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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Text.RegularExpressions;
 
 
public class InGameDownLoad : SingletonMonobehaviour<InGameDownLoad>
{
    public const int BYTE_PER_KILOBYTE = 1024;//b 转 kb
    public const int BYTE_PER_MILLIONBYTE = 1048576;//b 转 mb
 
    List<AssetVersion> assets = new List<AssetVersion>(); //所有资源
    Dictionary<int, List<AssetVersion>> mapTasks = new Dictionary<int, List<AssetVersion>>();//地图专属的资源
 
    public bool inGameDownLoadAllow = false; //是否可以下载
    public bool downLoadGo = false; //是否加速下载
 
    public float progress //下载进度
    {
        get
        {
            return Mathf.Clamp01((float)showDownLoadedSize / showTotalSize);
        }
    }
 
    public bool isDone { get { return state == State.Completed; } } //是否全部下载完成
 
    //窗口中显示的已下载大小
    public long showDownLoadedSize { get { return DownloadMgr.Instance.DownloadedBytes - backGroundDownLoadSizeRecord; } }
    public long showTotalSize { get { return totalSize - backGroundDownLoadSizeRecord; } }//窗口中显示的总大小
    public int showTotalCount { get { return totalCount - downLoadedCountRecord; } }//窗口中显示的总数量
    public int showOkCount { get { return okCount - downLoadedCountRecord; } }//窗口中显示的下载完成数量
 
    long totalSize = 0; //资源总大小
    int totalCount = 0;//资源总数量
    int okCount = 0;//下载完成的数量
 
    long backGroundDownLoadSizeRecord = 0;//后台偷偷已经下载到资源量
    int downLoadedCountRecord = 0;//后台已经下载完成的资源包数量
 
    public event Action<State> downLoadStateChangeEvent;
    public event Action<Dominant> dominantDownLoadEvent;
 
    Action onDownLoadOk;//资源全部下载完成回调
 
    Dominant m_DominantState = Dominant.None;
    public Dominant dominantState
    {
        get { return m_DominantState; }
        private set
        {
            if (m_DominantState != value)
            {
                m_DominantState = value;
                if (dominantDownLoadEvent != null)
                {
                    dominantDownLoadEvent(m_DominantState);
                }
            }
        }
    }
 
    State m_State = State.None;
    public State state
    {
        get { return m_State; }
        set
        {
            if (m_State != value)
            {
                m_State = value;
 
                if (downLoadStateChangeEvent != null)
                {
                    downLoadStateChangeEvent(m_State);
                }
            }
        }
    }
 
    public List<Reward> rewards = new List<Reward>();
    public bool hasReward { get; private set; }//是否有奖励
    public string completeDownLoadAccount
    {
        get { return LocalSave.GetString("InGameDownLoadCompleteAccount"); }
        set { LocalSave.SetString("InGameDownLoadCompleteAccount", value); }
    }
 
    public Redpoint downLoadRedpoint = new Redpoint(116);
 
    private void Awake()
    {
        DownloadMgr.MaxDownLoadTask = GetMaxTask();
    }
 
    private void LateUpdate()
    {
        if (state == State.None || state == State.Award || state == State.Completed)
        {
            return;
        }
 
        netCheckTimer += Time.deltaTime;
 
        if (InGameDownTestUtility.enable)
        {
            simulateWifi = InGameDownTestUtility.isWifi;
        }
        else
        {
            if (netCheckTimer > 3f)
            {
                netCheckTimer = 0f;
                networkReachability = Application.internetReachability;
            }
        }
 
        if (mapId != 0)
        {
            var progress = GetMapAssetDownLoadProgress(mapId);
            if (progress > 0.9999f)
            {
                if (mapAssetDownLoadOk != null)
                {
                    mapAssetDownLoadOk();
                    mapAssetDownLoadOk = null;
                    mapId = 0;
                }
            }
        }
 
