bool CMapEventManager::Delete(CLuaMain* pLuaMain, const char* szName, const CLuaFunctionRef& iLuaFunction)

/*****************************************************************************
 *
 *  PROJECT:     Multi Theft Auto v1.0
 *               (Shared logic for modifications)
 *  FILE:        mods/shared_logic/CMapEventManager.cpp
 *  PURPOSE:     Map event manager class
 *
 *****************************************************************************/

#include "StdInc.h"
bool g_bAllowAspectRatioAdjustment = false;

CMapEventManager::CMapEventManager()
{
    m_bIteratingList = false;
    m_bHasEvents = false;
}

CMapEventManager::~CMapEventManager()
{
    // If this happens while we're iterating the list, we're screwed
    dassert(!m_bIteratingList);

    // This should always be empty when m_bIteratingList is false
    dassert(m_TrashCan.empty());

    // Delete all eventhandlers
    DeleteAll();
}

bool CMapEventManager::Add(CLuaMain* pLuaMain, const char* szName, const CLuaFunctionRef& iLuaFunction, bool bPropagated, EEventPriorityType eventPriority,
                           float fPriorityMod)
{
    // Check for max name length
    if (strlen(szName) <= MAPEVENT_MAX_LENGTH_NAME)
    {
        // Make a new event
        CMapEvent* pEvent = new CMapEvent(pLuaMain, szName, iLuaFunction, bPropagated, eventPriority, fPriorityMod);

        // Add now
        AddInternal(pEvent);

        m_bHasEvents = true;
        return true;
    }
    return false;
}

{
    // Delete all the events with matching names
    bool bRemovedSomeone = false;

    EventsIter iter = m_EventsMap.begin();
    while (iter != m_EventsMap.end())
    {
        CMapEvent* pMapEvent = iter->second;

        // Matching VM?
        if (pLuaMain == pMapEvent->GetVM())
        {
            // If name supplied, check name and function
            if (!szName || ((strcmp(pMapEvent->GetName(), szName) == 0) && (pMapEvent->GetLuaFunction() == iLuaFunction)))
            {
                // Not alredy being destroyed?
                if (!pMapEvent->IsBeingDestroyed())
                {
                    // Are we in an event handler?
                    if (m_bIteratingList)
                    {
                        // Put it in the trashcan
                        pMapEvent->SetBeingDestroyed(true);
                        m_TrashCan.push_back(pMapEvent);

                        // Remember that we deleted something
                        bRemovedSomeone = true;
                    }
                    else
                    {
                        // Delete the object
                        delete pMapEvent;

                        // Remove from list and remember that we deleted something
                        m_EventsMap.erase(iter++);
                        bRemovedSomeone = true;
                        continue;
                    }
                }
            }
        }

        // Increment iterator
        ++iter;
    }

    m_bHasEvents = !m_EventsMap.empty();

    // Return whether we actually destroyed someone or not
    return bRemovedSomeone;
}

void CMapEventManager::DeleteAll()
{
    // Delete all the events
    EventsIter iter = m_EventsMap.begin();
    while (iter != m_EventsMap.end())
    {
        CMapEvent* pMapEvent = iter->second;

        // Delete it if it's not already being destroyed
        if (!pMapEvent->IsBeingDestroyed())
        {
            delete pMapEvent;
            m_EventsMap.erase(iter++);
        }
        else
            ++iter;
    }
    m_bHasEvents = !m_EventsMap.empty();
}

bool CMapEventManager::Call(const char* szName, const CLuaArguments& Arguments, class CClientEntity* pSource, class CClientEntity* pThis)
{
    // Check if no events
    if (!m_bHasEvents)
        return false;

    // Check if no events with a name match
    EventsIterPair itPair = m_EventsMap.equal_range(szName);
    if (itPair.first == itPair.second)
        return false;

    TIMEUS  startTimeCall = GetTimeUs();
    SString strStatus;

    // Check for multi-threading slipups
    assert(IsMainThread());

    // Call all the events with matching names
    bool bCalled = false;
    bool bIsAlreadyIterating = m_bIteratingList;
    m_bIteratingList = true;

    // Copy the results into a array in case m_EventsMap is modified during the call
    std::vector<CMapEvent*> matchingEvents;
    for (EventsIter iter = itPair.first; iter != itPair.second; ++iter)
        matchingEvents.push_back(iter->second);

    for (std::vector<CMapEvent*>::iterator iter = matchingEvents.begin(); iter != matchingEvents.end(); ++iter)
    {
        CMapEvent* pMapEvent = *iter;

        // If it's not being destroyed
        if (!pMapEvent->IsBeingDestroyed())
        {
            // Compare the names
            dassert(strcmp(pMapEvent->GetName(), szName) == 0);
            {
                if (pSource == pThis || pMapEvent->IsPropagated())
                {
                    // Grab the current VM
                    lua_State* pState = pMapEvent->GetVM()->GetVM();

                    LUA_CHECKSTACK(pState, 1);            // Ensure some room

                    #if MTA_DEBUG
                    int luaStackPointer = lua_gettop(pState);
                    #endif

                    TIMEUS startTime = GetTimeUs();

                    // Aspect ratio adjustment bodges
                    if (pMapEvent->ShouldAllowAspectRatioAdjustment())
                    {
                        g_bAllowAspectRatioAdjustment = true;
                        if (pMapEvent->ShouldForceAspectRatioAdjustment())
                            g_pCore->GetGraphics()->SetAspectRatioAdjustmentEnabled(true);
                    }

                    // Record event for the crash dump writer
                    static bool bEnabled = (g_pCore->GetDiagnosticDebug() == EDiagnosticDebug::LUA_TRACE_0000);
                    if (bEnabled)
                        g_pCore->LogEvent(0, "Lua Event", pMapEvent->GetVM()->GetScriptName(), szName);

                    if (!g_pClientGame->GetDebugHookManager()->OnPreEventFunction(szName, Arguments, pSource, nullptr, pMapEvent))
                        continue;

                    // Store the current values of the globals
                    lua_getglobal(pState, "source");
                    CLuaArgument OldSource(pState, -1);
                    lua_pop(pState, 1);

                    lua_getglobal(pState, "this");
                    CLuaArgument OldThis(pState, -1);
                    lua_pop(pState, 1);

                    lua_getglobal(pState, "sourceResource");
                    CLuaArgument OldResource(pState, -1);
                    lua_pop(pState, 1);

                    lua_getglobal(pState, "sourceResourceRoot");
                    CLuaArgument OldResourceRoot(pState, -1);
                    lua_pop(pState, 1);

                    lua_getglobal(pState, "eventName");
                    CLuaArgument OldEventName(pState, -1);
                    lua_pop(pState, 1);

                    // Set the "source", "this", "sourceResource" and the "sourceResourceRoot" globals on that VM
                    lua_pushelement(pState, pSource);
                    lua_setglobal(pState, "source");

                    lua_pushelement(pState, pThis);
                    lua_setglobal(pState, "this");

                    CLuaMain*  pLuaMain = g_pClientGame->GetScriptDebugging()->GetTopLuaMain();
                    CResource* pSourceResource = pLuaMain ? pLuaMain->GetResource() : NULL;
                    if (pSourceResource)
                    {
                        lua_pushresource(pState, pSourceResource);
                        lua_setglobal(pState, "sourceResource");

                        lua_pushelement(pState, pSourceResource->GetResourceDynamicEntity());
                        lua_setglobal(pState, "sourceResourceRoot");
                    }
                    else
                    {
                        lua_pushnil(pState);
                        lua_setglobal(pState, "sourceResource");

                        lua_pushnil(pState);
                        lua_setglobal(pState, "sourceResourceRoot");
                    }

                    lua_pushstring(pState, szName);
                    lua_setglobal(pState, "eventName");

                    // Call it
                    pMapEvent->Call(Arguments);
                    bCalled = true;

                    g_pClientGame->GetDebugHookManager()->OnPostEventFunction(szName, Arguments, pSource, nullptr, pMapEvent);

                    // Reset the globals on that VM
                    OldSource.Push(pState);
                    lua_setglobal(pState, "source");

                    OldThis.Push(pState);
                    lua_setglobal(pState, "this");

                    OldResource.Push(pState);
                    lua_setglobal(pState, "sourceResource");

                    OldResourceRoot.Push(pState);
                    lua_setglobal(pState, "sourceResourceRoot");

                    OldEventName.Push(pState);
                    lua_setglobal(pState, "eventName");

                    #if MTA_DEBUG
                    assert(lua_gettop(pState) == luaStackPointer);
                    #endif

                    // Aspect ratio adjustment bodges
                    if (pMapEvent->ShouldAllowAspectRatioAdjustment())
                    {
                        g_pCore->GetGraphics()->SetAspectRatioAdjustmentEnabled(false);
                        g_bAllowAspectRatioAdjustment = false;
                    }

                    TIMEUS deltaTimeUs = GetTimeUs() - startTime;

                    if (deltaTimeUs > 3000)
                        if (IS_TIMING_CHECKPOINTS())
                            strStatus += SString(" (%s %d ms)", pMapEvent->GetVM()->GetScriptName(), deltaTimeUs / 1000);

                    CClientPerfStatLuaTiming::GetSingleton()->UpdateLuaTiming(pMapEvent->GetVM(), szName, deltaTimeUs);
                }
            }
        }
    }

    // Clean out the trash if we're no longer calling events.
    if (!bIsAlreadyIterating)
    {
        TakeOutTheTrash();

        // We're no longer iterating the list
        m_bIteratingList = false;
    }

    if (IS_TIMING_CHECKPOINTS())
    {
        TIMEUS deltaTimeUs = GetTimeUs() - startTimeCall;
        if (deltaTimeUs > 5000)
            TIMING_DETAIL(SString("CMapEventManager::Call ( %s, ... ) took %d ms ( %s )", szName, deltaTimeUs / 1000, *strStatus));
    }

    // Return whether we called atleast one func or not
    return bCalled;
}

void CMapEventManager::TakeOutTheTrash()
{
    // Loop through our trashcan deleting every item
    std::list<CMapEvent*>::const_iterator iterTrash = m_TrashCan.begin();
    for (; iterTrash != m_TrashCan.end(); iterTrash++)
    {
        CMapEvent* pMapEvent = *iterTrash;

        // Remove from the eventhandler list
        EventsIter iterMap = m_EventsMap.begin();
        while (iterMap != m_EventsMap.end())
        {
            if (pMapEvent == iterMap->second)
                m_EventsMap.erase(iterMap++);
            else
                ++iterMap;
        }

        // Delete it
        delete pMapEvent;
    }

    m_bHasEvents = !m_EventsMap.empty();

    // Clear the trashcan
    m_TrashCan.clear();
}

bool CMapEventManager::HandleExists(CLuaMain* pLuaMain, const char* szName, const CLuaFunctionRef& iLuaFunction)
{
    // Return true if we find an event which matches the handle
    EventsIterPair itPair = m_EventsMap.equal_range(szName);
    for (EventsIter iter = itPair.first; iter != itPair.second; ++iter)
    {
        CMapEvent* pMapEvent = iter->second;

        // Is it not being destroyed?
        if (!pMapEvent->IsBeingDestroyed())
        {
            // Same lua main?
            if (pMapEvent->GetVM() == pLuaMain)
            {
                // Same name?
                dassert(strcmp(pMapEvent->GetName(), szName) == 0);
                {
                    // Same lua function?
                    if (pMapEvent->GetLuaFunction() == iLuaFunction)
                    {
                        // It exists
                        return true;
                    }
                }
            }
        }
    }

