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#include <stdlib.h>

#include "netlem_state_machine.h"

#include "events.h"
#include "netgame.h"
#include "utils.h"

//FIXME #include netlem.h ?
extern int startLoadLevel();


state_t _getOrChangeState(state_t newState, TCPsocket sockClient) {
	const event_t evReady = {0,0,0,eReady,0,0,NULL,NULL}; 
	static state_t state=eLaunching;
	int result;

	switch(newState) {
		case eNull:
			break;
		case eMultiLoading:
			//TODO : check current state before switching
			if (state != eMultiWaitLoading && state != eLaunching) {
				return eNull;
			}
			result=startLoadLevel();
			if (result!=0) {
				logs2(LOG_ERROR, "getOrChangeState()", SDL_GetError());
				return eNull;
			}

			state=newState;
			logs2(LOG_INFO, "changing state", "eMultiLoading");
			break;
		case eMultiWaitLoading:
			//TODO : check current state before switching

			// Say to the server that we are ready to start the game and wait game start
			result=sendEvent(sockClient, &evReady);
			if (result!=0) return eNull;
			
			state=newState;
			logs2(LOG_INFO, "changing state", "eMultiWaitLoading");
			break;
		case eMultiGame:
			//TODO : check current state before switching
			state=newState;
			logs2(LOG_INFO, "changing state", "eMultiGame");
			break;
		case eEnd:
			state=newState;
			logs2(LOG_INFO, "changing state", "eEnd");
			break;

		default:
			return eNull;
	}

	return state;
}


state_t getState() {
	return _getOrChangeState(eNull, NULL);
}

state_t changeState(state_t newState) {
	return _getOrChangeState(newState, NULL);
}

state_t changeStateAndNotify(state_t newState, TCPsocket sockClient) {
	return _getOrChangeState(newState, sockClient);
}