/**************************************************************************/
/*  editor_network_profiler.h                                             */
/**************************************************************************/
/*                         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.                  */
/*                                                                        */
/* 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  */
/* the following conditions:                                              */
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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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/**************************************************************************/

#ifndef EDITOR_NETWORK_PROFILER_H
#define EDITOR_NETWORK_PROFILER_H

#include "../multiplayer_debugger.h"

#include "scene/debugger/scene_debugger.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/label.h"
#include "scene/gui/split_container.h"
#include "scene/gui/tree.h"

class EditorNetworkProfiler : public VBoxContainer {
	GDCLASS(EditorNetworkProfiler, VBoxContainer)

public:
	struct NodeInfo {
		ObjectID id;
		String type;
		String path;

		NodeInfo() {}
		NodeInfo(const ObjectID &p_id) {
			id = p_id;
			path = String::num_int64(p_id);
		}
	};

private:
	using RPCNodeInfo = MultiplayerDebugger::RPCNodeInfo;
	using SyncInfo = MultiplayerDebugger::SyncInfo;

	bool dirty = false;
	Timer *refresh_timer = nullptr;
	Button *activate = nullptr;
	Button *clear_button = nullptr;
	Tree *counters_display = nullptr;
	LineEdit *incoming_bandwidth_text = nullptr;
	LineEdit *outgoing_bandwidth_text = nullptr;
	Tree *replication_display = nullptr;

	HashMap<ObjectID, RPCNodeInfo> rpc_data;
	HashMap<ObjectID, SyncInfo> sync_data;
	HashMap<ObjectID, NodeInfo> node_data;
	HashSet<ObjectID> missing_node_data;

	struct ThemeCache {
		Ref<Texture2D> node_icon;
		Ref<Texture2D> stop_icon;
		Ref<Texture2D> play_icon;
		Ref<Texture2D> clear_icon;

		Ref<Texture2D> multiplayer_synchronizer_icon;
		Ref<Texture2D> instance_options_icon;

		Ref<Texture2D> incoming_bandwidth_icon;
		Ref<Texture2D> outgoing_bandwidth_icon;

		Color incoming_bandwidth_color;
		Color outgoing_bandwidth_color;
	} theme_cache;

	void _activate_pressed();
	void _clear_pressed();
	void _refresh();
	void _replication_button_clicked(TreeItem *p_item, int p_column, int p_idx, MouseButton p_button);

protected:
	virtual void _update_theme_item_cache() override;

	void _notification(int p_what);
	static void _bind_methods();

public:
	void refresh_rpc_data();
	void refresh_replication_data();

	Array pop_missing_node_data();
	void add_node_data(const NodeInfo &p_info);
	void add_rpc_frame_data(const RPCNodeInfo &p_frame);
	void add_sync_frame_data(const SyncInfo &p_frame);
	void set_bandwidth(int p_incoming, int p_outgoing);
	bool is_profiling();

	EditorNetworkProfiler();
};

#endif // EDITOR_NETWORK_PROFILER_H