// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2000,2001 Alistair Riddoch
//
// 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 2 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, write to the Free Software Foundation,
// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA


#ifndef SERVER_ACCOUNT_H
#define SERVER_ACCOUNT_H

#include "ConnectableRouter.h"

#include "modules/Ref.h"
#include "common/AutoCloseConnection.h"

#include <vector>

namespace Atlas {
namespace Message {
class Element;

typedef std::vector<Element> ListType;
}
}

class Connection;

class LocatedEntity;

class ExternalMind;

/// \brief This is the base class for storing information about uses who
/// can use this server.
///
/// The majority of functionality relating to user accounts is encapsulated
/// here. Sub-classes control privilege levels by implementing
/// characterError().
class Account : public ConnectableRouter {
protected:
	/// \brief The network connection currently subscribed to this object
	Connection* m_connection;

	/// \brief A store of Character entities belonging to this account
	std::map<long, Ref<LocatedEntity>> m_charactersDict;
	/// \brief The username of this account
	std::string m_username;
	/// \brief The password used to authenticate this account
	std::string m_password;

	struct MindEntry {
		std::unique_ptr<ExternalMind> mind;
		AutoCloseConnection destroyedConnection;
	};

	/**
	 * A map of external characters->minds.
	 */
	std::map<long, MindEntry> m_minds;

	void characterDestroyed(long);

	virtual void processExternalOperation(const Operation& op, OpVector& res);

	virtual std::unique_ptr<ExternalMind> createMind(const Ref<LocatedEntity>& entity) const;

	void removeMindFromEntity(ExternalMind* mind);

public:
	/// \brief Connect and add a character to this account
	int connectCharacter(const Ref<LocatedEntity>& entity, OpVector& res);

	Account(Connection* conn, std::string username,
			std::string passwd,
			RouterId id);

	~Account() override;

	const std::string& username() const {
		return m_username;
	}

	const std::string& password() const {
		return m_password;
	}

	/// \brief Get a string representation of the type of account
	virtual const char* getType() const;

	/// \brief Store this account in the database
	void store() const;

	/// \brief Returns true if the account should be stored.
	virtual bool isPersisted() const;

	void addToEntity(const Atlas::Objects::Entity::RootEntity&) const override;

	void externalOperation(const Operation& op, Link&) override;

	//Operations sent to this instance will be sent on to m_connection, if such exists.
	void operation(const Operation&, OpVector&) override;

	virtual void LogoutOperation(const Operation&, OpVector&);

	virtual void CreateOperation(const Operation&, OpVector&);

	virtual void SetOperation(const Operation&, OpVector&);

	virtual void ImaginaryOperation(const Operation&, OpVector&);

	virtual void TalkOperation(const Operation&, OpVector&);

	virtual void LookOperation(const Operation&, OpVector&);

	virtual void GetOperation(const Operation&, OpVector&);

	virtual void OtherOperation(const Operation&, OpVector&);

	virtual void PossessOperation(const Operation&, OpVector&);

	void addCharacter(const Ref<LocatedEntity>&);

	/**
	 * Sends an update to the client, after properties has changed.
	 *
	 * Currently sends the complete account state.
	 */
	void sendUpdateToClient();

	void setConnection(Connection* connection) override;

	Connection* getConnection() const override;

	friend class Accounttest;

	friend class Accountintegration;

};

#endif // SERVER_ACCOUNT_H
