#include "pch.h"
#include "modmanager.h"
#include "convar.h"
#include "concommand.h"

#include "rapidjson/error/en.h"
#include "rapidjson/document.h"
#include "rapidjson/ostreamwrapper.h"
#include "rapidjson/writer.h"
#include <filesystem>
#include <fstream>
#include <string>
#include <sstream>
#include <vector>
#include "filesystem.h"

ModManager* g_ModManager;

Mod::Mod(fs::path modDir, char* jsonBuf)
{
	wasReadSuccessfully = false;

	ModDirectory = modDir;

	rapidjson::Document modJson;
	modJson.Parse<rapidjson::ParseFlag::kParseCommentsFlag | rapidjson::ParseFlag::kParseTrailingCommasFlag>(jsonBuf);

	// fail if parse error
	if (modJson.HasParseError())
	{
		spdlog::error("Failed reading mod file {}: encountered parse error \"{}\" at offset {}", (modDir / "mod.json").string(), GetParseError_En(modJson.GetParseError()), modJson.GetErrorOffset());
		return;
	}

	// fail if it's not a json obj (could be an array, string, etc)
	if (!modJson.IsObject())
	{
		spdlog::error("Failed reading mod file {}: file is not a JSON object", (modDir / "mod.json").string());
		return;
	}

	// basic mod info
	// name is required
	if (!modJson.HasMember("Name"))
	{
		spdlog::error("Failed reading mod file {}: missing required member \"Name\"", (modDir / "mod.json").string());
		return;
	}

	Name = modJson["Name"].GetString();

	if (modJson.HasMember("Description"))
		Description = modJson["Description"].GetString();
	else
		Description = "";

	if (modJson.HasMember("Version"))
		Version = modJson["Version"].GetString();
	else
	{
		Version = "0.0.0";
		spdlog::warn("Mod file {} is missing a version, consider adding a version", (modDir / "mod.json").string());
	}

	if (modJson.HasMember("DownloadLink"))
		DownloadLink = modJson["DownloadLink"].GetString();
	else
		DownloadLink = "";
	
	if (modJson.HasMember("RequiredOnClient"))
		RequiredOnClient = modJson["RequiredOnClient"].GetBool();
	else
		RequiredOnClient = false;

	if (modJson.HasMember("LoadPriority"))
		LoadPriority = modJson["LoadPriority"].GetInt();
	else
	{
		spdlog::info("Mod file {} is missing a LoadPriority, consider adding one", (modDir / "mod.json").string());
		LoadPriority = 0;
	}

	// mod convars
	if (modJson.HasMember("ConVars") && modJson["ConVars"].IsArray())
	{
		for (auto& convarObj : modJson["ConVars"].GetArray())
		{
			if (!convarObj.IsObject() || !convarObj.HasMember("Name") || !convarObj.HasMember("DefaultValue"))
				continue;

			// have to allocate this manually, otherwise convar registration will break
			// unfortunately this causes us to leak memory on reload, unsure of a way around this rn
			ModConVar* convar = new ModConVar;
			convar->Name = convarObj["Name"].GetString();
			convar->DefaultValue = convarObj["DefaultValue"].GetString();

			if (convarObj.HasMember("HelpString"))
				convar->HelpString = convarObj["HelpString"].GetString();
			else
				convar->HelpString = "";

			// todo: could possibly parse FCVAR names here instead, would be easier
			if (convarObj.HasMember("Flags"))
				convar->Flags = convarObj["Flags"].GetInt();
			else
				convar->Flags = FCVAR_NONE;

			ConVars.push_back(convar);
		}
	}

	// mod scripts
	if (modJson.HasMember("Scripts") && modJson["Scripts"].IsArray())
	{
		for (auto& scriptObj : modJson["Scripts"].GetArray())
		{
			if (!scriptObj.IsObject() || !scriptObj.HasMember("Path") || !scriptObj.HasMember("RunOn"))
				continue;
			
