/*
 * Copyright (C) 2005-2009 MaNGOS 
 *
 * Copyright (C) 2008-2009 Trinity 
 *
 * 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., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */
/** \file
    \ingroup Trinityd
*/
#include 
#include "Common.h"
#include "SystemConfig.h"
#include "World.h"
#include "WorldRunnable.h"
#include "WorldSocket.h"
#include "WorldSocketMgr.h"
#include "Config/ConfigEnv.h"
#include "Database/DatabaseEnv.h"
#include "Policies/SingletonImp.h"
#include "CliRunnable.h"
#include "Log.h"
#include "Master.h"
#include "RASocket.h"
#include "ScriptCalls.h"
#include "Timer.h"
#include "Util.h"
#include "sockets/TcpSocket.h"
#include "sockets/Utility.h"
#include "sockets/Parse.h"
#include "sockets/Socket.h"
#include "sockets/SocketHandler.h"
#include "sockets/ListenSocket.h"
#ifdef WIN32
#include "ServiceWin32.h"
extern int m_ServiceStatus;
#endif
/// \todo Warning disabling not useful under VC++2005. Can somebody say on which compiler it is useful?
#pragma warning(disable:4305)
INSTANTIATE_SINGLETON_1( Master );
volatile uint32 Master::m_masterLoopCounter = 0;
class FreezeDetectorRunnable : public ACE_Based::Runnable
{
public:
    FreezeDetectorRunnable() { _delaytime = 0; }
    uint32 m_loops, m_lastchange;
    uint32 w_loops, w_lastchange;
    uint32 _delaytime;
    void SetDelayTime(uint32 t) { _delaytime = t; }
    void run(void)
    {
        if(!_delaytime)
            return;
        sLog.outString("Starting up anti-freeze thread (%u seconds max stuck time)...",_delaytime/1000);
        m_loops = 0;
        w_loops = 0;
        m_lastchange = 0;
        w_lastchange = 0;
        while(!World::IsStopped())
        {
            ACE_Based::Thread::Sleep(1000);
            uint32 curtime = getMSTime();
            //DEBUG_LOG("anti-freeze: time=%u, counters=[%u; %u]",curtime,Master::m_masterLoopCounter,World::m_worldLoopCounter);
            // There is no Master anymore
            // TODO: clear the rest of the code
//            // normal work
//            if(m_loops != Master::m_masterLoopCounter)
//            {
//                m_lastchange = curtime;
//                m_loops = Master::m_masterLoopCounter;
//            }
//            // possible freeze
//            else if(getMSTimeDiff(m_lastchange,curtime) > _delaytime)
//            {
//                sLog.outError("Main/Sockets Thread hangs, kicking out server!");
//                *((uint32 volatile*)NULL) = 0;                       // bang crash
//            }
            // normal work
            if(w_loops != World::m_worldLoopCounter)
            {
                w_lastchange = curtime;
                w_loops = World::m_worldLoopCounter;
            }
            // possible freeze
            else if(getMSTimeDiff(w_lastchange,curtime) > _delaytime)
            {
                sLog.outError("World Thread hangs, kicking out server!");
                *((uint32 volatile*)NULL) = 0;                       // bang crash
            }
        }
        sLog.outString("Anti-freeze thread exiting without problems.");
    }
};
class RARunnable : public ACE_Based::Runnable
{
public:
    uint32 numLoops, loopCounter;
    RARunnable ()
    {
        uint32 socketSelecttime = sWorld.getConfig (CONFIG_SOCKET_SELECTTIME);
        numLoops = (sConfig.GetIntDefault ("MaxPingTime", 30) * (MINUTE * 1000000 / socketSelecttime));
        loopCounter = 0;
    }
    void checkping ()
    {
        // ping if need
        if ((++loopCounter) == numLoops)
        {
            loopCounter = 0;
            sLog.outDetail ("Ping MySQL to keep connection alive");
            delete WorldDatabase.Query ("SELECT 1 FROM command LIMIT 1");
            delete LoginDatabase.Query ("SELECT 1 FROM realmlist LIMIT 1");
            delete CharacterDatabase.Query ("SELECT 1 FROM bugreport LIMIT 1");
        }
    }
    void run ()
    {
        SocketHandler h;
        // Launch the RA listener socket
        ListenSocket RAListenSocket (h);
        bool usera = sConfig.GetBoolDefault ("Ra.Enable", false);
        if (usera)
        {
            port_t raport = sConfig.GetIntDefault ("Ra.Port", 3443);
            std::string stringip = sConfig.GetStringDefault ("Ra.IP", "0.0.0.0");
            ipaddr_t raip;
            if (!Utility::u2ip (stringip, raip))
                sLog.outError ("MaNGOS RA can not bind to ip %s", stringip.c_str ());
            else if (RAListenSocket.Bind (raip, raport))
                sLog.outError ("MaNGOS RA can not bind to port %d on %s", raport, stringip.c_str ());
            else
            {
                h.Add (&RAListenSocket);
                sLog.outString ("Starting Remote access listner on port %d on %s", raport, stringip.c_str ());
            }
        }
        // Socket Selet time is in microseconds , not miliseconds!!
