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use gl::*;
use glm;
use io;
use mcproto;
use net;
use net::dial;
use net::ip;
use net::tcp;
use strings;
use time;
use trace;
use unix::poll;
use rt;

def TCP_NODELAY: int = 1; // XXX: linux

def PROTO_VER = 761i32; // TODO

type ClientState = enum u8 {
	IDLE,
	CONNECT,
	LOGIN,
	JOIN,
	GAME,
};

let CLIENT_STATE = ClientState::IDLE;

let CLIENT_ADDR = "";
let CLIENT_USERNAME = "";

let CLIENT_SOCK: net::socket = -1;
// TODO: use tagged union once possible
let CLIENT_RECV: nullable *Receiver = null;
let CLIENT_RBUF: [0x1fffff]u8 = [0...];

fn client_connect(addr: str, username: str) void = {
	trace::info(&trace::root, "connecting to {}...", addr);

	// TODO: async dns?
	let (addrs, port) = match (dial::resolve("tcp", addr, "minecraft")) {
	case let res: ([]ip::addr, u16) =>
		yield res;
	case let err: dial::error =>
		die("resolve {}: {}", addr, dial::strerror(err));
	};

	// TODO: try secondary addresses
	trace::info(&trace::root, "trying {}:{}...",
		ip::string(addrs[0]), port);
	match (tcp::connect(addrs[0], port, net::sockflag::NONBLOCK)) {
	case let sock: net::socket =>
		// TODO: error handling;
		// maybe don't use rt module (if there was an option)
		rt::setsockopt(sock, rt::IPPROTO_TCP, TCP_NODELAY, &1i,
			size(int): u32)!;

		CLIENT_STATE = ClientState::CONNECT;
		CLIENT_SOCK = sock;
		CLIENT_ADDR = strings::dup(addr);
		CLIENT_USERNAME = strings::dup(username);
	case let err: net::error =>
		die("connect {}: {}", addr, net::strerror(err));
	};
};

fn client_destroy() void = {
	match (io::close(CLIENT_SOCK)) {
	case void => void;
	case let err: io::error =>
		trace::error(&trace::root, "failed to close socket: {}",
			io::strerror(err)): void;
	};

	match (CLIENT_RECV) {
	case let recv: *Receiver =>
		recv_finish(CLIENT_RECV as *Receiver);
		free(CLIENT_RECV);
		CLIENT_RECV = null;
	case null => void;
	};

	if (CLIENT_STATE == ClientState::GAME) {
		game_destroy();
	};

	free(CLIENT_ADDR);
	CLIENT_ADDR = "";
	free(CLIENT_USERNAME);
	CLIENT_USERNAME = "";
	CLIENT_STATE = ClientState::IDLE;
};

fn client_frame() void = {
	const t0 = time::now(time::clock::MONOTONIC);
	client_update_connection();
	const t1 = time::now(time::clock::MONOTONIC);
	//trace::debug(&trace::root, "client_update_connection took {} µs",
	//	time::diff(t0, t1) / 1000);

	if (CLIENT_STATE == ClientState::GAME) {
		game_frame();
	};
};

fn client_update_connection() void = {
	for (true) switch (CLIENT_STATE) {
	case ClientState::IDLE =>
		abort();
	case ClientState::CONNECT =>
		let fds = [poll::pollfd {
			fd = CLIENT_SOCK,
			events = poll::event::POLLOUT,
			...
		}];
		match (poll::poll(fds, 0)) {
		case let n: uint =>
			if (n == 0) {
				return;
			};
		case let err: poll::error =>
			die("poll: {}", poll::strerror(err));
		};

		let err: int = 0;
		rt::getsockopt(CLIENT_SOCK, rt::SOL_SOCKET, rt::SO_ERROR,
			&err, &(size(int): u32))!;
		if (err != 0) {
			die("connect {}: {}", CLIENT_ADDR, rt::strerror(err));
		};

		trace::info(&trace::root, "connection established");

		CLIENT_RECV = alloc(newrecv(0x200000));

		CLIENT_STATE = ClientState::LOGIN;
		login_start();
	case ClientState::LOGIN,
			ClientState::JOIN,
			ClientState::GAME =>
		const recv = CLIENT_RECV as *Receiver;
		match (recv_poll(recv, CLIENT_SOCK, CLIENT_RBUF)) {
		case let length: size =>
			let payload = CLIENT_RBUF[..length];
			match (client_handle_packet(payload)) {
			case void => void;
			case trace::failed =>
				die("invalid packet");
			};
		case void =>
			return;
		};
	};
};

fn client_handle_packet(payload: []u8)
		(void | trace::failed) = {
	const tr = trace::ctx(&trace::root, "handle packet");
	const dec = mcproto::Decoder {
		input = payload,
		pos = 0,
		tracer = &tr,
	};
	const ctx = mcproto::root(&dec);
	const ctx_ = mcproto::context(&ctx, "packet id");
	const packet_id = mcproto::decode_varint(&ctx_)?;
	switch (CLIENT_STATE) {
	case ClientState::IDLE, ClientState::CONNECT =>
		abort();
	case ClientState::LOGIN =>
		login_handle_packet(&ctx, packet_id)?;
	case ClientState::JOIN, ClientState::GAME =>
		switch (packet_id) {
		case 0x1f =>
			const ctx_ = mcproto::context(&ctx, "0x1f keep alive");
			handle_keep_alive(&ctx_)?;
		case 0x24 =>
			if (CLIENT_STATE == ClientState::GAME) {
				game_destroy();
				CLIENT_STATE = ClientState::JOIN;
			};
			const ctx_ = mcproto::context(&ctx, "0x24 login");
			handle_login(&ctx_)?;
			CLIENT_STATE = ClientState::GAME;
		case =>
			if (CLIENT_STATE == ClientState::JOIN) {
				return mcproto::error(&ctx, "Login packet expected");
			};
			game_handle_packet(&ctx, packet_id)?;
		};
	};
};

fn network_send(packet_id: i32, payload: []u8) void = {
	match (mcproto::write_packet(CLIENT_SOCK, packet_id, payload)) {
	case void => void;
	case let err: io::error =>
		die("network: error: write: {}", io::strerror(err));
	};
};

const LAYER_CLIENT_WAITING = Layer {
	blocks_input = &layer_client_waiting_blocks_input,
	input = &layer_client_waiting_input,
	is_opaque = &layer_client_waiting_is_opaque,
	render = &layer_client_waiting_render,
};

fn client_waiting_status() (str | void) = {
	switch (CLIENT_STATE) {
	case ClientState::CONNECT =>
		return "Connecting to the server...";
	case ClientState::LOGIN =>
		return "Logging in...";
	case ClientState::JOIN =>
		return "Joining world...";
	case ClientState::IDLE, ClientState::GAME => void;
	};
};

fn layer_client_waiting_blocks_input() bool = {
	return client_waiting_status() is str;
};

fn layer_client_waiting_input(event: InputEvent) bool = {
	return false;
};

fn layer_client_waiting_is_opaque() bool = {
	return client_waiting_status() is str;
};

fn layer_client_waiting_render() void = {
	match (client_waiting_status()) {
	case let status: str =>
		render_wait_screen(status);
	case void => void;
	};
};