/*
Minetest
Copyright (C) 2013-22 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "mod_configuration.h"
#include "log.h"
#include "settings.h"
#include "filesys.h"
#include "gettext.h"
#include "exceptions.h"
#include "util/numeric.h"
#include <algorithm>

std::string ModConfiguration::getUnsatisfiedModsError() const
{
	std::ostringstream error;
	error << gettext("Some mods have unsatisfied dependencies:") << std::endl;

	for (const ModSpec &mod : m_unsatisfied_mods) {
		//~ Error when a mod is missing dependencies. Ex: "Mod Title is missing: mod1, mod2, mod3"
		error << " - " << fmtgettext("%s is missing:", mod.name.c_str());
		for (const std::string &unsatisfied_depend : mod.unsatisfied_depends)
			error << " " << unsatisfied_depend;
		error << "\n";
	}

	error << "\n"
		<< gettext("Install and enable the required mods, or disable the mods causing errors.") << "\n"
		<< gettext("Note: this may be caused by a dependency cycle, in which case try updating the mods.");

	return error.str();
}

void ModConfiguration::addModsInPath(const std::string &path, const std::string &virtual_path)
{
	addMods(flattenMods(getModsInPath(path, virtual_path)));
}

void ModConfiguration::addMods(const std::vector<ModSpec> &new_mods)
{
	// Maintain a map of all existing m_unsatisfied_mods.
	// Keys are mod names and values are indices into m_unsatisfied_mods.
	std::map<std::string, u32> existing_mods;
	for (u32 i = 0; i < m_unsatisfied_mods.size(); ++i) {
		existing_mods[m_unsatisfied_mods[i].name] = i;
	}

	// Add new mods
	for (int want_from_modpack = 1; want_from_modpack >= 0; --want_from_modpack) {
		// First iteration:
		// Add all the mods that come from modpacks
		// Second iteration:
		// Add all the mods that didn't come from modpacks

		std::set<std::string> seen_this_iteration;

		for (const ModSpec &mod : new_mods) {
			if (mod.part_of_modpack != (bool)want_from_modpack)
				continue;

			if (existing_mods.count(mod.name) == 0) {
				// GOOD CASE: completely new mod.
				m_unsatisfied_mods.push_back(mod);
				existing_mods[mod.name] = m_unsatisfied_mods.size() - 1;
			} else if (seen_this_iteration.count(mod.name) == 0) {
				// BAD CASE: name conflict in different levels.
				u32 oldindex = existing_mods[mod.name];
				const ModSpec &oldmod = m_unsatisfied_mods[oldindex];
				warningstream << "Mod name conflict detected: \""
						<< mod.name << "\"" << std::endl
						<< "Will not load: " << oldmod.path
						<< std::endl
						<< "Overridden by: " << mod.path
						<< std::endl;
				m_unsatisfied_mods[oldindex] = mod;

				// If there was a "VERY BAD CASE" name conflict
				// in an earlier level, ignore it.
				m_name_conflicts.erase(mod.name);
			} else {
				// VERY BAD CASE: name conflict in the same level.
				u32 oldindex = existing_mods[mod.name];
				const ModSpec &oldmod = m_unsatisfied_mods[oldindex];
				warningstream << "Mod name conflict detected: \""
						<< mod.name << "\"" << std::endl
						<< "Will not load: " << oldmod.path
						<< std::endl
						<< "Will not load: " << mod.path
						<< std::endl;
				m_unsatisfied_mods[oldindex] = mod;
				m_name_conflicts.insert(mod.name);
			}

			seen_this_iteration.insert(mod.name);
		}
	}
}

void ModConfiguration::addGameMods(const SubgameSpec &gamespec)
{
	std::string game_virtual_path;
	game_virtual_path.append("games/").append(gamespec.id).append("/mods");
	addModsInPath(gamespec.gamemods_path, game_virtual_path);
}

void ModConfiguration::addModsFromConfig(
		const std::string &settings_path,
		const std::unordered_map<std::string, std::string> &modPaths)
{
	Settings conf;
	std::unordered_map<std::string, std::string> load_mod_names;

	conf.readConfigFile(settings_path.c_str());
	std::vector<std::string> names = conf.getNames();
	for (const std::string &name : names) {
		const auto &value = conf.get(name);
		if (name.compare(0, 9, "load_mod_") == 0 && value != "false" &&
				value != "nil")
			load_mod_names[name.substr(9)] = value;
	}

	// List of enabled non-game non-world mods
	std::vector<ModSpec> addon_mods;

	// Map of modname to a list candidate mod paths. Used to list
	// alternatives if a particular mod cannot be found.
	std::unordered_map<std::string, std::vector<std::string>> candidates;

