/*==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==*/
/*****************************************************************************
*
*   $/Plasma20/Sources/Plasma/FeatureLib/pfGameMgr/pfGameMgr.h
*   
***/

#ifndef PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_PFGAMEMGR_H
#define PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_PFGAMEMGR_H


#include "../pnUtils/pnUtils.h"
#include "../pnNetBase/pnNetBase.h"
#include "../pnAsyncCore/pnAsyncCore.h"
#include "../pnNetCli/pnNetCli.h"
#include "../pnProduct/pnProduct.h"
#include "../plNetGameLib/plNetGameLib.h"

#pragma warning(push, 0)
// These includes produce lots of warnings on W4
#include "../pnMessage/plMessage.h"
#include "../pnKeyedObject/hsKeyedObject.h"
#pragma warning(pop)


//============================================================================
// Forward declarations
//============================================================================
class pfGameCli;


//============================================================================
// pfGameMgrMsg
//-------------
// Notifications received from SrvGameMgr are sent to pfGameMgr's receivers in
// the form of a pfGameMgrMsg.
//============================================================================
class pfGameMgrMsg : public plMessage {
public:
	#pragma warning(push, 0)
	// These macros produce warnings on W4
	CLASSNAME_REGISTER(pfGameMgrMsg);
	GETINTERFACE_ANY(pfGameMgrMsg, plMessage);
	#pragma warning(pop)

	void Read(hsStream *, hsResMgr *) { FATAL("not impl"); }
	void Write(hsStream *, hsResMgr *) { FATAL("not impl"); }

	pfGameMgrMsg ();
	~pfGameMgrMsg ();
	
	void Set (const GameMsgHeader & msg);
	
	GameMsgHeader *	netMsg;
};


//============================================================================
// pfGameCliMsg
//-------------
// Notifications received by a pfGameCli are sent to its receiver in the form
// of a pfGameCliMsg.
//============================================================================
class pfGameCliMsg : public plMessage {
public:
	#pragma warning(push, 0)
	// These macros produce warnings on W4
	CLASSNAME_REGISTER(pfGameCliMsg);
	GETINTERFACE_ANY(pfGameCliMsg, plMessage);
	#pragma warning(pop)
	
	pfGameCliMsg ();
	~pfGameCliMsg ();

	void Read(hsStream *, hsResMgr *) { FATAL("not impl"); }
	void Write(hsStream *, hsResMgr *) { FATAL("not impl"); }

	void Set (pfGameCli * cli, const GameMsgHeader & msg);
	
	pfGameCli *		gameCli;
	GameMsgHeader *	netMsg;	
};


//============================================================================
// pfGameMgr singleton interface
//------------------------------
// pfGameMgr is the client-side proxy of the age server's SrvGameMgr. It sends
// client requests to the SrvGameMgr for processing, and executes SrvGameMgr
// commands locally to create pfGameCli objects, notify player of received
// game invites, etc.
//============================================================================
class pfGameMgr {
	friend struct IGameMgr;
	struct IGameMgr * internal;

	pfGameMgr ();
	
public:
	static pfGameMgr * GetInstance ();

	//========================================================================
	// Receiver list
	//--------------
	// When notificatons are received from SrvGameMgr, they are dispatched
	// as pfGameMgrMsgs to the receiver list maintained by these functions.
	void AddReceiver (plKey receiver);
	void RemoveReceiver (plKey receiver);
	//========================================================================
	
	//========================================================================
	// GameMgr properties
	//-------------------
	// Get a list of ids of games to which player is joined
	void			GetGameIds (ARRAY(unsigned) * arr)				const;
	// Return interface to the specified game	
	pfGameCli *		GetGameCli (unsigned gameId)					const;
	// Get the name of a game by its typeid
	const wchar *	GetGameNameByTypeId (const Uuid & gameTypeId)	const;
	//========================================================================

	//========================================================================
	// pfGameCli creation
	//-------------------
	// Join an existing game
	void JoinGame (
		plKey			receiver,		// Receiver of pfGameCliMsgs for this game
		unsigned		gameId			// id of the game to join
	);
	// Create a new game
	void CreateGame (
		plKey			receiver,		// Receiver of pfGameCliMsgs for this game
		const Uuid &	gameTypeId,		// typeid of game to create
		unsigned		createOptions,	// Game create options from pnGameMgr.h
		unsigned		initBytes,		// Game-specific initialization data
		const void *	initData
	);
	// Join or create the specified common game
	void JoinCommonGame (
		plKey			receiver,		// Receiver of pfGameCliMsgs for this game
		const Uuid &	gameTypeId,		// typeid of common game to create/join
		unsigned		gameNumber,		// "table number" of common game to create/join
		// In case the common game needs to
		// be created on the server, these
		// are its creation parameters:
		unsigned		initBytes,		// Game-specific initialization data
		const void *	initData
	);
	//========================================================================

	//========================================================================
	// @@@: FUTURE WORK
	//-----------------
	// Fetch the list of games registered with SrvGameMgr's matchmaking service.
	// void RequestPublishedGameList ();
	//========================================================================
};

//============================================================================
// pfGameCli interface
//============================================================================
class pfGameCli : public plCreatable {
	friend struct IGameMgr;
	friend struct IGameCli;
	struct IGameCli * internal;

	//========================================================================
	// sub-classes must implement these
	virtual void Recv			(GameMsgHeader * msg, void * param) = 0;
	virtual void OnPlayerJoined	(const Srv2Cli_Game_PlayerJoined & msg) = 0;
	virtual void OnPlayerLeft	(const Srv2Cli_Game_PlayerLeft & msg) = 0;
	virtual void OnInviteFailed	(const Srv2Cli_Game_InviteFailed & msg) = 0;
	virtual void OnOwnerChange	(const Srv2Cli_Game_OwnerChange & msg) = 0;
	//========================================================================
	
public:
	#pragma warning(push, 0)
	// These macros produce warnings on W4
	CLASSNAME_REGISTER(pfGameCli);
	GETINTERFACE_ANY(pfGameCli, plCreatable);
	#pragma warning(pop)
	
	pfGameCli (unsigned gameId, plKey receiver);
	~pfGameCli ();
	
	//========================================================================
	// Game client properties
	//-----------------------
	unsigned		GetGameId ()		const;
	const Uuid &	GetGameTypeId ()	const;
	const wchar *	GetName ()			const;
	plKey			GetReceiver ()		const;
	unsigned		GetPlayerCount ()	const;
	//========================================================================

	//========================================================================
	// Player invitation management
	//-----------------------------
	void InvitePlayer (unsigned playerId);
	void UninvitePlayer (unsigned playerId);
	//========================================================================

	//========================================================================
	// Game methods
	//-------------
	void LeaveGame ();
	//========================================================================

	//========================================================================
	// @@@: FUTURE WORK
	//-----------------
	// "Publish" this game, adding it to the age's the matchmaking service.
	// void PublishGame (const wchar desc[]);
	// void UnpublishGame ();
	//========================================================================
};


/*****************************************************************************
*
*   Games
*
***/

#include "TicTacToe/pfGmTicTacToe.h"
#include "Heek/pfGmHeek.h"
#include "Marker/pfGmMarker.h"
#include "BlueSpiral/pfGmBlueSpiral.h"
#include "ClimbingWall/pfGmClimbingWall.h"
#include "VarSync/pfGmVarSync.h"

#endif // PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_PFGAMEMGR_H