			ModScript script;

			script.Path = scriptObj["Path"].GetString();
			script.RsonRunOn = scriptObj["RunOn"].GetString();

			if (scriptObj.HasMember("ServerCallback") && scriptObj["ServerCallback"].IsObject())
			{
				ModScriptCallback callback;
				callback.Context = ScriptContext::SERVER;

				if (scriptObj["ServerCallback"].HasMember("Before") && scriptObj["ServerCallback"]["Before"].IsString())
					callback.BeforeCallback = scriptObj["ServerCallback"]["Before"].GetString();

				if (scriptObj["ServerCallback"].HasMember("After") && scriptObj["ServerCallback"]["After"].IsString())
					callback.AfterCallback = scriptObj["ServerCallback"]["After"].GetString();
			
				script.Callbacks.push_back(callback);
			}

			if (scriptObj.HasMember("ClientCallback") && scriptObj["ClientCallback"].IsObject())
			{
				ModScriptCallback callback;
				callback.Context = ScriptContext::CLIENT;

				if (scriptObj["ClientCallback"].HasMember("Before") && scriptObj["ClientCallback"]["Before"].IsString())
					callback.BeforeCallback = scriptObj["ClientCallback"]["Before"].GetString();

				if (scriptObj["ClientCallback"].HasMember("After") && scriptObj["ClientCallback"]["After"].IsString())
					callback.AfterCallback = scriptObj["ClientCallback"]["After"].GetString();

				script.Callbacks.push_back(callback);
			}

			if (scriptObj.HasMember("UICallback") && scriptObj["UICallback"].IsObject())
			{
				ModScriptCallback callback;
				callback.Context = ScriptContext::UI;

				if (scriptObj["UICallback"].HasMember("Before") && scriptObj["UICallback"]["Before"].IsString())
					callback.BeforeCallback = scriptObj["UICallback"]["Before"].GetString();

				if (scriptObj["UICallback"].HasMember("After") && scriptObj["UICallback"]["After"].IsString())
					callback.AfterCallback = scriptObj["UICallback"]["After"].GetString();

				script.Callbacks.push_back(callback);
			}

			Scripts.push_back(script);
		}
	}

	if (modJson.HasMember("Localisation") && modJson["Localisation"].IsArray())
	{
		for (auto& localisationStr : modJson["Localisation"].GetArray())
		{
			if (!localisationStr.IsString())
				continue;

			LocalisationFiles.push_back(localisationStr.GetString());
		}
	}

	wasReadSuccessfully = true;
}

ModManager::ModManager()
{
	// precaculated string hashes
	// note: use backslashes for these, since we use lexically_normal for file paths which uses them
	m_hScriptsRsonHash = std::hash<std::string>{}("scripts\\vscripts\\scripts.rson");
	m_hPdefHash = std::hash<std::string>{}("cfg\\server\\persistent_player_data_version_231.pdef"); // this can have multiple versions, but we use 231 so that's what we hash

	LoadMods();
}

void ModManager::LoadMods()
{
	if (m_hasLoadedMods)
		UnloadMods();

	std::vector<fs::path> modDirs;

	// ensure dirs exist
	fs::remove_all(COMPILED_ASSETS_PATH);
	fs::create_directories(MOD_FOLDER_PATH);

	// read enabled mods cfg
	std::ifstream enabledModsStream("R2Northstar/enabledmods.json");
	std::stringstream enabledModsStringStream;

	if (!enabledModsStream.fail())
	{
		while (enabledModsStream.peek() != EOF)
			enabledModsStringStream << (char)enabledModsStream.get();

		enabledModsStream.close();
		m_enabledModsCfg.Parse<rapidjson::ParseFlag::kParseCommentsFlag | rapidjson::ParseFlag::kParseTrailingCommasFlag>(enabledModsStringStream.str().c_str());
		
		m_hasEnabledModsCfg = m_enabledModsCfg.IsObject();
	}

	// get mod directories
	for (fs::directory_entry dir : fs::directory_iterator(MOD_FOLDER_PATH))
		if (fs::exists(dir.path() / "mod.json"))
			modDirs.push_back(dir.path());

	for (fs::path modDir : modDirs)
	{
		// read mod json file
		std::ifstream jsonStream(modDir / "mod.json");
		std::stringstream jsonStringStream;
		
