//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $NoKeywords: $
//=============================================================================//

#ifdef _WIN32
#include <stdio.h>
#include "steam.h"

#include "CreateMultiplayerGameServerPage.h"
#include <Winsock2.h>

using namespace vgui;

#include <vgui_controls/Controls.h>
#include <KeyValues.h>
#include <vgui_controls/ListPanel.h>
#include <vgui_controls/ComboBox.h>
#include <vgui_controls/MessageBox.h>
#include <vgui_controls/CheckButton.h>
#include <vgui/IVGui.h>

#include <OfflineMode.h>

#include "FileSystem.h"
#include "mainpanel.h"
#include "tier0/icommandline.h"
#include "netapi.h"
// for SRC
#include <vstdlib/random.h>

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"


//#define ALLOW_OLD_ENGINE_GAMES


// filesystem_steam.cpp implements this useful function - mount all the caches for a given app ID.
extern void MountDependencies( int iAppId, CUtlVector<unsigned int> &depList );


bool IsEp1EraAppID( int iSteamAppId )
{
	return iSteamAppId == 211 || iSteamAppId == 215;
}

// Checks the liblist.gam file for a "fallback_dir"
const char *GetLiblistFallbackDir( const char *pszGameDir )
{
	static char szFallback[512];
	char szTemp[512];

	szFallback[0] = 0;

	_snprintf( szTemp, sizeof(szTemp) - 1, "%s\\liblist.gam", pszGameDir );
	g_pFullFileSystem->GetLocalCopy( szTemp );

	FileHandle_t hFile = g_pFullFileSystem->Open( szTemp, "rt" );

	if ( hFile )
	{
		char szLine[512];

		// look for the line starting with 'fallback_dir'
		while ( !g_pFullFileSystem->EndOfFile( hFile ) )
		{
			// get a single line
			szLine[0] = 0;
			g_pFullFileSystem->ReadLine( szLine, sizeof(szLine) - 1, hFile );
			szLine[sizeof(szLine) - 1] = 0;
			
			if ( !strnicmp( szLine, "fallback_dir", 12 ) )
			{
				// we got the line, get the value between the quotes
				char *start = strchr( szLine, '\"' );

				if ( !start )
				{
					break;
				}

				char *end = strchr( start + 1, '\"' );
				if ( !end )
				{
					break;
				}

				// copy out between start and end
				int bytesToCopy = end - start - 1;
				if ( bytesToCopy >= sizeof(szFallback) - 1 )
				{
					bytesToCopy = sizeof(szFallback) - 1;
					break;
				}

				if ( bytesToCopy > 0 )
				{
					strncpy( szFallback, start + 1, bytesToCopy );
					szFallback[bytesToCopy] = 0;
				}
			}
		}

		g_pFullFileSystem->Close( hFile );
	}

	return szFallback;
}


//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CCreateMultiplayerGameServerPage::CCreateMultiplayerGameServerPage(vgui::Panel *parent, const char *name) : Frame(parent, name)
{
	memset(&m_iServer,0x0,sizeof(serveritem_t));

	m_MainPanel = parent; // as we are a popup frame we need to store this seperately
	m_pSavedData = NULL;
	m_pGameInfo = NULL;

	SetMinimumSize(310, 350);
	SetSize(310, 350);
	SetSizeable(false);
	

	SetTitle("#Start_Server_Title",true);

	m_pMapList = new ComboBox(this, "MapList",10,false);
	m_pMapList->SetEnabled(false); // a mod needs to be chosen first to populate the map list
	m_pMapList->SetEditable(false);

	m_pNetworkCombo = new ComboBox(this, "NetworkCombo",10,false);
	int defaultItem = m_pNetworkCombo->AddItem("#Internet", NULL);
	int lanItem = m_pNetworkCombo->AddItem("#LAN", NULL);
	if ( CommandLine()->CheckParm("-steam") && IsSteamInOfflineMode() )
	{
		defaultItem = lanItem;
	}
	m_pNetworkCombo->ActivateItem(defaultItem);

	m_pNumPlayers = new ComboBox(this, "NumPlayers",10,false);
	char num[3];
	int i;
	for( i = 1 ; i <= MAX_PLAYERS ; i++ ) 
	{
		_snprintf(num, 3, "%i", i);
		m_pNumPlayers->AddItem(num, NULL);
	}
	m_pNumPlayers->ActivateItemByRow(23); // 24 players by default 

