/*=========================================================================

   Library: iMSTK

   Copyright (c) Kitware, Inc. & Center for Modeling, Simulation,
   & Imaging in Medicine, Rensselaer Polytechnic Institute.

   Licensed under the Apache License, Version 2.0 (the "License");
   you may not use this file except in compliance with the License.
   You may obtain a copy of the License at

      http://www.apache.org/licenses/LICENSE-2.0.txt

   Unless required by applicable law or agreed to in writing, software
   distributed under the License is distributed on an "AS IS" BASIS,
   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
   See the License for the specific language governing permissions and
   limitations under the License.

=========================================================================*/

#include "imstkSimulationManager.h"
#include "imstkThreadManager.h"

#include <string>

#include "g3log/g3log.hpp"

namespace imstk
{
SimulationManager::SimulationManager(const SimulationManager::Mode mode, const bool enableVR)
{
    m_simulationMode = mode;

    // Init g3logger
    m_logUtil->createLogger("simulation", "./");

    if (mode == Mode::rendering)
    {
#ifdef iMSTK_USE_Vulkan
        m_viewer = std::make_shared<VulkanViewer>(this, enableVR);
#else

#ifdef iMSTK_ENABLE_VR
        m_viewer = std::make_shared<VTKViewer>(this, enableVR);
#else

        if (enableVR)
        {
            LOG(FATAL) << "Can not run VR simulation without iMSTK_ENABLE_VR";
        }
        m_viewer = std::make_shared<VTKViewer>(this, false);
#endif
#endif
    }
}

void
SimulationManager::setThreadPoolSize(const int nThreads)
{
    if (nThreads <= 0)
    {
        setOptimalThreadPoolSize();
    }
    else
    {
        ParallelUtils::ThreadManager::setThreadPoolSize(static_cast<size_t>(nThreads));
    }
}

void
SimulationManager::setOptimalThreadPoolSize()
{
    ParallelUtils::ThreadManager::setOptimalParallelism();
}

bool
SimulationManager::isSceneRegistered(const std::string& sceneName) const
{
    if (m_simulationMode != Mode::backend)
    {
        return m_sceneManagerMap.find(sceneName) != m_sceneManagerMap.end();
    }
    else
    {
        return m_sceneMap.find(sceneName) != m_sceneMap.end();
    }
}

std::shared_ptr<SceneManager>
SimulationManager::getSceneManager(const std::string& sceneName) const
{
    if (m_simulationMode == Mode::backend)
    {
        LOG(WARNING) << "The simulation manager is in backend mode. No scene managers are created!";
        return nullptr;
    }

    if (!this->isSceneRegistered(sceneName))
    {
        LOG(WARNING) << "No scene named '" << sceneName
                     << "' was registered in this simulation";
        return nullptr;
    }

    return m_sceneManagerMap.at(sceneName);
}

std::shared_ptr<imstk::SceneManager>
SimulationManager::getSceneManager(std::shared_ptr<Scene> scene) const
{
    if (!scene)
    {
        LOG(WARNING) << "SimulationManager::getSceneManager - Scene supplied is not valid!";
    }
    return this->getSceneManager(scene->getName());
}

std::shared_ptr<Scene>
SimulationManager::getScene(const std::string& sceneName) const
{
    if (m_simulationMode != Mode::backend)
    {
        auto sceneManager = this->getSceneManager(sceneName);
        return sceneManager ? sceneManager->getScene() : nullptr;
    }
    else
    {
        return m_sceneMap.find(sceneName) != m_sceneMap.end() ? m_sceneMap.at(sceneName) : nullptr;
    }
}

std::shared_ptr<Scene>
SimulationManager::getActiveScene() const
{
    return this->getScene(m_activeSceneName);
}

std::shared_ptr<Scene>
SimulationManager::createNewScene(const std::string& newSceneName)
{
    if (this->isSceneRegistered(newSceneName))
    {
        LOG(WARNING) << "Can not create new scene: '" << newSceneName
                     << "' is already registered in this simulation\n"
                     << "You can create a new scene using an unique name";
        return nullptr;
    }

    auto newScene = std::make_shared<Scene>(newSceneName);
    if (m_simulationMode != Mode::backend)
    {
        m_sceneManagerMap[newScene->getName()] = std::make_shared<SceneManager>(newScene);
    }
    else
    {
        m_sceneMap[newScene->getName()] = newScene;
    }
    LOG(INFO) << "New scene added: " << newScene->getName();
    return newScene;
}

std::shared_ptr<Scene>
SimulationManager::createNewScene()
{
    int id = 0;
    if (m_simulationMode != Mode::backend)
    {
        id = (int)m_sceneMap.size() + 1;
    }
    else
    {
        id = (int)m_sceneManagerMap.size() + 1;
    }
    std::string newSceneName = "Scene_" + std::to_string(id);

