#include "ChatPacketHandler.h"
#include "PlayerContainer.h"
#include "Database.h"
#include <vector>
#include "BitStreamUtils.h"
#include "Game.h"
#include "dServer.h"
#include "GeneralUtils.h"
#include "Logger.h"
#include "eAddFriendResponseCode.h"
#include "eAddFriendResponseType.h"
#include "RakString.h"
#include "dConfig.h"
#include "eObjectBits.h"
#include "eConnectionType.h"
#include "MessageType/Chat.h"
#include "MessageType/Client.h"
#include "MessageType/Game.h"
#include "StringifiedEnum.h"
#include "eGameMasterLevel.h"
#include "ChatPackets.h"
#include "TeamContainer.h"

void ChatPacketHandler::HandleFriendlistRequest(Packet* packet) {
	//Get from the packet which player we want to do something with:
	CINSTREAM_SKIP_HEADER;
	LWOOBJID playerID = 0;
	inStream.Read(playerID);

	auto& player = Game::playerContainer.GetPlayerDataMutable(playerID);
	if (!player) return;

	auto friendsList = Database::Get()->GetFriendsList(playerID);
	for (const auto& friendData : friendsList) {
		FriendData fd;
		fd.isFTP = false; // not a thing in DLU
		fd.friendID = friendData.friendID;
		GeneralUtils::SetBit(fd.friendID, eObjectBits::PERSISTENT);
		GeneralUtils::SetBit(fd.friendID, eObjectBits::CHARACTER);

		fd.isBestFriend = friendData.isBestFriend; //0 = friends, 1 = left_requested, 2 = right_requested, 3 = both_accepted - are now bffs
		if (fd.isBestFriend) player.countOfBestFriends += 1;
		fd.friendName = friendData.friendName;

		//Now check if they're online:
		const auto& fr = Game::playerContainer.GetPlayerData(fd.friendID);

		if (fr) {
			fd.isOnline = true;
			fd.zoneID = fr.zoneID;

			//Since this friend is online, we need to update them on the fact that we've just logged in:
			if (player.isLogin) SendFriendUpdate(fr, player, 1, fd.isBestFriend);
		} else {
			fd.isOnline = false;
			fd.zoneID = LWOZONEID();
		}

		player.friends.push_back(fd);
	}

	//Now, we need to send the friendlist to the server they came from:
	CBITSTREAM;
	BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::WORLD_ROUTE_PACKET);
	bitStream.Write(playerID);

	//portion that will get routed:
	BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::GET_FRIENDS_LIST_RESPONSE);
	bitStream.Write<uint8_t>(0);
	bitStream.Write<uint16_t>(1); //Length of packet -- just writing one as it doesn't matter, client skips it.
	bitStream.Write<uint16_t>(player.friends.size());

	for (const auto& data : player.friends) {
		data.Serialize(bitStream);
	}

	SystemAddress sysAddr = player.worldServerSysAddr;
	SEND_PACKET;
}

void ChatPacketHandler::HandleFriendRequest(Packet* packet) {
	CINSTREAM_SKIP_HEADER;

	LWOOBJID requestorPlayerID;
	LUWString LUplayerName;
	char isBestFriendRequest{};

	inStream.Read(requestorPlayerID);
	inStream.IgnoreBytes(4);
	inStream.Read(LUplayerName);
	inStream.Read(isBestFriendRequest);

	auto playerName = LUplayerName.GetAsString();

	auto& requestor = Game::playerContainer.GetPlayerDataMutable(requestorPlayerID);
	if (!requestor) {
		LOG("No requestor player %llu sent to %s found.", requestorPlayerID, playerName.c_str());
		return;
	}

	// you cannot friend yourself
	if (requestor.playerName == playerName) {
		SendFriendResponse(requestor, requestor, eAddFriendResponseType::GENERALERROR);
		return;
	};

	// Intentional copy
	PlayerData requestee = Game::playerContainer.GetPlayerData(playerName);

