#include "test.h"

#include <base/logger.h>
#include <base/system.h>
#include <base/types.h>

#include <engine/engine.h>
#include <engine/kernel.h>
#include <engine/server/databases/connection.h>
#include <engine/server/databases/connection_pool.h>
#include <engine/server/register.h>
#include <engine/server/server.h>
#include <engine/server/server_logger.h>
#include <engine/shared/assertion_logger.h>
#include <engine/shared/config.h>

#include <generated/protocol.h>

#include <game/server/entities/character.h>
#include <game/server/gamecontext.h>
#include <game/server/gamecontroller.h>
#include <game/server/gameworld.h>
#include <game/server/player.h>
#include <game/version.h>

#include <gtest/gtest.h>

#include <memory>
#include <thread>

bool IsInterrupted()
{
	return false;
}

std::vector<std::string> FakeQueue;
std::vector<std::string> FetchAndroidServerCommandQueue()
{
	return FakeQueue;
}

class CTestGameWorld : public ::testing::Test
{
public:
	IGameServer *m_pGameServer = nullptr;
	CServer *m_pServer = nullptr;
	std::unique_ptr<IKernel> m_pKernel;
	CTestInfo m_TestInfo;
	std::unique_ptr<IStorage> m_pStorage;

	CGameContext *GameServer()
	{
		return (CGameContext *)m_pGameServer;
	}

	CTestGameWorld()
	{
		CServer *pServer = CreateServer();
		m_pServer = pServer;

		m_pKernel = std::unique_ptr<IKernel>(IKernel::Create());
		m_pKernel->RegisterInterface(m_pServer);

		IEngine *pEngine = CreateTestEngine(GAME_NAME);
		m_pKernel->RegisterInterface(pEngine);

		m_TestInfo.m_DeleteTestStorageFilesOnSuccess = true;
		m_pStorage = m_TestInfo.CreateTestStorage();
		EXPECT_NE(m_pStorage, nullptr);
		m_pKernel->RegisterInterface(m_pStorage.get(), false);

		IConsole *pConsole = CreateConsole(CFGFLAG_SERVER | CFGFLAG_ECON).release();
		m_pKernel->RegisterInterface(pConsole);

		IConfigManager *pConfigManager = CreateConfigManager();
		m_pKernel->RegisterInterface(pConfigManager);

		IEngineMap *pEngineMap = CreateEngineMap();
		m_pKernel->RegisterInterface(pEngineMap);
		m_pKernel->RegisterInterface(static_cast<IMap *>(pEngineMap), false);

		IEngineAntibot *pEngineAntibot = CreateEngineAntibot();
		m_pKernel->RegisterInterface(pEngineAntibot);
		m_pKernel->RegisterInterface(static_cast<IAntibot *>(pEngineAntibot), false);

		m_pGameServer = CreateGameServer();
		m_pKernel->RegisterInterface(m_pGameServer);

		pEngine->Init();
		pConsole->Init();
		pConfigManager->Init();

		m_pServer->RegisterCommands();

		EXPECT_NE(m_pServer->LoadMap("coverage"), 0);

		m_pServer->m_RunServer = CServer::RUNNING;

		m_pServer->m_AuthManager.Init();

		{
			int Size = GameServer()->PersistentClientDataSize();
			for(auto &Client : m_pServer->m_aClients)
			{
				Client.m_HasPersistentData = false;
				Client.m_pPersistentData = malloc(Size);
			}
		}
		m_pServer->m_pPersistentData = malloc(GameServer()->PersistentDataSize());
		EXPECT_NE(m_pServer->LoadMap("coverage"), 0);

		if(!pServer->m_Http.Init(std::chrono::seconds{2}))
		{
			log_error("server", "Failed to initialize the HTTP client.");
		}

		pServer->m_NetServer.SetCallbacks(
			CServer::NewClientCallback,
			CServer::NewClientNoAuthCallback,
			CServer::ClientRejoinCallback,
			CServer::DelClientCallback, pServer);

		pServer->m_Econ.Init(pServer->Config(), pServer->Console(), &pServer->m_ServerBan);

		pServer->m_Fifo.Init(pServer->Console(), pServer->Config()->m_SvInputFifo, CFGFLAG_SERVER);
		m_pServer->Antibot()->Init();
		GameServer()->OnInit(nullptr);
		pServer->ReadAnnouncementsFile();
		pServer->InitMaplist();
	}