		// fail if no mod json
		if (jsonStream.fail())
		{
			spdlog::warn("Mod {} has a directory but no mod.json", modDir.string());
			continue;
		}

		while (jsonStream.peek() != EOF)
			jsonStringStream << (char)jsonStream.get();

		jsonStream.close();
	
		Mod mod(modDir, (char*)jsonStringStream.str().c_str());

		if (m_hasEnabledModsCfg && m_enabledModsCfg.HasMember(mod.Name.c_str()))
			mod.Enabled = m_enabledModsCfg[mod.Name.c_str()].IsTrue();
		else
			mod.Enabled = true;

		if (mod.wasReadSuccessfully)
		{
			spdlog::info("Loaded mod {} successfully", mod.Name);
			if (mod.Enabled)
				spdlog::info("Mod {} is enabled", mod.Name);
			else
				spdlog::info("Mod {} is disabled", mod.Name);

			m_loadedMods.push_back(mod);
		}
		else
			spdlog::warn("Skipping loading mod file {}", (modDir / "mod.json").string());
	}

	// sort by load prio, lowest-highest
	std::sort(m_loadedMods.begin(), m_loadedMods.end(), [](Mod& a, Mod& b) {
		return a.LoadPriority < b.LoadPriority;
	});

	for (Mod& mod : m_loadedMods)
	{
		if (!mod.Enabled)
			continue;

		// register convars
		// for reloads, this is sorta barebones, when we have a good findconvar method, we could probably reset flags and stuff on preexisting convars
		// note: we don't delete convars if they already exist because they're used for script stuff, unfortunately this causes us to leak memory on reload, but not much, potentially find a way to not do this at some point
		for (ModConVar* convar : mod.ConVars)
			if (g_CustomConvars.find(convar->Name) == g_CustomConvars.end()) // make sure convar isn't registered yet, unsure if necessary but idk what behaviour is for defining same convar multiple times
				RegisterConVar(convar->Name.c_str(), convar->DefaultValue.c_str(), convar->Flags, convar->HelpString.c_str());

		// read vpk paths
		if (fs::exists(mod.ModDirectory / "vpk"))
		{
			for (fs::directory_entry file : fs::directory_iterator(mod.ModDirectory / "vpk"))
			{
				// a bunch of checks to make sure we're only adding dir vpks and their paths are good
				// note: the game will literally only load vpks with the english prefix
				if (fs::is_regular_file(file) && file.path().extension() == ".vpk" && 
					file.path().string().find("english") != std::string::npos && file.path().string().find(".bsp.pak000_dir") != std::string::npos)
				{
					std::string formattedPath = file.path().filename().string();

					// this really fucking sucks but it'll work
					std::string vpkName = (file.path().parent_path() / formattedPath.substr(strlen("english"), formattedPath.find(".bsp") - 3)).string();
					mod.Vpks.push_back(vpkName);
				
					if (m_hasLoadedMods)
						(*g_Filesystem)->m_vtable->MountVPK(*g_Filesystem, vpkName.c_str());
				}
			}
		}
			
		// read keyvalues paths
		if (fs::exists(mod.ModDirectory / "keyvalues"))
		{
			for (fs::directory_entry file : fs::recursive_directory_iterator(mod.ModDirectory / "keyvalues"))
			{
				if (fs::is_regular_file(file))
				{
					std::string kvStr = file.path().lexically_relative(mod.ModDirectory / "keyvalues").lexically_normal().string();
					mod.KeyValues.insert(std::make_pair(std::hash<std::string>{}(kvStr), kvStr));
				}
			}
		}

