/*
 * 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 3 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, see <http://www.gnu.org/licenses/>.
 */
package com.edelvez.gameserver;

import java.util.logging.Level;
import java.util.logging.Logger;

import com.edelvez.Config;
import com.edelvez.DataOtimize;
import com.edelvez.L2DatabaseFactory;
import com.edelvez.gameserver.datatables.CharSchemesTable;
import com.edelvez.gameserver.instancemanager.CastleManorManager;
import com.edelvez.gameserver.instancemanager.CursedWeaponsManager;
import com.edelvez.gameserver.instancemanager.GrandBossManager;
import com.edelvez.gameserver.instancemanager.ItemsOnGroundManager;
import com.edelvez.gameserver.instancemanager.QuestManager;
import com.edelvez.gameserver.instancemanager.RaidBossSpawnManager;
import com.edelvez.gameserver.model.L2World;
import com.edelvez.gameserver.model.actor.instance.L2PcInstance;
import com.edelvez.gameserver.model.olympiad.Olympiad;
import com.edelvez.gameserver.network.L2GameClient;
import com.edelvez.gameserver.network.gameserverpackets.ServerStatus;
import com.edelvez.gameserver.network.serverpackets.ServerClose;
import com.edelvez.gameserver.network.serverpackets.SystemMessage;

/**
 * This class provides the functions for shutting down and restarting the server It closes all open clientconnections and saves all data.
 *
 * @Date: 2007/09/05 00:00:00 $
 */
public class Shutdown extends Thread
{
	private static Logger _log = Logger.getLogger(Shutdown.class.getName());
	private static Shutdown _instance;
	private static Shutdown _counterInstance = null;
	private int _secondsShut;
	private int _shutdownMode;
	public static final int SIGTERM = 0;
	public static final int GM_SHUTDOWN = 1;
	public static final int GM_RESTART = 2;
	public static final int ABORT = 3;
	private static final String[] MODE_TEXT = { "SIGTERM", "shutting down", "restarting", "aborting" };

	/**
	 * This function starts a shutdown countdown from Telnet (Copied from Function startShutdown())
	 *
	 * @param ip
	 *            IP Which Issued shutdown command
	 * @param seconds
	 *            seconds untill shutdown
	 * @param restart
	 *            true if the server will restart after shutdown
	 */
	@SuppressWarnings("deprecation")
	private void SendServerQuit(int seconds)
	{
		for (L2PcInstance player : L2World.getInstance().getAllPlayers())
		{
			SystemMessage sysm = new SystemMessage(1);
			sysm.addNumber(seconds);
			player.sendPacket(sysm);
		}
	}

	public void startTelnetShutdown(String IP, int seconds, boolean restart)
	{
		_log.warning("IP: " + IP + " issued shutdown command. " + MODE_TEXT[_shutdownMode] + " in " + seconds + " seconds!");
		// _an.announceToAll("Server is " + _modeText[shutdownMode] + " in "+seconds+ " seconds!");
		if (restart)
		{
			_shutdownMode = GM_RESTART;
		}
		else
		{
			_shutdownMode = GM_SHUTDOWN;
		}
		if (_shutdownMode > 0)
		{
			switch (seconds)
			{
				case 540:
				case 480:
				case 420:
				case 360:
				case 300:
				case 240:
				case 180:
				case 120:
				case 60:
				case 30:
				case 10:
				case 5:
				case 4:
				case 3:
				case 2:
				case 1:
					break;
				default:
					SendServerQuit(seconds);
			}
		}
		if (_counterInstance != null)
		{
			_counterInstance._abort();
		}
		_counterInstance = new Shutdown(seconds, restart);
		_counterInstance.start();
	}

	/**
	 * This function aborts a running countdown
	 *
	 * @param IP
	 *            IP Which Issued shutdown command
	 */
	public void telnetAbort(String IP)
	{
		_log.warning("IP: " + IP + " issued shutdown ABORT. " + MODE_TEXT[_shutdownMode] + " has been stopped!");
		if (_counterInstance != null)
		{
			_counterInstance._abort();
			Announcements _an = Announcements.getInstance();
			_an.announceToAll("Server aborts " + MODE_TEXT[_shutdownMode] + " and continues normal operation!");
		}
	}

