using System;
using System.Collections.Generic;
using System.Linq;
using StardewModdingAPI.Internal.ConsoleWriting;

namespace StardewModdingAPI.Framework.Models
{
    /// <summary>The SMAPI configuration settings.</summary>
    internal class SConfig
    {
        /********
        ** Fields
        ********/
        /// <summary>The default config values, for fields that should be logged if different.</summary>
        private static readonly IDictionary<string, object> DefaultValues = new Dictionary<string, object>
        {
            [nameof(CheckForUpdates)] = true,
            [nameof(ParanoidWarnings)] = Constants.IsDebugBuild,
            [nameof(UseBetaChannel)] = Constants.ApiVersion.IsPrerelease(),
            [nameof(GitHubProjectName)] = "Pathoschild/SMAPI",
            [nameof(WebApiBaseUrl)] = "https://smapi.io/api/",
            [nameof(VerboseLogging)] = false,
            [nameof(LogNetworkTraffic)] = false,
            [nameof(RewriteMods)] = true,
            [nameof(AggressiveMemoryOptimizations)] = false,
            [nameof(UsePintail)] = true
        };

        /// <summary>The default values for <see cref="SuppressUpdateChecks"/>, to log changes if different.</summary>
        private static readonly HashSet<string> DefaultSuppressUpdateChecks = new(StringComparer.OrdinalIgnoreCase)
        {
            "SMAPI.ConsoleCommands",
            "SMAPI.ErrorHandler",
            "SMAPI.SaveBackup"
        };


        /********
        ** Accessors
        ********/
        /// <summary>Whether to enable development features.</summary>
        public bool DeveloperMode { get; private set; }

        /// <summary>Whether to check for newer versions of SMAPI and mods on startup.</summary>
        public bool CheckForUpdates { get; }

        /// <summary>Whether to add a section to the 'mod issues' list for mods which which directly use potentially sensitive .NET APIs like file or shell access.</summary>
        public bool ParanoidWarnings { get; }

        /// <summary>Whether to show beta versions as valid updates.</summary>
        public bool UseBetaChannel { get; }

        /// <summary>SMAPI's GitHub project name, used to perform update checks.</summary>
        public string GitHubProjectName { get; }

        /// <summary>The base URL for SMAPI's web API, used to perform update checks.</summary>
        public string WebApiBaseUrl { get; }

        /// <summary>Whether SMAPI should log more information about the game context.</summary>
        public bool VerboseLogging { get; }

        /// <summary>Whether SMAPI should rewrite mods for compatibility.</summary>
        public bool RewriteMods { get; }

        /// <summary>Whether to enable more aggressive memory optimizations.</summary>
        public bool AggressiveMemoryOptimizations { get; }

        /// <summary>Whether to use the experimental Pintail API proxying library, instead of the original proxying built into SMAPI itself.</summary>
        public bool UsePintail { get; }

        /// <summary>Whether SMAPI should log network traffic. Best combined with <see cref="VerboseLogging"/>, which includes network metadata.</summary>
        public bool LogNetworkTraffic { get; }

        /// <summary>The colors to use for text written to the SMAPI console.</summary>
        public ColorSchemeConfig ConsoleColors { get; }

        /// <summary>The mod IDs SMAPI should ignore when performing update checks or validating update keys.</summary>
        public string[] SuppressUpdateChecks { get; }


        /********
        ** Public methods
        ********/
        /// <summary>Construct an instance.</summary>
        /// <param name="developerMode">Whether to enable development features.</param>
        /// <param name="checkForUpdates">Whether to check for newer versions of SMAPI and mods on startup.</param>
        /// <param name="paranoidWarnings">Whether to add a section to the 'mod issues' list for mods which which directly use potentially sensitive .NET APIs like file or shell access.</param>
        /// <param name="useBetaChannel">Whether to show beta versions as valid updates.</param>
        /// <param name="gitHubProjectName">SMAPI's GitHub project name, used to perform update checks.</param>
        /// <param name="webApiBaseUrl">The base URL for SMAPI's web API, used to perform update checks.</param>
        /// <param name="verboseLogging">Whether SMAPI should log more information about the game context.</param>
        /// <param name="rewriteMods">Whether SMAPI should rewrite mods for compatibility.</param>
        /// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param>
        /// <param name="usePintail">Whether to use the experimental Pintail API proxying library, instead of the original proxying built into SMAPI itself.</param>
        /// <param name="logNetworkTraffic">Whether SMAPI should log network traffic.</param>
        /// <param name="consoleColors">The colors to use for text written to the SMAPI console.</param>
        /// <param name="suppressUpdateChecks">The mod IDs SMAPI should ignore when performing update checks or validating update keys.</param>
        public SConfig(bool developerMode, bool checkForUpdates, bool? paranoidWarnings, bool? useBetaChannel, string gitHubProjectName, string webApiBaseUrl, bool verboseLogging, bool? rewriteMods, bool? aggressiveMemoryOptimizations, bool usePintail, bool logNetworkTraffic, ColorSchemeConfig consoleColors, string[]? suppressUpdateChecks)
        {
            this.DeveloperMode = developerMode;
            this.CheckForUpdates = checkForUpdates;
            this.ParanoidWarnings = paranoidWarnings ?? (bool)SConfig.DefaultValues[nameof(SConfig.ParanoidWarnings)];
            this.UseBetaChannel = useBetaChannel ?? (bool)SConfig.DefaultValues[nameof(SConfig.UseBetaChannel)];
            this.GitHubProjectName = gitHubProjectName;
            this.WebApiBaseUrl = webApiBaseUrl;
            this.VerboseLogging = verboseLogging;
            this.RewriteMods = rewriteMods ?? (bool)SConfig.DefaultValues[nameof(SConfig.RewriteMods)];
            this.AggressiveMemoryOptimizations = aggressiveMemoryOptimizations ?? (bool)SConfig.DefaultValues[nameof(SConfig.AggressiveMemoryOptimizations)];
            this.UsePintail = usePintail;
            this.LogNetworkTraffic = logNetworkTraffic;
            this.ConsoleColors = consoleColors;
            this.SuppressUpdateChecks = suppressUpdateChecks ?? Array.Empty<string>();
        }

        /// <summary>Override the value of <see cref="DeveloperMode"/>.</summary>
        /// <param name="value">The value to set.</param>
        public void OverrideDeveloperMode(bool value)
        {
            this.DeveloperMode = value;
        }

        /// <summary>Get the settings which have been customized by the player.</summary>
        public IDictionary<string, object?> GetCustomSettings()
        {
            Dictionary<string, object?> custom = new();

            foreach ((string? name, object defaultValue) in SConfig.DefaultValues)
            {
                object? value = typeof(SConfig).GetProperty(name)?.GetValue(this);
                if (!defaultValue.Equals(value))
                    custom[name] = value;
            }

            HashSet<string> curSuppressUpdateChecks = new(this.SuppressUpdateChecks, StringComparer.OrdinalIgnoreCase);
            if (SConfig.DefaultSuppressUpdateChecks.Count != curSuppressUpdateChecks.Count || SConfig.DefaultSuppressUpdateChecks.Any(p => !curSuppressUpdateChecks.Contains(p)))
                custom[nameof(this.SuppressUpdateChecks)] = "[" + string.Join(", ", this.SuppressUpdateChecks) + "]";

            return custom;
        }
    }
}