to read the Objects

	//----------------------
	// Allow a keyed object to behave as if it has an active ref when in fact the object
	// should only be active ref'ed by a non-keyed parent.  Essentially just bumps/decs
	// the active ref count to facilitate normal object creation/destruction
	//----------------------
	virtual hsKeyedObject*	RefObject(plRefFlags::Type flags = plRefFlags::kActiveRef);
	virtual void			UnRefObject(plRefFlags::Type flags = plRefFlags::kActiveRef);

	//----------------------
	// Release has two behaviors, depending on whether the ref is active or passive:
	// Active - Release decs the ActiveRefCnt. When it gets to zero, the object will be deleted.
	// Passive - Unregisters my interest in when the object is created or destroyed.
	//----------------------
	virtual void Release(plKey targetKey);

	void UnRegister();
	void SetUoid(const plUoid& uoid);
	void SetupNotify(plRefMsg* msg, plRefFlags::Type flags);

	// hsKeyedObject use only!
	hsKeyedObject* SetObjectPtr(hsKeyedObject* p);

	////////////////////////////////////////////////////////////////////////////
	// ResManager/Registry use only!
	//

	//----------------------
	// Clone access
	//----------------------
	void	AddClone(plKeyImp* c);
	void	RemoveClone(plKeyImp* c) const;
	plKey	GetClone(UInt32 playerID, UInt32 cloneID) const;
	void	CopyForClone(const plKeyImp* p, UInt32 playerID, UInt32 cloneID);    // Copy the contents of p for cloning process

	UInt32	GetNumClones();
	plKey	GetCloneByIdx(UInt32 idx);
	plKey	GetCloneOwner() { return fCloneOwner; }

	void NotifyCreated();
	void ISetupNotify(plRefMsg* msg, plRefFlags::Type flags); // Setup notifcations for reference, don't send anything.

	void		AddRef(plKeyImp* key) const;
	UInt16		GetNumRefs() const { return fRefs.GetCount(); }
	plKeyImp*	GetRef(int i) const { return fRefs[i]; }
	void		RemoveRef(plKeyImp *key) const;

	virtual UInt16      GetActiveRefs() const			{ return fNumActiveRefs; }
	virtual UInt16		GetNumNotifyCreated() const		{ return fNotifyCreated.GetCount(); }
	virtual plRefMsg*	GetNotifyCreated(int i) const	{ return fNotifyCreated[i]; }
	virtual const hsBitVector& GetActiveBits() const	{ return fActiveRefs; }

protected:
	void        AddNotifyCreated(plRefMsg* msg, plRefFlags::Type flags);
	void        ClearNotifyCreated();
	UInt16      GetNumNotifyCreated() { return fNotifyCreated.GetCount(); }
	plRefMsg*   GetNotifyCreated(int i) { return fNotifyCreated[i]; }
	void        RemoveNotifyCreated(int i);

	UInt16      IncActiveRefs() { return ++fNumActiveRefs; }
	UInt16      DecActiveRefs() { return fNumActiveRefs ? --fNumActiveRefs : 0; }

	hsBool	IsActiveRef(int i) const			{ return fActiveRefs.IsBitSet(i) != 0; }
	void	SetActiveRef(int i, hsBool on=true)	{ fActiveRefs.SetBit(i, on); }
	hsBool	IsNotified(int i) const				{ return fNotified.IsBitSet(i) != 0; }
	void	SetNotified(int i, hsBool on=true)	{ fNotified.SetBit(i, on); }

	void SatisfyPending(plRefMsg* msg) const;
	void SatisfyPending() const;

	void INotifySelf(hsKeyedObject* ko);
	void INotifyDestroyed();
	void IClearRefs();

	void IRelease(plKeyImp* keyImp);

	hsKeyedObject* fObjectPtr;

	// These fields are the ones actually saved to disk
	plUoid fUoid;
	UInt32 fStartPos;	// where I live in the Datafile  
	UInt32 fDataLen;	// Length in the Datafile

	// Following used by hsResMgr to notify on defered load or when a passive ref is destroyed.
	UInt16						fNumActiveRefs;	// num active refs on me
	hsBitVector					fActiveRefs;	// Which of notify created are active refs
	hsBitVector					fNotified;		// which of notifycreated i've already notified.
	hsTArray<plRefMsg*>			fNotifyCreated;	// people to notify when I'm created or destroyed
	mutable hsTArray<plKeyImp*>	fRefs;			// refs I've made (to be released when I'm unregistered).
	mutable Int16				fPendingRefs;	// Outstanding requests I have out.
	mutable hsTArray<plKeyImp*>	fClones;		// clones of me
	mutable plKey				fCloneOwner;	// pointer for clones back to the owning key
};

#endif // hsRegistry_inc