    // Doesn't exist
    return false;
}

void CMapEventManager::AddInternal(CMapEvent* pEvent)
{
    // Find place to insert
    EventsIterPair itPair = m_EventsMap.equal_range(pEvent->GetName());
    EventsIter     iter;
    for (iter = itPair.first; iter != itPair.second; ++iter)
    {
        if (pEvent->IsHigherPriorityThan(iter->second))
            break;
    }
    // Do insert
    m_EventsMap.insert(iter, std::pair<SString, CMapEvent*>(pEvent->GetName(), pEvent));
}

void CMapEventManager::GetHandles(CLuaMain* pLuaMain, const char* szName, lua_State* luaVM)
{
    unsigned int   uiIndex = 0;
    EventsIterPair itPair = m_EventsMap.equal_range(szName);
    for (EventsIter iter = itPair.first; iter != itPair.second; ++iter)
    {
        CMapEvent* pMapEvent = iter->second;

        // Is it not being destroyed?
        if (!pMapEvent->IsBeingDestroyed())
        {
            // Same lua main?
            if (pMapEvent->GetVM() == pLuaMain)
            {
                // Same name?
                dassert(strcmp(pMapEvent->GetName(), szName) == 0);
                {
                    lua_pushnumber(luaVM, ++uiIndex);
                    lua_getref(luaVM, pMapEvent->GetLuaFunction().ToInt());
                    lua_settable(luaVM, -3);
                }
            }
        }
    }
}


{
    // If this happens while we're iterating the list, we're screwed
    dassert(!m_bIteratingList);

    // This should always be empty when m_bIteratingList is false
    dassert(m_TrashCan.empty());

    // Delete all eventhandlers
    DeleteAll();
}

/*****************************************************************************
 *
 *  PROJECT:     Multi Theft Auto v1.0
 *               (Shared logic for modifications)
 *  FILE:        mods/shared_logic/CMapEventManager.cpp
 *  PURPOSE:     Map event manager class
 *
 *****************************************************************************/

#include "StdInc.h"
bool g_bAllowAspectRatioAdjustment = false;

CMapEventManager::CMapEventManager()
{
    m_bIteratingList = false;
    m_bHasEvents = false;
}

CMapEventManager::~CMapEventManager()

bool CMapEventManager::Add(CLuaMain* pLuaMain, const char* szName, const CLuaFunctionRef& iLuaFunction, bool bPropagated, EEventPriorityType eventPriority,
                           float fPriorityMod)
{
    // Check for max name length
    if (strlen(szName) <= MAPEVENT_MAX_LENGTH_NAME)
    {
        // Make a new event
        CMapEvent* pEvent = new CMapEvent(pLuaMain, szName, iLuaFunction, bPropagated, eventPriority, fPriorityMod);

        // Add now
        AddInternal(pEvent);

        m_bHasEvents = true;
        return true;
    }
    return false;
}

bool CMapEventManager::Delete(CLuaMain* pLuaMain, const char* szName, const CLuaFunctionRef& iLuaFunction)
{
    // Delete all the events with matching names
    bool bRemovedSomeone = false;

    EventsIter iter = m_EventsMap.begin();
    while (iter != m_EventsMap.end())
    {
        CMapEvent* pMapEvent = iter->second;

        // Matching VM?
        if (pLuaMain == pMapEvent->GetVM())
        {
            // If name supplied, check name and function
            if (!szName || ((strcmp(pMapEvent->GetName(), szName) == 0) && (pMapEvent->GetLuaFunction() == iLuaFunction)))
            {
                // Not alredy being destroyed?
                if (!pMapEvent->IsBeingDestroyed())
                {
                    // Are we in an event handler?
                    if (m_bIteratingList)
                    {
                        // Put it in the trashcan
                        pMapEvent->SetBeingDestroyed(true);
                        m_TrashCan.push_back(pMapEvent);

                        // Remember that we deleted something
                        bRemovedSomeone = true;
                    }
                    else
                    {
                        // Delete the object
                        delete pMapEvent;

                        // Remove from list and remember that we deleted something
                        m_EventsMap.erase(iter++);
                        bRemovedSomeone = true;
                        continue;
                    }
                }
            }
        }

        // Increment iterator
        ++iter;
    }

    m_bHasEvents = !m_EventsMap.empty();

    // Return whether we actually destroyed someone or not
    return bRemovedSomeone;
}

void CMapEventManager::DeleteAll()
{
    // Delete all the events
    EventsIter iter = m_EventsMap.begin();
    while (iter != m_EventsMap.end())
    {
        CMapEvent* pMapEvent = iter->second;

        // Delete it if it's not already being destroyed
        if (!pMapEvent->IsBeingDestroyed())
        {
            delete pMapEvent;
            m_EventsMap.erase(iter++);
        }
        else
            ++iter;
    }
    m_bHasEvents = !m_EventsMap.empty();
}

bool CMapEventManager::Call(const char* szName, const CLuaArguments& Arguments, class CClientEntity* pSource, class CClientEntity* pThis)
{
    // Check if no events
    if (!m_bHasEvents)
        return false;

    // Check if no events with a name match
    EventsIterPair itPair = m_EventsMap.equal_range(szName);
    if (itPair.first == itPair.second)
        return false;

    TIMEUS  startTimeCall = GetTimeUs();
    SString strStatus;

    // Check for multi-threading slipups
    assert(IsMainThread());

    // Call all the events with matching names
    bool bCalled = false;
    bool bIsAlreadyIterating = m_bIteratingList;
    m_bIteratingList = true;

    // Copy the results into a array in case m_EventsMap is modified during the call
    std::vector<CMapEvent*> matchingEvents;
    for (EventsIter iter = itPair.first; iter != itPair.second; ++iter)
        matchingEvents.push_back(iter->second);

    for (std::vector<CMapEvent*>::iterator iter = matchingEvents.begin(); iter != matchingEvents.end(); ++iter)
    {
        CMapEvent* pMapEvent = *iter;

        // If it's not being destroyed
        if (!pMapEvent->IsBeingDestroyed())
        {
            // Compare the names
            dassert(strcmp(pMapEvent->GetName(), szName) == 0);
            {
                if (pSource == pThis || pMapEvent->IsPropagated())
                {
                    // Grab the current VM
                    lua_State* pState = pMapEvent->GetVM()->GetVM();

                    LUA_CHECKSTACK(pState, 1);            // Ensure some room

                    #if MTA_DEBUG
                    int luaStackPointer = lua_gettop(pState);
                    #endif

                    TIMEUS startTime = GetTimeUs();

                    // Aspect ratio adjustment bodges
                    if (pMapEvent->ShouldAllowAspectRatioAdjustment())
                    {
                        g_bAllowAspectRatioAdjustment = true;
                        if (pMapEvent->ShouldForceAspectRatioAdjustment())
                            g_pCore->GetGraphics()->SetAspectRatioAdjustmentEnabled(true);
                    }

                    // Record event for the crash dump writer
                    static bool bEnabled = (g_pCore->GetDiagnosticDebug() == EDiagnosticDebug::LUA_TRACE_0000);
                    if (bEnabled)
                        g_pCore->LogEvent(0, "Lua Event", pMapEvent->GetVM()->GetScriptName(), szName);

                    if (!g_pClientGame->GetDebugHookManager()->OnPreEventFunction(szName, Arguments, pSource, nullptr, pMapEvent))
                        continue;

                    // Store the current values of the globals
                    lua_getglobal(pState, "source");
                    CLuaArgument OldSource(pState, -1);
                    lua_pop(pState, 1);

                    lua_getglobal(pState, "this");
                    CLuaArgument OldThis(pState, -1);
                    lua_pop(pState, 1);

                    lua_getglobal(pState, "sourceResource");
                    CLuaArgument OldResource(pState, -1);
                    lua_pop(pState, 1);

                    lua_getglobal(pState, "sourceResourceRoot");
                    CLuaArgument OldResourceRoot(pState, -1);
                    lua_pop(pState, 1);

                    lua_getglobal(pState, "eventName");
                    CLuaArgument OldEventName(pState, -1);
                    lua_pop(pState, 1);

                    // Set the "source", "this", "sourceResource" and the "sourceResourceRoot" globals on that VM
                    lua_pushelement(pState, pSource);
                    lua_setglobal(pState, "source");

                    lua_pushelement(pState, pThis);
                    lua_setglobal(pState, "this");

                    CLuaMain*  pLuaMain = g_pClientGame->GetScriptDebugging()->GetTopLuaMain();
                    CResource* pSourceResource = pLuaMain ? pLuaMain->GetResource() : NULL;
                    if (pSourceResource)
                    {
                        lua_pushresource(pState, pSourceResource);
                        lua_setglobal(pState, "sourceResource");

                        lua_pushelement(pState, pSourceResource->GetResourceDynamicEntity());
                        lua_setglobal(pState, "sourceResourceRoot");
                    }
                    else
                    {
                        lua_pushnil(pState);
                        lua_setglobal(pState, "sourceResource");

                        lua_pushnil(pState);
                        lua_setglobal(pState, "sourceResourceRoot");
                    }

                    lua_pushstring(pState, szName);
                    lua_setglobal(pState, "eventName");

                    // Call it
                    pMapEvent->Call(Arguments);
                    bCalled = true;

                    g_pClientGame->GetDebugHookManager()->OnPostEventFunction(szName, Arguments, pSource, nullptr, pMapEvent);

                    // Reset the globals on that VM
                    OldSource.Push(pState);
                    lua_setglobal(pState, "source");

                    OldThis.Push(pState);
                    lua_setglobal(pState, "this");

                    OldResource.Push(pState);
                    lua_setglobal(pState, "sourceResource");

                    OldResourceRoot.Push(pState);
                    lua_setglobal(pState, "sourceResourceRoot");

                    OldEventName.Push(pState);
                    lua_setglobal(pState, "eventName");

                    #if MTA_DEBUG
                    assert(lua_gettop(pState) == luaStackPointer);
                    #endif

                    // Aspect ratio adjustment bodges
                    if (pMapEvent->ShouldAllowAspectRatioAdjustment())
                    {
                        g_pCore->GetGraphics()->SetAspectRatioAdjustmentEnabled(false);
                        g_bAllowAspectRatioAdjustment = false;
                    }

                    TIMEUS deltaTimeUs = GetTimeUs() - startTime;

                    if (deltaTimeUs > 3000)
                        if (IS_TIMING_CHECKPOINTS())
                            strStatus += SString(" (%s %d ms)", pMapEvent->GetVM()->GetScriptName(), deltaTimeUs / 1000);

                    CClientPerfStatLuaTiming::GetSingleton()->UpdateLuaTiming(pMapEvent->GetVM(), szName, deltaTimeUs);
                }
            }
        }
    }

    // Clean out the trash if we're no longer calling events.
    if (!bIsAlreadyIterating)
    {
        TakeOutTheTrash();

        // We're no longer iterating the list
        m_bIteratingList = false;
    }

    if (IS_TIMING_CHECKPOINTS())
    {
        TIMEUS deltaTimeUs = GetTimeUs() - startTimeCall;
        if (deltaTimeUs > 5000)
            TIMING_DETAIL(SString("CMapEventManager::Call ( %s, ... ) took %d ms ( %s )", szName, deltaTimeUs / 1000, *strStatus));
    }

    // Return whether we called atleast one func or not
    return bCalled;
}

void CMapEventManager::TakeOutTheTrash()
{
    // Loop through our trashcan deleting every item
    std::list<CMapEvent*>::const_iterator iterTrash = m_TrashCan.begin();
    for (; iterTrash != m_TrashCan.end(); iterTrash++)
    {
        CMapEvent* pMapEvent = *iterTrash;

        // Remove from the eventhandler list
        EventsIter iterMap = m_EventsMap.begin();
        while (iterMap != m_EventsMap.end())
        {
            if (pMapEvent == iterMap->second)
                m_EventsMap.erase(iterMap++);
            else
                ++iterMap;
        }

        // Delete it
        delete pMapEvent;
    }

    m_bHasEvents = !m_EventsMap.empty();