	~CTestGameWorld() override
	{
		m_pServer->m_Econ.Shutdown();
		m_pServer->m_Fifo.Shutdown();
		m_pGameServer->OnShutdown(nullptr);
		m_pServer->m_pMap->Unload();
		m_pServer->DbPool()->OnShutdown();
	}
};

TEST_F(CTestGameWorld, ClosestCharacter)
{
	CNetObj_PlayerInput Input = {};
	CCharacter *pChr1 = new(0) CCharacter(&GameServer()->m_World, Input);
	pChr1->m_Pos = vec2(0, 0);
	GameServer()->m_World.InsertEntity(pChr1);

	CCharacter *pChr2 = new(1) CCharacter(&GameServer()->m_World, Input);
	pChr2->m_Pos = vec2(10, 10);
	GameServer()->m_World.InsertEntity(pChr2);

	CCharacter *pClosest = GameServer()->m_World.ClosestCharacter(vec2(1, 1), 20, nullptr);
	EXPECT_EQ(pClosest, pChr1);
}

TEST_F(CTestGameWorld, IntersectEntity)
{
	CNetObj_PlayerInput Input = {};
	CCharacter *pChrLeft = new(0) CCharacter(&GameServer()->m_World, Input);
	pChrLeft->m_Pos = vec2(15, 10);
	GameServer()->m_World.InsertEntity(pChrLeft);

	CCharacter *pChrRight = new(1) CCharacter(&GameServer()->m_World, Input);
	pChrRight->m_Pos = vec2(16, 10);
	GameServer()->m_World.InsertEntity(pChrRight);

	float Radius = 5.0f;
	vec2 IntersectAt;
	CCharacter *pIntersectedChar;

	// both tees are exactly on the line
	// if we go intersect left to right we find the left one

	pIntersectedChar = (CCharacter *)GameServer()->m_World.IntersectEntity(
		vec2(10, 10), // intersect from
		vec2(20, 10), // intersect to
		Radius,
		CGameWorld::ENTTYPE_CHARACTER,
		IntersectAt,
		nullptr, // pNotThis
		-1, // CollideWith
		nullptr /* pThisOnly */);
	EXPECT_EQ(pIntersectedChar, pChrLeft);

	// if we intersect right to left we find the right one

	pIntersectedChar = (CCharacter *)GameServer()->m_World.IntersectEntity(
		vec2(20, 10), // intersect from
		vec2(10, 10), // intersect to
		Radius,
		CGameWorld::ENTTYPE_CHARACTER,
		IntersectAt,
		nullptr, // pNotThis
		-1, // CollideWith
		nullptr /* pThisOnly */);
	EXPECT_EQ(pIntersectedChar, pChrRight);

	// but not if we ignore the right one

	pIntersectedChar = (CCharacter *)GameServer()->m_World.IntersectEntity(
		vec2(20, 10), // intersect from
		vec2(10, 10), // intersect to
		Radius,
		CGameWorld::ENTTYPE_CHARACTER,
		IntersectAt,
		pChrRight, // pNotThis
		-1, // CollideWith
		nullptr /* pThisOnly */);
	EXPECT_EQ(pIntersectedChar, pChrLeft);

	// or we force find the left one

	pIntersectedChar = (CCharacter *)GameServer()->m_World.IntersectEntity(
		vec2(20, 10), // intersect from
		vec2(10, 10), // intersect to
		Radius,
		CGameWorld::ENTTYPE_CHARACTER,
		IntersectAt,
		nullptr, // pNotThis
		-1, // CollideWith
		pChrLeft /* pThisOnly */);
	EXPECT_EQ(pIntersectedChar, pChrLeft);