	/**
	 * Default constucter is only used internal to create the shutdown-hook instance
	 */
	public Shutdown()
	{
		_secondsShut = -1;
		_shutdownMode = SIGTERM;
	}

	/**
	 * This creates a countdown instance of Shutdown.
	 *
	 * @param seconds
	 *            how many seconds until shutdown
	 * @param restart
	 *            true is the server shall restart after shutdown
	 */
	public Shutdown(int seconds, boolean restart)
	{
		if (seconds < 0)
		{
			seconds = 0;
		}
		_secondsShut = seconds;
		if (restart)
		{
			_shutdownMode = GM_RESTART;
		}
		else
		{
			_shutdownMode = GM_SHUTDOWN;
		}
	}

	/**
	 * get the shutdown-hook instance the shutdown-hook instance is created by the first call of this function, but it has to be registrered externaly.
	 *
	 * @return instance of Shutdown, to be used as shutdown hook
	 */
	public static Shutdown getInstance()
	{
		if (_instance == null)
		{
			_instance = new Shutdown();
		}
		return _instance;
	}

	/** Method for the Exploit Prevention (Safe_Sigterm) * */
	public static Shutdown getCounterInstance()
	{
		return _counterInstance;
	}

	/**
	 * this function is called, when a new thread starts if this thread is the thread of getInstance, then this is the shutdown hook and we save all data and disconnect all clients. after this thread ends, the server will completely exit if this is not the thread of getInstance, then this is a countdown thread. we start the countdown, and when we finished it, and it was not aborted, we tell the
	 * shutdown-hook why we call exit, and then call exit when the exit status of the server is 1, startServer.sh / startServer.bat will restart the server.
	 */
	@Override
	public void run()
	{
		// disallow new logins
		try
		{
			// Doesnt actually do anything
			// Server.gameServer.getLoginController().setMaxAllowedOnlinePlayers(0);
		}
		catch (Throwable t)
		{
			// ignore
		}
		if (this == _instance)
		{
			// ensure all services are stopped
			try
			{
				GameTimeController.getInstance().stopTimer();
			}
			catch (Throwable t)
			{
				// ignore
			}
			// stop all threadpolls
			try
			{
				ThreadPoolManager.getInstance().shutdown();
			}
			catch (Throwable t)
			{
				// ignore
			}
			// last byebye, save all data and quit this server
			// logging doesnt work here :(
			saveData();
			try
			{
				LoginServerThread.getInstance().interrupt();
			}
			catch (Throwable t)
			{
				// ignore
			}
			// saveData sends messages to exit players, so sgutdown selector after it
			try
			{
				GameServer.gameServer.getSelectorThread().shutdown();
				GameServer.gameServer.getSelectorThread().setDaemon(true);
			}
			catch (Throwable t)
			{
				// ignore
			}
			try
			{
				if (Config.DATABASE_AUTO_ANALYZE)
				{
					DataOtimize.AnalyzeGame();
				}
				if (Config.DATABASE_AUTO_CHECK)
				{
					DataOtimize.CheckGame();
				}
				if (Config.DATABASE_AUTO_OPTIMIZE)
				{
					DataOtimize.OptimizeGame();
				}
				if (Config.DATABASE_AUTO_REPAIR)
				{
					DataOtimize.RepairGame();
				}
			}
			catch (Throwable t)
			{
				//null
			}
			// commit data, last chance
			try
			{
				L2DatabaseFactory.getInstance().shutdown();
			}
			catch (Throwable t)
			{
			}
			// server will quit, when this function ends.
			if (_instance._shutdownMode == GM_RESTART)
			{
				Runtime.getRuntime().halt(2);
			}
			else
			{
				Runtime.getRuntime().halt(0);
			}
		}
		else
		{
			// gm shutdown: send warnings and then call exit to start shutdown sequence
			countdown();
			// last point where logging is operational :(
			_log.warning("GM shutdown countdown is over. " + MODE_TEXT[_shutdownMode] + " NOW!");
			switch (_shutdownMode)
			{
				case GM_SHUTDOWN:
					_instance.setMode(GM_SHUTDOWN);
					System.exit(0);
					break;
				case GM_RESTART:
					_instance.setMode(GM_RESTART);
					System.exit(2);
					break;
			}
		}
	}