	m_pGameCombo = new ComboBox(this,"MODCombo", 10, false);

	m_pStartServerButton = new Button(this, "StartButton", "#Start_Server_Button");
	m_pStartServerButton->SetCommand("start");

	m_pCancelButton = new Button(this, "CancelButton", "#Start_Server_Cancel");
	m_pCancelButton->SetCommand("cancel");

	m_pSecureCheck = new CheckButton(this, "SecureCheck", "#Start_Server_Secure");
	m_pSecureCheck->SetSelected(true);

	LoadControlSettingsAndUserConfig("Admin/CreateMultiplayerGameServerPage.res");

	// load some defaults into the controls
	SetControlString("ServerNameEdit", "Half-Life dedicated server");
	Q_strncpy(m_szGameName, "Half-Life", sizeof(m_szGameName));

	LoadMODList();

	m_pGameCombo->RequestFocus();

	// get default port from commandline if possible
	m_iPort = 27015;
	const char *portVal = NULL;
	if (CommandLine()->CheckParm("-port", &portVal) && portVal && atoi(portVal) > 0)
	{
		m_iPort = atoi(portVal);
	}
	SetControlInt("PortEdit", m_iPort);

	LoadConfig();

	m_szMapName[0] = 0;
	m_szHostName[0] = 0;
	m_szPassword[0] = 0;
	m_iMaxPlayers = 24;

	if ( CommandLine()->CheckParm("-steam") && IsSteamInOfflineMode() )
	{
		m_pNetworkCombo->SetEnabled( false );
	}

	SetVisible(true);

	if ( CommandLine()->CheckParm("-steam") && IsSteamInOfflineMode() )
	{
		MessageBox *box = new vgui::MessageBox( "#Start_Server_Offline_Title", "#Start_Server_Offline_Warning" );
		box->DoModal();
	}
}

//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CCreateMultiplayerGameServerPage::~CCreateMultiplayerGameServerPage()
{
	SaveConfig();
  	if (m_pSavedData)
  	{
  		m_pSavedData->deleteThis();
		m_pSavedData = NULL;
  	}
	if ( m_pGameInfo )
	{
		m_pGameInfo->deleteThis();
		m_pGameInfo = NULL;
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::OnResetData()
{
	m_pGameCombo->SetEnabled(true);
}

//-----------------------------------------------------------------------------
// Purpose: loads settings from a config file
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::LoadConfig()
{
  	// free any old filters
  	if (m_pSavedData)
  	{
  		m_pSavedData->deleteThis();
  	}
	m_pSavedData = new KeyValues ("Server");

	if (!m_pSavedData->LoadFromFile(g_pFullFileSystem, "Server.vdf", "CONFIG"))
	{
		// file not successfully loaded
	}
	else
	{
		if (m_pSavedData->FindKey("RconPassword", false))
		{
			const char *password = m_pSavedData->GetString("RconPassword", "");
			if (strlen(password)>0)
			{
				SetControlString("RCONPasswordEdit", password);
			}
		}
		if (m_pSavedData->FindKey("MaxPlayers", false))
		{
			int maxPlayers = m_pSavedData->GetInt("MaxPlayers", -1);
			if (maxPlayers > 0 && maxPlayers <= 32)
			{
				m_pNumPlayers->ActivateItemByRow(maxPlayers - 1);
			}
		}
		if (m_pSavedData->FindKey("MOD", false))
		{
			const char *mod = m_pSavedData->GetString("MOD", "");
			if (strlen(mod) > 0)
			{
				// look for the item in the dropdown
				m_szMod[0] = 0;
				for (int i = 0; i < m_pGameCombo->GetItemCount(); i++)
				{
					if (!m_pGameCombo->IsItemIDValid(i))
						continue;

					if (!stricmp(m_pGameCombo->GetItemUserData(i)->GetString("gamedir"), mod))
					{
						// item found in list, activate
						m_pGameCombo->ActivateItem(i);
						break;
					}
				}
			}
		}
		if (m_pSavedData->FindKey("Map", false))
		{
			const char *map = m_pSavedData->GetString("Map", "");
			if (strlen(map) > 0)
			{
				SetControlString("MapList", map);			
			}
		}