    // Clear the trashcan
    m_TrashCan.clear();
}

bool CMapEventManager::HandleExists(CLuaMain* pLuaMain, const char* szName, const CLuaFunctionRef& iLuaFunction)
{
    // Return true if we find an event which matches the handle
    EventsIterPair itPair = m_EventsMap.equal_range(szName);
    for (EventsIter iter = itPair.first; iter != itPair.second; ++iter)
    {
        CMapEvent* pMapEvent = iter->second;

        // Is it not being destroyed?
        if (!pMapEvent->IsBeingDestroyed())
        {
            // Same lua main?
            if (pMapEvent->GetVM() == pLuaMain)
            {
                // Same name?
                dassert(strcmp(pMapEvent->GetName(), szName) == 0);
                {
                    // Same lua function?
                    if (pMapEvent->GetLuaFunction() == iLuaFunction)
                    {
                        // It exists
                        return true;
                    }
                }
            }
        }
    }

    // Doesn't exist
    return false;
}

void CMapEventManager::AddInternal(CMapEvent* pEvent)
{
    // Find place to insert
    EventsIterPair itPair = m_EventsMap.equal_range(pEvent->GetName());
    EventsIter     iter;
    for (iter = itPair.first; iter != itPair.second; ++iter)
    {
        if (pEvent->IsHigherPriorityThan(iter->second))
            break;
    }
    // Do insert
    m_EventsMap.insert(iter, std::pair<SString, CMapEvent*>(pEvent->GetName(), pEvent));
}

void CMapEventManager::GetHandles(CLuaMain* pLuaMain, const char* szName, lua_State* luaVM)
{
    unsigned int   uiIndex = 0;
    EventsIterPair itPair = m_EventsMap.equal_range(szName);
    for (EventsIter iter = itPair.first; iter != itPair.second; ++iter)
    {
        CMapEvent* pMapEvent = iter->second;

        // Is it not being destroyed?
        if (!pMapEvent->IsBeingDestroyed())
        {
            // Same lua main?
            if (pMapEvent->GetVM() == pLuaMain)
            {
                // Same name?
                dassert(strcmp(pMapEvent->GetName(), szName) == 0);
                {
                    lua_pushnumber(luaVM, ++uiIndex);
                    lua_getref(luaVM, pMapEvent->GetLuaFunction().ToInt());
                    lua_settable(luaVM, -3);
                }
            }
        }
    }
}


/*****************************************************************************
 *
 *  PROJECT:     Multi Theft Auto v1.0
 *               (Shared logic for modifications)
 *  FILE:        mods/shared_logic/CMapEventManager.cpp
 *  PURPOSE:     Map event manager class
 *
 *****************************************************************************/

#include "StdInc.h"
bool g_bAllowAspectRatioAdjustment = false;

CMapEventManager::CMapEventManager()
{
    m_bIteratingList = false;
    m_bHasEvents = false;
}

CMapEventManager::~CMapEventManager()
{
    // If this happens while we're iterating the list, we're screwed
    dassert(!m_bIteratingList);

    // This should always be empty when m_bIteratingList is false
    dassert(m_TrashCan.empty

    // Delete all eventhandlers
    DeleteAll();
}

bool CMapEventManager::Add(CLuaMain* pLuaMain, const char* szName, const CLuaFunctionRef& iLuaFunction, bool bPropagated, EEventPriorityType eventPriority,
                           float fPriorityMod)
{
    // Check for max name length
    if (strlen(szName) <= MAPEVENT_MAX_LENGTH_NAME)
    {
        // Make a new event
        CMapEvent* pEvent = new CMapEvent(pLuaMain, szName, iLuaFunction, bPropagated, eventPriority, fPriorityMod);

        // Add now
        AddInternal(pEvent);

        m_bHasEvents = true;
        return true;
    }
    return false;
}

bool CMapEventManager::Delete(CLuaMain* pLuaMain, const char* szName, const CLuaFunctionRef& iLuaFunction)
{
    // Delete all the events with matching names
    bool bRemovedSomeone = false;

    EventsIter iter = m_EventsMap.begin();
    while (iter != m_EventsMap.end())
    {
        CMapEvent* pMapEvent = iter->second;

        // Matching VM?
        if (pLuaMain == pMapEvent->GetVM())
        {
            // If name supplied, check name and function
            if (!szName || ((strcmp(pMapEvent->GetName(), szName) == 0) && (pMapEvent->GetLuaFunction() == iLuaFunction)))
            {
                // Not alredy being destroyed?
                if (!pMapEvent->IsBeingDestroyed())
                {
                    // Are we in an event handler?
                    if (m_bIteratingList)
                    {
                        // Put it in the trashcan
                        pMapEvent->SetBeingDestroyed(true);
                        m_TrashCan.push_back(pMapEvent);

                        // Remember that we deleted something
                        bRemovedSomeone = true;
                    }
                    else
                    {
                        // Delete the object
                        delete pMapEvent;

                        // Remove from list and remember that we deleted something
                        m_EventsMap.erase(iter++);
                        bRemovedSomeone = true;
                        continue;
                    }
                }
            }
        }

        // Increment iterator
        ++iter;
    }

    m_bHasEvents = !m_EventsMap.empty();

    // Return whether we actually destroyed someone or not
    return bRemovedSomeone;
}

void CMapEventManager::DeleteAll()
{
    // Delete all the events
    EventsIter iter = m_EventsMap.begin();
    while (iter != m_EventsMap.end())
    {
        CMapEvent* pMapEvent = iter->second;

        // Delete it if it's not already being destroyed
        if (!pMapEvent->IsBeingDestroyed())
        {
            delete pMapEvent;
            m_EventsMap.erase(iter++);
        }
        else
            ++iter;
    }
    m_bHasEvents = !m_EventsMap.empty();
}

bool CMapEventManager::Call(const char* szName, const CLuaArguments& Arguments, class CClientEntity* pSource, class CClientEntity* pThis)
{
    // Check if no events
    if (!m_bHasEvents)
        return false;

    // Check if no events with a name match
    EventsIterPair itPair = m_EventsMap.equal_range(szName);
    if (itPair.first == itPair.second)
        return false;

    TIMEUS  startTimeCall = GetTimeUs();
    SString strStatus;

    // Check for multi-threading slipups
    assert(IsMainThread());

    // Call all the events with matching names
    bool bCalled = false;
    bool bIsAlreadyIterating = m_bIteratingList;
    m_bIteratingList = true;

    // Copy the results into a array in case m_EventsMap is modified during the call
    std::vector<CMapEvent*> matchingEvents;
    for (EventsIter iter = itPair.first; iter != itPair.second; ++iter)
        matchingEvents.push_back(iter->second);

    for (std::vector<CMapEvent*>::iterator iter = matchingEvents.begin(); iter != matchingEvents.end(); ++iter)
    {
        CMapEvent* pMapEvent = *iter;

        // If it's not being destroyed
        if (!pMapEvent->IsBeingDestroyed())
        {
            // Compare the names
            dassert(strcmp(pMapEvent->GetName(), szName) == 0);
            {
                if (pSource == pThis || pMapEvent->IsPropagated())
                {
                    // Grab the current VM
                    lua_State* pState = pMapEvent->GetVM()->GetVM();

                    LUA_CHECKSTACK(pState, 1);            // Ensure some room

                    #if MTA_DEBUG
                    int luaStackPointer = lua_gettop(pState);
                    #endif

                    TIMEUS startTime = GetTimeUs();

                    // Aspect ratio adjustment bodges
                    if (pMapEvent->ShouldAllowAspectRatioAdjustment())
                    {
                        g_bAllowAspectRatioAdjustment = true;
                        if (pMapEvent->ShouldForceAspectRatioAdjustment())
                            g_pCore->GetGraphics()->SetAspectRatioAdjustmentEnabled(true);
                    }

                    // Record event for the crash dump writer
                    static bool bEnabled = (g_pCore->GetDiagnosticDebug() == EDiagnosticDebug::LUA_TRACE_0000);
                    if (bEnabled)
                        g_pCore->LogEvent(0, "Lua Event", pMapEvent->GetVM()->GetScriptName(), szName);

                    if (!g_pClientGame->GetDebugHookManager()->OnPreEventFunction(szName, Arguments, pSource, nullptr, pMapEvent))
                        continue;

                    // Store the current values of the globals
                    lua_getglobal(pState, "source");
                    CLuaArgument OldSource(pState, -1);
                    lua_pop(pState, 1);

                    lua_getglobal(pState, "this");
                    CLuaArgument OldThis(pState, -1);
                    lua_pop(pState, 1);

                    lua_getglobal(pState, "sourceResource");
                    CLuaArgument OldResource(pState, -1);
                    lua_pop(pState, 1);

                    lua_getglobal(pState, "sourceResourceRoot");
                    CLuaArgument OldResourceRoot(pState, -1);
                    lua_pop(pState, 1);

                    lua_getglobal(pState, "eventName");
                    CLuaArgument OldEventName(pState, -1);
                    lua_pop(pState, 1);

                    // Set the "source", "this", "sourceResource" and the "sourceResourceRoot" globals on that VM
                    lua_pushelement(pState, pSource);
                    lua_setglobal(pState, "source");

                    lua_pushelement(pState, pThis);
                    lua_setglobal(pState, "this");

                    CLuaMain*  pLuaMain = g_pClientGame->GetScriptDebugging()->GetTopLuaMain();
                    CResource* pSourceResource = pLuaMain ? pLuaMain->GetResource() : NULL;
                    if (pSourceResource)
                    {
                        lua_pushresource(pState, pSourceResource);
                        lua_setglobal(pState, "sourceResource");

                        lua_pushelement(pState, pSourceResource->GetResourceDynamicEntity());
                        lua_setglobal(pState, "sourceResourceRoot");
                    }
                    else
                    {
                        lua_pushnil(pState);
                        lua_setglobal(pState, "sourceResource");

                        lua_pushnil(pState);
                        lua_setglobal(pState, "sourceResourceRoot");
                    }

                    lua_pushstring(pState, szName);
                    lua_setglobal(pState, "eventName");

                    // Call it
                    pMapEvent->Call(Arguments);
                    bCalled = true;

                    g_pClientGame->GetDebugHookManager()->OnPostEventFunction(szName, Arguments, pSource, nullptr, pMapEvent);

                    // Reset the globals on that VM
                    OldSource.Push(pState);
                    lua_setglobal(pState, "source");

                    OldThis.Push(pState);
                    lua_setglobal(pState, "this");

                    OldResource.Push(pState);
                    lua_setglobal(pState, "sourceResource");

                    OldResourceRoot.Push(pState);
                    lua_setglobal(pState, "sourceResourceRoot");

                    OldEventName.Push(pState);
                    lua_setglobal(pState, "eventName");

                    #if MTA_DEBUG
                    assert(lua_gettop(pState) == luaStackPointer);
                    #endif

                    // Aspect ratio adjustment bodges
                    if (pMapEvent->ShouldAllowAspectRatioAdjustment())
                    {
                        g_pCore->GetGraphics()->SetAspectRatioAdjustmentEnabled(false);
                        g_bAllowAspectRatioAdjustment = false;
                    }

                    TIMEUS deltaTimeUs = GetTimeUs() - startTime;

                    if (deltaTimeUs > 3000)
                        if (IS_TIMING_CHECKPOINTS())
                            strStatus += SString(" (%s %d ms)", pMapEvent->GetVM()->GetScriptName(), deltaTimeUs / 1000);

                    CClientPerfStatLuaTiming::GetSingleton()->UpdateLuaTiming(pMapEvent->GetVM(), szName, deltaTimeUs);
                }
            }
        }
    }

    // Clean out the trash if we're no longer calling events.
    if (!bIsAlreadyIterating)
    {
        TakeOutTheTrash();

        // We're no longer iterating the list
        m_bIteratingList = false;
    }

    if (IS_TIMING_CHECKPOINTS())
    {
        TIMEUS deltaTimeUs = GetTimeUs() - startTimeCall;
        if (deltaTimeUs > 5000)
            TIMING_DETAIL(SString("CMapEventManager::Call ( %s, ... ) took %d ms ( %s )", szName, deltaTimeUs / 1000, *strStatus));
    }

