using System.Collections.Generic;
using UnityEngine;

namespace Mirror
{
    [AddComponentMenu("Network/ Interest Management/ Team/Team Interest Management")]
    public class TeamInterestManagement : InterestManagement
    {
        readonly Dictionary<string, HashSet<NetworkIdentity>> teamObjects =
            new Dictionary<string, HashSet<NetworkIdentity>>();

        readonly Dictionary<NetworkIdentity, string> lastObjectTeam =
            new Dictionary<NetworkIdentity, string>();

        readonly HashSet<string> dirtyTeams = new HashSet<string>();

        public override void OnSpawned(NetworkIdentity identity)
        {
            if (!identity.TryGetComponent<NetworkTeam>(out NetworkTeam networkTeam))
                return;

            string currentTeam = networkTeam.teamId;
            lastObjectTeam[identity] = currentTeam;

            // string.Empty is never a valid teamId...do not add to teamObjects collection
            if (currentTeam == string.Empty)
                return;

            // Debug.Log($"MatchInterestManagement.OnSpawned({identity.name}) currentMatch: {currentTeam}");
            if (!teamObjects.TryGetValue(currentTeam, out HashSet<NetworkIdentity> objects))
            {
                objects = new HashSet<NetworkIdentity>();
                teamObjects.Add(currentTeam, objects);
            }

            objects.Add(identity);
        }

        public override void OnDestroyed(NetworkIdentity identity)
        {
            lastObjectTeam.TryGetValue(identity, out string currentTeam);
            lastObjectTeam.Remove(identity);
            if (currentTeam != string.Empty && teamObjects.TryGetValue(currentTeam, out HashSet<NetworkIdentity> objects) && objects.Remove(identity))
                RebuildTeamObservers(currentTeam);
        }

        // internal so we can update from tests
        [ServerCallback]
        internal void Update()
        {
            // for each spawned:
            //   if team changed:
            //     add previous to dirty
            //     add new to dirty
            foreach (NetworkIdentity netIdentity in NetworkServer.spawned.Values)
            {
                // Ignore objects that don't have a NetworkTeam component
                if (!netIdentity.TryGetComponent<NetworkTeam>(out NetworkTeam networkTeam))
                    continue;

                string newTeam = networkTeam.teamId;
                if (!lastObjectTeam.TryGetValue(netIdentity, out string currentTeam))
                    continue;

                // string.Empty is never a valid teamId
                // Nothing to do if teamId hasn't changed
                if (string.IsNullOrWhiteSpace(newTeam) || newTeam == currentTeam)
                    continue;

                // Mark new/old Teams as dirty so they get rebuilt
                UpdateDirtyTeams(newTeam, currentTeam);

                // This object is in a new team so observers in the prior team
                // and the new team need to rebuild their respective observers lists.
                UpdateTeamObjects(netIdentity, newTeam, currentTeam);
            }

            // rebuild all dirty teams
            foreach (string dirtyTeam in dirtyTeams)
                RebuildTeamObservers(dirtyTeam);

            dirtyTeams.Clear();
        }

        void UpdateDirtyTeams(string newTeam, string currentTeam)
        {
            // string.Empty is never a valid teamId
            if (currentTeam != string.Empty)
                dirtyTeams.Add(currentTeam);

            dirtyTeams.Add(newTeam);
        }

        void UpdateTeamObjects(NetworkIdentity netIdentity, string newTeam, string currentTeam)
        {
            // Remove this object from the hashset of the team it just left
            // string.Empty is never a valid teamId
            if (!string.IsNullOrWhiteSpace(currentTeam))
                teamObjects[currentTeam].Remove(netIdentity);

            // Set this to the new team this object just entered
            lastObjectTeam[netIdentity] = newTeam;

            // Make sure this new team is in the dictionary
            if (!teamObjects.ContainsKey(newTeam))
                teamObjects.Add(newTeam, new HashSet<NetworkIdentity>());

            // Add this object to the hashset of the new team
            teamObjects[newTeam].Add(netIdentity);
        }

        void RebuildTeamObservers(string teamId)
        {
            foreach (NetworkIdentity netIdentity in teamObjects[teamId])
                if (netIdentity != null)
                    NetworkServer.RebuildObservers(netIdentity, false);
        }

        public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
        {
            // Always observed if no NetworkTeam component
            if (!identity.TryGetComponent<NetworkTeam>(out NetworkTeam identityNetworkTeam))
                return true;

            if (identityNetworkTeam.forceShown)
                return true;

            // string.Empty is never a valid teamId
            if (string.IsNullOrWhiteSpace(identityNetworkTeam.teamId))
                return false;

            // Always observed if no NetworkTeam component
            if (!newObserver.identity.TryGetComponent<NetworkTeam>(out NetworkTeam newObserverNetworkTeam))
                return true;

            if (newObserverNetworkTeam.forceShown)
                return true;

            // string.Empty is never a valid teamId
            if (string.IsNullOrWhiteSpace(newObserverNetworkTeam.teamId))
                return false;

            // Observed only if teamId's match
            return identityNetworkTeam.teamId == newObserverNetworkTeam.teamId;
        }

        public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
        {
            // If this object doesn't have a NetworkTeam then it's visible to all clients
            if (!identity.TryGetComponent<NetworkTeam>(out NetworkTeam networkTeam))
            {
                AddAllConnections(newObservers);
                return;
            }

            // If this object has NetworkTeam and forceShown == true then it's visible to all clients
            if (networkTeam.forceShown)
            {
                AddAllConnections(newObservers);
                return;
            }

            // string.Empty is never a valid teamId
            if (networkTeam.teamId == string.Empty)
                return;

            // Abort if this team hasn't been created yet by OnSpawned or UpdateTeamObjects
            if (!teamObjects.TryGetValue(networkTeam.teamId, out HashSet<NetworkIdentity> objects))
                return;

            // Add everything in the hashset for this object's current team
            foreach (NetworkIdentity networkIdentity in objects)
                if (networkIdentity != null && networkIdentity.connectionToClient != null)
                    newObservers.Add(networkIdentity.connectionToClient);
        }

        void AddAllConnections(HashSet<NetworkConnectionToClient> newObservers)
        {
            foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
            {
                // authenticated and joined world with a player?
                if (conn != null && conn.isAuthenticated && conn.identity != null)
                    newObservers.Add(conn);
            }
        }
    }
}