/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*     * Redistributions of source code must retain the above copyright
*       notice, this list of conditions and the following disclaimer.
*     * Redistributions in binary form must reproduce the above copyright
*       notice, this list of conditions and the following disclaimer in the
*       documentation and/or other materials provided with the distribution.
*     * Neither the name of the OpenSim Project nor the
*       names of its contributors may be used to endorse or promote products
*       derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* 
*/
using System;
using System.Collections.Generic;
using System.Net;
using libsecondlife;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Console;
using OpenSim.Framework.Servers;
using OpenSim.Region.Environment;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Physics.Manager;

namespace OpenSim.Region.ClientStack
{
    public abstract class RegionApplicationBase
    {
        protected AssetCache m_assetCache;
        protected Dictionary<EndPoint, uint> m_clientCircuits = new Dictionary<EndPoint, uint>();
        protected DateTime m_startuptime;
        protected NetworkServersInfo m_networkServersInfo;

        protected BaseHttpServer m_httpServer;
        protected int m_httpServerPort;

        protected LogBase m_log;
        protected CommunicationsManager m_commsManager;

        protected SceneManager m_sceneManager = new SceneManager();
        
        protected StorageManager m_storageManager;
        protected string m_storageConnectionString;

        public SceneManager SceneManager
        {
            get { return m_sceneManager; }
        }

        public RegionApplicationBase()
        {
            m_startuptime = DateTime.Now;
        }

        public virtual void StartUp()
        {
            ClientView.TerrainManager = new TerrainManager(new SecondLife());

            m_storageManager = CreateStorageManager(m_storageConnectionString );

            Initialize();

            m_httpServer = new BaseHttpServer(m_httpServerPort);

            m_log.Verbose("Starting HTTP server");
            m_httpServer.Start();
        }

        protected abstract void Initialize();

        protected void StartLog()
        {
            m_log = CreateLog();
            MainLog.Instance = m_log;
        }

        protected abstract LogBase CreateLog();
        protected abstract PhysicsScene GetPhysicsScene();
        protected abstract StorageManager CreateStorageManager(string connectionstring);

        protected PhysicsScene GetPhysicsScene(string engine, string meshEngine)
        {
            PhysicsPluginManager physicsPluginManager;
            physicsPluginManager = new PhysicsPluginManager();
            physicsPluginManager.LoadPlugins();
            return physicsPluginManager.GetPhysicsScene(engine, meshEngine);
        }

        protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer, bool m_permissions)
        {
            AgentCircuitManager circuitManager = new AgentCircuitManager();
            udpServer = new UDPServer(regionInfo.InternalEndPoint.Port, m_assetCache, m_log, circuitManager);

            Scene scene = CreateScene(regionInfo, m_storageManager, circuitManager);

            udpServer.LocalScene = scene;

            scene.LoadWorldMap();
            scene.RegisterRegionWithGrid();

            scene.PhysicsScene = GetPhysicsScene();
            scene.PhysicsScene.SetTerrain(scene.Terrain.GetHeights1D());

            //Master Avatar Setup
            UserProfileData masterAvatar;
            if (scene.RegionInfo.MasterAvatarAssignedUUID != LLUUID.Zero)
            {
                masterAvatar = m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarAssignedUUID);
            }
            else
            {
                masterAvatar =
                    m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarFirstName,
                                                           scene.RegionInfo.MasterAvatarLastName,
                                                           scene.RegionInfo.MasterAvatarSandboxPassword);
            }

            if (masterAvatar != null)
            {
                m_log.Verbose("PARCEL", "Found master avatar [" + masterAvatar.UUID.ToStringHyphenated() + "]");
                scene.RegionInfo.MasterAvatarAssignedUUID = masterAvatar.UUID;
                //TODO: Load parcels from storageManager
            }
            else
            {
                m_log.Verbose("PARCEL", "No master avatar found, using null.");
                scene.RegionInfo.MasterAvatarAssignedUUID = LLUUID.Zero;
                //TODO: Load parcels from storageManager
            }

            scene.LandManager.resetSimLandObjects();
            
            scene.LoadPrimsFromStorage(m_permissions);

            scene.performParcelPrimCountUpdate();
            scene.StartTimer();
            return scene;
        }

        protected abstract Scene CreateScene(RegionInfo regionInfo, StorageManager storageManager,
                                             AgentCircuitManager circuitManager);
    }
}