	// Check if player is online first
	if (isBestFriendRequest && !requestee) {
		for (auto& friendDataCandidate : requestor.friends) {
			if (friendDataCandidate.friendName != playerName) continue;
			// Setup the needed info since you can add a best friend offline.
			requestee.playerID = friendDataCandidate.friendID;
			requestee.playerName = friendDataCandidate.friendName;
			requestee.zoneID = LWOZONEID();

			FriendData requesteeFriendData{};
			requesteeFriendData.friendID = requestor.playerID;
			requesteeFriendData.friendName = requestor.playerName;
			requesteeFriendData.isFTP = false;
			requesteeFriendData.isOnline = false;
			requesteeFriendData.zoneID = requestor.zoneID;
			requestee.friends.push_back(requesteeFriendData);
			requestee.worldServerSysAddr = UNASSIGNED_SYSTEM_ADDRESS;
			break;
		}
	}

	// If at this point we dont have a target, then they arent online and we cant send the request.
	// Send the response code that corresponds to what the error is.
	if (!requestee) {
		requestee.playerName = playerName;
		auto responseType = Database::Get()->GetCharacterInfo(playerName)
			? eAddFriendResponseType::NOTONLINE
			: eAddFriendResponseType::INVALIDCHARACTER;

		SendFriendResponse(requestor, requestee, responseType);
		return;
	}

	// Prevent GM friend spam
	// If the player we are trying to be friends with is not a civilian and we are a civilian, abort the process
	if (requestee.gmLevel > eGameMasterLevel::CIVILIAN && requestor.gmLevel == eGameMasterLevel::CIVILIAN) {
		SendFriendResponse(requestor, requestee, eAddFriendResponseType::MYTHRAN);
		return;
	}

	if (isBestFriendRequest) {

		uint8_t oldBestFriendStatus{};
		uint8_t bestFriendStatus{};
		auto bestFriendInfo = Database::Get()->GetBestFriendStatus(requestorPlayerID, requestee.playerID);
		if (bestFriendInfo) {
			// Get the IDs
			LWOOBJID queryPlayerID = bestFriendInfo->playerCharacterId;
			LWOOBJID queryFriendID = bestFriendInfo->friendCharacterId;
			oldBestFriendStatus = bestFriendInfo->bestFriendStatus;
			bestFriendStatus = oldBestFriendStatus;

			// Set the bits
			GeneralUtils::SetBit(queryPlayerID, eObjectBits::CHARACTER);
			GeneralUtils::SetBit(queryPlayerID, eObjectBits::PERSISTENT);
			GeneralUtils::SetBit(queryFriendID, eObjectBits::CHARACTER);
			GeneralUtils::SetBit(queryFriendID, eObjectBits::PERSISTENT);

			// Since this player can either be the friend of someone else or be friends with someone else
			// their column in the database determines what bit gets set.  When the value hits 3, they
			// are now best friends with the other player.
			if (queryPlayerID == requestorPlayerID) {
				bestFriendStatus |= 1ULL << 0;
			} else {
				bestFriendStatus |= 1ULL << 1;
			}
		}

		// Only do updates if there was a change in the bff status.
		if (oldBestFriendStatus != bestFriendStatus) {
			auto maxBestFriends = Game::playerContainer.GetMaxNumberOfBestFriends();
			if (requestee.countOfBestFriends >= maxBestFriends || requestor.countOfBestFriends >= maxBestFriends) {
				if (requestee.countOfBestFriends >= maxBestFriends) {
					SendFriendResponse(requestor, requestee, eAddFriendResponseType::THEIRFRIENDLISTFULL, false);
				}
				if (requestor.countOfBestFriends >= maxBestFriends) {
					SendFriendResponse(requestor, requestee, eAddFriendResponseType::YOURFRIENDSLISTFULL, false);
				}
			} else {
				// Then update the database with this new info.
				Database::Get()->SetBestFriendStatus(requestorPlayerID, requestee.playerID, bestFriendStatus);
				// Sent the best friend update here if the value is 3
				if (bestFriendStatus == 3U) {
					if (requestee.worldServerSysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestee, requestor, eAddFriendResponseType::ACCEPTED, false, true);
					if (requestor.worldServerSysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestor, requestee, eAddFriendResponseType::ACCEPTED, false, true);