    // Return whether we called atleast one func or not
    return bCalled;
}

void CMapEventManager::TakeOutTheTrash()
{
    // Loop through our trashcan deleting every item
    std::list<CMapEvent*>::const_iterator iterTrash = m_TrashCan.begin();
    for (; iterTrash != m_TrashCan.end(); iterTrash++)
    {
        CMapEvent* pMapEvent = *iterTrash;

        // Remove from the eventhandler list
        EventsIter iterMap = m_EventsMap.begin();
        while (iterMap != m_EventsMap.end())
        {
            if (pMapEvent == iterMap->second)
                m_EventsMap.erase(iterMap++);
            else
                ++iterMap;
        }

        // Delete it
        delete pMapEvent;
    }

    m_bHasEvents = !m_EventsMap.empty();

    // Clear the trashcan
    m_TrashCan.clear();
}

bool CMapEventManager::HandleExists(CLuaMain* pLuaMain, const char* szName, const CLuaFunctionRef& iLuaFunction)
{
    // Return true if we find an event which matches the handle
    EventsIterPair itPair = m_EventsMap.equal_range(szName);
    for (EventsIter iter = itPair.first; iter != itPair.second; ++iter)
    {
        CMapEvent* pMapEvent = iter->second;

        // Is it not being destroyed?
        if (!pMapEvent->IsBeingDestroyed())
        {
            // Same lua main?
            if (pMapEvent->GetVM() == pLuaMain)
            {
                // Same name?
                dassert(strcmp(pMapEvent->GetName(), szName) == 0);
                {
                    // Same lua function?
                    if (pMapEvent->GetLuaFunction() == iLuaFunction)
                    {
                        // It exists
                        return true;
                    }
                }
            }
        }
    }

    // Doesn't exist
    return false;
}

void CMapEventManager::AddInternal(CMapEvent* pEvent)
{
    // Find place to insert
    EventsIterPair itPair = m_EventsMap.equal_range(pEvent->GetName());
    EventsIter     iter;
    for (iter = itPair.first; iter != itPair.second; ++iter)
    {
        if (pEvent->IsHigherPriorityThan(iter->second))
            break;
    }
    // Do insert
    m_EventsMap.insert(iter, std::pair<SString, CMapEvent*>(pEvent->GetName(), pEvent));
}

void CMapEventManager::GetHandles(CLuaMain* pLuaMain, const char* szName, lua_State* luaVM)
{
    unsigned int   uiIndex = 0;
    EventsIterPair itPair = m_EventsMap.equal_range(szName);
    for (EventsIter iter = itPair.first; iter != itPair.second; ++iter)
    {
        CMapEvent* pMapEvent = iter->second;

        // Is it not being destroyed?
        if (!pMapEvent->IsBeingDestroyed())
        {
            // Same lua main?
            if (pMapEvent->GetVM() == pLuaMain)
            {
                // Same name?
                dassert(strcmp(pMapEvent->GetName(), szName) == 0);
                {
                    lua_pushnumber(luaVM, ++uiIndex);
                    lua_getref(luaVM, pMapEvent->GetLuaFunction().ToInt());
                    lua_settable(luaVM, -3);
                }
            }
        }
    }
}


while (iterMap != m_EventsMap.end())
        {
            if (pMapEvent == iterMap->second)
                m_EventsMap.erase(iterMap++);
            else
                ++iterMap;
        }

/*****************************************************************************
 *
 *  PROJECT:     Multi Theft Auto v1.0
 *               (Shared logic for modifications)
 *  FILE:        mods/shared_logic/CMapEventManager.cpp
 *  PURPOSE:     Map event manager class
 *
 *****************************************************************************/

#include "StdInc.h"
bool g_bAllowAspectRatioAdjustment = false;

CMapEventManager::CMapEventManager()
{
    m_bIteratingList = false;
    m_bHasEvents = false;
}

CMapEventManager::~CMapEventManager()
{
    // If this happens while we're iterating the list, we're screwed
    dassert(!m_bIteratingList);

    // This should always be empty when m_bIteratingList is false
    dassert(m_TrashCan.empty());

    // Delete all eventhandlers
    DeleteAll();
}

bool CMapEventManager::Add(CLuaMain* pLuaMain, const char* szName, const CLuaFunctionRef& iLuaFunction, bool bPropagated, EEventPriorityType eventPriority,
                           float fPriorityMod)
{
    // Check for max name length
    if (strlen(szName) <= MAPEVENT_MAX_LENGTH_NAME)
    {
        // Make a new event
        CMapEvent* pEvent = new CMapEvent(pLuaMain, szName, iLuaFunction, bPropagated, eventPriority, fPriorityMod);

        // Add now
        AddInternal(pEvent);

        m_bHasEvents = true;
        return true;
    }
    return false;
}

bool CMapEventManager::Delete(CLuaMain* pLuaMain, const char* szName, const CLuaFunctionRef& iLuaFunction)
{
    // Delete all the events with matching names
    bool bRemovedSomeone = false;

    EventsIter iter = m_EventsMap.begin();
    while (iter != m_EventsMap.end())
    {
        CMapEvent* pMapEvent = iter->second;

        // Matching VM?
        if (pLuaMain == pMapEvent->GetVM())
        {
            // If name supplied, check name and function
            if (!szName || ((strcmp(pMapEvent->GetName(), szName) == 0) && (pMapEvent->GetLuaFunction() == iLuaFunction)))
            {
                // Not alredy being destroyed?
                if (!pMapEvent->IsBeingDestroyed())
                {
                    // Are we in an event handler?
                    if (m_bIteratingList)
                    {
                        // Put it in the trashcan
                        pMapEvent->SetBeingDestroyed(true);
                        m_TrashCan.push_back(pMapEvent);

                        // Remember that we deleted something
                        bRemovedSomeone = true;
                    }
                    else
                    {
                        // Delete the object
                        delete pMapEvent;

                        // Remove from list and remember that we deleted something
                        m_EventsMap.erase(iter++);
                        bRemovedSomeone = true;
                        continue;
                    }
                }
            }
        }

        // Increment iterator
        ++iter;
    }

    m_bHasEvents = !m_EventsMap.empty();

    // Return whether we actually destroyed someone or not
    return bRemovedSomeone;
}

void CMapEventManager::DeleteAll()
{
    // Delete all the events
    EventsIter iter = m_EventsMap.begin();
    while (iter != m_EventsMap.end())
    {
        CMapEvent* pMapEvent = iter->second;

        // Delete it if it's not already being destroyed
        if (!pMapEvent->IsBeingDestroyed())
        {
            delete pMapEvent;
            m_EventsMap.erase(iter++);
        }
        else
            ++iter;
    }
    m_bHasEvents = !m_EventsMap.empty();
}

bool CMapEventManager::Call(const char* szName, const CLuaArguments& Arguments, class CClientEntity* pSource, class CClientEntity* pThis)
{
    // Check if no events
    if (!m_bHasEvents)
        return false;

    // Check if no events with a name match
    EventsIterPair itPair = m_EventsMap.equal_range(szName);
    if (itPair.first == itPair.second)
        return false;

    TIMEUS  startTimeCall = GetTimeUs();
    SString strStatus;

    // Check for multi-threading slipups
    assert(IsMainThread());

    // Call all the events with matching names
    bool bCalled = false;
    bool bIsAlreadyIterating = m_bIteratingList;
    m_bIteratingList = true;

    // Copy the results into a array in case m_EventsMap is modified during the call
    std::vector<CMapEvent*> matchingEvents;
    for (EventsIter iter = itPair.first; iter != itPair.second; ++iter)
        matchingEvents.push_back(iter->second);

    for (std::vector<CMapEvent*>::iterator iter = matchingEvents.begin(); iter != matchingEvents.end(); ++iter)
    {
        CMapEvent* pMapEvent = *iter;

        // If it's not being destroyed
        if (!pMapEvent->IsBeingDestroyed())
        {
            // Compare the names
            dassert(strcmp(pMapEvent->GetName(), szName) == 0);
            {
                if (pSource == pThis || pMapEvent->IsPropagated())
                {
                    // Grab the current VM
                    lua_State* pState = pMapEvent->GetVM()->GetVM();

                    LUA_CHECKSTACK(pState, 1);            // Ensure some room

                    #if MTA_DEBUG
                    int luaStackPointer = lua_gettop(pState);
                    #endif

                    TIMEUS startTime = GetTimeUs();

                    // Aspect ratio adjustment bodges
                    if (pMapEvent->ShouldAllowAspectRatioAdjustment())
                    {
                        g_bAllowAspectRatioAdjustment = true;
                        if (pMapEvent->ShouldForceAspectRatioAdjustment())
                            g_pCore->GetGraphics()->SetAspectRatioAdjustmentEnabled(true);
                    }

                    // Record event for the crash dump writer
                    static bool bEnabled = (g_pCore->GetDiagnosticDebug() == EDiagnosticDebug::LUA_TRACE_0000);
                    if (bEnabled)
                        g_pCore->LogEvent(0, "Lua Event", pMapEvent->GetVM()->GetScriptName(), szName);

                    if (!g_pClientGame->GetDebugHookManager()->OnPreEventFunction(szName, Arguments, pSource, nullptr, pMapEvent))
                        continue;

                    // Store the current values of the globals
                    lua_getglobal(pState, "source");
                    CLuaArgument OldSource(pState, -1);
                    lua_pop(pState, 1);

                    lua_getglobal(pState, "this");
                    CLuaArgument OldThis(pState, -1);
                    lua_pop(pState, 1);

                    lua_getglobal(pState, "sourceResource");
                    CLuaArgument OldResource(pState, -1);
                    lua_pop(pState, 1);

                    lua_getglobal(pState, "sourceResourceRoot");
                    CLuaArgument OldResourceRoot(pState, -1);
                    lua_pop(pState, 1);

                    lua_getglobal(pState, "eventName");
                    CLuaArgument OldEventName(pState, -1);
                    lua_pop(pState, 1);

                    // Set the "source", "this", "sourceResource" and the "sourceResourceRoot" globals on that VM
                    lua_pushelement(pState, pSource);
                    lua_setglobal(pState, "source");

                    lua_pushelement(pState, pThis);
                    lua_setglobal(pState, "this");

                    CLuaMain*  pLuaMain = g_pClientGame->GetScriptDebugging()->GetTopLuaMain();
                    CResource* pSourceResource = pLuaMain ? pLuaMain->GetResource() : NULL;
                    if (pSourceResource)
                    {
                        lua_pushresource(pState, pSourceResource);
                        lua_setglobal(pState, "sourceResource");

                        lua_pushelement(pState, pSourceResource->GetResourceDynamicEntity());
                        lua_setglobal(pState, "sourceResourceRoot");
                    }
                    else
                    {
                        lua_pushnil(pState);
                        lua_setglobal(pState, "sourceResource");

                        lua_pushnil(pState);
                        lua_setglobal(pState, "sourceResourceRoot");
                    }

                    lua_pushstring(pState, szName);
                    lua_setglobal(pState, "eventName");

                    // Call it
                    pMapEvent->Call(Arguments);
                    bCalled = true;

                    g_pClientGame->GetDebugHookManager()->OnPostEventFunction(szName, Arguments, pSource, nullptr, pMapEvent);

                    // Reset the globals on that VM
                    OldSource.Push(pState);
                    lua_setglobal(pState, "source");

                    OldThis.Push(pState);
                    lua_setglobal(pState, "this");

                    OldResource.Push(pState);
                    lua_setglobal(pState, "sourceResource");

                    OldResourceRoot.Push(pState);
                    lua_setglobal(pState, "sourceResourceRoot");

                    OldEventName.Push(pState);
                    lua_setglobal(pState, "eventName");

                    #if MTA_DEBUG
                    assert(lua_gettop(pState) == luaStackPointer);
                    #endif

