extends Node


signal connection_succeeded()
signal connection_failed()
signal player_list_changed()
signal game_error()
signal game_started()
signal game_ended()


const PORT = 10567

const MAX_PEERS = 2


var peer = null
var ip = null

var player = {
	idx = 0,
	name = "",
	character = "Tux",
}

# Dictionary { id = { idx: 1, name: "" } }
var players = {}
var players_ready = []


func _ready():
	get_tree().connect("network_peer_connected", self, '_player_connected')
	get_tree().connect("network_peer_disconnected", self,"_player_disconnected")
	get_tree().connect("connected_to_server", self, "_connection_succeeded")
	get_tree().connect("connection_failed", self, "_connection_failed")
	get_tree().connect("server_disconnected", self, "_server_disconnected")
	Global.connect("game_started", self, "_on_Global_game_started")
	Global.connect("game_ended", self, "_on_Global_game_ended")
	Global.connect("game_won", self, "_on_Global_game_won")


remote func register_player(name):
	var id = get_tree().get_rpc_sender_id()
	self.players[id] = {
		name = name,
		ip = self.peer.get_peer_address(id),
	}
	emit_signal("player_list_changed")


remote func unregister_player(id):
	self.players.erase(id)
	emit_signal("player_list_changed")


func host_game(player_name):
	self.player.name = player_name
	self.peer = NetworkedMultiplayerENet.new()
	self.peer.create_server(self.PORT, self.MAX_PEERS)
	get_tree().set_network_peer(self.peer)


func join_game(ip, player_name):
	self.player.name = player_name
	self.peer = NetworkedMultiplayerENet.new()
	self.peer.create_client(ip, self.PORT)
	get_tree().set_network_peer(self.peer)


func leave_game():
	rpc("_leave_game")
	get_tree().set_network_peer(null)


remote func _leave_game():
	var id = get_tree().get_rpc_sender_id()
	self.peer.disconnect_peer(id)


func get_player_count():
	return self.players.size() + 1


func _on_Global_game_started():
	# preconfigure game and set idx to each player
	var idx = 1
	for id in self.players:
		self.players[id].idx = idx
		rpc_id(id, "_preconfigure_game", idx)
		idx += 1
	
	# start game for everyone
	rpc("_start_game")


remote func _preconfigure_game(idx):
	self.player.idx = idx
	

sync func _start_game():
	emit_signal("game_started")


func _on_Global_game_ended():
	# tell all peers to end the game
	rpc("_end_game")


func _on_Global_game_won(winning_player):
	rpc("_end_game", winning_player)


sync func _end_game(winning_player):
	print("winning_player")
	emit_signal("game_ended", winning_player)


func _player_connected(_id):
	rpc("register_player", self.player.name)


func _player_disconnected(id):
	# if game is in progress:
		# self.end_game() ?
	# else
		#rpc("unregister_player", id)
	rpc("unregister_player", id)


func _connection_succeeded():
	emit_signal("connection_succeeded")


func _connection_failed():
	get_tree().set_network_peer(null) # remove peer
	emit_signal("connection_failed")


func _server_disconnected():
	emit_signal("game_error", "Server disconnected!")
	#self.end_game("")