					for (auto& friendData : requestor.friends) {
						if (friendData.friendID == requestee.playerID) {
							friendData.isBestFriend = true;
						}
					}
					requestor.countOfBestFriends += 1;

					auto& toModify = Game::playerContainer.GetPlayerDataMutable(playerName);
					if (toModify) {
						for (auto& friendData : toModify.friends) {
							if (friendData.friendID == requestor.playerID) {
								friendData.isBestFriend = true;
							}
						}
						toModify.countOfBestFriends += 1;
					}
				}
			}
		} else {
			if (requestor.worldServerSysAddr != UNASSIGNED_SYSTEM_ADDRESS) SendFriendResponse(requestor, requestee, eAddFriendResponseType::WAITINGAPPROVAL, true, true);
		}
	} else {
		auto maxFriends = Game::playerContainer.GetMaxNumberOfFriends();
		if (requestee.friends.size() >= maxFriends) {
			SendFriendResponse(requestor, requestee, eAddFriendResponseType::THEIRFRIENDLISTFULL, false);
		} else if (requestor.friends.size() >= maxFriends) {
			SendFriendResponse(requestor, requestee, eAddFriendResponseType::YOURFRIENDSLISTFULL, false);
		} else {
			// Do not send this if we are requesting to be a best friend.
			SendFriendRequest(requestee, requestor);
		}
	}
}

void ChatPacketHandler::HandleFriendResponse(Packet* packet) {
	CINSTREAM_SKIP_HEADER;

	LWOOBJID playerID;
	eAddFriendResponseCode clientResponseCode;
	LUWString friendName;

	inStream.Read(playerID);
	inStream.IgnoreBytes(4);
	inStream.Read(clientResponseCode);
	inStream.Read(friendName);

	//Now to try and find both of these:
	auto& requestor = Game::playerContainer.GetPlayerDataMutable(playerID);
	auto& requestee = Game::playerContainer.GetPlayerDataMutable(friendName.GetAsString());
	if (!requestor || !requestee) return;

	eAddFriendResponseType serverResponseCode{};
	uint8_t isAlreadyBestFriends = 0U;
	// We need to convert this response code to one we can actually send back to the client.
	switch (clientResponseCode) {
	case eAddFriendResponseCode::ACCEPTED:
		serverResponseCode = eAddFriendResponseType::ACCEPTED;
		break;
	case eAddFriendResponseCode::BUSY:
		serverResponseCode = eAddFriendResponseType::BUSY;
		break;
	case eAddFriendResponseCode::CANCELLED:
		serverResponseCode = eAddFriendResponseType::CANCELLED;
		break;
	case eAddFriendResponseCode::REJECTED:
		serverResponseCode = eAddFriendResponseType::DECLINED;
		break;
	}

	// Now that we have handled the base cases, we need to check the other cases.
	if (serverResponseCode == eAddFriendResponseType::ACCEPTED) {
		for (const auto& friendData : requestor.friends) {
			if (friendData.friendID == requestee.playerID) {
				serverResponseCode = eAddFriendResponseType::ALREADYFRIEND;
				if (friendData.isBestFriend) {
					isAlreadyBestFriends = 1U;
				}
			}
		}
	}

	// This message is NOT sent for best friends and is handled differently for those requests.
	if (serverResponseCode == eAddFriendResponseType::ACCEPTED) {
		// Add the each player to the others friend list.
		auto& requestorData = requestee.friends.emplace_back();
		requestorData.zoneID = requestor.zoneID;
		requestorData.friendID = requestor.playerID;
		requestorData.friendName = requestor.playerName;
		requestorData.isBestFriend = false;
		requestorData.isFTP = false;
		requestorData.isOnline = true;

		auto& requesteeData = requestor.friends.emplace_back();
		requesteeData.zoneID = requestee.zoneID;
		requesteeData.friendID = requestee.playerID;
		requesteeData.friendName = requestee.playerName;
		requesteeData.isBestFriend = false;
		requesteeData.isFTP = false;
		requesteeData.isOnline = true;

