/*
 * 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.IO;
using System.Reflection;
using libsecondlife;
using log4net;
using log4net.Config;
using OpenSim.Framework;
using OpenSim.Framework.AssetLoader.Filesystem;
using OpenSim.Framework.Console;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Statistics;

namespace OpenSim.Grid.AssetServer
{
    /// <summary>
    /// An asset server
    /// </summary>
    public class OpenAsset_Main : BaseOpenSimServer, conscmd_callback
    {
        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

        public AssetConfig m_config;

        public static OpenAsset_Main assetserver;

        // Temporarily hardcoded - should be a plugin
        protected IAssetLoader assetLoader = new AssetLoaderFileSystem();

        private IAssetProvider m_assetProvider;

        [STAThread]
        public static void Main(string[] args)
        {
            XmlConfigurator.Configure();

            assetserver = new OpenAsset_Main();
            assetserver.Startup();

            assetserver.Work();
        }

        private void Work()
        {
            m_console.Notice("Enter help for a list of commands");

            while (true)
            {
                m_console.Prompt();
            }
        }

        public OpenAsset_Main()
        {
            m_console = new ConsoleBase("Asset", this);

            MainConsole.Instance = m_console;
        }

        public override void Startup()
        {
            base.Startup();
            
            m_config = new AssetConfig("ASSET SERVER", (Path.Combine(Util.configDir(), "AssetServer_Config.xml")));

            m_log.Info("[ASSET]: Setting up asset DB");
            setupDB(m_config);

            m_log.Info("[ASSET]: Loading default asset set..");
            LoadDefaultAssets();

            m_log.Info("[ASSET]: Starting HTTP process");
            m_httpServer = new BaseHttpServer(m_config.HttpPort);

            m_stats = StatsManager.StartCollectingAssetStats();

            AddHttpHandlers();

            m_httpServer.Start();
        }

        protected void AddHttpHandlers()
        {
            m_httpServer.AddStreamHandler(new GetAssetStreamHandler(this, m_assetProvider));
            m_httpServer.AddStreamHandler(new PostAssetStreamHandler(this, m_assetProvider));
        }

        public byte[] GetAssetData(LLUUID assetID, bool isTexture)
        {
            return null;
        }

        public IAssetProvider LoadDatabasePlugin(string FileName, string connect)
        {
            m_log.Info("[ASSET SERVER]: LoadDatabasePlugin: Attempting to load " + FileName);
            Assembly pluginAssembly = Assembly.LoadFrom(FileName);
            IAssetProvider assetPlugin = null;
            foreach (Type pluginType in pluginAssembly.GetTypes())
            {
                if (!pluginType.IsAbstract)
                {
                    Type typeInterface = pluginType.GetInterface("IAssetProvider", true);

                    if (typeInterface != null)
                    {
                        IAssetProvider plug =
                            (IAssetProvider) Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
                        assetPlugin = plug;
                        assetPlugin.Initialise(connect);

                        m_log.Info("[ASSET SERVER]: Added " + assetPlugin.Name + " " + assetPlugin.Version);
                        break;
                    }

                    typeInterface = null;
                }
            }

            pluginAssembly = null;
            return assetPlugin;
        }

        public void setupDB(AssetConfig config)
        {
            try
            {
                m_assetProvider = LoadDatabasePlugin(config.DatabaseProvider, config.DatabaseConnect);
                if (m_assetProvider == null)
                {
                    m_log.Error("[ASSET]: Failed to load a database plugin, server halting");
                    Environment.Exit(-1);
                }
            }
            catch (Exception e)
            {
                m_log.Warn("[ASSET]: setupDB() - Exception occured");
                m_log.Warn("[ASSET]: " + e.ToString());
            }
        }

        public void LoadDefaultAssets()
        {
            assetLoader.ForEachDefaultXmlAsset(StoreAsset);
        }

        protected void StoreAsset(AssetBase asset)
        {
            m_assetProvider.CreateAsset(asset);
        }
    }
}