    return this->createNewScene(newSceneName);
}

void
SimulationManager::addScene(std::shared_ptr<Scene> newScene)
{
    std::string newSceneName = newScene->getName();

    if (this->isSceneRegistered(newSceneName))
    {
        LOG(WARNING) << "Can not add scene: '" << newSceneName
                     << "' is already registered in this simulation\n"
                     << "Set this scene name to a unique name first";
        return;
    }
    if (m_simulationMode != Mode::backend)
    {
        m_sceneManagerMap[newSceneName] = std::make_shared<SceneManager>(newScene);
    }
    else
    {
        m_sceneMap[newSceneName] = newScene;
    }

    LOG(INFO) << "Scene added: " << newSceneName;
}

void
SimulationManager::removeScene(const std::string& sceneName)
{
    if (!this->isSceneRegistered(sceneName))
    {
        LOG(WARNING) << "No scene named '" << sceneName
                     << "' was registered in this simulation";
        return;
    }

    if (m_simulationMode != Mode::backend)
    {
        m_sceneManagerMap.erase(sceneName);
    }
    else
    {
        m_sceneMap.erase(sceneName);
    }

    m_sceneManagerMap.erase(sceneName);
    LOG(INFO) << "Scene removed: " << sceneName;
}

bool
SimulationManager::isModuleRegistered(const std::string& moduleName) const
{
    return m_modulesMap.find(moduleName) != m_modulesMap.end();
}

std::shared_ptr<Module>
SimulationManager::getModule(const std::string& moduleName) const
{
    if (!this->isModuleRegistered(moduleName))
    {
        LOG(WARNING) << "No module named '" << moduleName
                     << "' was registered in this simulation";
        return nullptr;
    }

    return m_modulesMap.at(moduleName);
}

void
SimulationManager::addModule(std::shared_ptr<Module> newModule)
{
    std::string newModuleName = newModule->getName();

    if (this->isModuleRegistered(newModuleName))
    {
        LOG(WARNING) << "Can not add module: '" << newModuleName
                     << "' is already registered in this simulation\n";
        return;
    }

    m_modulesMap[newModuleName] = newModule;
    LOG(INFO) << "Module added: " << newModuleName;
}

void
SimulationManager::removeModule(const std::string& moduleName)
{
    if (!this->isModuleRegistered(moduleName))
    {
        LOG(WARNING) << "No module named '" << moduleName
                     << "' was registered in this simulation";
        return;
    }

    m_modulesMap.erase(moduleName);
    LOG(INFO) << "Module removed: " << moduleName;
}

std::shared_ptr<Viewer>
SimulationManager::getViewer() const
{
    if (m_simulationMode != Mode::rendering)
    {
        LOG(WARNING) << "The simulation is not in rendering mode!";
    }
    return m_viewer;
}

void
SimulationManager::setActiveScene(std::shared_ptr<Scene> scene,
                                  const bool unloadCurrentScene /*= false*/)
{
    this->setActiveScene(scene->getName(), unloadCurrentScene);
}

void
SimulationManager::setActiveScene(const std::string& newSceneName,
                                  const bool unloadCurrentScene /*= false*/)
{
    LOG(INFO) << "SimulationManager::setActiveScene - Setting " << newSceneName << " as active";

    if (newSceneName == m_activeSceneName)
    {
        LOG(WARNING) << "\tScene '" << newSceneName << "' is already active";
        return;
    }

    auto newScene = this->getScene(newSceneName);
    if (!newScene)
    {
        LOG(WARNING) << "\tCan not find scene";
        return;
    }

    if (m_viewer)
    {
        // Update viewer scene
        m_viewer->setActiveScene(newScene);

        // If not yet rendering: update current scene and return
        if (!m_viewer->isRendering())
        {
            m_activeSceneName = newSceneName;
            return;
        }
    }
    // If rendering and simulation not active:
    // render scene in debug, update current scene, and return
    if (m_status == SimulationStatus::INACTIVE)
    {
        if (m_viewer)
        {
            m_viewer->setRenderingMode(Renderer::Mode::DEBUG);
        }
        m_activeSceneName = newSceneName;
        return;
    }

    if (m_viewer)
    {
        // If rendering and simulation active:
        // render scene in simulation mode, and update simulation
        m_viewer->setRenderingMode(Renderer::Mode::SIMULATION);
    }

    // Stop/Pause running scene
    if (m_simulationMode != Mode::backend)
    {
        auto oldSceneManager = m_sceneManagerMap.at(m_activeSceneName);
        if (unloadCurrentScene)
        {
            LOG(INFO) << "\tUnloading '" << m_activeSceneName << "'";
            oldSceneManager->end();
            m_threadMap.at(m_activeSceneName).join();
        }
        else
        {
            oldSceneManager->pause();
        }

