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#!/usr/bin/env python

import asyncio
import json
import os
import secrets
import signal
import subprocess
import websockets

from connect4 import PLAYER1, PLAYER2, Connect4
from user import User


JOIN = {}

WATCH = {}

async def execute_command(websocket, project_name, command):
    base_path = os.path.join(os.getcwd(), 'projects', project_name)

    try:
        process = subprocess.Popen(
            command,
            cwd=base_path,
            stdout=subprocess.PIPE,
            stderr=subprocess.PIPE,
            shell=True
        )

        # Send the command output to the client
        output, error = process.communicate()
        response = f"Command executed:\n\nOutput:\n{output.decode('utf-8')}\nError:\n{error.decode('utf-8')}"
        await websocket.send(response)
    except Exception as e:
        await websocket.send(e)

async def create_file_structure(websocket, data, base_path='.'):
    if data['type'] == 'folder':
        folder_path = os.path.join(base_path, data['name'])
        os.makedirs(folder_path, exist_ok=True)
        for child in data['children']:
            await create_file_structure(websocket,child, base_path=folder_path)
    elif data['type'] == 'file':
        file_path = os.path.join(base_path, data['name'])
        with open(file_path, 'w', encoding='utf-8') as file:
            file.write(data['content'])

    event = {
            "type": "msg",
            "message": "project created",
        }
    await websocket.send(json.dumps(event))

            
async def error(websocket, message):
    """
    Send an error message.

    """
    event = {
        "type": "error",
        "message": message,
    }
    await websocket.send(json.dumps(event))


async def replay(websocket, game):
    """
    Send previous moves.

    """
    # Make a copy to avoid an exception if game.moves changes while iteration
    # is in progress. If a move is played while replay is running, moves will
    # be sent out of order but each move will be sent once and eventually the
    # UI will be consistent.
    for player, column, row in game.moves.copy():
        event = {
            "type": "play",
            "player": player,
            "column": column,
            "row": row,
        }
        await websocket.send(json.dumps(event))


async def play(websocket, game, player, connected):
    """
    Receive and process moves from a player.

    """
    async for message in websocket:
        # Parse a "play" event from the UI.
        event = json.loads(message)
        assert event["type"] == "play"
        column = event["column"]

        try:
            # Play the move.
            row = game.play(player, column)
        except RuntimeError as exc:
            # Send an "error" event if the move was illegal.
            await error(websocket, str(exc))
            continue

        # Send a "play" event to update the UI.
        event = {
            "type": "play",
            "player": player,
            "column": column,
            "row": row,
        }
        websockets.broadcast(connected, json.dumps(event))

        # If move is winning, send a "win" event.
        if game.winner is not None:
            event = {
                "type": "win",
                "player": game.winner,
            }
            websockets.broadcast(connected, json.dumps(event))

async def exe(websocket,connected):
    """
    Receive and process moves from a player.

    """
    async for message in websocket:
        # Parse a "play" event from the UI.
        event = json.loads(message)
        assert event["type"] == "cmd"
        # command = event["command"]

        try:
            if "command" in event:
                # Second player joins an existing game.
                await execute_command(websocket, event["project_name"], event["command"])
            elif "write" in event:
                # Spectator watches an existing game.
                await watch(websocket, event["watch"]) #Todo
        
        else:
            # First player starts a new game.
            await start(websocket, message)
        except RuntimeError as exc:
            # Send an "error" event if the move was illegal.
            await error(websocket, str(exc))
            continue

        # Send a "play" event to update the UI.
        event = {
            "type": "play",
            "player": player,
            "column": column,
            "row": row,
        }
        websockets.broadcast(connected, json.dumps(event))

        # If move is winning, send a "win" event.
        if game.winner is not None:
            event = {
                "type": "win",
                "player": game.winner,
            }
            websockets.broadcast(connected, json.dumps(event))

async def start(websocket,events):
    """
    Handle a connection from the first player: start a new game.

    """
    # Initialize a Connect Four game, the set of WebSocket connections
    # receiving moves from this game, and secret access tokens.
    game = User()
    connected = {websocket}

    join_key = secrets.token_urlsafe(12)
    JOIN[join_key] = game, connected

    watch_key = secrets.token_urlsafe(12)
    WATCH[watch_key] = game, connected

    try:
        # Send the secret access tokens to the browser of the first player,
        # where they'll be used for building "join" and "watch" links.
        event = {
            "type": "init",
            "join": join_key,
            "watch": watch_key,
        }
        await websocket.send(json.dumps(event))
        
        js = json.loads(events)
        assert js["type"] == "init"
        base_path = os.path.join(os.getcwd(), 'projects', js["project_name"])
        data=json.loads(js["file_structure"])
        # Receive and process moves from the first player.
        # await play(websocket, game, PLAYER1, connected)
        await create_file_structure(websocket,data, base_path=base_path)
    finally:
        del JOIN[join_key]
        del WATCH[watch_key]


async def join(websocket, join_key):
    """
    Handle a connection from the second player: join an existing game.

    """
    # Find the Connect Four game.
    try:
        game, connected = JOIN[join_key]
    except KeyError:
        await error(websocket, "Game not found.")
        return

    # Register to receive moves from this game.
    connected.add(websocket)
    try:
        # Send the first move, in case the first player already played it.
        await replay(websocket, game)
        # Receive and process moves from the second player.
        await play(websocket, game, PLAYER2, connected)
    finally:
        connected.remove(websocket)


async def watch(websocket, watch_key):
    """
    Handle a connection from a spectator: watch an existing game.

    """
    # Find the Connect Four game.
    try:
        game, connected = WATCH[watch_key]
    except KeyError:
        await error(websocket, "Game not found.")
        return

    # Register to receive moves from this game.
    connected.add(websocket)
    try:
        # Send previous moves, in case the game already started.
        await replay(websocket, game)
        # Keep the connection open, but don't receive any messages.
        await websocket.wait_closed()
    finally:
        connected.remove(websocket)


async def handler(websocket):
    """
    Handle a connection and dispatch it according to who is connecting.

    """
    # Receive and parse the "init" event from the UI.
    message = await websocket.recv()
    event = json.loads(message)
    print(event)
    project_name = event["project_name"]
    # assert event["type"] == "init"
    if event["type"] == "init":
        if "join" in event:
            # Second player joins an existing game.
            await join(websocket, event["join"])
        elif "watch" in event:
            # Spectator watches an existing game.
            await watch(websocket, event["watch"])
        
        else:
            # First player starts a new game.
            await start(websocket, message)
    elif event["type"] == "cmd":
        print('executing commad')
        # Execute a command in the project folder.
        await execute_command(websocket, event["project_name"], event["command"])

    # assert event["type"] == "cmd"

    # if "command" in event:
    #     # Second player joins an existing game.
    #     await execute_command(websocket, project_name, event["command"])
    # elif "watch" in event:
    #     # Spectator watches an existing game.
    #     await watch(websocket, event["watch"])
    # else:
    #     # First player starts a new game.
    #     await start(websocket, message)


async def main():
    # Set the stop condition when receiving SIGTERM.
    loop = asyncio.get_running_loop()
    stop = loop.create_future()
    loop.add_signal_handler(signal.SIGTERM, stop.set_result, None)

    port = int(os.environ.get("PORT", "7860"))
    async with websockets.serve(handler, "0.0.0.0", port):
        await stop


if __name__ == "__main__":
    asyncio.run(main())