		if (m_pSavedData->FindKey("Network", false))
		{
			int nwIndex = m_pSavedData->GetInt("Network");
			if (nwIndex > 0 && nwIndex < 2)
			{
				m_pNetworkCombo->ActivateItemByRow(nwIndex);
			}
		}
		if (m_pSavedData->FindKey("Secure", false))
		{
			int secure = m_pSavedData->GetInt("Secure");
			m_pSecureCheck->SetSelected(secure);
		}
		if (m_pSavedData->FindKey("ServerName", false))
		{
			const char *serverName = m_pSavedData->GetString("ServerName","");
			if (strlen(serverName) > 0)
			{
				SetControlString("ServerNameEdit", serverName);
			}
		}
		m_iPort = m_pSavedData->GetInt("Port", m_iPort);
		SetControlInt("PortEdit", m_iPort);
	}
}


//-----------------------------------------------------------------------------
// Purpose: data accessor
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::SetConfig(const char *serverName, const char *rconPassword, int maxPlayers, const char *mod, const char *map, int network, int secure, int port)
{
	m_pSavedData->SetInt("MaxPlayers", maxPlayers);
	m_pSavedData->SetString("RconPassword", rconPassword);
	m_pSavedData->SetString("ServerName", serverName);
	m_pSavedData->SetString("MOD", mod);
	m_pSavedData->SetString("Map", map);
	m_pSavedData->SetInt("Secure", secure);
	m_pSavedData->SetInt("Network", network);
	m_pSavedData->SetInt("Port", port);
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::SaveConfig()
{
	m_pSavedData->SaveToFile(g_pFullFileSystem, "Server.vdf", "CONFIG");
}

//-----------------------------------------------------------------------------
// Purpose: returns true if one of the characters in the string is not a valid alpha numeric character
//-----------------------------------------------------------------------------
bool CCreateMultiplayerGameServerPage::BadRconChars(const char *pass)
{
	bool bad = false;

	for(unsigned int i=0;i<strlen(pass);i++)
	{
		bad |= !static_cast<bool>(isalnum(pass[i]));
	}
	return bad;
}

const char *ToString( int val )
{
	static char text[256];
	Q_snprintf( text, sizeof(text), "%i", val );
	return text;
}


//-----------------------------------------------------------------------------
// Purpose: called to get the info from the dialog
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::OnCommand(const char *cmd)
{
	char cvars[1024];
	int secure = GetControlInt("SecureCheck", 1);
	m_pNumPlayers->GetText(cvars, 1024);
	m_iMaxPlayers = atoi(cvars);
	strncpy(m_szHostName, GetControlString("ServerNameEdit", ""), DATA_STR_LENGTH);
	strncpy(m_szPassword, GetControlString("RCONPasswordEdit", ""), DATA_STR_LENGTH);
	m_iPort = GetControlInt("PortEdit", 27015);

	if (!stricmp(cmd, "cancel"))
	{
		vgui::ivgui()->PostMessage( m_MainPanel->GetVPanel(), new KeyValues("Quit"), NULL);
		Close();
	}
	else if (!stricmp(cmd, "start"))
	{
		// save our current settings
		SetConfig(m_szHostName, m_szPassword, m_iMaxPlayers, m_szMod, GetMapName(), m_pNetworkCombo->GetActiveItem() != 0, secure, m_iPort);
		SaveConfig();

		// create the command to execute
		bool isLanOnly = (m_pNetworkCombo->GetActiveItem() != 0);
		CommandLine()->AppendParm("-game", m_szMod);
		CommandLine()->AppendParm("-maxplayers", ToString(m_iMaxPlayers));
		CommandLine()->AppendParm("+sv_lan", ToString(isLanOnly));
		CommandLine()->AppendParm("+map", GetMapName());
		CommandLine()->AppendParm("-port", ToString(m_iPort));
		if (!secure) // if they don't want it secure...
		{
			CommandLine()->AppendParm("-insecure", "");
		}
		