	/*
	 * Iterate through all installed mods except game mods and world mods
	 *
	 * If the mod is enabled, add it to `addon_mods`. *
	 *
	 * Alternative candidates for a modname are stored in `candidates`,
	 * and used in an error message later.
	 *
	 * If not enabled, add `load_mod_modname = false` to world.mt
	 */
	for (const auto &modPath : modPaths) {
		std::vector<ModSpec> addon_mods_in_path = flattenMods(getModsInPath(modPath.second, modPath.first));
		for (const auto &mod : addon_mods_in_path) {
			const auto &pair = load_mod_names.find(mod.name);
			if (pair != load_mod_names.end()) {
				if (is_yes(pair->second) || pair->second == mod.virtual_path) {
					addon_mods.push_back(mod);
				} else {
					candidates[pair->first].emplace_back(mod.virtual_path);
				}
			} else {
				conf.setBool("load_mod_" + mod.name, false);
			}
		}
	}
	conf.updateConfigFile(settings_path.c_str());

	addMods(addon_mods);

	// Remove all loaded mods from `load_mod_names`
	// NB: as deps have not yet been resolved, `m_unsatisfied_mods` will contain all mods.
	for (const ModSpec &mod : m_unsatisfied_mods)
		load_mod_names.erase(mod.name);

	// Complain about mods declared to be loaded, but not found
	if (!load_mod_names.empty()) {
		errorstream << "The following mods could not be found:";
		for (const auto &pair : load_mod_names)
			errorstream << " \"" << pair.first << "\"";
		errorstream << std::endl;

		for (const auto &pair : load_mod_names) {
			const auto &candidate = candidates.find(pair.first);
			if (candidate != candidates.end()) {
				errorstream << "Unable to load " << pair.first << " as the specified path "
							<< pair.second << " could not be found. "
							<< "However, it is available in the following locations:"
							<< std::endl;
				for (const auto &path : candidate->second) {
					errorstream << " - " << path << std::endl;
				}
			}
		}
	}
}

void ModConfiguration::checkConflictsAndDeps()
{
	// report on name conflicts
	if (!m_name_conflicts.empty()) {
		std::string s = "Unresolved name conflicts for mods ";

		bool add_comma = false;
		for (const auto& it : m_name_conflicts) {
			if (add_comma)
				s.append(", ");
			s.append("\"").append(it).append("\"");
			add_comma = true;
		}
		s.append(".");

		throw ModError(s);
	}

	// get the mods in order
	resolveDependencies();
}

void ModConfiguration::resolveDependencies()
{
	// Step 1: Compile a list of the mod names we're working with
	std::set<std::string> modnames;
	for (const ModSpec &mod : m_unsatisfied_mods) {
		modnames.insert(mod.name);
	}

	// Step 1.5 (optional): shuffle unsatisfied mods so non declared depends get found by their devs
	if (g_settings->getBool("random_mod_load_order")) {
		MyRandGenerator rg;
		std::shuffle(m_unsatisfied_mods.begin(),
			m_unsatisfied_mods.end(),
			rg
		);
	}

	// Step 2: get dependencies (including optional dependencies)
	// of each mod, split mods into satisfied and unsatisfied
	std::vector<ModSpec> satisfied;
	std::list<ModSpec> unsatisfied;
	for (ModSpec mod : m_unsatisfied_mods) {
		mod.unsatisfied_depends = mod.depends;
		// check which optional dependencies actually exist
		for (const std::string &optdep : mod.optdepends) {
			if (modnames.count(optdep) != 0)
				mod.unsatisfied_depends.insert(optdep);
		}
		// if a mod has no depends it is initially satisfied
		if (mod.unsatisfied_depends.empty())
			satisfied.push_back(mod);
		else
			unsatisfied.push_back(mod);
	}

	// Step 3: mods without unmet dependencies can be appended to
	// the sorted list.
	while (!satisfied.empty()) {
		ModSpec mod = satisfied.back();
		m_sorted_mods.push_back(mod);
		satisfied.pop_back();
		for (auto it = unsatisfied.begin(); it != unsatisfied.end();) {
			ModSpec &mod2 = *it;
			mod2.unsatisfied_depends.erase(mod.name);
			if (mod2.unsatisfied_depends.empty()) {
				satisfied.push_back(mod2);
				it = unsatisfied.erase(it);
			} else {
				++it;
			}
		}
	}

	// Step 4: write back list of unsatisfied mods
	m_unsatisfied_mods.assign(unsatisfied.begin(), unsatisfied.end());
}
