//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================

#pragma once

#include <memory>
#include <optional>

#include <spdlog/logger.h>

#include "ClientCommandRegistry.h"
#include "voice_common.h"


class CGameRules;
class CBasePlayer;


class IVoiceGameMgrHelper
{
public:
	virtual ~IVoiceGameMgrHelper() {}

	// Called each frame to determine which players are allowed to hear each other.	This overrides
	// whatever squelch settings players have.
	virtual bool CanPlayerHearPlayer(CBasePlayer* pListener, CBasePlayer* pTalker) = 0;
};


// CVoiceGameMgr manages which clients can hear which other clients.
class CVoiceGameMgr
{
public:
	static inline std::shared_ptr<spdlog::logger> Logger;

	CVoiceGameMgr();
	virtual ~CVoiceGameMgr();

	bool Init(
		IVoiceGameMgrHelper* m_pHelper,
		int maxClients);

	void Shutdown();

	void SetHelper(IVoiceGameMgrHelper* pHelper);

	// Updates which players can hear which other players.
	// If gameplay mode is DM, then only players within the PVS can hear each other.
	// If gameplay mode is teamplay, then only players on the same team can hear each other.
	// Player masks are always applied.
	void Update(double frametime);

	// Called when a new client connects (unsquelches its entity for everyone).
	void ClientConnected(edict_t* pEdict);

	// Called to determine if the Receiver has muted (blocked) the Sender
	// Returns true if the receiver has blocked the sender
	bool PlayerHasBlockedPlayer(CBasePlayer* pReceiver, CBasePlayer* pSender);


private:
	// Force it to update the client masks.
	void UpdateMasks();

	std::optional<int> GetAndValidatePlayerIndex(CBasePlayer* player, const char* cmd);

private:
	int m_msgPlayerVoiceMask;
	int m_msgRequestState;

	IVoiceGameMgrHelper* m_pHelper;
	int m_nMaxPlayers;
	double m_UpdateInterval; // How long since the last update.

	ScopedClientCommand m_VBanCommand;
	ScopedClientCommand m_VModEnableCommand;
};
