using System.Collections.Generic;
using System.Threading.Tasks;
using AppGame.Systems;
using AppGame.Systems.CServer;
using Cysharp.Threading.Tasks;
using DotRecast.Core.Collections;
using Game.Input;
using Game.JNGFrame.Logic;
using Game.JNGFrame.Logic.Entity;
using Game.JNGFrame.View;
using Game.JNGState.Logic.Data;
using Game.Logic.System;
using Game.Logic.System.Logic;
using Game.Logic.System.Usual;
using JNGame.Sync.State.Tile;
using JNGame.Sync.State.Tile.Entity;
using JNGame.Sync.System;
using JNGame.Sync.System.Data;
using JNGame.Util;
using Plugins.JNGame.Network.Action;
using UnityEngine;

namespace AppGame.Sync
{
    /// <summary>
    /// 瓦片状态同步[从服务器]
    /// </summary>
    public class JNGTileSlaveServerSystem : JNSSTileServerService
    {
        
        protected List<JNFrameInput> Inputs = new();

        protected override int[][] Tiles => new[]
        {
            new[] { 1, 2, 3 },
            new[] { 4, 5, 6 },
            new[] { 7, 8, 9 },
        };

        protected override int TileSize => 100;
        
        /// <summary>
        /// 主服务器
        /// </summary>
        public JNGTileClient Master { get; private set; }

        public override TileMasterSlaveEnum MSRole => TileMasterSlaveEnum.Slave;
        
        public override SLogicSystem[] NewLogicSystems()
        {
            return new SLogicSystem[]
            {

                //基础数据
                new DInputSystem(),         //游戏输入
                new DDataSystem(),          //游戏数据
                
                //逻辑层
                new DMapSystem(),           //游戏地图
                new DWorldSystem(),         //游戏逻辑
                new DPlayerSystem(),        //玩家逻辑
                new DBossSystem(),          //Boss逻辑
                
            };
        }
        
        public override SDataSystemBase[] NewDataSystems()
        {
            return new SDataSystemBase[] {
                new EDNodeDataSystem(SStateDataEnum.Server),            //游戏数据
                new EDPlayerDataSystem(SStateDataEnum.Server),          //游戏数据
                new EDBossDataSystem(SStateDataEnum.Server),            //游戏数据
            };
        }


// #if UNITY_EDITOR
        /// <summary>
        /// 编辑器显示视图层
        /// </summary>
        /// <returns></returns>
        public override SViewSystem[] NewViewSystems()
        {
            return new SViewSystem[]
            {
                //视图层
                new DViewSystem(),  //游戏视图
            };
        }
// #endif
        
        protected override JNTileContexts CreateTileContexts()
        {
            return new EDContexts();
        }

        /// <summary>
        /// 初始化服务器
        /// </summary>
        /// <returns></returns>
        protected override async Task OnInit()
        {
            
            RandomSize = (await App.GAPI.NSyncTileRandomId).data;
            
            await base.OnInit();
            
            //添加Tile从服务器
            App.Business.Send((int)NActionEnum.NAddTileServer,new JNAddTileServer()
            {
                Tile = TID,
                Ip = "127.0.0.1",
                Port = App.Server.Port,
                Master = false
            });
            
            //更新主服务器
            Timers.Instance.SetInterval(1f, UpdateTileSocket);

        }

        protected override async UniTask<int> FetchTileId()
        {
            await UniTask.NextFrame();
            return 1;
        }
        
        protected override void OnRunSimulate()
        {
            
            //插入未处理输入
            lock (Inputs)
            {
                foreach (var input in Inputs)
                {
                    GetSystem<DInputSystem>().Enqueue(input);
                }
                Inputs.Clear();
            }
            base.OnRunSimulate();
            
        }
        
        /// <summary>
        /// 添加输入
        /// </summary>
        public void AddInput(JNStateTileInputs info)
        {
            lock (Inputs)
            {
                info.Message.Inputs.ForEach(child =>
                {
                    Inputs.Add(child);
                });
            }
        }

        /// <summary>
        /// 连接主服务器
        /// </summary>
        private void UpdateTileSocket()
        {
            
            //如果有连接则直接返回
            if (Master is not null) return;
            //连接主服务器
            OnMasterConnect();

        }
        private async void OnMasterConnect()
        {
            
            var message = (await App.GAPI.NSyncTileServer(TID));
            if (Master is not null) return;

            if (message.data is null) return;

            Master = new JNGTileClient();
            
            var info = message.data;
            Debug.Log($"[JNGTileSlaveServerSystem {TID}] 连接 Socket");
            Master.SetRole(JNGClientRole.SlaveServer);
            Master.SetPoint($"{info.ip}:{info.port}");
            Master.SetTileServer(info.server);
            await Master.OnInit();

        }
        /// <summary>
        /// 删除Socket
        /// </summary>
        public void RemoveSocket(string server)
        {
            if (Master is not null && Master.TileServer == server)
            {
                Master.OnClose();
                Master = null;
            }
        }
        
        
    }
}