/**************************************************************************/
/*  multiplayer_editor_plugin.cpp                                         */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
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/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
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/**************************************************************************/

#include "multiplayer_editor_plugin.h"

#include "../multiplayer_synchronizer.h"
#include "editor_network_profiler.h"
#include "replication_editor.h"

#include "core/object/callable_mp.h"
#include "editor/docks/editor_dock_manager.h"
#include "editor/editor_interface.h"
#include "editor/editor_node.h"
#include "scene/main/scene_tree.h"

void MultiplayerEditorDebugger::_bind_methods() {
	ADD_SIGNAL(MethodInfo("open_request", PropertyInfo(Variant::STRING, "path")));
}

bool MultiplayerEditorDebugger::has_capture(const String &p_capture) const {
	return p_capture == "multiplayer";
}

void MultiplayerEditorDebugger::_open_request(const String &p_path) {
	emit_signal("open_request", p_path);
}

bool MultiplayerEditorDebugger::capture(const String &p_message, const Array &p_data, int p_session) {
	ERR_FAIL_COND_V(!profilers.has(p_session), false);
	EditorNetworkProfiler *profiler = profilers[p_session];
	if (p_message == "multiplayer:rpc") {
		MultiplayerDebugger::RPCFrame frame;
		frame.deserialize(p_data);
		for (int i = 0; i < frame.infos.size(); i++) {
			profiler->add_rpc_frame_data(frame.infos[i]);
		}
		return true;
	} else if (p_message == "multiplayer:syncs") {
		MultiplayerDebugger::ReplicationFrame frame;
		frame.deserialize(p_data);
		for (const KeyValue<ObjectID, MultiplayerDebugger::SyncInfo> &E : frame.infos) {
			profiler->add_sync_frame_data(E.value);
		}
		Array missing = profiler->pop_missing_node_data();
		if (missing.size()) {
			// Asks for the object information.
			get_session(p_session)->send_message("multiplayer:cache", missing);
		}
		return true;
	} else if (p_message == "multiplayer:cache") {
		ERR_FAIL_COND_V(p_data.size() % 3, false);
		for (int i = 0; i < p_data.size(); i += 3) {
			EditorNetworkProfiler::NodeInfo info;
			info.id = p_data[i].operator ObjectID();
			info.type = p_data[i + 1].operator String();
			info.path = p_data[i + 2].operator String();
			profiler->add_node_data(info);
		}
		return true;
	} else if (p_message == "multiplayer:bandwidth") {
		ERR_FAIL_COND_V(p_data.size() < 2, false);
		profiler->set_bandwidth(p_data[0], p_data[1]);
		return true;
	}
	return false;
}

void MultiplayerEditorDebugger::_profiler_activate(bool p_enable, int p_session_id) {
	Ref<EditorDebuggerSession> session = get_session(p_session_id);
	ERR_FAIL_COND(session.is_null());
	session->toggle_profiler("multiplayer:bandwidth", p_enable);
	session->toggle_profiler("multiplayer:rpc", p_enable);
	session->toggle_profiler("multiplayer:replication", p_enable);
}

void MultiplayerEditorDebugger::setup_session(int p_session_id) {
	Ref<EditorDebuggerSession> session = get_session(p_session_id);
	ERR_FAIL_COND(session.is_null());
	EditorNetworkProfiler *profiler = memnew(EditorNetworkProfiler);
	profiler->connect("enable_profiling", callable_mp(this, &MultiplayerEditorDebugger::_profiler_activate).bind(p_session_id));
	profiler->connect("open_request", callable_mp(this, &MultiplayerEditorDebugger::_open_request));
	profiler->set_name(TTRC("Network Profiler"));
	session->connect("started", callable_mp(profiler, &EditorNetworkProfiler::started));
	session->connect("stopped", callable_mp(profiler, &EditorNetworkProfiler::stopped));
	session->add_session_tab(profiler);
	profilers[p_session_id] = profiler;
}

/// MultiplayerEditorPlugin

MultiplayerEditorPlugin::MultiplayerEditorPlugin() {
	repl_editor = memnew(ReplicationEditor);
	EditorDockManager::get_singleton()->add_dock(repl_editor);
	repl_editor->close();
	repl_editor->get_pin()->connect(SceneStringName(pressed), callable_mp(this, &MultiplayerEditorPlugin::_pinned));
	debugger.instantiate();
	debugger->connect("open_request", callable_mp(this, &MultiplayerEditorPlugin::_open_request));
}

void MultiplayerEditorPlugin::_open_request(const String &p_path) {
	EditorInterface::get_singleton()->open_scene_from_path(p_path);
}

void MultiplayerEditorPlugin::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_ENTER_TREE: {
			get_tree()->connect("node_removed", callable_mp(this, &MultiplayerEditorPlugin::_node_removed));
			add_debugger_plugin(debugger);
		} break;
		case NOTIFICATION_EXIT_TREE: {
			remove_debugger_plugin(debugger);
		}
	}
}

void MultiplayerEditorPlugin::_node_removed(Node *p_node) {
	if (p_node && p_node == repl_editor->get_current()) {
		repl_editor->edit(nullptr);
		repl_editor->close();
		repl_editor->get_pin()->set_pressed(false);
	}
}

void MultiplayerEditorPlugin::_pinned() {
	if (!repl_editor->get_pin()->is_pressed() && repl_editor->get_current() == nullptr) {
		repl_editor->close();
	}
}

void MultiplayerEditorPlugin::edit(Object *p_object) {
	repl_editor->edit(Object::cast_to<MultiplayerSynchronizer>(p_object));
}

bool MultiplayerEditorPlugin::handles(Object *p_object) const {
	return p_object->is_class("MultiplayerSynchronizer");
}

void MultiplayerEditorPlugin::make_visible(bool p_visible) {
	if (p_visible) {
		repl_editor->make_visible();
	} else if (!repl_editor->get_pin()->is_pressed()) {
		repl_editor->close();
	}
}