		Database::Get()->AddFriend(requestor.playerID, requestee.playerID);
	}

	if (serverResponseCode != eAddFriendResponseType::DECLINED) SendFriendResponse(requestor, requestee, serverResponseCode, isAlreadyBestFriends);
	if (serverResponseCode != eAddFriendResponseType::ALREADYFRIEND) SendFriendResponse(requestee, requestor, serverResponseCode, isAlreadyBestFriends);
}

void ChatPacketHandler::HandleRemoveFriend(Packet* packet) {
	CINSTREAM_SKIP_HEADER;
	LWOOBJID playerID;
	LUWString LUFriendName;
	inStream.Read(playerID);
	inStream.IgnoreBytes(4);
	inStream.Read(LUFriendName);
	auto friendName = LUFriendName.GetAsString();

	//we'll have to query the db here to find the user, since you can delete them while they're offline.
	//First, we need to find their ID:
	LWOOBJID friendID = 0;
	auto friendIdResult = Database::Get()->GetCharacterInfo(friendName);
	if (friendIdResult) {
		friendID = friendIdResult->id;
	}

	// Convert friendID to LWOOBJID
	GeneralUtils::SetBit(friendID, eObjectBits::PERSISTENT);
	GeneralUtils::SetBit(friendID, eObjectBits::CHARACTER);

	Database::Get()->RemoveFriend(playerID, friendID);

	//Now, we need to send an update to notify the sender (and possibly, receiver) that their friendship has been ended:
	auto& goonA = Game::playerContainer.GetPlayerDataMutable(playerID);
	if (goonA) {
		// Remove the friend from our list of friends
		for (auto friendData = goonA.friends.cbegin(); friendData != goonA.friends.cend(); friendData++) {
			if (friendData->friendID == friendID) {
				if (friendData->isBestFriend) --goonA.countOfBestFriends;
				goonA.friends.erase(friendData);
				break;
			}
		}
		SendRemoveFriend(goonA, friendName, true);
	}

	auto& goonB = Game::playerContainer.GetPlayerDataMutable(friendID);
	if (!goonB) return;

	// Do it again for other person
	for (auto friendData = goonB.friends.cbegin(); friendData != goonB.friends.cend(); friendData++) {
		if (friendData->friendID == playerID) {
			if (friendData->isBestFriend) --goonB.countOfBestFriends;
			goonB.friends.erase(friendData);
			break;
		}
	}

	std::string goonAName = GeneralUtils::UTF16ToWTF8(Game::playerContainer.GetName(playerID));
	SendRemoveFriend(goonB, goonAName, true);
}

void ChatPacketHandler::HandleGMLevelUpdate(Packet* packet) {
	CINSTREAM_SKIP_HEADER;
	LWOOBJID playerID;
	inStream.Read(playerID);
	auto& player = Game::playerContainer.GetPlayerData(playerID);
	if (!player) return;
	inStream.Read(player.gmLevel);
}


void ChatPacketHandler::HandleWho(Packet* packet) {
	CINSTREAM_SKIP_HEADER;
	FindPlayerRequest request;
	request.Deserialize(inStream);

	const auto& sender = Game::playerContainer.GetPlayerData(request.requestor);
	if (!sender) return;

	const auto& player = Game::playerContainer.GetPlayerData(request.playerName.GetAsString());
	bool online = player;

	CBITSTREAM;
	BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::WORLD_ROUTE_PACKET);
	bitStream.Write(request.requestor);

	BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::WHO_RESPONSE);
	bitStream.Write<uint8_t>(online);
	bitStream.Write(player.zoneID.GetMapID());
	bitStream.Write(player.zoneID.GetInstanceID());
	bitStream.Write(player.zoneID.GetCloneID());
	bitStream.Write(request.playerName);