		// read pdiff
		if (fs::exists(mod.ModDirectory / "mod.pdiff"))
		{
			std::ifstream pdiffStream(mod.ModDirectory / "mod.pdiff");

			if (!pdiffStream.fail())
			{
				std::stringstream pdiffStringStream;
				while (pdiffStream.peek() != EOF)
					pdiffStringStream << (char)pdiffStream.get();

				pdiffStream.close();

				mod.Pdiff = pdiffStringStream.str();
			}
		}
	}

	// in a seperate loop because we register mod files in reverse order, since mods loaded later should have their files prioritised
	for (int i = m_loadedMods.size() - 1; i > -1; i--)
	{
		if (!m_loadedMods[i].Enabled)
			continue;

		if (fs::exists(m_loadedMods[i].ModDirectory / MOD_OVERRIDE_DIR))
		{
			for (fs::directory_entry file : fs::recursive_directory_iterator(m_loadedMods[i].ModDirectory / MOD_OVERRIDE_DIR))
			{
				fs::path path = file.path().lexically_relative(m_loadedMods[i].ModDirectory / MOD_OVERRIDE_DIR).lexically_normal();

				if (file.is_regular_file() && m_modFiles.find(path.string()) == m_modFiles.end())
				{
					ModOverrideFile modFile;
					modFile.owningMod = &m_loadedMods[i];
					modFile.path = path;
					m_modFiles.insert(std::make_pair(path.string(), modFile));
				}
			}
		}
	}

	m_hasLoadedMods = true;
}

void ModManager::UnloadMods()
{
	// clean up stuff from mods before we unload
	m_modFiles.clear();
	fs::remove_all(COMPILED_ASSETS_PATH);

	if (!m_hasEnabledModsCfg)
		m_enabledModsCfg.SetObject();

	for (Mod& mod : m_loadedMods)
	{	
		// remove all built kvs
		for (std::pair<size_t, std::string> kvPaths : mod.KeyValues)
			fs::remove(COMPILED_ASSETS_PATH / fs::path(kvPaths.second).lexically_relative(mod.ModDirectory));

		mod.KeyValues.clear();

		// write to m_enabledModsCfg
		// should we be doing this here or should scripts be doing this manually?
		// main issue with doing this here is when we reload mods for connecting to a server, we write enabled mods, which isn't necessarily what we wanna do
		if (!m_enabledModsCfg.HasMember(mod.Name.c_str()))
			m_enabledModsCfg.AddMember(rapidjson::StringRef(mod.Name.c_str()), rapidjson::Value(false), m_enabledModsCfg.GetAllocator());

		m_enabledModsCfg[mod.Name.c_str()].SetBool(mod.Enabled);
	}

	std::ofstream writeStream("R2Northstar/enabledmods.json");
	rapidjson::OStreamWrapper writeStreamWrapper(writeStream);
	rapidjson::Writer<rapidjson::OStreamWrapper> writer(writeStreamWrapper);
	m_enabledModsCfg.Accept(writer);

	// do we need to dealloc individual entries in m_loadedMods? idk, rework
	m_loadedMods.clear();
}

void ModManager::CompileAssetsForFile(const char* filename)
{
	size_t fileHash = std::hash<std::string>{}(fs::path(filename).lexically_normal().string());

	if (fileHash == m_hScriptsRsonHash)
		BuildScriptsRson();
	else if (fileHash == m_hPdefHash)
		BuildPdef();
	else
	{
		// check if we should build keyvalues, depending on whether any of our mods have patch kvs for this file
		for (Mod& mod : m_loadedMods)
		{
			if (!mod.Enabled)
				continue;

			if (mod.KeyValues.find(fileHash) != mod.KeyValues.end())
			{
				TryBuildKeyValues(filename);
				return;
			}
		}
	}
}

void ReloadModsCommand(const CCommand& args)
{
	g_ModManager->LoadMods();
}

void InitialiseModManager(HMODULE baseAddress)
{
	g_ModManager = new ModManager;

	RegisterConCommand("reload_mods", ReloadModsCommand, "idk", FCVAR_NONE);
}