    }
 
    //开始分配任务
    public void AssignTasks(List<AssetVersion> assets, Action _onDownLoadOk)
    {
        
        this.inGameDownLoadAllow = false;
        this.assets = assets;
        this.assets.Sort(this.AssetDownLoadPriorCompare);//所有任务根据优先级排序
        onDownLoadOk = _onDownLoadOk;
 
        totalCount = this.assets.Count;
        okCount = 0;
        totalSize = 0;
 
        DownloadMgr.Instance.Prepare();
 
        for (int i = 0; i < this.assets.Count; i++)
        {
            var assetVersion = this.assets[i];
            totalSize += assetVersion.size;//统计资源总大小
            //统计地图专属的资源 TODO YYL
            // var mapId = PriorBundleConfig.GetAssetBelongToMap(assetVersion.GetAssetCategory(), AssetVersionUtility.DecodeFileName(assetVersion.fileName));
            // if (mapId != 0)
            // {
            //     if (!mapTasks.ContainsKey(mapId))
            //     {
            //         mapTasks[mapId] = new List<AssetVersion>();
            //     }
            //     mapTasks[mapId].Add(assetVersion);
            // }
            //添加下载任务
            var remoteURL = StringUtility.Contact(VersionUtility.Instance.versionInfo.GetResourcesURL(VersionConfig.Get().branch), Language.fixPath, "/", assetVersion.relativePath);
            var localURL = StringUtility.Contact(ResourcesPath.Instance.ExternalStorePath, assetVersion.relativePath);
            DownloadMgr.Instance.AddTask(new DownloadTask(remoteURL, localURL, assetVersion));
        }
 
        state = State.None;
 
        PlayerDatas.Instance.playerDataRefreshEvent -= OnPlayerLevelChange;
        PlayerDatas.Instance.playerDataRefreshEvent += OnPlayerLevelChange;
    }
 
    //任务根据优先级排序
    private int AssetDownLoadPriorCompare(AssetVersion lhs, AssetVersion rhs)
    {
        var categoryA = lhs.GetAssetCategory();
        var categoryB = rhs.GetAssetCategory();
 
        // TODO YYL
        // var priorA = PriorBundleConfig.GetAssetPrior(categoryA, AssetVersionUtility.DecodeFileName(lhs.fileName));
        // var priorB = PriorBundleConfig.GetAssetPrior(categoryB, AssetVersionUtility.DecodeFileName(rhs.fileName));
 
        // if (priorA != priorB)
        // {
        //     return priorA < priorB ? -1 : 1;
        // }
        // else
        {
            var isManifestA = lhs.extersion == ".manifest";
            var isManifestB = rhs.extersion == ".manifest";
 
            if (!isManifestA && isManifestB)
            {
                return -1;
            }
            else if (isManifestA && !isManifestB)
            {
                return 1;
            }
            else
            {
                return 0;
            }
        }
    }
 
    public void TryDownLoad(Dominant _dominant)
    {
        if (!inGameDownLoadAllow)
        {
            return;
        }
 
        if (assets == null || assets.Count == 0 || isDone)
        {
            return;
        }
 
        if (_dominant < dominantState)
        {
            return;
        }
 
        switch (_dominant)
        {
            case Dominant.None:
                if (InGameDownTestUtility.enable)
                {
                    if (InGameDownTestUtility.isWifi)
                    {
                        StartDownLoad();
                    }
                }
                else
                {
                    if (Application.internetReachability == NetworkReachability.ReachableViaLocalAreaNetwork)
                    {
                        StartDownLoad();
                    }
                }
                break;
            case Dominant.Half:
                if (dominantState == Dominant.None)
                {
                    backGroundDownLoadSizeRecord = DownloadMgr.Instance.DownloadedBytes;
                    downLoadedCountRecord = okCount;
                }
                StartDownLoad();
                dominantState = Dominant.Half;
                break;
            case Dominant.Whole:
                if (dominantState == Dominant.None)
                {
                    backGroundDownLoadSizeRecord = DownloadMgr.Instance.DownloadedBytes;
                    downLoadedCountRecord = okCount;
                    Pause();
                    state = State.Prepared;
                }
                else if (dominantState == Dominant.Half)
                {
                    Pause();
                    state = State.Prepared;
                }
                dominantState = Dominant.Whole;
                UIManager.Instance.OpenWindow<InGameDownLoadWin>();
                // // WindowCenter.Instance.Open<InGameDownLoadWin>();
                break;
        }
    }
 