        // Start/Run new scene
        auto newSceneManager = m_sceneManagerMap.at(newSceneName);
        if (newSceneManager->getStatus() == ModuleStatus::INACTIVE)
        {
            this->startModuleInNewThread(newSceneManager);
        }
        else if (newSceneManager->getStatus() == ModuleStatus::PAUSED)
        {
            newSceneManager->run();
        }
    }
    m_activeSceneName = newSceneName;
}

void
SimulationManager::initialize()
{
    // Do some checks
    if (m_status == SimulationStatus::RUNNING)
    {
        LOG(WARNING) << "SimulationManager::launchSimulation() - Simulation already running!";
        return;
    }

    // check if there is an active scene
    if (!this->getActiveScene())
    {
        LOG(WARNING) << "SimulationManager::launchSimulation - No valid active scene! Simulation canceled";
        return;
    }

    // Initialize the active scene
    if (!this->getActiveScene()->isInitialized())
    {
        if (!this->getActiveScene()->initialize())
        {
            LOG(WARNING) << "SimulationManager::startSimulation - Unable to initialize the active scene - "
                         << this->getActiveScene()->getName() << std::endl;
            return;
        }
    }

    m_initialized = true;

    // launches modules other than the simulation module at the initialization time in the backend mode
    if (m_simulationMode == Mode::backend)
    {
        this->launchSimulation();
    }
}

void
SimulationManager::launchSimulation()
{
    if (!m_initialized)
    {
        this->initialize();
    }

    // Start modules (except the scene manager module) in separate threads
    for (const auto& pair : m_modulesMap)
    {
        this->startModuleInNewThread(pair.second);
    }

    // Start simulation manager for the active scene in a separate thread
    if (m_simulationMode != Mode::backend)
    {
        // Start scene
        this->startModuleInNewThread(m_sceneManagerMap.at(m_activeSceneName));
    }
    else
    {
        return;
    }

    m_status = SimulationStatus::RUNNING;

    m_simThreadLaunched = true;
}

void
SimulationManager::startSimulation(const SimulationStatus simStatus /*= SimulationStatus::PAUSED*/,
                                   const Renderer::Mode renderMode /*= Renderer::Mode::SIMULATION*/)
{
    if (!m_initialized)
    {
        this->initialize();
    }

    if (m_simulationMode == Mode::backend) // returns in backend mode
    {
        LOG(WARNING) << "SimulationManager::startSimulation() - Simulation manager is in backend mode and hence use advanceFrame to step simulation!";
        return;
    }

    if (m_status != SimulationStatus::INACTIVE)
    {
        LOG(WARNING) << "Simulation already active";
        return;
    }

    if (m_simulationMode != Mode::backend)
    {
        auto startingSceneManager = m_sceneManagerMap.at(m_activeSceneName);
        if (startingSceneManager->getStatus() != ModuleStatus::INACTIVE)
        {
            LOG(WARNING) << "Scene '" << m_activeSceneName << "' is already active";
            return;
        }
    }

    // Launch simulation right away if the simulator starts in running mode
    this->launchSimulation();

    if (simStatus == SimulationStatus::PAUSED)
    {
        this->pauseSimulation();
    }

    if (m_simulationMode == Mode::rendering) // never returns
    {
        // start the viewer
        this->startViewer(renderMode);
    }

    if (m_simulationMode == Mode::runInBackground) // never returns
    {
        this->printUserControlsInfo(false);
        this->infiniteLoopNoRenderingMode();
        this->endSimulation();
    }
}

void
SimulationManager::infiniteLoopNoRenderingMode()
{
    while (this->getStatus() == SimulationStatus::RUNNING ||
           this->getStatus() == SimulationStatus::PAUSED)
    {
        auto c = getchar();
        if (c == 'e' || c == 'E')
        {
            break;
        }

        if (c == 'r' || c == 'R')
        {
            this->resetSimulation();
            continue;
        }

        if (c == ' ')
        {
            if (this->getStatus() == SimulationStatus::RUNNING)
            {
                this->pauseSimulation();
                continue;
            }

            if (this->getStatus() == SimulationStatus::PAUSED)
            {
                this->runSimulation();
                continue;
            }
        }
    }
}

void
SimulationManager::startViewer(const Renderer::Mode renderMode /*= Renderer::Mode::DEBUG*/)
{
    m_viewer->setRenderingMode(renderMode);

    // Start Rendering
    if (!m_viewer->isRendering())
    {
        this->printUserControlsInfo();

        LOG(INFO) << "Starting viewer";

        m_viewer->startRenderingLoop(); // Infinite loop

        LOG(INFO) << "Closing viewer";