	SystemAddress sysAddr = sender.worldServerSysAddr;
	SEND_PACKET;
}

void ChatPacketHandler::HandleShowAll(Packet* packet) {
	CINSTREAM_SKIP_HEADER;
	ShowAllRequest request;
	request.Deserialize(inStream);

	const auto& sender = Game::playerContainer.GetPlayerData(request.requestor);
	if (!sender) return;

	CBITSTREAM;
	BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::WORLD_ROUTE_PACKET);
	bitStream.Write(request.requestor);

	BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::SHOW_ALL_RESPONSE);
	bitStream.Write<uint8_t>(!request.displayZoneData && !request.displayIndividualPlayers);
	bitStream.Write(Game::playerContainer.GetPlayerCount());
	bitStream.Write(Game::playerContainer.GetSimCount());
	bitStream.Write<uint8_t>(request.displayIndividualPlayers);
	bitStream.Write<uint8_t>(request.displayZoneData);
	if (request.displayZoneData || request.displayIndividualPlayers) {
		for (auto& [playerID, playerData] : Game::playerContainer.GetAllPlayers()) {
			if (!playerData) continue;
			bitStream.Write<uint8_t>(0); // structure packing
			if (request.displayIndividualPlayers) bitStream.Write(LUWString(playerData.playerName));
			if (request.displayZoneData) {
				bitStream.Write(playerData.zoneID.GetMapID());
				bitStream.Write(playerData.zoneID.GetInstanceID());
				bitStream.Write(playerData.zoneID.GetCloneID());
			}
		}
	}
	SystemAddress sysAddr = sender.worldServerSysAddr;
	SEND_PACKET;
}

// the structure the client uses to send this packet is shared in many chat messages
// that are sent to the server. Because of this, there are large gaps of unused data in chat messages
void ChatPacketHandler::HandleChatMessage(Packet* packet) {
	CINSTREAM_SKIP_HEADER;
	LWOOBJID playerID;
	inStream.Read(playerID);

	const auto& sender = Game::playerContainer.GetPlayerData(playerID);
	if (!sender || sender.GetIsMuted()) return;

	eChatChannel channel;
	uint32_t size;

	inStream.IgnoreBytes(4);
	inStream.Read(channel);
	inStream.Read(size);
	inStream.IgnoreBytes(77);

	LUWString message(size);
	inStream.Read(message);

	LOG("Got a message from (%s) via [%s]: %s", sender.playerName.c_str(), StringifiedEnum::ToString(channel).data(), message.GetAsString().c_str());

	switch (channel) {
	case eChatChannel::TEAM: {
		auto* team = TeamContainer::GetTeam(playerID);
		if (team == nullptr) return;

		for (const auto memberId : team->memberIDs) {
			const auto& otherMember = Game::playerContainer.GetPlayerData(memberId);
			if (!otherMember) return;
			SendPrivateChatMessage(sender, otherMember, otherMember, message, eChatChannel::TEAM, eChatMessageResponseCode::SENT);
		}
		break;
	}
	default:
		LOG("Unhandled Chat channel [%s]", StringifiedEnum::ToString(channel).data());
		break;
	}
}

// the structure the client uses to send this packet is shared in many chat messages
// that are sent to the server. Because of this, there are large gaps of unused data in chat messages
void ChatPacketHandler::HandlePrivateChatMessage(Packet* packet) {
	CINSTREAM_SKIP_HEADER;
	LWOOBJID playerID;
	inStream.Read(playerID);

	const auto& sender = Game::playerContainer.GetPlayerData(playerID);
	if (!sender || sender.GetIsMuted()) return;

	eChatChannel channel;
	uint32_t size;
	LUWString LUReceiverName;

	inStream.IgnoreBytes(4);
	inStream.Read(channel);
	if (channel != eChatChannel::PRIVATE_CHAT) LOG("WARNING: Received Private chat with the wrong channel!");

	inStream.Read(size);
	inStream.IgnoreBytes(77);

	inStream.Read(LUReceiverName);
	auto receiverName = LUReceiverName.GetAsString();
	inStream.IgnoreBytes(2);

