/*
 * Darkflame Universe
 * Copyright 2018
 */

#include "GameMessageHandler.h"
#include "MissionComponent.h"
#include "PacketUtils.h"
#include "dServer.h"
#include "../thirdparty/raknet/Source/RakNetworkFactory.h"
#include <future>
#include "User.h"
#include "UserManager.h"
#include "BitStream.h"
#include "RakPeer.h"
#include "DestroyableComponent.h"
#include "InventoryComponent.h"
#include "Character.h"
#include "ControllablePhysicsComponent.h"
#include "dZoneManager.h"
#include "Player.h"
#include "CppScripts.h"

#include "CDClientDatabase.h"
#include "CDClientManager.h"
#include "CDSkillBehaviorTable.h"
#include "SkillComponent.h"
#include "RacingControlComponent.h"

using namespace std;

void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const SystemAddress& sysAddr, LWOOBJID objectID, GAME_MSG messageID) {
    
	CBITSTREAM

	// Get the entity
	Entity* entity = EntityManager::Instance()->GetEntity(objectID);

	User * usr = UserManager::Instance()->GetUser(sysAddr);

    if (!entity)
    {
		Game::logger->Log("GameMessageHandler", "Failed to find associated entity (%llu), aborting GM (%X)!\n", objectID, messageID);

    	return;
    }

    switch (messageID) {

        case GAME_MSG_PLAY_EMOTE: {
            GameMessages::HandlePlayEmote(inStream, entity);
            break;
        }

		case GAME_MSG_MOVE_ITEM_IN_INVENTORY: {
			GameMessages::HandleMoveItemInInventory(inStream, entity);
			break;
		}

		case GAME_MSG_REMOVE_ITEM_FROM_INVENTORY: {
			GameMessages::HandleRemoveItemFromInventory(inStream, entity, sysAddr);
			break;
		}

		case GAME_MSG_EQUIP_ITEM:
			GameMessages::HandleEquipItem(inStream, entity);
			break;

		case GAME_MSG_UN_EQUIP_ITEM:
			GameMessages::HandleUnequipItem(inStream, entity);
			break;
        
        case GAME_MSG_RESPOND_TO_MISSION: {
            GameMessages::HandleRespondToMission(inStream, entity);
            break;
        }
        
        case GAME_MSG_REQUEST_USE: {
            GameMessages::HandleRequestUse(inStream, entity, sysAddr);
            break;
        }
        
        case GAME_MSG_SET_FLAG: {
            GameMessages::HandleSetFlag(inStream, entity);
            break;
        }
        
        case GAME_MSG_HAS_BEEN_COLLECTED: {
            GameMessages::HandleHasBeenCollected(inStream, entity);
            break;
        }
        
		case GAME_MSG_PLAYER_LOADED: {
			GameMessages::SendRestoreToPostLoadStats(entity, sysAddr);
			entity->SetPlayerReadyForUpdates();
			
			auto* player = dynamic_cast<Player*>(entity);
			if (player != nullptr)
			{
				player->ConstructLimboEntities();
			}

			InventoryComponent* inv = entity->GetComponent<InventoryComponent>();
			if (inv) {
				auto items = inv->GetEquippedItems();
				for (auto pair : items) {
					const auto item = pair.second;

					inv->AddItemSkills(item.lot);
				}
			}

			auto* destroyable = entity->GetComponent<DestroyableComponent>();
			destroyable->SetImagination(destroyable->GetImagination());
			EntityManager::Instance()->SerializeEntity(entity);

			std::vector<Entity*> racingControllers = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_RACING_CONTROL);
			for (Entity* racingController : racingControllers) {
				auto* racingComponent = racingController->GetComponent<RacingControlComponent>();
				if (racingComponent != nullptr)
				{
					racingComponent->OnPlayerLoaded(entity);
				}
			}

			Entity* zoneControl = EntityManager::Instance()->GetZoneControlEntity();
			for (CppScripts::Script* script : CppScripts::GetEntityScripts(zoneControl)) {
				script->OnPlayerLoaded(zoneControl, player);
			}

			std::vector<Entity*> scriptedActs = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_SCRIPT);
			for (Entity* scriptEntity : scriptedActs) {
				if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
					for (CppScripts::Script* script : CppScripts::GetEntityScripts(scriptEntity)) {
						script->OnPlayerLoaded(scriptEntity, player);
					}
				}
			}