	/**
	 * This functions starts a shutdown countdown
	 *
	 * @param activeChar
	 *            GM who issued the shutdown command
	 * @param seconds
	 *            seconds until shutdown
	 * @param restart
	 *            true if the server will restart after shutdown
	 */
	public void startShutdown(L2PcInstance activeChar, int seconds, boolean restart)
	{
		_log.warning("GM: " + activeChar.getName() + "(" + activeChar.getObjectId() + ") issued shutdown command. " + MODE_TEXT[_shutdownMode] + " in " + seconds + " seconds!");
		if (restart)
		{
			_shutdownMode = GM_RESTART;
		}
		else
		{
			_shutdownMode = GM_SHUTDOWN;
		}
		if (_shutdownMode > 0)
		{
			switch (seconds)
			{
				case 540:
				case 480:
				case 420:
				case 360:
				case 300:
				case 240:
				case 180:
				case 120:
				case 60:
				case 30:
				case 10:
				case 5:
				case 4:
				case 3:
				case 2:
				case 1:
					break;
				default:
					SendServerQuit(seconds);
			}
		}
		if (_counterInstance != null)
		{
			_counterInstance._abort();
		}
		// the main instance should only run for shutdown hook, so we start a new instance
		_counterInstance = new Shutdown(seconds, restart);
		_counterInstance.start();
	}

	/**
	 * This function aborts a running countdown
	 *
	 * @param activeChar
	 *            GM who issued the abort command
	 */
	public void abort(L2PcInstance activeChar)
	{
		_log.warning("GM: " + activeChar.getName() + "(" + activeChar.getObjectId() + ") issued shutdown ABORT. " + MODE_TEXT[_shutdownMode] + " has been stopped!");
		if (_counterInstance != null)
		{
			_counterInstance._abort();
			Announcements _an = Announcements.getInstance();
			_an.announceToAll("Server aborts " + MODE_TEXT[_shutdownMode] + " and continues normal operation!");
		}
	}

	/**
	 * set the shutdown mode
	 *
	 * @param mode
	 *            what mode shall be set
	 */
	private void setMode(int mode)
	{
		_shutdownMode = mode;
	}

	/**
	 * set shutdown mode to ABORT
	 */
	private void _abort()
	{
		_shutdownMode = ABORT;
	}

	/**
	 * this counts the countdown and reports it to all players countdown is aborted if mode changes to ABORT
	 */
	private void countdown()
	{
		try
		{
			while (_secondsShut > 0)
			{
				switch (_secondsShut)
				{
					case 540:
						SendServerQuit(540);
						break;
					case 480:
						SendServerQuit(480);
						break;
					case 420:
						SendServerQuit(420);
						break;
					case 360:
						SendServerQuit(360);
						break;
					case 300:
						SendServerQuit(300);
						break;
					case 240:
						SendServerQuit(240);
						break;
					case 180:
						SendServerQuit(180);
						break;
					case 120:
						SendServerQuit(120);
						break;
					case 60:
						LoginServerThread.getInstance().setServerStatus(ServerStatus.STATUS_DOWN); // avoids new players from logging in
						SendServerQuit(60);
						break;
					case 30:
						SendServerQuit(30);
						break;
					case 10:
						SendServerQuit(10);
						break;
					case 5:
						SendServerQuit(5);
						break;
					case 4:
						SendServerQuit(4);
						break;
					case 3:
						SendServerQuit(3);
						break;
					case 2:
						SendServerQuit(2);
						break;
					case 1:
						SendServerQuit(1);
						break;
				}
				_secondsShut--;
				int delay = 1000; // milliseconds
				Thread.sleep(delay);
				if (_shutdownMode == ABORT) {
					break;
				}
			}
		}
		catch (InterruptedException e)
		{
			// this will never happen
		}
	}