	LUWString message(size);
	inStream.Read(message);

	LOG("Got a message from (%s) via [%s]: %s to %s", sender.playerName.c_str(), StringifiedEnum::ToString(channel).data(), message.GetAsString().c_str(), receiverName.c_str());

	const auto& receiver = Game::playerContainer.GetPlayerData(receiverName);
	if (!receiver) {
		PlayerData otherPlayer;
		otherPlayer.playerName = receiverName;
		auto responseType = Database::Get()->GetCharacterInfo(receiverName)
			? eChatMessageResponseCode::NOTONLINE
			: eChatMessageResponseCode::GENERALERROR;

		SendPrivateChatMessage(sender, otherPlayer, sender, message, eChatChannel::GENERAL, responseType);
		return;
	}

	// Check to see if they are friends
	// only freinds can whispr each other
	for (const auto& fr : receiver.friends) {
		if (fr.friendID == sender.playerID) {
			//To the sender:
			SendPrivateChatMessage(sender, receiver, sender, message, eChatChannel::PRIVATE_CHAT, eChatMessageResponseCode::SENT);
			//To the receiver:
			SendPrivateChatMessage(sender, receiver, receiver, message, eChatChannel::PRIVATE_CHAT, eChatMessageResponseCode::RECEIVEDNEWWHISPER);
			return;
		}
	}
	SendPrivateChatMessage(sender, receiver, sender, message, eChatChannel::GENERAL, eChatMessageResponseCode::NOTFRIENDS);
}

void ChatPacketHandler::OnAchievementNotify(RakNet::BitStream& bitstream, const SystemAddress& sysAddr) {
	ChatPackets::AchievementNotify notify{};
	notify.Deserialize(bitstream);
	const auto& playerData = Game::playerContainer.GetPlayerData(notify.earnerName.GetAsString());
	if (!playerData) return;

	for (const auto& myFriend : playerData.friends) {
		auto& friendData = Game::playerContainer.GetPlayerData(myFriend.friendID);
		if (friendData) {
			notify.targetPlayerName.string = GeneralUtils::ASCIIToUTF16(friendData.playerName);
			LOG_DEBUG("Sending achievement notify to %s", notify.targetPlayerName.GetAsString().c_str());

			RakNet::BitStream worldStream;
			BitStreamUtils::WriteHeader(worldStream, eConnectionType::CHAT, MessageType::Chat::WORLD_ROUTE_PACKET);
			worldStream.Write(friendData.playerID);
			notify.WriteHeader(worldStream);
			notify.Serialize(worldStream);
			Game::server->Send(worldStream, friendData.worldServerSysAddr, false);
		}
	}
}

void ChatPacketHandler::SendPrivateChatMessage(const PlayerData& sender, const PlayerData& receiver, const PlayerData& routeTo, const LUWString& message, const eChatChannel channel, const eChatMessageResponseCode responseCode) {
	CBITSTREAM;
	BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::WORLD_ROUTE_PACKET);
	bitStream.Write(routeTo.playerID);

	BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::PRIVATE_CHAT_MESSAGE);
	bitStream.Write(sender.playerID);
	bitStream.Write(channel);
	bitStream.Write<uint32_t>(0); // not used
	bitStream.Write(LUWString(sender.playerName));
	bitStream.Write(sender.playerID);
	bitStream.Write<uint16_t>(0); // sourceID
	bitStream.Write(sender.gmLevel);
	bitStream.Write(LUWString(receiver.playerName));
	bitStream.Write(receiver.gmLevel);
	bitStream.Write(responseCode);
	bitStream.Write(message);

	SystemAddress sysAddr = routeTo.worldServerSysAddr;
	SEND_PACKET;
}

void ChatPacketHandler::SendFriendUpdate(const PlayerData& friendData, const PlayerData& playerData, uint8_t notifyType, uint8_t isBestFriend) {
	/*chat notification is displayed if log in / out and friend is updated in friends list
		[u8] - update type
		Update types
		0 - friend logged out
		1 - friend logged in
		2 - friend changed world / updated
		[wstring] - Name of friend
		[u16] - World ID
		[u16] - World Instance
		[u32] - World Clone
		[bool] - is best friend
		[bool] - is FTP*/

