/*
 * Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

#ifndef _INSTANCESAVEMGR_H
#define _INSTANCESAVEMGR_H

#include "Define.h"
#include <ace/Singleton.h>
#include <ace/Thread_Mutex.h>
#include <list>
#include <map>
#include "UnorderedMap.h"
#include "DatabaseEnv.h"
#include "DBCEnums.h"
#include "ObjectDefines.h"

struct InstanceTemplate;
struct MapEntry;
class Player;
class Group;

/*
    Holds the information necessary for creating a new map for an existing instance
    Is referenced in three cases:
    - player-instance binds for solo players (not in group)
    - player-instance binds for permanent heroic/raid saves
    - group-instance binds (both solo and permanent) cache the player binds for the group leader
*/
class InstanceSave
{
    friend class InstanceSaveManager;
    public:
        /* Created either when:
           - any new instance is being generated
           - the first time a player bound to InstanceId logs in
           - when a group bound to the instance is loaded */
        InstanceSave(uint16 MapId, uint32 InstanceId, Difficulty difficulty, time_t resetTime, bool canReset);

        /* Unloaded when m_playerList and m_groupList become empty
           or when the instance is reset */
        ~InstanceSave();

        uint8 GetPlayerCount() const { return m_playerList.size(); }
        uint8 GetGroupCount() const { return m_groupList.size(); }

        /* A map corresponding to the InstanceId/MapId does not always exist.
        InstanceSave objects may be created on player logon but the maps are
        created and loaded only when a player actually enters the instance. */
        uint32 GetInstanceId() const { return m_instanceid; }
        uint32 GetMapId() const { return m_mapid; }

        /* Saved when the instance is generated for the first time */
        void SaveToDB();
        /* When the instance is being reset (permanently deleted) */
        void DeleteFromDB();

        /* for normal instances this corresponds to max(creature respawn time) + X hours
           for raid/heroic instances this caches the global respawn time for the map */
        time_t GetResetTime() const { return m_resetTime; }
        void SetResetTime(time_t resetTime) { m_resetTime = resetTime; }
        time_t GetResetTimeForDB();

        InstanceTemplate const* GetTemplate();
        MapEntry const* GetMapEntry();

        /* online players bound to the instance (perm/solo)
           does not include the members of the group unless they have permanent saves */
        void AddPlayer(Player* player) { TRINITY_GUARD(ACE_Thread_Mutex, _lock); m_playerList.push_back(player); }
        bool RemovePlayer(Player* player) { TRINITY_GUARD(ACE_Thread_Mutex, _lock); m_playerList.remove(player); return UnloadIfEmpty(); }
        /* all groups bound to the instance */
        void AddGroup(Group* group) { m_groupList.push_back(group); }
        bool RemoveGroup(Group* group) { m_groupList.remove(group); return UnloadIfEmpty(); }

        /* instances cannot be reset (except at the global reset time)
           if there are players permanently bound to it
           this is cached for the case when those players are offline */
        bool CanReset() const { return m_canReset; }
        void SetCanReset(bool canReset) { m_canReset = canReset; }

        /* currently it is possible to omit this information from this structure
           but that would depend on a lot of things that can easily change in future */
        Difficulty GetDifficulty() const { return m_difficulty; }

        typedef std::list<Player*> PlayerListType;
        typedef std::list<Group*> GroupListType;
    private:
        bool UnloadIfEmpty();
        /* the only reason the instSave-object links are kept is because
           the object-instSave links need to be broken at reset time
           TODO: maybe it's enough to just store the number of players/groups */
        PlayerListType m_playerList;
        GroupListType m_groupList;
        time_t m_resetTime;
        uint32 m_instanceid;
        uint32 m_mapid;
        Difficulty m_difficulty;
        bool m_canReset;

        ACE_Thread_Mutex _lock;
};

typedef UNORDERED_MAP<uint32 /*PAIR32(map, difficulty)*/, time_t /*resetTime*/> ResetTimeByMapDifficultyMap;

class InstanceSaveManager
{
    friend class ACE_Singleton<InstanceSaveManager, ACE_Thread_Mutex>;
    friend class InstanceSave;

    private:
        InstanceSaveManager() : lock_instLists(false) {};
        ~InstanceSaveManager();

    public:
        typedef UNORDERED_MAP<uint32 /*InstanceId*/, InstanceSave*> InstanceSaveHashMap;

        /* resetTime is a global propery of each (raid/heroic) map
           all instances of that map reset at the same time */
        struct InstResetEvent
        {
            uint8 type;
            Difficulty difficulty:8;
            uint16 mapid;
            uint16 instanceId;

            InstResetEvent() : type(0), difficulty(DUNGEON_DIFFICULTY_NORMAL), mapid(0), instanceId(0) {}
            InstResetEvent(uint8 t, uint32 _mapid, Difficulty d, uint16 _instanceid)
                : type(t), difficulty(d), mapid(_mapid), instanceId(_instanceid) {}
            bool operator == (const InstResetEvent& e) const { return e.instanceId == instanceId; }
        };
        typedef std::multimap<time_t /*resetTime*/, InstResetEvent> ResetTimeQueue;

        void LoadInstances();

        void LoadResetTimes();
        time_t GetResetTimeFor(uint32 mapid, Difficulty d) const
        {
            ResetTimeByMapDifficultyMap::const_iterator itr  = m_resetTimeByMapDifficulty.find(MAKE_PAIR32(mapid, d));
            return itr != m_resetTimeByMapDifficulty.end() ? itr->second : 0;
        }

        void SetResetTimeFor(uint32 mapid, Difficulty d, time_t t)
        {
            m_resetTimeByMapDifficulty[MAKE_PAIR32(mapid, d)] = t;
        }

        ResetTimeByMapDifficultyMap const& GetResetTimeMap() const
        {
            return m_resetTimeByMapDifficulty;
        }
        void ScheduleReset(bool add, time_t time, InstResetEvent event);

        void Update();

        InstanceSave* AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime,
            bool canReset, bool load = false);
        void RemoveInstanceSave(uint32 InstanceId);
        static void DeleteInstanceFromDB(uint32 instanceid);

        InstanceSave* GetInstanceSave(uint32 InstanceId);

        /* statistics */
        uint32 GetNumInstanceSaves() { return m_instanceSaveById.size(); }
        uint32 GetNumBoundPlayersTotal();
        uint32 GetNumBoundGroupsTotal();

    protected:
        static uint16 ResetTimeDelay[];

    private:
        void _ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, time_t resetTime);
        void _ResetInstance(uint32 mapid, uint32 instanceId);
        void _ResetSave(InstanceSaveHashMap::iterator &itr);
        // used during global instance resets
        bool lock_instLists;
        // fast lookup by instance id
        InstanceSaveHashMap m_instanceSaveById;
        // fast lookup for reset times (always use existed functions for access/set)
        ResetTimeByMapDifficultyMap m_resetTimeByMapDifficulty;
        ResetTimeQueue m_resetTimeQueue;
};

#define sInstanceSaveMgr ACE_Singleton<InstanceSaveManager, ACE_Thread_Mutex>::instance()
#endif
