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# Undercooked - a game about cooking
# Copyright 2024 nokoe
# Copyright 2024 metamuffin
# Copyright 2024 tpart
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as published by
# the Free Software Foundation, version 3 of the License only.
#
# 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 Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program.  If not, see <https://www.gnu.org/licenses/>.
#
class_name Multiplayer
extends Node

signal init(player_id: int)
signal data(
	item_names: Array,
	tile_names: Array,
	tile_collide: Array,
	tile_interact: Array
)
signal set_tile(tile: Vector2i, kind: int, neighbors: Array)
signal remove_tile(tile: Vector2i)
signal clear_message(player: int)
signal text_message(player: int, text: String)
signal item_message(player: int, item: int)
signal add_player(player: int, name: String, pos: Vector2, character: int)
signal remove_player(player: int)
signal position(player: int, position: Vector2, rotation: float)
signal take_item(tile: Vector2i, player: int)
signal put_item(tile: Vector2i, player: int)
signal set_tile_item(tile: Vector2i, item: int)
signal remove_tile_item(tile: Vector2i)
signal set_player_item(player: int, item: int)
signal remove_player_item(player: int)
signal set_progress(tile: Vector2i, progress: float, warn: bool)
signal set_finished(tile: Vector2i, warn: bool)

signal connection_closed(reason: String)

var connected := false
var socket := WebSocketPeer.new()

func _ready():
	print("Multiplayer connect");
	socket.connect_to_url(Global.server_url)
	connected = true

func _notification(what):
	if what == NOTIFICATION_PREDELETE:
		print("Multiplayer disconnect");
		socket.close()
		connected = false

func _process(_delta):
	if connected:
		socket.poll()
		var state = socket.get_ready_state()
		if state == WebSocketPeer.STATE_OPEN:
			while socket.get_available_packet_count():
				handle_packet(socket.get_packet())
		elif state == WebSocketPeer.STATE_CLOSED:
			var code = socket.get_close_code()
			var reason = socket.get_close_reason()
			emit_signal("connection_closed", "WebSocket closed with code: %d, reason %s. Clean: %s" % [code, reason, code != -1])
			self.queue_free()

func handle_packet(bytes: PackedByteArray):
	var decoded = decode_packet(bytes)

	if decoded == null:
		return

	var packet_type: String = decoded["type"]
	match packet_type:
		"init":
			var player_id = decoded["id"]
			emit_signal("init", player_id)
		"data":
			var item_names = decoded["data"]["item_names"]
			var tile_names = decoded["data"]["tile_names"]
			var tile_collide = decoded["data"]["tile_collide"]
			var tile_interact = decoded["data"]["tile_interact"]
			emit_signal("data",
				item_names,
				tile_names,
				tile_collide,
				tile_interact
			)
		"add_player":
			var id = decoded["id"]
			var player_name = decoded["name"]
			var pos = decoded["position"]
			var character = decoded["character"]
			emit_signal("add_player", id, player_name, pos_to_vec2(pos), character)
		"remove_player":
			var id = decoded["id"]
			emit_signal("remove_player", id)
		"position":
			var player = decoded["player"]
			var pos = decoded["pos"]
			var rot = decoded["rot"]
			emit_signal("position", player, pos_to_vec2(pos), rot)
		"take_item":
			var tile = pos_to_vec2i(decoded["tile"])
			var player = decoded["player"]
			emit_signal("take_item", tile, player)
		"put_item":
			var tile = pos_to_vec2i(decoded["tile"])
			var player = decoded["player"]
			emit_signal("put_item", tile, player)
		"set_active":
			var tile = pos_to_vec2i(decoded["tile"])
			var warn = decoded["warn"]
			var progress = decoded.get("progress")
			if progress != null:
				emit_signal("set_progress", tile, decoded["progress"], warn)
			else:
				emit_signal("set_finished", tile, warn)
		"set_tile_item":
			var tile = pos_to_vec2i(decoded["tile"])
			var item = decoded.get("item")
			if item != null:
				emit_signal("set_tile_item", tile, item)
			else:
				emit_signal("remove_tile_item", tile)
		"set_player_item":
			var player = decoded["player"]
			var item = decoded.get("item")
			if item != null:
				emit_signal("set_player_item", player, decoded["item"])
			else:
				emit_signal("remove_player_item", player)
		"update_map":
			var tile: Vector2i = pos_to_vec2i(decoded["tile"])
			var kind = decoded.get("kind")
			var neighbors: Array = decoded["neighbors"]
			if kind != null:
				emit_signal(
					"set_tile",
					tile,
					kind,
					neighbors,
				)
			else:
				emit_signal("remove_tile", tile)
		"communicate":
			var player = decoded["player"]
			var message = decoded.get("message")
			if message != null:
				var item = message.get("item")
				var text = message.get("text")
				if item != null:
					emit_signal("item_message", player, item)
				elif text != null:
					emit_signal("text_message", player, text)
				else:
					push_error("neither text nor item provided")
			else:
				emit_signal("clear_message", player)
		"error":
			var message = decoded["message"]
			push_warning("server error: %s" % message)
		_:
			push_error("Unrecognized packet type: %s" % packet_type)

func send_join(player_name: String, character: int):
	send_packet({
		"type": "join",
		"name": player_name,
		"character": character
	})

func send_position(pos: Vector2, rotation: float):
	send_packet({
		"type": "position",
		"pos": [pos.x, pos.y],
		"rot": rotation
	})

func send_interact(pos: Vector2i, edge: bool):
	send_packet({
		"type": "interact",
		"pos": [pos.x, pos.y],
		"edge": edge
	})

func send_packet(packet):
	var json = JSON.stringify(packet)
	socket.send_text(json)

func decode_packet(bytes: PackedByteArray):
	var json = JSON.new()
	var in_str = bytes.get_string_from_utf8()
	var error = json.parse(in_str)
	if error == OK:
		return json.data
	else:
		print("Decode of packet failed: %s in %s" % [json.get_error_message(), in_str])
		return null

func pos_to_vec2(pos: Array) -> Vector2:
	return Vector2(pos[0], pos[1])

func pos_to_vec2i(pos: Array) -> Vector2i:
	return Vector2i(pos[0], pos[1])