			//Kill player if health == 0
			if (entity->GetIsDead()) {
				entity->Smash(entity->GetObjectID());
			}

			//if the player has moved significantly, move them back:
			if ((entity->GetPosition().y - entity->GetCharacter()->GetOriginalPos().y) > 2.0f) {
				// Disabled until fixed
				//GameMessages::SendTeleport(entity->GetObjectID(), entity->GetCharacter()->GetOriginalPos(), entity->GetCharacter()->GetOriginalRot(), entity->GetSystemAddress(), true, true);
			}

			/**
			 * Invoke the OnZoneLoad event on the player character
			 */
			auto* character = entity->GetCharacter();

			if (character != nullptr) {
				character->OnZoneLoad();
			}

			Game::logger->Log("GameMessageHandler", "Player %s (%llu) loaded.\n", entity->GetCharacter()->GetName().c_str(), entity->GetObjectID());

			// After we've done our thing, tell the client they're ready
            GameMessages::SendPlayerReady(dZoneManager::Instance()->GetZoneControlObject(), sysAddr);
            GameMessages::SendPlayerReady(entity, sysAddr);
			
            break;
        }
        
        case GAME_MSG_REQUEST_LINKED_MISSION: {
            GameMessages::HandleRequestLinkedMission(inStream, entity);
            break;
        }
        
        case GAME_MSG_MISSION_DIALOGUE_OK: {
            GameMessages::HandleMissionDialogOK(inStream, entity);
            break;
        }

		case GAME_MSG_MISSION_DIALOGUE_CANCELLED: {
			//This message is pointless for our implementation, as the client just carries on after
			//rejecting a mission offer. We dont need to do anything. This is just here to remove a warning in our logs :)
			break;
		}
        
        case GAME_MSG_REQUEST_PLATFORM_RESYNC: {
            GameMessages::HandleRequestPlatformResync(inStream, entity, sysAddr);
            break;
        }
        
        case GAME_MSG_FIRE_EVENT_SERVER_SIDE: {
			GameMessages::HandleFireEventServerSide(inStream, entity, sysAddr);
            break;
        }

        case GAME_MSG_SEND_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
            GameMessages::HandleActivitySummaryLeaderboardData(inStream, entity, sysAddr);
            break;
        }

        case GAME_MSG_REQUEST_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
            GameMessages::HandleRequestActivitySummaryLeaderboardData(inStream, entity, sysAddr);
            break;
        }

        case GAME_MSG_ACTIVITY_STATE_CHANGE_REQUEST: {
            GameMessages::HandleActivityStateChangeRequest(inStream, entity);
            break;
        }
         
        case GAME_MSG_PARSE_CHAT_MESSAGE: {
            GameMessages::HandleParseChatMessage(inStream, entity, sysAddr);
            break;
        }

		case GAME_MSG_NOTIFY_SERVER_LEVEL_PROCESSING_COMPLETE: {
			GameMessages::HandleNotifyServerLevelProcessingComplete(inStream, entity);
			break;
		}

		case GAME_MSG_PICKUP_CURRENCY: {
			GameMessages::HandlePickupCurrency(inStream, entity);
			break;
		}

		case GAME_MSG_PICKUP_ITEM: {
			GameMessages::HandlePickupItem(inStream, entity);
			break;
		}

		case GAME_MSG_RESURRECT: {
		    GameMessages::HandleResurrect(inStream, entity);
		    break;
		}

		case GAME_MSG_REQUEST_RESURRECT: {
			GameMessages::SendResurrect(entity);
			/*auto* dest = static_cast<DestroyableComponent*>(entity->GetComponent(COMPONENT_TYPE_DESTROYABLE));
			if (dest) {
				dest->SetHealth(4);
				dest->SetArmor(0);
				dest->SetImagination(6);
				EntityManager::Instance()->SerializeEntity(entity);
			}*/
			break;
		}

    	case GAME_MSG_REQUEST_SERVER_PROJECTILE_IMPACT:
    	{
	        auto message = GameMessages::RequestServerProjectileImpact();

			message.Deserialize(inStream);

			auto* skill_component = entity->GetComponent<SkillComponent>();

			if (skill_component != nullptr)
			{
				auto* bs = new RakNet::BitStream((unsigned char*) message.sBitStream.c_str(), message.sBitStream.size(), false);
				
				skill_component->SyncPlayerProjectile(message.i64LocalID, bs, message.i64TargetID);

				delete bs;
			}
        	
        	break;
    	}
    	
		case GAME_MSG_START_SKILL: {
			GameMessages::StartSkill startSkill = GameMessages::StartSkill();
			startSkill.Deserialize(inStream); // inStream replaces &bitStream
			
			if (startSkill.skillID == 1561 || startSkill.skillID == 1562 || startSkill.skillID == 1541) return;