                    // Aspect ratio adjustment bodges
                    if (pMapEvent->ShouldAllowAspectRatioAdjustment())
                    {
                        g_pCore->GetGraphics()->SetAspectRatioAdjustmentEnabled(false);
                        g_bAllowAspectRatioAdjustment = false;
                    }

                    TIMEUS deltaTimeUs = GetTimeUs() - startTime;

                    if (deltaTimeUs > 3000)
                        if (IS_TIMING_CHECKPOINTS())
                            strStatus += SString(" (%s %d ms)", pMapEvent->GetVM()->GetScriptName(), deltaTimeUs / 1000);

                    CClientPerfStatLuaTiming::GetSingleton()->UpdateLuaTiming(pMapEvent->GetVM(), szName, deltaTimeUs);
                }
            }
        }
    }

    // Clean out the trash if we're no longer calling events.
    if (!bIsAlreadyIterating)
    {
        TakeOutTheTrash();

        // We're no longer iterating the list
        m_bIteratingList = false;
    }

    if (IS_TIMING_CHECKPOINTS())
    {
        TIMEUS deltaTimeUs = GetTimeUs() - startTimeCall;
        if (deltaTimeUs > 5000)
            TIMING_DETAIL(SString("CMapEventManager::Call ( %s, ... ) took %d ms ( %s )", szName, deltaTimeUs / 1000, *strStatus));
    }

    // Return whether we called atleast one func or not
    return bCalled;
}

void CMapEventManager::TakeOutTheTrash()
{
    // Loop through our trashcan deleting every item
    std::list<CMapEvent*>::const_iterator iterTrash = m_TrashCan.begin();
    for (; iterTrash != m_TrashCan.end(); iterTrash++)
    {
        CMapEvent* pMapEvent = *iterTrash;

        // Remove from the eventhandler list
        EventsIter iterMap = m_EventsMap.begin();

        // Delete it
        delete pMapEvent;
    }

    m_bHasEvents = !m_EventsMap.empty();

    // Clear the trashcan
    m_TrashCan.clear();
}

bool CMapEventManager::HandleExists(CLuaMain* pLuaMain, const char* szName, const CLuaFunctionRef& iLuaFunction)
{
    // Return true if we find an event which matches the handle
    EventsIterPair itPair = m_EventsMap.equal_range(szName);
    for (EventsIter iter = itPair.first; iter != itPair.second; ++iter)
    {
        CMapEvent* pMapEvent = iter->second;

        // Is it not being destroyed?
        if (!pMapEvent->IsBeingDestroyed())
        {
            // Same lua main?
            if (pMapEvent->GetVM() == pLuaMain)
            {
                // Same name?
                dassert(strcmp(pMapEvent->GetName(), szName) == 0);
                {
                    // Same lua function?
                    if (pMapEvent->GetLuaFunction() == iLuaFunction)
                    {
                        // It exists
                        return true;
                    }
                }
            }
        }
    }

    // Doesn't exist
    return false;
}

void CMapEventManager::AddInternal(CMapEvent* pEvent)
{
    // Find place to insert
    EventsIterPair itPair = m_EventsMap.equal_range(pEvent->GetName());
    EventsIter     iter;
    for (iter = itPair.first; iter != itPair.second; ++iter)
    {
        if (pEvent->IsHigherPriorityThan(iter->second))
            break;
    }
    // Do insert
    m_EventsMap.insert(iter, std::pair<SString, CMapEvent*>(pEvent->GetName(), pEvent));
}

void CMapEventManager::GetHandles(CLuaMain* pLuaMain, const char* szName, lua_State* luaVM)
{
    unsigned int   uiIndex = 0;
    EventsIterPair itPair = m_EventsMap.equal_range(szName);
    for (EventsIter iter = itPair.first; iter != itPair.second; ++iter)
    {
        CMapEvent* pMapEvent = iter->second;

        // Is it not being destroyed?
        if (!pMapEvent->IsBeingDestroyed())
        {
            // Same lua main?
            if (pMapEvent->GetVM() == pLuaMain)
            {
                // Same name?
                dassert(strcmp(pMapEvent->GetName(), szName) == 0);
                {
                    lua_pushnumber(luaVM, ++uiIndex);
                    lua_getref(luaVM, pMapEvent->GetLuaFunction().ToInt());
                    lua_settable(luaVM, -3);
                }
            }
        }
    }
}


static void add_coin(const CAmount& nValue, int nAge = 6*24, bool fIsFromMe = false, int nInput=0)

#include "wallet/wallet.h"

#include <set>
#include <stdint.h>
#include <utility>
#include <vector>

#include "test/test_bitcoin.h"

#include <boost/foreach.hpp>
#include <boost/test/unit_test.hpp>

// how many times to run all the tests to have a chance to catch errors that only show up with particular random shuffles
#define RUN_TESTS 100

// some tests fail 1% of the time due to bad luck.
// we repeat those tests this many times and only complain if all iterations of the test fail
#define RANDOM_REPEATS 5

using namespace std;

typedef set<pair<const CWalletTx*,unsigned int> > CoinSet;

BOOST_FIXTURE_TEST_SUITE(wallet_tests, TestingSetup)

static CWallet wallet;
static vector<COutput> vCoins;

{
    static int nextLockTime = 0;
    CMutableTransaction tx;
    tx.nLockTime = nextLockTime++;        // so all transactions get different hashes
    tx.vout.resize(nInput+1);
    tx.vout[nInput].nValue = nValue;
    if (fIsFromMe) {
        // so stop vin being empty, and cache a non-zero Debit to fake out IsFromMe()
        tx.vin.resize(1);
    }
    CWalletTx* wtx = new CWalletTx(&wallet, tx);
    if (fIsFromMe)
    {
        wtx->fDebitCached = true;
        wtx->nDebitCached = 1;
    }
    COutput output(wtx, nInput, nAge, true);
    vCoins.push_back(output);
}

static void empty_wallet(void)
{
    BOOST_FOREACH(COutput output, vCoins)
        delete output.tx;
    vCoins.clear();
}

static bool equal_sets(CoinSet a, CoinSet b)
{
    pair<CoinSet::iterator, CoinSet::iterator> ret = mismatch(a.begin(), a.end(), b.begin());
    return ret.first == a.end() && ret.second == b.end();
}

BOOST_AUTO_TEST_CASE(coin_selection_tests)
{
    CoinSet setCoinsRet, setCoinsRet2;
    CAmount nValueRet;

    LOCK(wallet.cs_wallet);

    // test multiple times to allow for differences in the shuffle order
    for (int i = 0; i < RUN_TESTS; i++)
    {
        empty_wallet();

        // with an empty wallet we can't even pay one cent
        BOOST_CHECK(!wallet.SelectCoinsMinConf( 1 * CENT, 1, 6, vCoins, setCoinsRet, nValueRet));

        add_coin(1*CENT, 4);        // add a new 1 cent coin

        // with a new 1 cent coin, we still can't find a mature 1 cent
        BOOST_CHECK(!wallet.SelectCoinsMinConf( 1 * CENT, 1, 6, vCoins, setCoinsRet, nValueRet));

        // but we can find a new 1 cent
        BOOST_CHECK( wallet.SelectCoinsMinConf( 1 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1 * CENT);

        add_coin(2*CENT);           // add a mature 2 cent coin

        // we can't make 3 cents of mature coins
        BOOST_CHECK(!wallet.SelectCoinsMinConf( 3 * CENT, 1, 6, vCoins, setCoinsRet, nValueRet));

        // we can make 3 cents of new  coins
        BOOST_CHECK( wallet.SelectCoinsMinConf( 3 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 3 * CENT);

        add_coin(5*CENT);           // add a mature 5 cent coin,
        add_coin(10*CENT, 3, true); // a new 10 cent coin sent from one of our own addresses
        add_coin(20*CENT);          // and a mature 20 cent coin

        // now we have new: 1+10=11 (of which 10 was self-sent), and mature: 2+5+20=27.  total = 38

        // we can't make 38 cents only if we disallow new coins:
        BOOST_CHECK(!wallet.SelectCoinsMinConf(38 * CENT, 1, 6, vCoins, setCoinsRet, nValueRet));
        // we can't even make 37 cents if we don't allow new coins even if they're from us
        BOOST_CHECK(!wallet.SelectCoinsMinConf(38 * CENT, 6, 6, vCoins, setCoinsRet, nValueRet));
        // but we can make 37 cents if we accept new coins from ourself
        BOOST_CHECK( wallet.SelectCoinsMinConf(37 * CENT, 1, 6, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 37 * CENT);
        // and we can make 38 cents if we accept all new coins
        BOOST_CHECK( wallet.SelectCoinsMinConf(38 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 38 * CENT);

        BOOST_CHECK( wallet.SelectCoinsMinConf(34 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_GT(nValueRet, 34 * CENT);         // but should get more than 34 cents
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 3U);     // the best should be 20+10+5.  it's incredibly unlikely the 1 or 2 got included (but possible)

        // when we try making 7 cents, the smaller coins (1,2,5) are enough.  We should see just 2+5
        BOOST_CHECK( wallet.SelectCoinsMinConf( 7 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 7 * CENT);
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 2U);

        // when we try making 8 cents, the smaller coins (1,2,5) are exactly enough.
        BOOST_CHECK( wallet.SelectCoinsMinConf( 8 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK(nValueRet == 8 * CENT);
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 3U);

        // when we try making 9 cents, no subset of smaller coins is enough, and we get the next bigger coin (10)
        BOOST_CHECK( wallet.SelectCoinsMinConf( 9 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 10 * CENT);
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 1U);

        // now clear out the wallet and start again to test choosing between subsets of smaller coins and the next biggest coin
        empty_wallet();

        add_coin( 6*CENT);
        add_coin( 7*CENT);
        add_coin( 8*CENT);
        add_coin(20*CENT);
        add_coin(30*CENT); // now we have 6+7+8+20+30 = 71 cents total

        // check that we have 71 and not 72
        BOOST_CHECK( wallet.SelectCoinsMinConf(71 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK(!wallet.SelectCoinsMinConf(72 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));

        // now try making 16 cents.  the best smaller coins can do is 6+7+8 = 21; not as good at the next biggest coin, 20
        BOOST_CHECK( wallet.SelectCoinsMinConf(16 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 20 * CENT); // we should get 20 in one coin
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 1U);

        add_coin( 5*CENT); // now we have 5+6+7+8+20+30 = 75 cents total

        // now if we try making 16 cents again, the smaller coins can make 5+6+7 = 18 cents, better than the next biggest coin, 20
        BOOST_CHECK( wallet.SelectCoinsMinConf(16 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 18 * CENT); // we should get 18 in 3 coins
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 3U);

        add_coin( 18*CENT); // now we have 5+6+7+8+18+20+30

        // and now if we try making 16 cents again, the smaller coins can make 5+6+7 = 18 cents, the same as the next biggest coin, 18
        BOOST_CHECK( wallet.SelectCoinsMinConf(16 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 18 * CENT);  // we should get 18 in 1 coin
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 1U); // because in the event of a tie, the biggest coin wins

        // now try making 11 cents.  we should get 5+6
        BOOST_CHECK( wallet.SelectCoinsMinConf(11 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 11 * CENT);
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 2U);

        // check that the smallest bigger coin is used
        add_coin( 1*COIN);
        add_coin( 2*COIN);
        add_coin( 3*COIN);
        add_coin( 4*COIN); // now we have 5+6+7+8+18+20+30+100+200+300+400 = 1094 cents
        BOOST_CHECK( wallet.SelectCoinsMinConf(95 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1 * COIN);  // we should get 1 BTC in 1 coin
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 1U);

        BOOST_CHECK( wallet.SelectCoinsMinConf(195 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 2 * COIN);  // we should get 2 BTC in 1 coin
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 1U);

