using System.Collections.Generic;
using System.Linq;
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.Entity;
using Game.JNGFrame.View;
using Game.JNGState.Logic.Data;
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[服务器]
    /// </summary>
    public class JNGTileServerSystem : JNSSTileServerService
    {

        protected List<JNFrameInput> Inputs = new();
        
        //区块Socket
        public Dictionary<int, JNGTileClient> Sockets = new ();
        
        //是否开始前尝试连接周围区块去恢复历史数据
        public bool isRecover = true;

        public override TileMasterSlaveEnum MSRole => TileMasterSlaveEnum.Master;
        
        /// <summary>
        /// 初始化服务器
        /// </summary>
        /// <returns></returns>
        protected override async Task OnInit()
        {
            
            RandomSize = (await App.GAPI.NSyncTileRandomId).data;
            
            await base.OnInit();

            if (isRecover)
            {
                
                List<int> tileIds = GetTileGridIndex(TID);
                foreach (var tileId in tileIds)
                {
                    var client = await AddSocket(tileId);
                    if (client is null) continue;
                    
                    //连接到附近区块 开始 恢复数据
                    Debug.Log($"[JNGTileServerSystem] 连接到附近区块{tileId} 开始 恢复数据");
                    var tileInfo = await client.NSyncTileGetTileInfo(TID);
                    if (tileInfo is not null)
                    {
                        Debug.Log("[JNGTileServerSystem] 获取到恢复数据成功 正在恢复数据");
                        
                        var message = new Dictionary<ulong, byte[]>();
                        tileInfo.Data.Data.ForEach(frame =>
                        {
                            message.Clear();
                            foreach (var data in frame.Messages)
                            {
                                message.Add(data.Key,data.Value.Data.ToByteArray());
                            }
                            GetSystems<ISStateDataSystem>().ForEach(child =>
                            {
                                if (child.NetID != frame.NetID) return;
                                child.OnInsertUBytes(message,true);
                            });
                        });
                    }
                    else
                    {
                        Debug.Log("[JNGTileServerSystem] 获取到恢复数据失败");
                    }

                }
                
                Debug.Log("[JNGTileServerSystem] 恢复数据结束");
                
            }
            
            //添加Tile服务器
            App.Business.Send((int)NActionEnum.NAddTileServer,new JNAddTileServer()
            {
                Tile = TID,
                Ip = "127.0.0.1",
                Port = App.Server.Port,
                Master = true
            });
            
            //定时更新Socket
            Timers.Instance.SetInterval(1f, UpdateTileSocket);

        }
        
        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();
        }

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

        protected override int TileSize => 100;
        
        protected override async UniTask<int> FetchTileId()
        {
            // await UniTask.NextFrame();
            // return TileId++;
            var message = await App.GAPI.NSyncTileId;
            return message.data;
        }
        
        
        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>
        /// 更新区块Socket
        /// </summary>
        public void UpdateTileSocket()
        {
            
            //获取周围TileId
            List<int> grid = GetTileGridIndex(TID);
            grid.Remove(TID);
            
            grid.ForEach(index =>
            {
                if (!IsTileConnect(index))
                {
                    AddSocket(index);
                }
            });

        }

        /// <summary>
        /// 判断是否当前区块是否连接
        /// </summary>
        /// <param name="index"></param>
        /// <returns></returns>
        public bool IsTileConnect(int index)
        {
            return Sockets.ContainsKey(index);
        }

        /// <summary>
        /// 获取当前连接的区块列表
        /// </summary>
        /// <returns></returns>
        public override int[] GetLinkTiles()
        {
            return Sockets.Keys.Where(key => Sockets[key].IsOpen).ToArray();
        }

        protected async Task<JNGTileClient> AddSocket(int index)
        {
            if (IsTileConnect(index)) return null;
            
            var client = new JNGTileClient();
            Sockets.Add(index,client);
            
            //获取连接
            var message = (await App.GAPI.NSyncTileServer(index));
            TileServerInfo info = message.data;
            if (info is not null)
            {
                Debug.Log($"[{index}] 连接 Socket");
                client.SetRole(JNGClientRole.Player);
                client.SetPoint($"{info.ip}:{info.port}");
                client.SetTileServer(info.server);
                await client.OnInit();
                return client;
            }
            else
            {
                Sockets.Remove(index);
            }

            return null;
        }

        /// <summary>
        /// 销毁Socket
        /// </summary>
        /// <param name="index"></param>
        public void RemoveSocket(int index)
        {
            if (Sockets.TryGetValue(index,out var client))
            {
                Debug.Log($"[{index}] 卸载 Socket");
                client.OnClose();
            }
            Sockets.Remove(index);
        }
        public void RemoveSocket(string server)
        {
            Sockets.ToArray().ForEach(tile =>
            {
                if (tile.Value.TileServer != server) return;
                tile.Value.OnClose();
                Sockets.Remove(tile.Key);
            });
        }
        
    }
}