#include "pch.h"
#include "misccommands.h"
#include "concommand.h"
#include "gameutils.h"
#include "masterserver.h"
#include "serverauthentication.h"
#include "squirrel.h"

void AddMiscConCommands()
{
	MAKE_CONCMD(
		"force_newgame",
		"forces a map load through directly setting g_pHostState->m_iNextState to HS_NEW_GAME",
		FCVAR_NONE,
		[](const CCommand& arg)
		{
			if (arg.ArgC() < 2)
				return;

			g_pHostState->m_iNextState = HS_NEW_GAME;
			strncpy(g_pHostState->m_levelName, arg.Arg(1), sizeof(g_pHostState->m_levelName));
		});

	MAKE_CONCMD(
		"ns_start_reauth_and_leave_to_lobby",
		"called by the server, used to reauth and return the player to lobby when leaving a game",
		FCVAR_SERVER_CAN_EXECUTE,
		[](const CCommand& arg)
		{
			// hack for special case where we're on a local server, so we erase our own newly created auth data on disconnect
			g_MasterServerManager->m_bNewgameAfterSelfAuth = true;
			g_MasterServerManager->AuthenticateWithOwnServer(g_LocalPlayerUserID, g_MasterServerManager->m_sOwnClientAuthToken);
		});

	// this is a concommand because we make a deferred call to it from another thread
	MAKE_CONCMD(
		"ns_end_reauth_and_leave_to_lobby",
		"",
		FCVAR_NONE,
		[](const CCommand& arg)
		{
			Cbuf_AddText(
				Cbuf_GetCurrentPlayer(),
				fmt::format("serverfilter {}", g_ServerAuthenticationManager->m_authData.begin()->first).c_str(),
				cmd_source_t::kCommandSrcCode);
			Cbuf_Execute();

			// weird way of checking, but check if client script vm is initialised, mainly just to allow players to cancel this
			if (g_ClientSquirrelManager->sqvm)
			{
				g_ServerAuthenticationManager->m_bNeedLocalAuthForNewgame = true;

				// this won't set playlist correctly on remote clients, don't think they can set playlist until they've left which sorta
				// fucks things should maybe set this in HostState_NewGame?
				SetCurrentPlaylist("tdm");
				strcpy(g_pHostState->m_levelName, "mp_lobby");
				g_pHostState->m_iNextState = HS_NEW_GAME;
			}
		});
}