    //开始下载
    public void StartDownLoad()
    {
        if (state == State.None || state == State.Prepared || state == State.Pause)
        {
            state = State.DownLoad;
            DownloadMgr.Instance.Begin(OnFileDownLoadCompleted);
        }
    }
 
    //暂停下载
    public void Pause()
    {
        if (state == State.DownLoad)
        {
            DownloadMgr.Instance.Stop();
            state = State.Pause;
        }
    }
 
    //文件下载完成回调
    private bool OnFileDownLoadCompleted(bool finished, DownloadTask task)
    {
        if (task.IsDone && task.obj is AssetVersion)
        {
            (task.obj as AssetVersion).localValid = true;
            okCount++;
        }
        if (finished)
            OnDownLoadFinished();
        return true;//返回true表示如果下载失败,不重新排队,立即重试
    }
 
    //所有任务完成
    private void OnDownLoadFinished()
    {
        PlayerDatas.Instance.playerDataRefreshEvent -= OnPlayerLevelChange;
 
        UIManager.Instance.CloseWindow<InGameDownLoadWin>();
 
        if (!hasReward)
        {
            if (dominantState == Dominant.None)
            {
                RequestDownLoadReward(false);
                state = State.Completed;
            }
            else
            {
                completeDownLoadAccount = PlayerDatas.Instance.baseData.AccID;
                state = State.Award;
            }
        }
        else
        {
            state = State.Completed;
        }
 
        
        downLoadRedpoint.state = state == State.Award ? RedPointState.Simple : RedPointState.None;
 
        if (onDownLoadOk != null)
        {
            onDownLoadOk();
            onDownLoadOk = null;
        }
    }
 
    public void ParseRewardConfig()
    {
        var rewardString = FuncConfigConfig.Get("DownReward").Numerical1;
        var matches = Regex.Matches(rewardString, "(\\d+,\\d+,\\d+)");
        for (int i = 0; i < matches.Count; i++)
        {
            rewards.Add(new Reward(matches[i].Value));
        }
    }
 
    public void UpdateRewardInfo(HA319_tagMCPackDownloadRecord _package)
    {
        hasReward = _package.Record == 1;
 
        if (AssetVersionUtility.unPriorAssetDownLoadDone)
        {
            state = !hasReward && completeDownLoadAccount == PlayerDatas.Instance.baseData.AccID ? State.Award : State.Completed;
        }
 
        downLoadRedpoint.state = state == State.Award ? RedPointState.Simple : RedPointState.None;
    }
 
    public void RequestDownLoadReward(bool _manual)
    {
        var send = new CA504_tagCMPlayerGetReward();
        send.RewardType = 15;
        send.DataEx = (byte)(_manual ? 0 : 1);
        GameNetSystem.Instance.SendInfo(send);
    }
 
    public float GetMapAssetDownLoadProgress(int mapId)
    {
        if (!mapTasks.ContainsKey(mapId))
        {
            return 1f;
        }
 
        var tasks = mapTasks[mapId];
        var total = tasks.Count;
        if (total == 0)
        {
            return 1f;
        }
 
        var completeCount = 0;
        foreach (var task in tasks)
        {
            if (task.localValid)
            {
                completeCount++;
            }
        }
 
        return completeCount / (float)total;
    }
 
    int mapId = 0;
    Action mapAssetDownLoadOk;
    public void RegisterMapAssetDownLoadOk(int mapId, Action callBack)
    {
        var progress = GetMapAssetDownLoadProgress(mapId);
        if (progress < 0.999f)
        {
            this.mapId = mapId;
            mapAssetDownLoadOk = callBack;
        }
    }
 
    public void UnRegisterMapAssetDownLoadOk()
    {
        this.mapId = 0;
        mapAssetDownLoadOk = null;
    }
 