			MissionComponent* comp = entity->GetComponent<MissionComponent>();
			if (comp) {
				comp->Progress(MissionTaskType::MISSION_TASK_TYPE_SKILL, startSkill.skillID);
			}
			
			CDSkillBehaviorTable* skillTable = CDClientManager::Instance()->GetTable<CDSkillBehaviorTable>("SkillBehavior");
			unsigned int behaviorId = skillTable->GetSkillByID(startSkill.skillID).behaviorID;

			bool success = false;
        	
			if (behaviorId > 0) {
				RakNet::BitStream * bs = new RakNet::BitStream((unsigned char *)startSkill.sBitStream.c_str(), startSkill.sBitStream.size(), false);

				auto* skillComponent = entity->GetComponent<SkillComponent>();

				success = skillComponent->CastPlayerSkill(behaviorId, startSkill.uiSkillHandle, bs, startSkill.optionalTargetID);

				if (success && entity->GetCharacter()) {
					DestroyableComponent* destComp = entity->GetComponent<DestroyableComponent>();
					destComp->SetImagination(destComp->GetImagination() - skillTable->GetSkillByID(startSkill.skillID).imaginationcost);
				}
				
				delete bs;
			}
			
			if (Game::server->GetZoneID() == 1302) {
				break;
			}

			if (success) {
				//Broadcast our startSkill:
				RakNet::BitStream bitStreamLocal;
				PacketUtils::WriteHeader(bitStreamLocal, CLIENT, MSG_CLIENT_GAME_MSG);
				bitStreamLocal.Write(entity->GetObjectID());

				GameMessages::EchoStartSkill echoStartSkill;
				echoStartSkill.bUsedMouse = startSkill.bUsedMouse;
				echoStartSkill.fCasterLatency = startSkill.fCasterLatency;
				echoStartSkill.iCastType = startSkill.iCastType;
				echoStartSkill.lastClickedPosit = startSkill.lastClickedPosit;
				echoStartSkill.optionalOriginatorID = startSkill.optionalOriginatorID;
				echoStartSkill.optionalTargetID = startSkill.optionalTargetID;
				echoStartSkill.originatorRot = startSkill.originatorRot;
				echoStartSkill.sBitStream = startSkill.sBitStream;
				echoStartSkill.skillID = startSkill.skillID;
				echoStartSkill.uiSkillHandle = startSkill.uiSkillHandle;
				echoStartSkill.Serialize(&bitStreamLocal);

				Game::server->Send(&bitStreamLocal, entity->GetSystemAddress(), true);
			}
		} break;

		case GAME_MSG_SYNC_SKILL: {
			RakNet::BitStream bitStreamLocal;
			PacketUtils::WriteHeader(bitStreamLocal, CLIENT, MSG_CLIENT_GAME_MSG);
			bitStreamLocal.Write(entity->GetObjectID());
			//bitStreamLocal.Write((unsigned short)GAME_MSG_ECHO_SYNC_SKILL);
			//bitStreamLocal.Write(inStream);

			GameMessages::SyncSkill sync = GameMessages::SyncSkill(inStream); // inStream replaced &bitStream
			//sync.Serialize(&bitStreamLocal);

			ostringstream buffer;

			for (unsigned int k = 0; k < sync.sBitStream.size(); k++){
				char s;
				s = sync.sBitStream.at(k);
				buffer << setw(2) << hex << setfill('0') << (int) s << " ";
			}