        // empty the wallet and start again, now with fractions of a cent, to test sub-cent change avoidance
        empty_wallet();
        add_coin(0.1*CENT);
        add_coin(0.2*CENT);
        add_coin(0.3*CENT);
        add_coin(0.4*CENT);
        add_coin(0.5*CENT);

        // we'll get sub-cent change whatever happens, so can expect 1.0 exactly
        BOOST_CHECK( wallet.SelectCoinsMinConf(1 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1 * CENT);

        // but if we add a bigger coin, making it possible to avoid sub-cent change, things change:
        add_coin(1111*CENT);

        BOOST_CHECK( wallet.SelectCoinsMinConf(1 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1 * CENT); // we should get the exact amount

        // if we add more sub-cent coins:
        add_coin(0.6*CENT);
        add_coin(0.7*CENT);

        // and try again to make 1.0 cents, we can still make 1.0 cents
        BOOST_CHECK( wallet.SelectCoinsMinConf(1 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1 * CENT); // we should get the exact amount

        // they tried to consolidate 10 50k coins into one 500k coin, and ended up with 50k in change
        empty_wallet();
        for (int i = 0; i < 20; i++)
            add_coin(50000 * COIN);

        BOOST_CHECK( wallet.SelectCoinsMinConf(500000 * COIN, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 500000 * COIN); // we should get the exact amount
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 10U); // in ten coins

        // if there's not enough in the smaller coins to make at least 1 cent change (0.5+0.6+0.7 < 1.0+1.0),
        // we need to try finding an exact subset anyway

        // sometimes it will fail, and so we use the next biggest coin:
        empty_wallet();
        add_coin(0.5 * CENT);
        add_coin(0.6 * CENT);
        add_coin(0.7 * CENT);
        add_coin(1111 * CENT);
        BOOST_CHECK( wallet.SelectCoinsMinConf(1 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1111 * CENT); // we get the bigger coin
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 1U);

        // but sometimes it's possible, and we use an exact subset (0.4 + 0.6 = 1.0)
        empty_wallet();
        add_coin(0.4 * CENT);
        add_coin(0.6 * CENT);
        add_coin(0.8 * CENT);
        add_coin(1111 * CENT);
        BOOST_CHECK( wallet.SelectCoinsMinConf(1 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1 * CENT);   // we should get the exact amount
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 2U); // in two coins 0.4+0.6

        // test avoiding sub-cent change
        empty_wallet();
        add_coin(0.0005 * COIN);
        add_coin(0.01 * COIN);
        add_coin(1 * COIN);

        // trying to make 1.0001 from these three coins
        BOOST_CHECK( wallet.SelectCoinsMinConf(1.0001 * COIN, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1.0105 * COIN);   // we should get all coins
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 3U);

        // but if we try to make 0.999, we should take the bigger of the two small coins to avoid sub-cent change
        BOOST_CHECK( wallet.SelectCoinsMinConf(0.999 * COIN, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1.01 * COIN);   // we should get 1 + 0.01
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 2U);

        // test randomness
        {
            empty_wallet();
            for (int i2 = 0; i2 < 100; i2++)
                add_coin(COIN);

            // picking 50 from 100 coins doesn't depend on the shuffle,
            // but does depend on randomness in the stochastic approximation code
            BOOST_CHECK(wallet.SelectCoinsMinConf(50 * COIN, 1, 6, vCoins, setCoinsRet , nValueRet));
            BOOST_CHECK(wallet.SelectCoinsMinConf(50 * COIN, 1, 6, vCoins, setCoinsRet2, nValueRet));
            BOOST_CHECK(!equal_sets(setCoinsRet, setCoinsRet2));

            int fails = 0;
            for (int i = 0; i < RANDOM_REPEATS; i++)
            {
                // selecting 1 from 100 identical coins depends on the shuffle; this test will fail 1% of the time
                // run the test RANDOM_REPEATS times and only complain if all of them fail
                BOOST_CHECK(wallet.SelectCoinsMinConf(COIN, 1, 6, vCoins, setCoinsRet , nValueRet));
                BOOST_CHECK(wallet.SelectCoinsMinConf(COIN, 1, 6, vCoins, setCoinsRet2, nValueRet));
                if (equal_sets(setCoinsRet, setCoinsRet2))
                    fails++;
            }
            BOOST_CHECK_NE(fails, RANDOM_REPEATS);

            // add 75 cents in small change.  not enough to make 90 cents,
            // then try making 90 cents.  there are multiple competing "smallest bigger" coins,
            // one of which should be picked at random
            add_coin( 5*CENT); add_coin(10*CENT); add_coin(15*CENT); add_coin(20*CENT); add_coin(25*CENT);

            fails = 0;
            for (int i = 0; i < RANDOM_REPEATS; i++)
            {
                // selecting 1 from 100 identical coins depends on the shuffle; this test will fail 1% of the time
                // run the test RANDOM_REPEATS times and only complain if all of them fail
                BOOST_CHECK(wallet.SelectCoinsMinConf(90*CENT, 1, 6, vCoins, setCoinsRet , nValueRet));
                BOOST_CHECK(wallet.SelectCoinsMinConf(90*CENT, 1, 6, vCoins, setCoinsRet2, nValueRet));
                if (equal_sets(setCoinsRet, setCoinsRet2))
                    fails++;
            }
            BOOST_CHECK_NE(fails, RANDOM_REPEATS);
        }
    }
    empty_wallet();
}

BOOST_AUTO_TEST_SUITE_END()


{
    BOOST_FOREACH(COutput output, vCoins)
        delete output.tx;
    vCoins.clear();
}

#include "wallet/wallet.h"

#include <set>
#include <stdint.h>
#include <utility>
#include <vector>

#include "test/test_bitcoin.h"

#include <boost/foreach.hpp>
#include <boost/test/unit_test.hpp>

// how many times to run all the tests to have a chance to catch errors that only show up with particular random shuffles
#define RUN_TESTS 100

// some tests fail 1% of the time due to bad luck.
// we repeat those tests this many times and only complain if all iterations of the test fail
#define RANDOM_REPEATS 5

using namespace std;

typedef set<pair<const CWalletTx*,unsigned int> > CoinSet;

BOOST_FIXTURE_TEST_SUITE(wallet_tests, TestingSetup)

static CWallet wallet;
static vector<COutput> vCoins;

static void add_coin(const CAmount& nValue, int nAge = 6*24, bool fIsFromMe = false, int nInput=0)
{
    static int nextLockTime = 0;
    CMutableTransaction tx;
    tx.nLockTime = nextLockTime++;        // so all transactions get different hashes
    tx.vout.resize(nInput+1);
    tx.vout[nInput].nValue = nValue;
    if (fIsFromMe) {
        // so stop vin being empty, and cache a non-zero Debit to fake out IsFromMe()
        tx.vin.resize(1);
    }
    CWalletTx* wtx = new CWalletTx(&wallet, tx);
    if (fIsFromMe)
    {
        wtx->fDebitCached = true;
        wtx->nDebitCached = 1;
    }
    COutput output(wtx, nInput, nAge, true);
    vCoins.push_back(output);
}

static void empty_wallet(void)

static bool equal_sets(CoinSet a, CoinSet b)
{
    pair<CoinSet::iterator, CoinSet::iterator> ret = mismatch(a.begin(), a.end(), b.begin());
    return ret.first == a.end() && ret.second == b.end();
}

BOOST_AUTO_TEST_CASE(coin_selection_tests)
{
    CoinSet setCoinsRet, setCoinsRet2;
    CAmount nValueRet;

    LOCK(wallet.cs_wallet);

    // test multiple times to allow for differences in the shuffle order
    for (int i = 0; i < RUN_TESTS; i++)
    {
        empty_wallet();

        // with an empty wallet we can't even pay one cent
        BOOST_CHECK(!wallet.SelectCoinsMinConf( 1 * CENT, 1, 6, vCoins, setCoinsRet, nValueRet));

        add_coin(1*CENT, 4);        // add a new 1 cent coin

        // with a new 1 cent coin, we still can't find a mature 1 cent
        BOOST_CHECK(!wallet.SelectCoinsMinConf( 1 * CENT, 1, 6, vCoins, setCoinsRet, nValueRet));

        // but we can find a new 1 cent
        BOOST_CHECK( wallet.SelectCoinsMinConf( 1 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1 * CENT);

        add_coin(2*CENT);           // add a mature 2 cent coin

        // we can't make 3 cents of mature coins
        BOOST_CHECK(!wallet.SelectCoinsMinConf( 3 * CENT, 1, 6, vCoins, setCoinsRet, nValueRet));

        // we can make 3 cents of new  coins
        BOOST_CHECK( wallet.SelectCoinsMinConf( 3 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 3 * CENT);

        add_coin(5*CENT);           // add a mature 5 cent coin,
        add_coin(10*CENT, 3, true); // a new 10 cent coin sent from one of our own addresses
        add_coin(20*CENT);          // and a mature 20 cent coin

        // now we have new: 1+10=11 (of which 10 was self-sent), and mature: 2+5+20=27.  total = 38

        // we can't make 38 cents only if we disallow new coins:
        BOOST_CHECK(!wallet.SelectCoinsMinConf(38 * CENT, 1, 6, vCoins, setCoinsRet, nValueRet));
        // we can't even make 37 cents if we don't allow new coins even if they're from us
        BOOST_CHECK(!wallet.SelectCoinsMinConf(38 * CENT, 6, 6, vCoins, setCoinsRet, nValueRet));
        // but we can make 37 cents if we accept new coins from ourself
        BOOST_CHECK( wallet.SelectCoinsMinConf(37 * CENT, 1, 6, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 37 * CENT);
        // and we can make 38 cents if we accept all new coins
        BOOST_CHECK( wallet.SelectCoinsMinConf(38 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 38 * CENT);

        BOOST_CHECK( wallet.SelectCoinsMinConf(34 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_GT(nValueRet, 34 * CENT);         // but should get more than 34 cents
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 3U);     // the best should be 20+10+5.  it's incredibly unlikely the 1 or 2 got included (but possible)

        // when we try making 7 cents, the smaller coins (1,2,5) are enough.  We should see just 2+5
        BOOST_CHECK( wallet.SelectCoinsMinConf( 7 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 7 * CENT);
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 2U);

        // when we try making 8 cents, the smaller coins (1,2,5) are exactly enough.
        BOOST_CHECK( wallet.SelectCoinsMinConf( 8 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK(nValueRet == 8 * CENT);
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 3U);

        // when we try making 9 cents, no subset of smaller coins is enough, and we get the next bigger coin (10)
        BOOST_CHECK( wallet.SelectCoinsMinConf( 9 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 10 * CENT);
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 1U);

        // now clear out the wallet and start again to test choosing between subsets of smaller coins and the next biggest coin
        empty_wallet();

        add_coin( 6*CENT);
        add_coin( 7*CENT);
        add_coin( 8*CENT);
        add_coin(20*CENT);
        add_coin(30*CENT); // now we have 6+7+8+20+30 = 71 cents total

        // check that we have 71 and not 72
        BOOST_CHECK( wallet.SelectCoinsMinConf(71 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK(!wallet.SelectCoinsMinConf(72 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));

        // now try making 16 cents.  the best smaller coins can do is 6+7+8 = 21; not as good at the next biggest coin, 20
        BOOST_CHECK( wallet.SelectCoinsMinConf(16 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 20 * CENT); // we should get 20 in one coin
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 1U);

        add_coin( 5*CENT); // now we have 5+6+7+8+20+30 = 75 cents total

        // now if we try making 16 cents again, the smaller coins can make 5+6+7 = 18 cents, better than the next biggest coin, 20
        BOOST_CHECK( wallet.SelectCoinsMinConf(16 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 18 * CENT); // we should get 18 in 3 coins
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 3U);

        add_coin( 18*CENT); // now we have 5+6+7+8+18+20+30

        // and now if we try making 16 cents again, the smaller coins can make 5+6+7 = 18 cents, the same as the next biggest coin, 18
        BOOST_CHECK( wallet.SelectCoinsMinConf(16 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 18 * CENT);  // we should get 18 in 1 coin
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 1U); // because in the event of a tie, the biggest coin wins