	
	//	strncpy(m_szPassword, GetControlString("RCONPasswordEdit", ""), DATA_STR_LENGTH);
		if (strlen(m_szPassword) < 3 || BadRconChars(m_szPassword))
		{
			MessageBox *dlg = new MessageBox("#Start_Server_RCON_Error_Title", "#Start_Server_RCON_Error");
			dlg->DoModal();
		}
		else
		{
			_snprintf(cvars, 1024, "rcon_password \"%s\"\nsetmaster enable\nhostname \"%s\"\n", m_szPassword, m_szHostName);

			m_pGameCombo->SetEnabled(false);
			m_pNumPlayers->SetEnabled(false);

			netadr_t local;
			net->GetLocalIP(&local);
			local.port = ::htons(m_iPort);

			for (int i = 0; i < 4; i++)
			{
				m_iServer.ip[i] = local.ip[i];
			}
			m_iServer.port = (local.port & 0xff) << 8 | (local.port & 0xff00) >> 8;;

			strcpy(m_iServer.name, m_szHostName);
			strcpy(m_iServer.map, GetMapName());
			strcpy(m_iServer.gameDir, m_szMod);
			m_iServer.maxPlayers = m_iMaxPlayers;

			SetVisible(false);

			// mount the caches
			KeyValues *gameData = m_pGameCombo->GetActiveItemUserData();
			if (CommandLine()->CheckParm("-steam"))
			{
				if (gameData)
				{
					KeyValues *pFileSystem = gameData->FindKey( "FileSystem" );
					if ( !pFileSystem )
						Error( "Game %s missing FileSystem key.", gameData->GetString( "game" ) );

					// Mods just specify their app ID (CS, HL2, HL2MP, etc), and it mounts all the necessary caches.
					int iAppId = pFileSystem->GetInt( "SteamAppId" );
					if ( iAppId )
					{
						CUtlVector<unsigned int> depList;
						MountDependencies( iAppId, depList );

						char gameinfoFilename[MAX_PATH];
						Q_snprintf( gameinfoFilename, sizeof( gameinfoFilename ), "%s\\gameinfo.txt", m_iServer.gameDir );
						g_pFullFileSystem->GetLocalCopy( gameinfoFilename );
					}
				}
			}

			// Launch the old dedicated server if necessary.
			if ( LaunchOldDedicatedServer( gameData ) )
			{
				vgui::ivgui()->PostMessage( m_MainPanel->GetVPanel(), new KeyValues("Quit"), NULL);
				Close();
			}

			CMainPanel::GetInstance()->StartServer(cvars);
		}
	}
}

bool CCreateMultiplayerGameServerPage::LaunchOldDedicatedServer( KeyValues *pGameInfo )
{
#if defined( ALLOW_OLD_ENGINE_GAMES )
	// Validate the gameinfo.txt format..
	KeyValues *pSub = pGameInfo->FindKey( "FileSystem" );
	if ( pSub )
	{
		int iSteamAppId = pSub->GetInt( "SteamAppId", -1 );
		if ( iSteamAppId != -1 )
		{
			if ( IsEp1EraAppID( iSteamAppId ) )
			{
				// Old-skool app. Launch the old dedicated server.
				char steamDir[MAX_PATH];
				if ( !system()->GetRegistryString( "HKEY_CURRENT_USER\\Software\\Valve\\Steam\\SteamPath", steamDir, sizeof( steamDir ) ) )
					Error( "LaunchOldDedicatedServer: can't get SteamPath." );
					
				V_FixSlashes( steamDir );
				V_AppendSlash( steamDir, sizeof( steamDir ) );
				
				char commandLine[1024 * 4];
				commandLine[0] = 0;
				V_snprintf( commandLine, sizeof( commandLine ), "\"%ssteam.exe\" -applaunch 205 -HiddenLaunch", steamDir );
			
				// Feed it all the parameters chosen in the UI so it doesn't redisplay the UI.
				STARTUPINFO si;
				memset( &si, 0, sizeof( si ) );
				si.cb = sizeof( si );
				
				PROCESS_INFORMATION pi;
				if ( !CreateProcess( NULL, commandLine, NULL, NULL, false, 0, NULL, steamDir, &si, &pi ) )
				{
					Error( "LaunchOldDedicatedServer: Unable to launch old srcds." );
				}
				
				return true;
			}
		}
	}
#endif
	
	return false;
}

//-----------------------------------------------------------------------------
// Purpose: loads the list of available maps into the map list
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::LoadMODList()
{
	m_pGameCombo->DeleteAllItems();