			//cout << buffer.str() << endl;
			
			if(usr != nullptr) {
				RakNet::BitStream * bs = new RakNet::BitStream((unsigned char *)sync.sBitStream.c_str(), sync.sBitStream.size(), false);

				auto* skillComponent = entity->GetComponent<SkillComponent>();

				skillComponent->SyncPlayerSkill(sync.uiSkillHandle, sync.uiBehaviorHandle, bs);

				delete bs;
			}

			GameMessages::EchoSyncSkill echo = GameMessages::EchoSyncSkill();
			echo.bDone = sync.bDone;
			echo.sBitStream = sync.sBitStream;
			echo.uiBehaviorHandle = sync.uiBehaviorHandle;
			echo.uiSkillHandle = sync.uiSkillHandle;

			echo.Serialize(&bitStreamLocal);

			Game::server->Send(&bitStreamLocal, sysAddr, true);
		} break;

		case GAME_MSG_REQUEST_SMASH_PLAYER:
			entity->Smash(entity->GetObjectID());
			break;

		case GAME_MSG_MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
			GameMessages::HandleMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
			break;

		case GAME_MSG_MODULAR_BUILD_FINISH:
			GameMessages::HandleModularBuildFinish(inStream, entity, sysAddr);
			break;
        
		case GAME_MSG_PUSH_EQUIPPED_ITEMS_STATE:
			GameMessages::HandlePushEquippedItemsState(inStream, entity);
			break;

		case GAME_MSG_POP_EQUIPPED_ITEMS_STATE:
			GameMessages::HandlePopEquippedItemsState(inStream, entity);
			break;
		
		case GAME_MSG_BUY_FROM_VENDOR:
			GameMessages::HandleBuyFromVendor(inStream, entity, sysAddr);
			break;

		case GAME_MSG_SELL_TO_VENDOR:
			GameMessages::HandleSellToVendor(inStream, entity, sysAddr);
			break;

		case GAME_MSG_BUYBACK_FROM_VENDOR:
			GameMessages::HandleBuybackFromVendor(inStream, entity, sysAddr);
			break;

		case GAME_MSG_MODULAR_BUILD_MOVE_AND_EQUIP:
			GameMessages::HandleModularBuildMoveAndEquip(inStream, entity, sysAddr);
			break;

		case GAME_MSG_DONE_ARRANGING_WITH_ITEM:
			GameMessages::HandleDoneArrangingWithItem(inStream, entity, sysAddr);
			break;

		case GAME_MSG_MODULAR_BUILD_CONVERT_MODEL:
			GameMessages::HandleModularBuildConvertModel(inStream, entity, sysAddr);
			break;

		case GAME_MSG_BUILD_MODE_SET:
			GameMessages::HandleBuildModeSet(inStream, entity);
			break;

		case GAME_MSG_REBUILD_CANCEL:
			GameMessages::HandleRebuildCancel(inStream, entity);
			break;

		case GAME_MSG_MATCH_REQUEST:
			GameMessages::HandleMatchRequest(inStream, entity);
			break;

		case GAME_MSG_USE_NON_EQUIPMENT_ITEM:
			GameMessages::HandleUseNonEquipmentItem(inStream, entity);
			break;

		case GAME_MSG_CLIENT_ITEM_CONSUMED:
			GameMessages::HandleClientItemConsumed(inStream, entity);
			break;

		case GAME_MSG_SET_CONSUMABLE_ITEM:
			GameMessages::HandleSetConsumableItem(inStream, entity, sysAddr);
			break;

		case GAME_MSG_VERIFY_ACK:
			GameMessages::HandleVerifyAck(inStream, entity, sysAddr);
			break;

		// Trading
		case GAME_MSG_CLIENT_TRADE_REQUEST:
			GameMessages::HandleClientTradeRequest(inStream, entity, sysAddr);
			break;
		case GAME_MSG_CLIENT_TRADE_CANCEL:
			GameMessages::HandleClientTradeCancel(inStream, entity, sysAddr);
			break;
		case GAME_MSG_CLIENT_TRADE_ACCEPT:
			GameMessages::HandleClientTradeAccept(inStream, entity, sysAddr);
			break;
		case GAME_MSG_CLIENT_TRADE_UPDATE:
			GameMessages::HandleClientTradeUpdate(inStream, entity, sysAddr);
			break;