        // now try making 11 cents.  we should get 5+6
        BOOST_CHECK( wallet.SelectCoinsMinConf(11 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 11 * CENT);
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 2U);

        // check that the smallest bigger coin is used
        add_coin( 1*COIN);
        add_coin( 2*COIN);
        add_coin( 3*COIN);
        add_coin( 4*COIN); // now we have 5+6+7+8+18+20+30+100+200+300+400 = 1094 cents
        BOOST_CHECK( wallet.SelectCoinsMinConf(95 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1 * COIN);  // we should get 1 BTC in 1 coin
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 1U);

        BOOST_CHECK( wallet.SelectCoinsMinConf(195 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 2 * COIN);  // we should get 2 BTC in 1 coin
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 1U);

        // empty the wallet and start again, now with fractions of a cent, to test sub-cent change avoidance
        empty_wallet();
        add_coin(0.1*CENT);
        add_coin(0.2*CENT);
        add_coin(0.3*CENT);
        add_coin(0.4*CENT);
        add_coin(0.5*CENT);

        // we'll get sub-cent change whatever happens, so can expect 1.0 exactly
        BOOST_CHECK( wallet.SelectCoinsMinConf(1 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1 * CENT);

        // but if we add a bigger coin, making it possible to avoid sub-cent change, things change:
        add_coin(1111*CENT);

        BOOST_CHECK( wallet.SelectCoinsMinConf(1 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1 * CENT); // we should get the exact amount

        // if we add more sub-cent coins:
        add_coin(0.6*CENT);
        add_coin(0.7*CENT);

        // and try again to make 1.0 cents, we can still make 1.0 cents
        BOOST_CHECK( wallet.SelectCoinsMinConf(1 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1 * CENT); // we should get the exact amount

        // they tried to consolidate 10 50k coins into one 500k coin, and ended up with 50k in change
        empty_wallet();
        for (int i = 0; i < 20; i++)
            add_coin(50000 * COIN);

        BOOST_CHECK( wallet.SelectCoinsMinConf(500000 * COIN, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 500000 * COIN); // we should get the exact amount
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 10U); // in ten coins

        // if there's not enough in the smaller coins to make at least 1 cent change (0.5+0.6+0.7 < 1.0+1.0),
        // we need to try finding an exact subset anyway

        // sometimes it will fail, and so we use the next biggest coin:
        empty_wallet();
        add_coin(0.5 * CENT);
        add_coin(0.6 * CENT);
        add_coin(0.7 * CENT);
        add_coin(1111 * CENT);
        BOOST_CHECK( wallet.SelectCoinsMinConf(1 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1111 * CENT); // we get the bigger coin
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 1U);

        // but sometimes it's possible, and we use an exact subset (0.4 + 0.6 = 1.0)
        empty_wallet();
        add_coin(0.4 * CENT);
        add_coin(0.6 * CENT);
        add_coin(0.8 * CENT);
        add_coin(1111 * CENT);
        BOOST_CHECK( wallet.SelectCoinsMinConf(1 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1 * CENT);   // we should get the exact amount
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 2U); // in two coins 0.4+0.6

        // test avoiding sub-cent change
        empty_wallet();
        add_coin(0.0005 * COIN);
        add_coin(0.01 * COIN);
        add_coin(1 * COIN);

        // trying to make 1.0001 from these three coins
        BOOST_CHECK( wallet.SelectCoinsMinConf(1.0001 * COIN, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1.0105 * COIN);   // we should get all coins
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 3U);

        // but if we try to make 0.999, we should take the bigger of the two small coins to avoid sub-cent change
        BOOST_CHECK( wallet.SelectCoinsMinConf(0.999 * COIN, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1.01 * COIN);   // we should get 1 + 0.01
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 2U);

        // test randomness
        {
            empty_wallet();
            for (int i2 = 0; i2 < 100; i2++)
                add_coin(COIN);

            // picking 50 from 100 coins doesn't depend on the shuffle,
            // but does depend on randomness in the stochastic approximation code
            BOOST_CHECK(wallet.SelectCoinsMinConf(50 * COIN, 1, 6, vCoins, setCoinsRet , nValueRet));
            BOOST_CHECK(wallet.SelectCoinsMinConf(50 * COIN, 1, 6, vCoins, setCoinsRet2, nValueRet));
            BOOST_CHECK(!equal_sets(setCoinsRet, setCoinsRet2));

            int fails = 0;
            for (int i = 0; i < RANDOM_REPEATS; i++)
            {
                // selecting 1 from 100 identical coins depends on the shuffle; this test will fail 1% of the time
                // run the test RANDOM_REPEATS times and only complain if all of them fail
                BOOST_CHECK(wallet.SelectCoinsMinConf(COIN, 1, 6, vCoins, setCoinsRet , nValueRet));
                BOOST_CHECK(wallet.SelectCoinsMinConf(COIN, 1, 6, vCoins, setCoinsRet2, nValueRet));
                if (equal_sets(setCoinsRet, setCoinsRet2))
                    fails++;
            }
            BOOST_CHECK_NE(fails, RANDOM_REPEATS);

            // add 75 cents in small change.  not enough to make 90 cents,
            // then try making 90 cents.  there are multiple competing "smallest bigger" coins,
            // one of which should be picked at random
            add_coin( 5*CENT); add_coin(10*CENT); add_coin(15*CENT); add_coin(20*CENT); add_coin(25*CENT);

            fails = 0;
            for (int i = 0; i < RANDOM_REPEATS; i++)
            {
                // selecting 1 from 100 identical coins depends on the shuffle; this test will fail 1% of the time
                // run the test RANDOM_REPEATS times and only complain if all of them fail
                BOOST_CHECK(wallet.SelectCoinsMinConf(90*CENT, 1, 6, vCoins, setCoinsRet , nValueRet));
                BOOST_CHECK(wallet.SelectCoinsMinConf(90*CENT, 1, 6, vCoins, setCoinsRet2, nValueRet));
                if (equal_sets(setCoinsRet, setCoinsRet2))
                    fails++;
            }
            BOOST_CHECK_NE(fails, RANDOM_REPEATS);
        }
    }
    empty_wallet();
}

BOOST_AUTO_TEST_SUITE_END()


#include "wallet/wallet.h"

#include <set>
#include <stdint.h>
#include <utility>
#include <vector>

#include "test/test_bitcoin.h"

#include <boost/foreach.hpp>
#include <boost/test/unit_test.hpp>

// how many times to run all the tests to have a chance to catch errors that only show up with particular random shuffles
#define RUN_TESTS 100

// some tests fail 1% of the time due to bad luck.
// we repeat those tests this many times and only complain if all iterations of the test fail
#define RANDOM_REPEATS 5

using namespace std;

typedef set<pair<const CWalletTx*,unsigned int> > CoinSet;

BOOST_FIXTURE_TEST_SUITE(wallet_tests, TestingSetup)

static CWallet wallet;
static vector<COutput> vCoins;

static void add_coin(const CAmount& nValue, int nAge = 6*24, bool fIsFromMe = false, int nInput=0)
{
    static int nextLockTime = 0;
    CMutableTransaction tx;
    tx.nLockTime = nextLockTime++;        // so all transactions get different hashes
    tx.vout.resize(

    tx.vout[nInput].nValue = nValue;
    if (fIsFromMe) {
        // so stop vin being empty, and cache a non-zero Debit to fake out IsFromMe()
        tx.vin.resize(1);
    }
    CWalletTx* wtx = new CWalletTx(&wallet, tx);
    if (fIsFromMe)
    {
        wtx->fDebitCached = true;
        wtx->nDebitCached = 1;
    }
    COutput output(wtx, nInput, nAge, true);
    vCoins.push_back(output);
}

static void empty_wallet(void)
{
    BOOST_FOREACH(COutput output, vCoins)
        delete output.tx;
    vCoins.clear();
}

static bool equal_sets(CoinSet a, CoinSet b)
{
    pair<CoinSet::iterator, CoinSet::iterator> ret = mismatch(a.begin(), a.end(), b.begin());
    return ret.first == a.end() && ret.second == b.end();
}

BOOST_AUTO_TEST_CASE(coin_selection_tests)
{
    CoinSet setCoinsRet, setCoinsRet2;
    CAmount nValueRet;

    LOCK(wallet.cs_wallet);

    // test multiple times to allow for differences in the shuffle order
    for (int i = 0; i < RUN_TESTS; i++)
    {
        empty_wallet();

        // with an empty wallet we can't even pay one cent
        BOOST_CHECK(!wallet.SelectCoinsMinConf( 1 * CENT, 1, 6, vCoins, setCoinsRet, nValueRet));

        add_coin(1*CENT, 4);        // add a new 1 cent coin

        // with a new 1 cent coin, we still can't find a mature 1 cent
        BOOST_CHECK(!wallet.SelectCoinsMinConf( 1 * CENT, 1, 6, vCoins, setCoinsRet, nValueRet));

        // but we can find a new 1 cent
        BOOST_CHECK( wallet.SelectCoinsMinConf( 1 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1 * CENT);

        add_coin(2*CENT);           // add a mature 2 cent coin

        // we can't make 3 cents of mature coins
        BOOST_CHECK(!wallet.SelectCoinsMinConf( 3 * CENT, 1, 6, vCoins, setCoinsRet, nValueRet));

        // we can make 3 cents of new  coins
        BOOST_CHECK( wallet.SelectCoinsMinConf( 3 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 3 * CENT);

        add_coin(5*CENT);           // add a mature 5 cent coin,
        add_coin(10*CENT, 3, true); // a new 10 cent coin sent from one of our own addresses
        add_coin(20*CENT);          // and a mature 20 cent coin

        // now we have new: 1+10=11 (of which 10 was self-sent), and mature: 2+5+20=27.  total = 38

        // we can't make 38 cents only if we disallow new coins:
        BOOST_CHECK(!wallet.SelectCoinsMinConf(38 * CENT, 1, 6, vCoins, setCoinsRet, nValueRet));
        // we can't even make 37 cents if we don't allow new coins even if they're from us
        BOOST_CHECK(!wallet.SelectCoinsMinConf(38 * CENT, 6, 6, vCoins, setCoinsRet, nValueRet));
        // but we can make 37 cents if we accept new coins from ourself
        BOOST_CHECK( wallet.SelectCoinsMinConf(37 * CENT, 1, 6, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 37 * CENT);
        // and we can make 38 cents if we accept all new coins
        BOOST_CHECK( wallet.SelectCoinsMinConf(38 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 38 * CENT);

        BOOST_CHECK( wallet.SelectCoinsMinConf(34 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_GT(nValueRet, 34 * CENT);         // but should get more than 34 cents
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 3U);     // the best should be 20+10+5.  it's incredibly unlikely the 1 or 2 got included (but possible)

        // when we try making 7 cents, the smaller coins (1,2,5) are enough.  We should see just 2+5
        BOOST_CHECK( wallet.SelectCoinsMinConf( 7 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 7 * CENT);
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 2U);

        // when we try making 8 cents, the smaller coins (1,2,5) are exactly enough.
        BOOST_CHECK( wallet.SelectCoinsMinConf( 8 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK(nValueRet == 8 * CENT);
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 3U);

        // when we try making 9 cents, no subset of smaller coins is enough, and we get the next bigger coin (10)
        BOOST_CHECK( wallet.SelectCoinsMinConf( 9 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 10 * CENT);
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 1U);

        // now clear out the wallet and start again to test choosing between subsets of smaller coins and the next biggest coin
        empty_wallet();

        add_coin( 6*CENT);
        add_coin( 7*CENT);
        add_coin( 8*CENT);
        add_coin(20*CENT);
        add_coin(30*CENT); // now we have 6+7+8+20+30 = 71 cents total