        uint32 socketSelecttime = sWorld.getConfig (CONFIG_SOCKET_SELECTTIME);
        // if use ra spend time waiting for io, if not use ra ,just sleep
        if (usera)
        {
            while (!World::IsStopped())
            {
                h.Select (0, socketSelecttime);
                checkping ();
            }
        }
        else
        {
            while (!World::IsStopped())
            {
                ACE_Based::Thread::Sleep(static_cast (socketSelecttime / 1000));
                checkping ();
            }
        }
    }
};
Master::Master()
{
}
Master::~Master()
{
}
/// Main function
int Master::Run()
{
    sLog.outString( "%s (core-daemon)", _FULLVERSION );
    sLog.outString( " to stop.\n" );
    sLog.outString( " ______                       __");
    sLog.outString( "/\\__  _\\       __          __/\\ \\__");
    sLog.outString( "\\/_/\\ \\/ _ __ /\\_\\    ___ /\\_\\ \\ ,_\\  __  __");
    sLog.outString( "   \\ \\ \\/\\`'__\\/\\ \\ /' _ `\\/\\ \\ \\ \\/ /\\ \\/\\ \\");
    sLog.outString( "    \\ \\ \\ \\ \\/ \\ \\ \\/\\ \\/\\ \\ \\ \\ \\ \\_\\ \\ \\_\\ \\");
    sLog.outString( "     \\ \\_\\ \\_\\  \\ \\_\\ \\_\\ \\_\\ \\_\\ \\__\\\\/`____ \\");
    sLog.outString( "      \\/_/\\/_/   \\/_/\\/_/\\/_/\\/_/\\/__/ `/___/> \\");
    sLog.outString( "                                 C O R E  /\\___/");
    sLog.outString( "http://TrinityCore.org                    \\/__/\n");
    /// worldd PID file creation
    std::string pidfile = sConfig.GetStringDefault("PidFile", "");
    if(!pidfile.empty())
    {
        uint32 pid = CreatePIDFile(pidfile);
        if( !pid )
        {
            sLog.outError( "Cannot create PID file %s.\n", pidfile.c_str() );
            return 1;
        }
        sLog.outString( "Daemon PID: %u\n", pid );
    }
    ///- Start the databases
    if (!_StartDB())
        return 1;
    ///- Initialize the World
    sWorld.SetInitialWorldSettings();
    ///- Catch termination signals
    _HookSignals();
    ///- Launch WorldRunnable thread
    ACE_Based::Thread t(*new WorldRunnable);
    t.setPriority ((ACE_Based::Priority )2);
    // set server online
    LoginDatabase.PExecute("UPDATE realmlist SET color = 0, population = 0 WHERE id = '%d'",realmID);
#ifdef WIN32
    if (sConfig.GetBoolDefault("Console.Enable", true) && (m_ServiceStatus == -1)/* need disable console in service mode*/)
#else
    if (sConfig.GetBoolDefault("Console.Enable", true))
#endif
    {
        ///- Launch CliRunnable thread
        ACE_Based::Thread td1(*new CliRunnable);
    }
    ACE_Based::Thread td2(*new RARunnable);
    ///- Handle affinity for multiple processors and process priority on Windows
    #ifdef WIN32
    {
        HANDLE hProcess = GetCurrentProcess();
        uint32 Aff = sConfig.GetIntDefault("UseProcessors", 0);
        if(Aff > 0)
        {
            ULONG_PTR appAff;
            ULONG_PTR sysAff;
            if(GetProcessAffinityMask(hProcess,&appAff,&sysAff))
            {
                ULONG_PTR curAff = Aff & appAff;            // remove non accessible processors
                if(!curAff )
                {
                    sLog.outError("Processors marked in UseProcessors bitmask (hex) %x not accessible for Trinityd. Accessible processors bitmask (hex): %x",Aff,appAff);
                }
                else
                {
                    if(SetProcessAffinityMask(hProcess,curAff))
                        sLog.outString("Using processors (bitmask, hex): %x", curAff);
                    else
                        sLog.outError("Can't set used processors (hex): %x",curAff);
                }
            }
            sLog.outString("");
        }
        bool Prio = sConfig.GetBoolDefault("ProcessPriority", false);
//        if(Prio && (m_ServiceStatus == -1)/* need set to default process priority class in service mode*/)
        if(Prio)
        {
            if(SetPriorityClass(hProcess,HIGH_PRIORITY_CLASS))