		// Pets
		case GAME_MSG_PET_TAMING_TRY_BUILD:
			GameMessages::HandlePetTamingTryBuild(inStream, entity, sysAddr);
			break;

		case GAME_MSG_NOTIFY_TAMING_BUILD_SUCCESS:
			GameMessages::HandleNotifyTamingBuildSuccess(inStream, entity, sysAddr);
			break;

		case GAME_MSG_REQUEST_SET_PET_NAME:
			GameMessages::HandleRequestSetPetName(inStream, entity, sysAddr);
			break;

		case GAME_MSG_START_SERVER_PET_MINIGAME_TIMER:
			GameMessages::HandleStartServerPetMinigameTimer(inStream, entity, sysAddr);
			break;

		case GAME_MSG_CLIENT_EXIT_TAMING_MINIGAME:
			GameMessages::HandleClientExitTamingMinigame(inStream, entity, sysAddr);
			break;

		case GAME_MSG_COMMAND_PET:
			GameMessages::HandleCommandPet(inStream, entity, sysAddr);
			break;
		
		case GAME_MSG_DESPAWN_PET:
			GameMessages::HandleDespawnPet(inStream, entity, sysAddr);
			break;

		case GAME_MSG_MESSAGE_BOX_RESPOND:
			GameMessages::HandleMessageBoxResponse(inStream, entity, sysAddr);
			break;

		case GAME_MSG_CHOICE_BOX_RESPOND:
			GameMessages::HandleChoiceBoxRespond(inStream, entity, sysAddr);
			break;

    	// Property
		case GAME_MSG_QUERY_PROPERTY_DATA:
			GameMessages::HandleQueryPropertyData(inStream, entity, sysAddr);
			break;

		case GAME_MSG_START_BUILDING_WITH_ITEM:
			GameMessages::HandleStartBuildingWithItem(inStream, entity, sysAddr);
			break;

		case GAME_MSG_SET_BUILD_MODE:
			GameMessages::HandleSetBuildMode(inStream, entity, sysAddr);
			break;

		case GAME_MSG_PROPERTY_EDITOR_BEGIN:
			GameMessages::HandlePropertyEditorBegin(inStream, entity, sysAddr);
			break;

		case GAME_MSG_PROPERTY_EDITOR_END:
			GameMessages::HandlePropertyEditorEnd(inStream, entity, sysAddr);
			break;

		case GAME_MSG_PROPERTY_CONTENTS_FROM_CLIENT:
			GameMessages::HandlePropertyContentsFromClient(inStream, entity, sysAddr);
			break;

		case GAME_MSG_ZONE_PROPERTY_MODEL_EQUIPPED:
			GameMessages::HandlePropertyModelEquipped(inStream, entity, sysAddr);
			break;

		case GAME_MSG_PLACE_PROPERTY_MODEL:
			GameMessages::HandlePlacePropertyModel(inStream, entity, sysAddr);
			break;

		case GAME_MSG_UPDATE_MODEL_FROM_CLIENT:
			GameMessages::HandleUpdatePropertyModel(inStream, entity, sysAddr);
			break;

		case GAME_MSG_DELETE_MODEL_FROM_CLIENT:
			GameMessages::HandleDeletePropertyModel(inStream, entity, sysAddr);
			break;

		case GAME_MSG_BBB_LOAD_ITEM_REQUEST:
			GameMessages::HandleBBBLoadItemRequest(inStream, entity, sysAddr);
			break;

    	case GAME_MSG_BBB_SAVE_REQUEST:
			GameMessages::HandleBBBSaveRequest(inStream, entity, sysAddr);
			break;

		case GAME_MSG_PROPERTY_ENTRANCE_SYNC:
			GameMessages::HandlePropertyEntranceSync(inStream, entity, sysAddr);
			break;

		case GAME_MSG_ENTER_PROPERTY1:
			GameMessages::HandleEnterProperty(inStream, entity, sysAddr);
			break;

		case GAME_MSG_ZONE_PROPERTY_MODEL_ROTATED:
			EntityManager::Instance()->GetZoneControlEntity()->OnZonePropertyModelRotated(usr->GetLastUsedChar()->GetEntity());
			break;

		case GAME_MSG_UPDATE_PROPERTY_OR_MODEL_FOR_FILTER_CHECK:
			GameMessages::HandleUpdatePropertyOrModelForFilterCheck(inStream, entity, sysAddr);
			break;
    	
		case GAME_MSG_SET_PROPERTY_ACCESS:
			GameMessages::HandleSetPropertyAccess(inStream, entity, sysAddr);
			break;