	// add steam games
	if (CommandLine()->CheckParm("-steam"))
	{
		const char *pSteamGamesFilename = "hlds_steamgames.vdf";

		KeyValues *gamesFile = new KeyValues( pSteamGamesFilename );
		
		if ( gamesFile->LoadFromFile( g_pFullFileSystem, pSteamGamesFilename, NULL ) )
		{
			for ( KeyValues *kv = gamesFile->GetFirstSubKey(); kv != NULL; kv = kv->GetNextKey() )
			{
				const char *pGameDir = kv->GetString( "gamedir", NULL );
				if ( !pGameDir )
					Error( "Mod %s in %s missing 'gamedir'.", kv->GetName(), pSteamGamesFilename );

				AddMod( pGameDir, pSteamGamesFilename, kv );
			}
		}
		gamesFile->deleteThis();
		gamesFile = NULL;
	}


	// For backward compatibility, check inside the dedicated server's own directory for mods.
	LoadModListInDirectory( "." );

	// Also, check in SourceMods.
	char sourceModsDir[MAX_PATH];
	if ( system()->GetRegistryString( "HKEY_CURRENT_USER\\Software\\Valve\\Steam\\SourceModInstallPath", sourceModsDir, sizeof( sourceModsDir ) ) )
		LoadModListInDirectory( sourceModsDir );

	m_pGameCombo->ActivateItem(0);
}


void CCreateMultiplayerGameServerPage::LoadModListInDirectory( const char *pDirectoryName )
{
	char searchString[MAX_PATH*2];
	Q_strncpy( searchString, pDirectoryName, sizeof( searchString ) );
	Q_AppendSlash( searchString, sizeof( searchString ) );
	Q_strncat( searchString, "*.*", sizeof( searchString ), COPY_ALL_CHARACTERS );

	FileFindHandle_t findHandle = NULL;
	const char *filename = g_pFullFileSystem->FindFirst( searchString, &findHandle );
	while ( filename )
	{
		// add to the mod list
		if (filename[0] != '.' && g_pFullFileSystem->FindIsDirectory(findHandle)) 
		{
			char fullFilename[MAX_PATH];
			if ( Q_stricmp( pDirectoryName, "." ) == 0 )
			{
				// If we don't do this, then the games in hlds_steamgames.vdf will get listed twice
				// since their gamedir is listed as "cstrike" and "hl2mp", not ".\cstrike" or ".\hl2mp".
				Q_strncpy( fullFilename, filename, sizeof( fullFilename ) );
			}
			else
			{
				Q_strncpy( fullFilename, pDirectoryName, sizeof( fullFilename ) );
				Q_AppendSlash( fullFilename, sizeof( fullFilename ) );
				Q_strncat( fullFilename, filename, sizeof( fullFilename ), COPY_ALL_CHARACTERS );
			}

			LoadPossibleMod( fullFilename );
		}
		
		filename = g_pFullFileSystem->FindNext(findHandle);
	}
	g_pFullFileSystem->FindClose(findHandle);
}


void CCreateMultiplayerGameServerPage::LoadPossibleMod( const char *pGameDirName )
{
	char gameInfoFilename[1024];
	Q_snprintf(gameInfoFilename, sizeof(gameInfoFilename) - 1, "%s\\gameinfo.txt", pGameDirName);
	if ( !g_pFullFileSystem->FileExists(gameInfoFilename) )
		return;

	// don't want to add single player games to the list
	KeyValues *pGameInfo = new KeyValues( "GameInfo" );
	bool loadedFile = pGameInfo->LoadFromFile( g_pFullFileSystem, gameInfoFilename );
	if ( !loadedFile )
		return;

	AddMod( pGameDirName, gameInfoFilename, pGameInfo );

	pGameInfo->deleteThis();
	pGameInfo = NULL;
}


void CCreateMultiplayerGameServerPage::AddMod( const char *pGameDirName, const char *pGameInfoFilename, KeyValues *pGameInfo )
{
	// Don't re-add something with the same gamedir name (this can happen with games listed in hlds_steamgames.vdf,
	// since after the first time a game is run, it'll also have a gameinfo.txt that will be found).
	for ( int i=0; i < m_pGameCombo->GetItemCount(); i++ )
	{
		if ( !m_pGameCombo->IsItemIDValid(i) )
			continue;

		if ( Q_stricmp( m_pGameCombo->GetItemUserData(i)->GetString("gamedir"), pGameDirName ) == 0 )
			return;
	}