	/**
	 * this sends a last byebye, disconnects all players and saves data
	 */
	private void saveData()
	{
		switch (_shutdownMode)
		{
			case SIGTERM:
				System.err.println("SIGTERM received. Shutting down NOW!");
				break;
			case GM_SHUTDOWN:
				System.err.println("GM shutdown received. Shutting down NOW!");
				break;
			case GM_RESTART:
				System.err.println("GM restart received. Restarting NOW!");
				break;
		}
		if (Config.ACTIVATE_POSITION_RECORDER) {
			Universe.getInstance().implode(true);
		}
		try
		{
			Announcements _an = Announcements.getInstance();
			_an.announceToAll("Server is " + MODE_TEXT[_shutdownMode] + " NOW!");
		}
		catch (Throwable t)
		{
			_log.log(Level.INFO, "", t);
		}
		disconnectAllCharacters();
		// seven signs data is now saved along with festival data
		if (!SevenSigns.getInstance().isSealValidationPeriod()) {
			SevenSignsFestival.getInstance().saveFestivalData(false);
		}
		// save seven signs data before closing
		SevenSigns.getInstance().saveSevenSignsData(null, true);
		// save all Grandboss status
		GrandBossManager.getInstance().cleanUp();
		System.err.println("GrandBossManager: Data Saved.");
		// save all raidboss status
		RaidBossSpawnManager.getInstance().cleanUp();
		System.err.println("RaidBossSpawnManager: Data Saved.");
		// trade controller
		TradeController.getInstance().dataCountStore();
		System.err.println("TradeController: Data Saved.");
		// olympiad
		try
		{
			Olympiad.getInstance().save();
		}
		catch (Exception e)
		{
			e.printStackTrace();
		}
		System.err.println("Olympiad System: Data Saved.");
		// save cursed weapons data
		CursedWeaponsManager.getInstance().saveData();
		System.err.println("CursedWeaponsManager: Data Saved.");
		// save manor data
		CastleManorManager.getInstance().save();
		System.err.println("CastleManorManager: Data Saved.");
		// Save all global (non-player specific) Quest data that needs to persist after reboot
		QuestManager.getInstance().save();
		// NPCBuffer: save player schemes data
		if (Config.NPCBUFFER_FEATURE_ENABLED && Config.NPCBUFFER_STORE_SCHEMES) {
			CharSchemesTable.getInstance().onServerShutdown();
		}
		System.err.println("Quest Engine: Data Saved.");
		// save items on ground
		if (Config.SAVE_DROPPED_ITEM)
		{
			ItemsOnGroundManager.getInstance().saveInDb();
			ItemsOnGroundManager.getInstance().cleanUp();
			System.err.println("ItemsOnGroundManager:  Data Saved.");
		}
		System.err.println("Data saved. All players disconnected, shutting down.");
		try
		{
			Thread.sleep(5000);
		}
		catch (InterruptedException e)
		{ /* never happens :p */
		}
	}

	/**
	 * this disconnects all clients from the server
	 */
	private void disconnectAllCharacters()
	{
		// logout character
		for (L2PcInstance player : L2World.getInstance().getAllPlayers())
		{
			try
			{
				L2GameClient.saveCharToDisk(player);
				ServerClose ql = new ServerClose();
				player.sendPacket(ql);
			}
			catch (Throwable t)
			{ /* ignore all */
			}
		}
		try
		{
			Thread.sleep(1000);
		}
		catch (Throwable t)
		{
			_log.log(Level.INFO, "", t);
		}
		for (L2PcInstance player : L2World.getInstance().getAllPlayers())
		{
			try
			{
				player.closeNetConnection();
			}
			catch (Throwable t)
			{ /*
			 * just to make sure we try to kill the connection
			 */
			}
		}
	}
}