	CBITSTREAM;
	BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::WORLD_ROUTE_PACKET);
	bitStream.Write(friendData.playerID);

	//portion that will get routed:
	BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::UPDATE_FRIEND_NOTIFY);
	bitStream.Write<uint8_t>(notifyType);

	std::string playerName = playerData.playerName.c_str();

	bitStream.Write(LUWString(playerName));

	bitStream.Write(playerData.zoneID.GetMapID());
	bitStream.Write(playerData.zoneID.GetInstanceID());

	if (playerData.zoneID.GetCloneID() == friendData.zoneID.GetCloneID()) {
		bitStream.Write(0);
	} else {
		bitStream.Write(playerData.zoneID.GetCloneID());
	}

	bitStream.Write<uint8_t>(isBestFriend); //isBFF
	bitStream.Write<uint8_t>(0); //isFTP

	SystemAddress sysAddr = friendData.worldServerSysAddr;
	SEND_PACKET;
}

void ChatPacketHandler::SendFriendRequest(const PlayerData& receiver, const PlayerData& sender) {
	//Make sure people aren't requesting people that they're already friends with:
	for (const auto& fr : receiver.friends) {
		if (fr.friendID == sender.playerID) {
			SendFriendResponse(sender, receiver, eAddFriendResponseType::ALREADYFRIEND, fr.isBestFriend);
			return; //we have this player as a friend, yeet this function so it doesn't send another request.
		}
	}

	CBITSTREAM;
	BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::WORLD_ROUTE_PACKET);
	bitStream.Write(receiver.playerID);

	//portion that will get routed:
	BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::ADD_FRIEND_REQUEST);
	bitStream.Write(LUWString(sender.playerName));
	bitStream.Write<uint8_t>(0); // This is a BFF flag however this is unused in live and does not have an implementation client side.

	SystemAddress sysAddr = receiver.worldServerSysAddr;
	SEND_PACKET;
}

void ChatPacketHandler::SendFriendResponse(const PlayerData& receiver, const PlayerData& sender, eAddFriendResponseType responseCode, uint8_t isBestFriendsAlready, uint8_t isBestFriendRequest) {
	CBITSTREAM;
	BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::WORLD_ROUTE_PACKET);
	bitStream.Write(receiver.playerID);

	// Portion that will get routed:
	BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::ADD_FRIEND_RESPONSE);
	bitStream.Write(responseCode);
	// For all requests besides accepted, write a flag that says whether or not we are already best friends with the receiver.
	bitStream.Write<uint8_t>(responseCode != eAddFriendResponseType::ACCEPTED ? isBestFriendsAlready : sender.worldServerSysAddr != UNASSIGNED_SYSTEM_ADDRESS);
	// Then write the player name
	bitStream.Write(LUWString(sender.playerName));
	// Then if this is an acceptance code, write the following extra info.
	if (responseCode == eAddFriendResponseType::ACCEPTED) {
		bitStream.Write(sender.playerID);
		bitStream.Write(sender.zoneID);
		bitStream.Write(isBestFriendRequest); //isBFF
		bitStream.Write<uint8_t>(0); //isFTP
	}
	SystemAddress sysAddr = receiver.worldServerSysAddr;
	SEND_PACKET;
}

void ChatPacketHandler::SendRemoveFriend(const PlayerData& receiver, std::string& personToRemove, bool isSuccessful) {
	CBITSTREAM;
	BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::WORLD_ROUTE_PACKET);
	bitStream.Write(receiver.playerID);

	//portion that will get routed:
	BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, MessageType::Client::REMOVE_FRIEND_RESPONSE);
	bitStream.Write<uint8_t>(isSuccessful); //isOnline
	bitStream.Write(LUWString(personToRemove));

	SystemAddress sysAddr = receiver.worldServerSysAddr;
	SEND_PACKET;
}