	// If this mod supports multiplayer, then we'll add it.
	const char *gameType = pGameInfo->GetString( "type", "singleplayer_only" );
	if ( Q_stricmp(gameType, "singleplayer_only") != 0 )
	{
		// Validate the gameinfo.txt format..
		KeyValues *pSub = pGameInfo->FindKey( "FileSystem" );
		if ( !pSub )
			Error( "%s missing FileSystem key.", pGameInfoFilename );

		int iSteamAppId = pSub->GetInt( "SteamAppId", -1 );
		if ( iSteamAppId == -1 )
			Error( "%s missing FileSystem\\SteamAppId key.", pGameInfoFilename );

#if !defined( ALLOW_OLD_ENGINE_GAMES )
		// If we're not supporting old games in here and its appid is old, forget about it.
		if ( IsEp1EraAppID( iSteamAppId ) )
			return;
#endif

		const char *gameName = pGameInfo->GetString( "game", NULL );
		if ( !gameName )
			Error( "%s missing 'game' key.", pGameInfoFilename );


		// add to drop-down combo and mod list
		KeyValues *kv = pGameInfo->MakeCopy();
		kv->SetString( "gamedir", pGameDirName );

		m_pGameCombo->AddItem( gameName, kv );

		kv->deleteThis();
		kv = NULL;
	}
}


//-----------------------------------------------------------------------------
// Purpose: loads the list of available maps for the given path into the map list
// Returns: number of maps loaded into the list
//-----------------------------------------------------------------------------
int CCreateMultiplayerGameServerPage::LoadMaps( const char *pszMod )
{
	// iterate the filesystem getting the list of all the files
	// UNDONE: steam wants this done in a special way, need to support that
	FileFindHandle_t findHandle = NULL;
	char szSearch[256];
	sprintf( szSearch, "%s/maps/*.bsp", pszMod );

	int iMapsFound = 0;

	const char *pszFilename = g_pFullFileSystem->FindFirst( szSearch, &findHandle );

	KeyValues *hiddenMaps = NULL;
	if ( m_pGameInfo )
	{
		hiddenMaps = m_pGameInfo->FindKey( "hidden_maps" );
	}

	while ( pszFilename )
	{
		// remove the text 'maps/' and '.bsp' from the file name to get the map name
		char mapname[256];
		const char *str = strstr( pszFilename, "maps" );
		if ( str )
		{
			strncpy( mapname, str + 5, sizeof(mapname) - 1 ); // maps + \\ = 5
		}
		else
		{
			strncpy( mapname, pszFilename, sizeof(mapname) - 1 );
		}

		char *ext = strstr( mapname, ".bsp" );
		if ( ext )
		{
			*ext = 0;
		}

		//!! hack: strip out single player HL maps
		// this needs to be specified in a seperate file
		if ( ( mapname[0] == 'c' || mapname[0] == 't' ) && mapname[2] == 'a' && mapname[1] >= '0' && mapname[1] <= '5' )
		{
			goto nextFile;
		}

		// strip out maps that shouldn't be displayed
		if ( hiddenMaps )
		{
			if ( hiddenMaps->GetInt( mapname, 0 ) )
			{
				goto nextFile;
			}
		}

		iMapsFound++;

		// add to the map list
		m_pMapList->AddItem( mapname, NULL );

		// get the next file
	nextFile:
		pszFilename = g_pFullFileSystem->FindNext( findHandle );
	}

	g_pFullFileSystem->FindClose( findHandle );

	return iMapsFound;
}

//-----------------------------------------------------------------------------
// Purpose: loads the list of available maps into the map list
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::LoadMapList()
{
	int iMapsFound = 0;

	// clear the current list (if any)
	m_pMapList->DeleteAllItems();

