/*************************************************************************/
/*  scene_replication_config.cpp                                         */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/*************************************************************************/

#include "scene_replication_config.h"

#include "core/multiplayer/multiplayer_api.h"
#include "scene/main/node.h"

bool SceneReplicationConfig::_set(const StringName &p_name, const Variant &p_value) {
	String name = p_name;

	if (name.begins_with("properties/")) {
		int idx = name.get_slicec('/', 1).to_int();
		String what = name.get_slicec('/', 2);

		if (properties.size() == idx && what == "path") {
			ERR_FAIL_COND_V(p_value.get_type() != Variant::NODE_PATH, false);
			NodePath path = p_value;
			ERR_FAIL_COND_V(path.is_empty() || path.get_subname_count() == 0, false);
			add_property(path);
			return true;
		}
		ERR_FAIL_COND_V(p_value.get_type() != Variant::BOOL, false);
		ERR_FAIL_INDEX_V(idx, properties.size(), false);
		ReplicationProperty &prop = properties[idx];
		if (what == "sync") {
			prop.sync = p_value;
			sync_props.push_back(prop.name);
			return true;
		} else if (what == "spawn") {
			prop.spawn = p_value;
			spawn_props.push_back(prop.name);
			return true;
		}
	}
	return false;
}

bool SceneReplicationConfig::_get(const StringName &p_name, Variant &r_ret) const {
	String name = p_name;

	if (name.begins_with("properties/")) {
		int idx = name.get_slicec('/', 1).to_int();
		String what = name.get_slicec('/', 2);
		ERR_FAIL_INDEX_V(idx, properties.size(), false);
		const ReplicationProperty &prop = properties[idx];
		if (what == "path") {
			r_ret = prop.name;
			return true;
		} else if (what == "sync") {
			r_ret = prop.sync;
			return true;
		} else if (what == "spawn") {
			r_ret = prop.spawn;
			return true;
		}
	}
	return false;
}

void SceneReplicationConfig::_get_property_list(List<PropertyInfo> *p_list) const {
	for (int i = 0; i < properties.size(); i++) {
		p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/path", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
		p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/spawn", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
		p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/sync", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
	}
}

TypedArray<NodePath> SceneReplicationConfig::get_properties() const {
	TypedArray<NodePath> paths;
	for (const ReplicationProperty &prop : properties) {
		paths.push_back(prop.name);
	}
	return paths;
}

void SceneReplicationConfig::add_property(const NodePath &p_path, int p_index) {
	ERR_FAIL_COND(properties.find(p_path));

	if (p_index < 0 || p_index == properties.size()) {
		properties.push_back(ReplicationProperty(p_path));
		return;
	}

	ERR_FAIL_INDEX(p_index, properties.size());

	List<ReplicationProperty>::Element *I = properties.front();
	int c = 0;
	while (c < p_index) {
		I = I->next();
		c++;
	}
	properties.insert_before(I, ReplicationProperty(p_path));
}

void SceneReplicationConfig::remove_property(const NodePath &p_path) {
	properties.erase(p_path);
}

int SceneReplicationConfig::property_get_index(const NodePath &p_path) const {
	for (int i = 0; i < properties.size(); i++) {
		if (properties[i].name == p_path) {
			return i;
		}
	}
	ERR_FAIL_V(-1);
}

bool SceneReplicationConfig::property_get_spawn(const NodePath &p_path) {
	List<ReplicationProperty>::Element *E = properties.find(p_path);
	ERR_FAIL_COND_V(!E, false);
	return E->get().spawn;
}

void SceneReplicationConfig::property_set_spawn(const NodePath &p_path, bool p_enabled) {
	List<ReplicationProperty>::Element *E = properties.find(p_path);
	ERR_FAIL_COND(!E);
	if (E->get().spawn == p_enabled) {
		return;
	}
	E->get().spawn = p_enabled;
	spawn_props.clear();
	for (const ReplicationProperty &prop : properties) {
		if (prop.spawn) {
			spawn_props.push_back(p_path);
		}
	}
}

bool SceneReplicationConfig::property_get_sync(const NodePath &p_path) {
	List<ReplicationProperty>::Element *E = properties.find(p_path);
	ERR_FAIL_COND_V(!E, false);
	return E->get().sync;
}

void SceneReplicationConfig::property_set_sync(const NodePath &p_path, bool p_enabled) {
	List<ReplicationProperty>::Element *E = properties.find(p_path);
	ERR_FAIL_COND(!E);
	if (E->get().sync == p_enabled) {
		return;
	}
	E->get().sync = p_enabled;
	sync_props.clear();
	for (const ReplicationProperty &prop : properties) {
		if (prop.sync) {
			sync_props.push_back(p_path);
		}
	}
}

void SceneReplicationConfig::_bind_methods() {
	ClassDB::bind_method(D_METHOD("get_properties"), &SceneReplicationConfig::get_properties);
	ClassDB::bind_method(D_METHOD("add_property", "path", "index"), &SceneReplicationConfig::add_property, DEFVAL(-1));
	ClassDB::bind_method(D_METHOD("remove_property", "path"), &SceneReplicationConfig::remove_property);
	ClassDB::bind_method(D_METHOD("property_get_index", "path"), &SceneReplicationConfig::property_get_index);
	ClassDB::bind_method(D_METHOD("property_get_spawn", "path"), &SceneReplicationConfig::property_get_spawn);
	ClassDB::bind_method(D_METHOD("property_set_spawn", "path", "enabled"), &SceneReplicationConfig::property_set_spawn);
	ClassDB::bind_method(D_METHOD("property_get_sync", "path"), &SceneReplicationConfig::property_get_sync);
	ClassDB::bind_method(D_METHOD("property_set_sync", "path", "enabled"), &SceneReplicationConfig::property_set_sync);
}