        // End simulation if active when loop exits
        if (m_status != SimulationStatus::INACTIVE)
        {
            this->endSimulation();
        }
    }
}

void
SimulationManager::printUserControlsInfo(const bool isRendering) const
{
    if (isRendering)
    {
        std::cout <<
            "\n------------------------\n" <<
            "     User controls\n" <<
            "------------------------\n" <<
            "<space> - pause or un-pause simulation\n" <<
            "  R/r   - reset simulation\n" <<
            "  D/d   - toggle between debug and simulation rendering modes\n" <<
            "  P/p   - Display render frame rate on the screen\n" <<
            "------------------------\n\n" << std::endl;
    }
    else
    {
        std::cout <<
            "\n------------------------------------------------\n" <<
            "     No-rendering mode user controls\n" <<
            "------------------------------------------------\n" <<
            "<space> + <return> - pause or unpause simulation\n" <<
            "  R/r + <return>   - reset simulation\n" <<
            "  E/e + <return>   - end simulation\n" <<
            "------------------------------------------------\n\n" << std::endl;
    }
}

void
SimulationManager::runSimulation()
{
    if (m_simulationMode == Mode::backend)
    {
        LOG(WARNING) << "SimulationManager::runSimulation() - Simulation cannot be run in backend mode";
        return;
    }

    if (m_status != SimulationStatus::PAUSED)
    {
        LOG(WARNING) << "SimulationManager::runSimulation() - Simulation is not paused! cannot run (un-pause) simulation";
        return;
    }
    else
    {
        LOG(INFO) << "Running simulation";
    }

    if (!m_simThreadLaunched)
    {
        this->launchSimulation();
    }

    // Run scene
    m_sceneManagerMap.at(m_activeSceneName)->run();

    // Run modules
    for (const auto& pair : m_modulesMap)
    {
        (pair.second)->run();
    }

    // Update simulation status
    m_status = SimulationStatus::RUNNING;
}

void
SimulationManager::pauseSimulation()
{
    if (m_simulationMode == Mode::backend)
    {
        LOG(WARNING) << "SimulationManager::pauseSimulation() - Simulation manager is in backend mode and hence pause doesn't make sense!";
        return;
    }

    if (m_status != SimulationStatus::RUNNING)
    {
        LOG(WARNING) << "SimulationManager::pauseSimulation(): - Simulation not running, can not pause";
        return;
    }
    else
    {
        LOG(INFO) << "Pausing simulation";
    }

    m_status = SimulationStatus::PAUSING;

    // Pause scene manager module
    if (m_simulationMode != Mode::backend)
    {
        m_sceneManagerMap.at(m_activeSceneName)->pause();
    }

    // Pause other modules
    for (const auto& pair : m_modulesMap)
    {
        (pair.second)->pause();
    }

    // Update simulation status
    m_status = SimulationStatus::PAUSED;
}

void
SimulationManager::resetSimulation()
{
    LOG(INFO) << "Resetting simulation";

    // Reset scene
    this->getScene(m_activeSceneName)->reset();
}

void
SimulationManager::endSimulation()
{
    if ((m_status != SimulationStatus::RUNNING) &&
        (m_status != SimulationStatus::PAUSED))
    {
        LOG(WARNING) << "SimulationManager::endSimulation() - Simulation already terminated!";
        return;
    }
    else
    {
        LOG(INFO) << "Ending simulation";
    }

    if (m_viewer)
    {
        // Update Renderer
        m_viewer->setRenderingMode(Renderer::Mode::DEBUG);
    }

    // End modules
    for (const auto& pair : m_modulesMap)
    {
        (pair.second)->end();
        m_threadMap.at(pair.first).join();
    }

    // End all scenes
    if (m_simulationMode != Mode::backend)
    {
        for (auto pair : m_sceneManagerMap)
        {
            std::string sceneName = pair.first;
            ModuleStatus sceneStatus = pair.second->getStatus();

            if (sceneStatus != ModuleStatus::INACTIVE)
            {
                m_sceneManagerMap.at(sceneName)->end();
                m_threadMap.at(sceneName).join();
            }
        }
    }

    // Update simulation status
    m_status = SimulationStatus::INACTIVE;
}

void
SimulationManager::advanceFrame()
{
    if (m_initialized)
    {
        this->getActiveScene()->advance();
    }
    else
    {
        LOG(WARNING) << "SimulationManager::advanceFrame(): - Simulation manager not initialized! call initialize before advancing frame";
    }
}

void
SimulationManager::startModuleInNewThread(std::shared_ptr<Module> module)
{
    m_threadMap[module->getName()] = std::thread([module] { module->start(); });
}
} // imstk