                sLog.outString("TrinityCore process priority class set to HIGH");
            else
                sLog.outError("ERROR: Can't set Trinityd process priority class.");
            sLog.outString("");
        }
    }
    #endif
    uint32 realCurrTime, realPrevTime;
    realCurrTime = realPrevTime = getMSTime();
    uint32 socketSelecttime = sWorld.getConfig(CONFIG_SOCKET_SELECTTIME);
    // maximum counter for next ping
    uint32 numLoops = (sConfig.GetIntDefault( "MaxPingTime", 30 ) * (MINUTE * 1000000 / socketSelecttime));
    uint32 loopCounter = 0;
    ///- Start up freeze catcher thread
    uint32 freeze_delay = sConfig.GetIntDefault("MaxCoreStuckTime", 0);
    if(freeze_delay)
    {
        FreezeDetectorRunnable *fdr = new FreezeDetectorRunnable();
        fdr->SetDelayTime(freeze_delay*1000);
        ACE_Based::Thread t(*fdr);
        t.setPriority(ACE_Based::High);
    }
    ///- Launch the world listener socket
    port_t wsport = sWorld.getConfig (CONFIG_PORT_WORLD);
    std::string bind_ip = sConfig.GetStringDefault ("BindIP", "0.0.0.0");
    if (sWorldSocketMgr->StartNetwork (wsport, bind_ip.c_str ()) == -1)
    {
        sLog.outError ("Failed to start network");
        World::StopNow(ERROR_EXIT_CODE);
        // go down and shutdown the server
    }
    sWorldSocketMgr->Wait ();
    // set server offline
    LoginDatabase.PExecute("UPDATE realmlist SET color = 2 WHERE id = '%d'",realmID);
    ///- Remove signal handling before leaving
    _UnhookSignals();
    // when the main thread closes the singletons get unloaded
    // since worldrunnable uses them, it will crash if unloaded after master
    t.wait();
    td2.wait ();
    ///- Clean database before leaving
    clearOnlineAccounts();
    ///- Wait for delay threads to end
    CharacterDatabase.HaltDelayThread();
    WorldDatabase.HaltDelayThread();
    LoginDatabase.HaltDelayThread();
    sLog.outString( "Halting process..." );
    #ifdef WIN32
    if (sConfig.GetBoolDefault("Console.Enable", true))
    {
        // this only way to terminate CLI thread exist at Win32 (alt. way exist only in Windows Vista API)
        //_exit(1);
        // send keyboard input to safely unblock the CLI thread
        INPUT_RECORD b[5];
        HANDLE hStdIn = GetStdHandle(STD_INPUT_HANDLE);
        b[0].EventType = KEY_EVENT;
        b[0].Event.KeyEvent.bKeyDown = TRUE;
        b[0].Event.KeyEvent.uChar.AsciiChar = 'X';
        b[0].Event.KeyEvent.wVirtualKeyCode = 'X';
        b[0].Event.KeyEvent.wRepeatCount = 1;
        b[1].EventType = KEY_EVENT;
        b[1].Event.KeyEvent.bKeyDown = FALSE;
        b[1].Event.KeyEvent.uChar.AsciiChar = 'X';
        b[1].Event.KeyEvent.wVirtualKeyCode = 'X';
        b[1].Event.KeyEvent.wRepeatCount = 1;
        b[2].EventType = KEY_EVENT;
        b[2].Event.KeyEvent.bKeyDown = TRUE;
        b[2].Event.KeyEvent.dwControlKeyState = 0;
        b[2].Event.KeyEvent.uChar.AsciiChar = '\r';
        b[2].Event.KeyEvent.wVirtualKeyCode = VK_RETURN;
        b[2].Event.KeyEvent.wRepeatCount = 1;
        b[2].Event.KeyEvent.wVirtualScanCode = 0x1c;
        b[3].EventType = KEY_EVENT;
        b[3].Event.KeyEvent.bKeyDown = FALSE;
        b[3].Event.KeyEvent.dwControlKeyState = 0;
        b[3].Event.KeyEvent.uChar.AsciiChar = '\r';
        b[3].Event.KeyEvent.wVirtualKeyCode = VK_RETURN;
        b[3].Event.KeyEvent.wVirtualScanCode = 0x1c;
        b[3].Event.KeyEvent.wRepeatCount = 1;
        DWORD numb;
        BOOL ret = WriteConsoleInput(hStdIn, b, 4, &numb);
    }
    #endif
    // for some unknown reason, unloading scripts here and not in worldrunnable
    // fixes a memory leak related to detaching threads from the module
    UnloadScriptingModule();
    // Exit the process with specified return value
    return World::GetExitCode();
}
/// Initialize connection to the databases
bool Master::_StartDB()
{
    sLog.SetLogDB(false);
    std::string dbstring;
    ///- Get world database info from configuration file