	Assert( strlen(m_szMod ) > 0);
	if ( strlen( m_szMod ) < 1)
	{
		m_pMapList->SetEnabled( false );
		return;
	}

	m_pMapList->SetEnabled( true );
	m_pStartServerButton->SetEnabled( true );

	if ( CommandLine()->CheckParm( "-steam" ) )
	{
		KeyValues *userData = m_pGameCombo->GetActiveItemUserData();
		if ( userData && userData->GetString( "DedicatedServerStartMap", NULL ) )
		{
			// set only
			m_pMapList->AddItem( userData->GetString( "DedicatedServerStartMap" ), NULL );
			m_pMapList->ActivateItemByRow( 0 );
			m_pMapList->SetEnabled( false );
			return;
		}
	}

	// Load the maps for the GameDir
	iMapsFound += LoadMaps( m_szMod );

	// If we're using a "fallback_dir" in liblist.gam then include those maps...
	const char *pszFallback = GetLiblistFallbackDir( m_szMod );
	if ( pszFallback[0] )
	{
		iMapsFound += LoadMaps( pszFallback );
	}

	if ( iMapsFound < 1 )
	{
		m_pMapList->SetEnabled( false );
	}

	// set the first item to be selected
	m_pMapList->ActivateItemByRow( 0 );
}

//-----------------------------------------------------------------------------
// Purpose: returns the name of the map selected from the map combo
//-----------------------------------------------------------------------------
const char *CCreateMultiplayerGameServerPage::GetMapName()
{
	m_pMapList->GetText(m_szMapName, DATA_STR_LENGTH);
	return m_szMapName;
}

//-----------------------------------------------------------------------------
// Purpose: data accessor
//-----------------------------------------------------------------------------
const char *CCreateMultiplayerGameServerPage::GetRconPassword()
{
	return m_szPassword;
}	

//-----------------------------------------------------------------------------
// Purpose: updates "s" with the details of the chosen server to run
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::GetServer(serveritem_t &s)
{
	s=m_iServer;
	strcpy(s.name,m_iServer.name);
	strcpy(s.rconPassword,m_iServer.rconPassword);
	memcpy(s.ip,m_iServer.ip,sizeof(m_iServer.ip));
	memcpy(s.pings,m_iServer.pings,3*sizeof(int));
	strcpy(s.gameDir,m_iServer.gameDir);
	strcpy(s.map,m_iServer.map);
	strcpy(s.gameDescription,m_iServer.gameDescription);
}

//-----------------------------------------------------------------------------
// Purpose: Handles changes to combo boxes
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::OnTextChanged(Panel *panel)
{
	if (panel == m_pGameCombo)
	{
		// see if we should update the game name
		bool updateHostname = false;
		char hostname[256];
		GetControlString("ServerNameEdit", m_szHostName, sizeof(m_szHostName));
		_snprintf(hostname, sizeof(hostname) - 1, "%s dedicated server", m_szGameName);
		if (!stricmp(m_szHostName, hostname))
		{
			updateHostname = true;
		}
		
		// update the game name
		m_pGameCombo->GetText( m_szGameName, sizeof(m_szGameName) );

		
		// Copy the gamedir into m_szMod.
		KeyValues *gameData = m_pGameCombo->GetActiveItemUserData();
		if ( !gameData )
			Error( "Missing gameData for active item." );

		const char *pGameDir = gameData->GetString( "gamedir", NULL );
		if ( !pGameDir )
			Error( "Game %s missing 'gamedir' key.", m_szGameName );

		Q_strncpy( m_szMod, pGameDir, sizeof( m_szMod ) );


		// re-load the GameInfo KeyValues
		if ( m_pGameInfo )
		{
			m_pGameInfo->deleteThis();
		}
		char liblist[1024];
		Q_snprintf(liblist, sizeof(liblist) - 1, "%s\\gameinfo.txt", m_szMod);
		m_pGameInfo = new KeyValues( "GameInfo" );
		m_pGameInfo->LoadFromFile( g_pFullFileSystem, liblist );

		// redo the hostname with the new game name
		if (updateHostname)
		{
			_snprintf(hostname, sizeof(hostname) - 1, "%s dedicated server", m_szGameName);
			SetControlString("ServerNameEdit", hostname);
		}

		// reload the list of maps we display
		LoadMapList();
	}
}

#endif // _WIN32

