extends Node
class_name GameRoot

signal load_map(name: String)

# -- config from args
var config_file: String = ""

const MAIN_MENU_SCENE := "res://scenes/interface/main_menu/main_menu.tscn"
const SERVER_DATA_NODE := "res://scenes/utils/server_data/server_data.tscn"

@onready var level_root: Node3D = $Level
@onready var utils_root: Node = $Utils

func _parse_args() -> void:
	var args := Array(OS.get_cmdline_args())
	
	var config_arg: String = "--config"
	if args.has(config_arg):
		var index := args.find(config_arg)
		config_file = args[index + 1]

# Called when the node enters the scene tree for the first time.
func _ready() -> void:
	_parse_args()
	var err: Error
	
	if err != OK:
		logger.error("Couldn't load utils node")
		return
	if OS.has_feature("dedicated_server") or DisplayServer.get_name() == "headless":
		err = _start_dedicated_server()
		if err != OK:
			logger.error("couldn't start the server, err is " + str(err))
	else:
		err = _start_game()
		if err != OK:
			logger.error("couldn't start the game, err is " + str(err))
	multiplayer.peer_connected.connect(_on_player_connected)
	multiplayer.peer_disconnected.connect(_on_player_disconnected)
	multiplayer.connected_to_server.connect(_on_connected_to_server)

func _on_player_disconnected(id) -> void:
	logger.info("player is disconnected with id: " + str(id))
	
func _on_player_connected(id) -> void:
	# Send the client information about the server
	if multiplayer.is_server():
		logger.info("player is connected with id: " + str(id))
		_sync_map_from_server.rpc_id(id)

@rpc("authority", "reliable", "call_remote")
func _sync_map_from_server() -> void:
	var server_node := helpers.get_server_node()
	load_map.emit(server_node.current_map)
	
func _on_connected_to_server() -> void:
	logger.info("connection is successful, sending info")
	register_player.rpc_id(1, multiplayer.get_unique_id(), "client")

@rpc("any_peer", "reliable", "call_remote")
func register_player(id: int, name: String):
	logger.info("registering player: " + str(id))
	if multiplayer.is_server():
		var player_data := PlayerData.new()
		player_data.id = id
		player_data.username = name
		player_data.active = true
		var server_node: ServerData = helpers.get_server_node()
		server_node.players[id] = helpers.player_data_into_dict(player_data)
		logger.info("player " + str(id) + " is registered")
	else: 
		logger.debug("register player is supposed to be executed on the server")

func _start_dedicated_server() -> Error:
	if config_file != "":
		logger.info("reading config from the file: " + config_file)
	logger.info("starting in the dedicated server mode")
	return OK


func _start_game() -> Error:
	logger.info("starting in the game mode")

	if not ResourceLoader.exists(MAIN_MENU_SCENE):
		return ERR_DOES_NOT_EXIST
	var scene: PackedScene = ResourceLoader.load(MAIN_MENU_SCENE)
	if not scene.can_instantiate():
		return ERR_CANT_OPEN
	
	var node: MainMenu = scene.instantiate()
	add_child(node)	
	return OK
	
func _load_utils() -> Error:
	if not ResourceLoader.exists(SERVER_DATA_NODE):
		return ERR_DOES_NOT_EXIST
	var scene: PackedScene = ResourceLoader.load(SERVER_DATA_NODE)
	if not scene.can_instantiate():
		return ERR_CANT_OPEN
	
	var node: ServerData = scene.instantiate()
	utils_root.add_child(node)
	return OK

func _on_load_map(map_name: String) -> void:
	var path_tmpl := "res://scenes/maps/maps/%s"
	var path := path_tmpl % map_name
	logger.info("Loading map from " + path)
	
	if not ResourceLoader.exists(path):
		logger.error("map " + map_name + " doesn't exist")
	var scene: PackedScene = ResourceLoader.load(path)
	if scene.can_instantiate():
		var node: Node3D = scene.instantiate()
		logger.info("loading map: " + map_name)
		for c in level_root.get_children():
			level_root.remove_child(c)
			c.queue_free()
		level_root.add_child(node)
	else:
		logger.error("Can't initialize")
		
func create_server(port: int, player_limit: int, server_only: bool = false,  map: String = "lowpoly_tdm_2.tscn") -> Error:
	var peer := ENetMultiplayerPeer.new()
	logger.info("starting a server the port: " + str(port))
	var err := peer.create_server(port, player_limit)
	multiplayer.multiplayer_peer = peer
	if err:
		return err
	_load_utils()
	var server_data: ServerData = helpers.get_server_node()
	server_data.port = port
	server_data.player_limit = player_limit
	server_data.current_map = map
	if !server_only:
		register_player(1, "server")
	return OK

func join_server(ip: String, port: int) -> Error:
	var peer = ENetMultiplayerPeer.new()
	logger.info("trying to connect to: " + ip + ":" + str(port))
	var err = peer.create_client(ip, port)
	if err != OK:
		return err
	multiplayer.multiplayer_peer = peer
	return OK