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extends Node


signal players_changed

var players = {}


func _ready():
	multiplayer.connected_to_server.connect(_on_connected_to_server)
	multiplayer.peer_connected.connect(_on_peer_connected)
	multiplayer.peer_disconnected.connect(_on_peer_disconnected)
	
	multiplayer.allow_object_decoding = true


func host_game(port):
	var peer = ENetMultiplayerPeer.new()
	peer.create_server(int(port))
	
	multiplayer.multiplayer_peer = peer
	players[1] = Client.player

func join_game(ip, port):
	var peer = ENetMultiplayerPeer.new()
	peer.create_client(ip, int(port))
	
	multiplayer.multiplayer_peer = peer


func _on_connected_to_server():
	print("connected to server")

func _on_peer_connected(id):
	print("peer connected: ", id)
	add_to_players.rpc(to_rpc_object(Client.player))
	# TODO: add existing towers to new peers

func _on_peer_disconnected(id):
	print("peer disconnected: ", id)
	# TODO: move towers owned by peer to host
	
	if id == 1:
		get_tree().change_scene_to_file("res://UI/Lobby.tscn")


func get_ordered_player_ids():
	var keys = players.keys()
	keys.sort_custom(func(a, b):
		return int(str(a).substr(0, 8)) < int(str(b).substr(0, 8))
	)
	
	return keys


func to_rpc_object(object: Variant):
	var remote_object = {}
	var properties = object.get_rpc_properties()
	for property in properties:
		var property_class = properties[property]
		if object[property] is Dictionary:
			remote_object[property] = {}
			for key in object[property]:
				remote_object[property][key] = to_rpc_object(object[property][key])
		elif property_class is String and property_class.begins_with("node://"):
			remote_object[property] = object[property]
		elif property_class:
			remote_object[property] = to_rpc_object(object[property])
		else:
			remote_object[property] = object[property]
	
	return remote_object


func from_rpc_object(remote_object: Dictionary, remote_class_path: String):
	var object
	var remote_class = load(remote_class_path)
	if remote_class is PackedScene:
		object = remote_class.instantiate()
	elif remote_class is GDScript:
		object = remote_class.new()
	else:
		assert(false, "unexpected remote class type")
	
	var properties = object.get_rpc_properties()
	for property in properties:
		var property_class = properties[property]
		if object[property] is Dictionary:
			for key in object[property]:
				object[property][key] = from_rpc_object(remote_object[property], property_class)
		elif property_class is String and property_class.begins_with("node://"):
			var node_path = property_class.substr(7) # after node://
			object.remove_child(object.get_node(node_path))
			remote_object[property].name = node_path.get_basename()
			object[property] = remote_object[property]
			object.add_child(remote_object[property])
		elif property_class:
			object[property] = from_rpc_object(remote_object[property], property_class)
		else:
			object[property] = remote_object[property]
	
	return object


func merge_with_rpc_object(object: Variant, remote_object: Dictionary):
	var properties = object.get_rpc_properties()
	for property in properties:
		var property_class = properties[property]
		if object[property] is Dictionary:
			object[property] = {}
			for key in remote_object[property]:
				object[property][key] = from_rpc_object(remote_object[property][key], property_class)
		elif property_class:
			object[property] = merge_with_rpc_object(object[property], remote_object[property])
		else:
			object[property] = remote_object[property]
	
	return object


@rpc("call_local", "any_peer")
func add_to_players(remote_player: Dictionary):
	var id = multiplayer.get_remote_sender_id()
	var player = from_rpc_object(remote_player, "res://Game/Player.gd")
	player.id = id
	players[id] = player
	players_changed.emit()


@rpc("call_local", "any_peer")
func update_player(remote_player: Dictionary):
	var id = multiplayer.get_remote_sender_id()
	var player = merge_with_rpc_object(players[id], remote_player)
	player.id = id
	players[id] = player
	players_changed.emit()


@rpc("any_peer", "reliable")
func update_node(node_path: NodePath, properties: Dictionary):
	var root_node = get_tree().root.get_node(node_path)
	
	for property in properties:
		if property.contains(":"):
			var child_node = get_nested_node_and_property(root_node, property)
			child_node.node[child_node.property] = properties[property]
		else:
			root_node[property] = properties[property]

func get_nested_node_and_property(node: Node, property: String) -> Dictionary:
	if property.contains(":"):
		var nested_node_path = property.substr(0, property.find(":"))
		var nested_property = property.substr(property.find(":") + 1)
		return get_nested_node_and_property(node.get_node(nested_node_path), nested_property)
	return { "node": node, "property": property }


@rpc("any_peer")
func place_tower(remote_tower: Dictionary, position: Vector2):
	var remote_player_id = multiplayer.get_remote_sender_id()
	
	var tower = from_rpc_object(remote_tower, "res://Towers/Tower.tscn")
	tower.owner_id = remote_player_id
	
	players[remote_player_id].towers[tower.global_position] = tower
	
	Client.stage.place_tower(tower, position)


@rpc("any_peer")
func destroy_tower(remote_tower: Dictionary):
	var player = players[remote_tower.owner_id] as Player
	var tower = player.towers.get(remote_tower.global_position)
	
	Client.stage.destroy_tower(tower)


@rpc("any_peer")
func spawn_unit(remote_unit: Dictionary, remote_spawn: Dictionary):
	var unit = from_rpc_object(remote_unit, "res://Units/Unit.tscn")
	var spawn = from_rpc_object(remote_spawn, "res://Stages/Paths/Spawn.tscn")
	
	var remote_id = multiplayer.get_remote_sender_id()
	unit.owner_id = remote_id
	unit.set_multiplayer_authority(remote_id)
	
	Client.stage.spawn_unit(unit, spawn)

@rpc("any_peer")
func remove_unit(remote_unit_node_path):
	var unit = get_tree().current_scene.get_node_or_null(remote_unit_node_path)
	if unit:
		unit.queue_free()

@rpc("any_peer")
func update_unit(remote_unit_node_path, data):
	var unit: Unit = get_tree().current_scene.get_node_or_null(remote_unit_node_path)
	if unit:
		if "position" in data:
			unit.position = data.position
		unit.hp = data.hp
		if "sprite" in data:
			unit.get_node("Sprite2D").self_modulate = data.sprite.self_modulate