		// Racing
		case GAME_MSG_MODULE_ASSEMBLY_QUERY_DATA:
			GameMessages::HandleModuleAssemblyQueryData(inStream, entity, sysAddr);
			break;

		case GAME_MSG_ACKNOWLEDGE_POSSESSION:
			GameMessages::HandleAcknowledgePossession(inStream, entity, sysAddr);
			break;

		case GAME_MSG_VEHICLE_SET_WHEEL_LOCK_STATE:
			GameMessages::HandleVehicleSetWheelLockState(inStream, entity, sysAddr);
			break;

		case GAME_MSG_MODULAR_ASSEMBLY_NIF_COMPLETED:
			GameMessages::HandleModularAssemblyNIFCompleted(inStream, entity, sysAddr);
			break;

		case GAME_MSG_RACING_CLIENT_READY:
			GameMessages::HandleRacingClientReady(inStream, entity, sysAddr);
			break;

		case GAME_MSG_REQUEST_DIE:
			GameMessages::HandleRequestDie(inStream, entity, sysAddr);
			break;

		case GAME_MSG_VEHICLE_NOTIFY_SERVER_ADD_PASSIVE_BOOST_ACTION:
			GameMessages::HandleVehicleNotifyServerAddPassiveBoostAction(inStream, entity, sysAddr);
			break;

		case GAME_MSG_VEHICLE_NOTIFY_SERVER_REMOVE_PASSIVE_BOOST_ACTION:
			GameMessages::HandleVehicleNotifyServerRemovePassiveBoostAction(inStream, entity, sysAddr);
			break;

		case GAME_MSG_RACING_PLAYER_INFO_RESET_FINISHED:
			GameMessages::HandleRacingPlayerInfoResetFinished(inStream, entity, sysAddr);
			break;

		case GAME_MSG_VEHICLE_NOTIFY_HIT_IMAGINATION_SERVER:
			GameMessages::HandleVehicleNotifyHitImaginationServer(inStream, entity, sysAddr);
			break;
		case GAME_MSG_UPDATE_PROPERTY_PERFORMANCE_COST:
			GameMessages::HandleUpdatePropertyPerformanceCost(inStream, entity, sysAddr);
			break;
		// SG
		case GAME_MSG_UPDATE_SHOOTING_GALLERY_ROTATION:
			GameMessages::HandleUpdateShootingGalleryRotation(inStream, entity, sysAddr);
			break;

		// NT
		case GAME_MSG_REQUEST_MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
			GameMessages::HandleRequestMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
			break;

		case GAME_MSG_TOGGLE_GHOST_REFERENCE_OVERRIDE:
			GameMessages::HandleToggleGhostReferenceOverride(inStream, entity, sysAddr);
			break;

		case GAME_MSG_SET_GHOST_REFERENCE_POSITION:
			GameMessages::HandleSetGhostReferencePosition(inStream, entity, sysAddr);
			break;

        case GAME_MSG_READY_FOR_UPDATES:
            //We don't really care about this message, as it's simply here to inform us that the client is done loading an object.
            //In the event we _do_ send an update to an object that hasn't finished loading, the client will handle it anyway.
            break;

		case GAME_MSG_REPORT_BUG:
			GameMessages::HandleReportBug(inStream, entity);
			break;

        case GAME_MSG_CLIENT_RAIL_MOVEMENT_READY:
            GameMessages::HandleClientRailMovementReady(inStream, entity, sysAddr);
            break;

        case GAME_MSG_CANCEL_RAIL_MOVEMENT:
            GameMessages::HandleCancelRailMovement(inStream, entity, sysAddr);
            break;

        case GAME_MSG_PLAYER_RAIL_ARRIVED_NOTIFICATION:
            GameMessages::HandlePlayerRailArrivedNotification(inStream, entity, sysAddr);
            break;

        case GAME_MSG_CINEMATIC_UPDATE:
            GameMessages::HandleCinematicUpdate(inStream, entity, sysAddr);
            break;

        case GAME_MSG_MODIFY_PLAYER_ZONE_STATISTIC:
            GameMessages::HandleModifyPlayerZoneStatistic(inStream, entity);
            break;

        case GAME_MSG_UPDATE_PLAYER_STATISTIC:
            GameMessages::HandleUpdatePlayerStatistic(inStream, entity);
            break;

        default: 
            //Game::logger->Log("GameMessageHandler", "Unknown game message ID: %X\n", messageID);
			break;
    }
}