	// pNotThis == pThisOnly => nullptr

	pIntersectedChar = (CCharacter *)GameServer()->m_World.IntersectEntity(
		vec2(20, 10), // intersect from
		vec2(10, 10), // intersect to
		Radius,
		CGameWorld::ENTTYPE_CHARACTER,
		IntersectAt,
		pChrLeft, // pNotThis
		-1, // CollideWith
		pChrLeft /* pThisOnly */);
	EXPECT_EQ(pIntersectedChar, nullptr);

	// the tee closer to the start of the intersection line
	// will not be matched if it is further than Radius away
	// from the line

	vec2 CloserToFromButTooFarFromLine = vec2(11, 11 + Radius + pChrLeft->GetProximityRadius());
	pChrLeft->SetPosition(CloserToFromButTooFarFromLine);
	pChrLeft->m_Pos = CloserToFromButTooFarFromLine;

	pIntersectedChar = (CCharacter *)GameServer()->m_World.IntersectEntity(
		vec2(10, 10), // intersect from
		vec2(20, 10), // intersect to
		Radius,
		CGameWorld::ENTTYPE_CHARACTER,
		IntersectAt,
		nullptr, // pNotThis
		-1, // CollideWith
		nullptr /* pThisOnly */);
	EXPECT_EQ(pIntersectedChar, pChrRight);
}

TEST_F(CTestGameWorld, BasicTick)
{
	int ClientId = 0;
	bool Afk = true;
	int LastWhisperTo = -1;
	const int StartTeam = GameServer()->m_pController->GetAutoTeam(ClientId);
	GameServer()->CreatePlayer(ClientId, StartTeam, Afk, LastWhisperTo);

	GameServer()->OnTick();
}

TEST_F(CTestGameWorld, CharacterEmote)
{
	int ClientId = 0;
	bool Afk = true;
	int LastWhisperTo = -1;
	GameServer()->CreatePlayer(ClientId, TEAM_RED, Afk, LastWhisperTo);
	CPlayer *pPlayer = GameServer()->m_apPlayers[ClientId];
	pPlayer->ForceSpawn(vec2(0, 0));
	CCharacter *pChr = pPlayer->GetCharacter();
	ASSERT_NE(pChr, nullptr);

	// afk
	pPlayer->SetAfk(true);
	ASSERT_EQ(pChr->DetermineEyeEmote(), EMOTE_BLINK);

	// not afk
	pPlayer->SetAfk(false);
	ASSERT_EQ(pChr->DetermineEyeEmote(), EMOTE_NORMAL);

	// frozen
	pChr->Freeze(10);
	ASSERT_EQ(pChr->DetermineEyeEmote(), EMOTE_BLINK);

	// frozen and paused
	pPlayer->Pause(CPlayer::PAUSE_PAUSED, true);
	ASSERT_EQ(pChr->DetermineEyeEmote(), EMOTE_NORMAL);

	// ninja jetpack
	pPlayer->Pause(CPlayer::PAUSE_NONE, true);
	pChr->UnFreeze();
	pPlayer->m_NinjaJetpack = true;
	pChr->m_NinjaJetpack = true;
	pChr->SetJetpack(true);
	pChr->SetActiveWeapon(WEAPON_GUN);
	ASSERT_EQ(pChr->DetermineEyeEmote(), EMOTE_HAPPY);

	// /emote angry 3 chat command
	pChr->SetEmote(EMOTE_ANGRY, GameServer()->Server()->Tick() + GameServer()->Server()->TickSpeed() * 3);
	ASSERT_EQ(pChr->DetermineEyeEmote(), EMOTE_ANGRY);

	// /emote angry 3 chat command and frozen
	pChr->Freeze(10);
	ASSERT_EQ(pChr->DetermineEyeEmote(), EMOTE_ANGRY);
}