        // check that we have 71 and not 72
        BOOST_CHECK( wallet.SelectCoinsMinConf(71 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK(!wallet.SelectCoinsMinConf(72 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));

        // now try making 16 cents.  the best smaller coins can do is 6+7+8 = 21; not as good at the next biggest coin, 20
        BOOST_CHECK( wallet.SelectCoinsMinConf(16 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 20 * CENT); // we should get 20 in one coin
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 1U);

        add_coin( 5*CENT); // now we have 5+6+7+8+20+30 = 75 cents total

        // now if we try making 16 cents again, the smaller coins can make 5+6+7 = 18 cents, better than the next biggest coin, 20
        BOOST_CHECK( wallet.SelectCoinsMinConf(16 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 18 * CENT); // we should get 18 in 3 coins
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 3U);

        add_coin( 18*CENT); // now we have 5+6+7+8+18+20+30

        // and now if we try making 16 cents again, the smaller coins can make 5+6+7 = 18 cents, the same as the next biggest coin, 18
        BOOST_CHECK( wallet.SelectCoinsMinConf(16 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 18 * CENT);  // we should get 18 in 1 coin
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 1U); // because in the event of a tie, the biggest coin wins

        // now try making 11 cents.  we should get 5+6
        BOOST_CHECK( wallet.SelectCoinsMinConf(11 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 11 * CENT);
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 2U);

        // check that the smallest bigger coin is used
        add_coin( 1*COIN);
        add_coin( 2*COIN);
        add_coin( 3*COIN);
        add_coin( 4*COIN); // now we have 5+6+7+8+18+20+30+100+200+300+400 = 1094 cents
        BOOST_CHECK( wallet.SelectCoinsMinConf(95 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1 * COIN);  // we should get 1 BTC in 1 coin
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 1U);

        BOOST_CHECK( wallet.SelectCoinsMinConf(195 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 2 * COIN);  // we should get 2 BTC in 1 coin
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 1U);

        // empty the wallet and start again, now with fractions of a cent, to test sub-cent change avoidance
        empty_wallet();
        add_coin(0.1*CENT);
        add_coin(0.2*CENT);
        add_coin(0.3*CENT);
        add_coin(0.4*CENT);
        add_coin(0.5*CENT);

        // we'll get sub-cent change whatever happens, so can expect 1.0 exactly
        BOOST_CHECK( wallet.SelectCoinsMinConf(1 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1 * CENT);

        // but if we add a bigger coin, making it possible to avoid sub-cent change, things change:
        add_coin(1111*CENT);

        BOOST_CHECK( wallet.SelectCoinsMinConf(1 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1 * CENT); // we should get the exact amount

        // if we add more sub-cent coins:
        add_coin(0.6*CENT);
        add_coin(0.7*CENT);

        // and try again to make 1.0 cents, we can still make 1.0 cents
        BOOST_CHECK( wallet.SelectCoinsMinConf(1 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1 * CENT); // we should get the exact amount

        // they tried to consolidate 10 50k coins into one 500k coin, and ended up with 50k in change
        empty_wallet();
        for (int i = 0; i < 20; i++)
            add_coin(50000 * COIN);

        BOOST_CHECK( wallet.SelectCoinsMinConf(500000 * COIN, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 500000 * COIN); // we should get the exact amount
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 10U); // in ten coins

        // if there's not enough in the smaller coins to make at least 1 cent change (0.5+0.6+0.7 < 1.0+1.0),
        // we need to try finding an exact subset anyway

        // sometimes it will fail, and so we use the next biggest coin:
        empty_wallet();
        add_coin(0.5 * CENT);
        add_coin(0.6 * CENT);
        add_coin(0.7 * CENT);
        add_coin(1111 * CENT);
        BOOST_CHECK( wallet.SelectCoinsMinConf(1 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1111 * CENT); // we get the bigger coin
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 1U);

        // but sometimes it's possible, and we use an exact subset (0.4 + 0.6 = 1.0)
        empty_wallet();
        add_coin(0.4 * CENT);
        add_coin(0.6 * CENT);
        add_coin(0.8 * CENT);
        add_coin(1111 * CENT);
        BOOST_CHECK( wallet.SelectCoinsMinConf(1 * CENT, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1 * CENT);   // we should get the exact amount
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 2U); // in two coins 0.4+0.6

        // test avoiding sub-cent change
        empty_wallet();
        add_coin(0.0005 * COIN);
        add_coin(0.01 * COIN);
        add_coin(1 * COIN);

        // trying to make 1.0001 from these three coins
        BOOST_CHECK( wallet.SelectCoinsMinConf(1.0001 * COIN, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1.0105 * COIN);   // we should get all coins
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 3U);

        // but if we try to make 0.999, we should take the bigger of the two small coins to avoid sub-cent change
        BOOST_CHECK( wallet.SelectCoinsMinConf(0.999 * COIN, 1, 1, vCoins, setCoinsRet, nValueRet));
        BOOST_CHECK_EQUAL(nValueRet, 1.01 * COIN);   // we should get 1 + 0.01
        BOOST_CHECK_EQUAL(setCoinsRet.size(), 2U);

        // test randomness
        {
            empty_wallet();
            for (int i2 = 0; i2 < 100; i2++)
                add_coin(COIN);

            // picking 50 from 100 coins doesn't depend on the shuffle,
            // but does depend on randomness in the stochastic approximation code
            BOOST_CHECK(wallet.SelectCoinsMinConf(50 * COIN, 1, 6, vCoins, setCoinsRet , nValueRet));
            BOOST_CHECK(wallet.SelectCoinsMinConf(50 * COIN, 1, 6, vCoins, setCoinsRet2, nValueRet));
            BOOST_CHECK(!equal_sets(setCoinsRet, setCoinsRet2));

            int fails = 0;
            for (int i = 0; i < RANDOM_REPEATS; i++)
            {
                // selecting 1 from 100 identical coins depends on the shuffle; this test will fail 1% of the time
                // run the test RANDOM_REPEATS times and only complain if all of them fail
                BOOST_CHECK(wallet.SelectCoinsMinConf(COIN, 1, 6, vCoins, setCoinsRet , nValueRet));
                BOOST_CHECK(wallet.SelectCoinsMinConf(COIN, 1, 6, vCoins, setCoinsRet2, nValueRet));
                if (equal_sets(setCoinsRet, setCoinsRet2))
                    fails++;
            }
            BOOST_CHECK_NE(fails, RANDOM_REPEATS);

            // add 75 cents in small change.  not enough to make 90 cents,
            // then try making 90 cents.  there are multiple competing "smallest bigger" coins,
            // one of which should be picked at random
            add_coin( 5*CENT); add_coin(10*CENT); add_coin(15*CENT); add_coin(20*CENT); add_coin(25*CENT);

            fails = 0;
            for (int i = 0; i < RANDOM_REPEATS; i++)
            {
                // selecting 1 from 100 identical coins depends on the shuffle; this test will fail 1% of the time
                // run the test RANDOM_REPEATS times and only complain if all of them fail
                BOOST_CHECK(wallet.SelectCoinsMinConf(90*CENT, 1, 6, vCoins, setCoinsRet , nValueRet));
                BOOST_CHECK(wallet.SelectCoinsMinConf(90*CENT, 1, 6, vCoins, setCoinsRet2, nValueRet));
                if (equal_sets(setCoinsRet, setCoinsRet2))
                    fails++;
            }
            BOOST_CHECK_NE(fails, RANDOM_REPEATS);
        }
    }
    empty_wallet();
}

BOOST_AUTO_TEST_SUITE_END()


void ChatManager::sendSPPMessage(const QString &msg)

/*
 *
 */

#include "ChatManager.hpp"

#include <QtCore>

#include <btapi/btdevice.h>
#include <btapi/btspp.h>

#include <errno.h>
#include <iostream>

/**
 * Callback for events triggered by SPP server API to indicate a new incoming connection.
 */
void BTControllerSPPCallback(long param, int fd)
{
    ChatManager *chatManager = reinterpret_cast<ChatManager*>(param);

    if (chatManager) {
        chatManager->setSPPServer(fd);
    }
}

SPPThread::SPPThread(QObject *parent)
    : QThread(parent)
{
    resetFD();
}

void SPPThread::init(int fd, bool isServer)
{
    m_sppFD = fd;
    m_sppServer = isServer;
}

int SPPThread::getFD() const
{
    return m_sppFD;
}

void SPPThread::resetFD()
{
    m_sppFD = -1;
    m_sppServer = false;
}

bool SPPThread::isServer() const
{
    return m_sppServer;
}

bool SPPThread::active() const
{
    return (m_sppFD >= 0);
}

void SPPThread::run()
{
    int readlen;
    char tempbuff[128];

    while (m_sppFD >= 0) {

        if ((readlen = read(m_sppFD, tempbuff, (128 - 1))) > 0) {
            tempbuff[readlen] = '\0';
            emit incomingMessage(QString::fromLatin1(tempbuff));
        } else {
            if (readlen <= 0) {
                emit connectionClosed();
            }
        }
    }
}

ChatManager::ChatManager(QObject *parent)
    : QObject(parent)
{
    bool ok = connect(&m_sppDataThread, SIGNAL(incomingMessage(QString)), SLOT(incomingMessage(QString)));
    Q_ASSERT(ok);
    ok = connect(&m_sppDataThread, SIGNAL(connectionClosed()), SLOT(closeSPPConnection()));
    Q_ASSERT(ok);
}

ChatManager::~ChatManager()
{
    closeSPPConnection();
}

void ChatManager::setRemoteAddress(const QString &address)
{
    m_remoteAddress = address;
}

void ChatManager::setSPPServer(int fd)
{
    if (fd >= 0) {
		m_sppDataThread.init(fd, true);
		m_sppDataThread.start();
    }
}

void ChatManager::setSPPClient(int fd)
{
    if (fd >= 0) {
        m_sppDataThread.init(fd, false);
        m_sppDataThread.start();
    }
}

bool ChatManager::connectToSPPService(const QString sppUUID)
{
	bool result = false;

	int fd = bt_spp_open(m_remoteAddress.toAscii().data(),
			(char *)sppUUID.toStdString().c_str(), false);

	if (fd >= 0) {
		setSPPClient(fd);
		result = true;
	} else {
		qDebug() << "Failed to connect to " + m_remoteAddress +" at UUID " << sppUUID;
	}

	return result;
}

void ChatManager::startSPPServer(const QString sppUUID)
{
    mSppUUID = sppUUID;

    if (bt_spp_open_server((char *) "", (char *) mSppUUID.toStdString().c_str(), false, BTControllerSPPCallback, reinterpret_cast<long>(this)) == 0) {
        m_sppDataThread.init(-1, true);
    } else {
        showDialog("spp_open_server fail", "errno = " + QString::number(errno) );
    }
}

{
    // The msg parameter is the message the user intends to send over SPP.
    if (m_sppDataThread.active()) {
        write(m_sppDataThread.getFD(), msg.toAscii().data(), msg.size());
    } else {
        qDebug() << "ERROR - send with no file descriptor.";
    }
}

void ChatManager::closeSPPConnection()
{
    if (m_sppDataThread.isServer()) {
        m_sppDataThread.resetFD();
        bt_spp_close_server((char *) mSppUUID.toStdString().c_str());
        emit chatEnded();
    } else {
        if (m_sppDataThread.active()) {
            int closeFD = m_sppDataThread.getFD();
            m_sppDataThread.resetFD();
            bt_spp_close(closeFD);
            emit chatEnded();
        }
    }

    std::cout << "SPP Closed" << std::endl;
}

void ChatManager::incomingMessage(const QString &message)
{
    m_chatHistory = message;
    emit chatHistoryChanged(message);

}

void ChatManager::showDialog(const QString &title, const QString &message)
{
    m_waitDialog.setTitle(title);
    m_waitDialog.setBody(message);
    m_waitDialog.show();
}

QString ChatManager::chatHistory() const
{
    return m_chatHistory;
}