    dbstring = sConfig.GetStringDefault("WorldDatabaseInfo", "");
    if(dbstring.empty())
    {
        sLog.outError("Database not specified in configuration file");
        return false;
    }
    ///- Initialise the world database
    if(!WorldDatabase.Initialize(dbstring.c_str()))
    {
        sLog.outError("Cannot connect to world database %s",dbstring.c_str());
        return false;
    }
    ///- Get character database info from configuration file
    dbstring = sConfig.GetStringDefault("CharacterDatabaseInfo", "");
    if(dbstring.empty())
    {
        sLog.outError("Character Database not specified in configuration file");
        return false;
    }
    ///- Initialise the Character database
    if(!CharacterDatabase.Initialize(dbstring.c_str()))
    {
        sLog.outError("Cannot connect to Character database %s",dbstring.c_str());
        return false;
    }
    ///- Get login database info from configuration file
    dbstring = sConfig.GetStringDefault("LoginDatabaseInfo", "");
    if(dbstring.empty())
    {
        sLog.outError("Login database not specified in configuration file");
        return false;
    }
    ///- Initialise the login database
    if(!LoginDatabase.Initialize(dbstring.c_str()))
    {
        sLog.outError("Cannot connect to login database %s",dbstring.c_str());
        return false;
    }
    ///- Get the realm Id from the configuration file
    realmID = sConfig.GetIntDefault("RealmID", 0);
    if(!realmID)
    {
        sLog.outError("Realm ID not defined in configuration file");
        return false;
    }
    sLog.outString("Realm running as realm ID %d", realmID);
    ///- Initialize the DB logging system
    if(sConfig.GetBoolDefault("EnableLogDB", false))
    {
        // everything successful - set var to enable DB logging once startup finished.
        sLog.SetLogDBLater(true);
        sLog.SetLogDB(false);
        sLog.SetRealmID(realmID);
    }
    else
    {
        sLog.SetLogDBLater(false);
        sLog.SetLogDB(false);
        sLog.SetRealmID(realmID);
    }
    ///- Clean the database before starting
    clearOnlineAccounts();
    ///- Insert version info into DB
    WorldDatabase.PExecute("UPDATE `version` SET `core_version` = '%s', `core_revision` = '%s'", _FULLVERSION, _REVISION);
    sWorld.LoadDBVersion();
    sLog.outString("Using World DB: %s", sWorld.GetDBVersion());
    sLog.outString("Using creature EventAI: %s", sWorld.GetCreatureEventAIVersion());
    return true;
}
/// Clear 'online' status for all accounts with characters in this realm
void Master::clearOnlineAccounts()
{
    // Cleanup online status for characters hosted at current realm
    /// \todo Only accounts with characters logged on *this* realm should have online status reset. Move the online column from 'account' to 'realmcharacters'?
    LoginDatabase.PExecute(
        "UPDATE account SET online = 0 WHERE online > 0 "
        "AND id IN (SELECT acctid FROM realmcharacters WHERE realmid = '%d')",realmID);
    CharacterDatabase.Execute("UPDATE characters SET online = 0 WHERE online<>0");
    // Battleground instance ids reset at server restart
    CharacterDatabase.Execute("UPDATE characters SET bgid = 0 WHERE bgid<>0");
}
/// Handle termination signals
void Master::_OnSignal(int s)
{
    switch (s)
    {
        case SIGINT:
            World::StopNow(RESTART_EXIT_CODE);
            break;
        case SIGTERM:
        #ifdef _WIN32
        case SIGBREAK:
        #endif
            World::StopNow(SHUTDOWN_EXIT_CODE);
            break;
    }
    signal(s, _OnSignal);
}
/// Define hook '_OnSignal' for all termination signals
void Master::_HookSignals()
{
    signal(SIGINT, _OnSignal);
    signal(SIGTERM, _OnSignal);
    #ifdef _WIN32
    signal(SIGBREAK, _OnSignal);
    #endif
}
/// Unhook the signals before leaving
void Master::_UnhookSignals()
{
    signal(SIGINT, 0);
    signal(SIGTERM, 0);
    #ifdef _WIN32
    signal(SIGBREAK, 0);
    #endif
}