    Clock netSwitchClock;
    NetworkReachability m_NetworkReachability = NetworkReachability.NotReachable;
    NetworkReachability networkReachability
    {
        get { return m_NetworkReachability; }
        set
        {
            if (m_NetworkReachability != value)
            {
                m_NetworkReachability = value;
 
                if (dominantState != Dominant.Whole)
                {
                    switch (m_NetworkReachability)
                    {
                        case NetworkReachability.ReachableViaCarrierDataNetwork:
                            Pause();
                            var endTime = DateTime.Now + new TimeSpan(TimeSpan.TicksPerSecond * 3);
                            if (netSwitchClock != null)
                            {
                                Clock.Stop(netSwitchClock);
                            }
 
                            netSwitchClock = Clock.AlarmAt(endTime, () =>
                             {
                                 if (CheckDominantDownLoad())
                                 {
                                     TryDownLoad(Dominant.Whole);
                                 }
                             });
                            break;
                        case NetworkReachability.ReachableViaLocalAreaNetwork:
                            TryDownLoad(Dominant.None);
                            break;
                        default:
                            break;
                    }
                }
            }
        }
    }
 
    bool m_SimulateWifi = true;
    public bool simulateWifi
    {
        get { return m_SimulateWifi; }
        set
        {
            if (m_SimulateWifi != value)
            {
                m_SimulateWifi = value;
 
                if (dominantState != Dominant.Whole)
                {
                    if (m_SimulateWifi)
                    {
                        TryDownLoad(Dominant.None);
                    }
                    else
                    {
                        Pause();
                        var endTime = DateTime.Now + new TimeSpan(TimeSpan.TicksPerSecond * 10);
                        Clock.AlarmAt(endTime, () =>
                        {
                            if (CheckDominantDownLoad())
                            {
                                TryDownLoad(Dominant.Whole);
                            }
                        });
                    }
                }
            }
 
        }
    }
 
    float netCheckTimer = 0f;
 
    public bool CheckDominantDownLoad()
    {
        if (assets == null || assets.Count == 0 || isDone || dominantState == Dominant.Whole /*|| NewBieCenter.Instance.inGuiding*/)
        {
            return false;
        }
 
        if (GeneralDefine.inGameDownLoadLevelCheckPoints == null || GeneralDefine.inGameDownLoadLevelCheckPoints.Count == 0)
        {
            return false;
        }
 
        if (PlayerDatas.Instance.baseData.LV < GeneralDefine.inGameDownLoadLevelCheckPoints[0])
        {
            return false;
        }
 
        if (PlayerDatas.Instance.baseData.LV < GeneralDefine.inGameDownLoadHighLevel)
        {
            if (InGameDownTestUtility.enable)
            {
                if (InGameDownTestUtility.isWifi)
                {
                    return false;
                }
            }
            else
            {
                if (Application.internetReachability != NetworkReachability.ReachableViaCarrierDataNetwork)
                {
                    return false;
                }
            }
        }
 
 
        if (!UIManager.Instance.IsOpened<MainWin>())
        {
            return false;
        }
 
        // if (WindowCenter.Instance.ExistAnyFullScreenOrMaskWin())
        // {
        //     return false;
        // }
 
        return true;
    }
 
    public bool IsHighLevelPlayer()
    {
        if (GeneralDefine.inGameDownLoadLevelCheckPoints == null
            || GeneralDefine.inGameDownLoadLevelCheckPoints.Count == 0)
        {
            return false;
        }
 
        var level = PlayerDatas.Instance.baseData.LV;
        return level > GeneralDefine.inGameDownLoadHighLevel;
    }
 
    //玩家升级
    private void OnPlayerLevelChange(PlayerDataType refreshType)
    {
        switch (refreshType)
        {
            case PlayerDataType.LV:
                var level = PlayerDatas.Instance.baseData.LV;
                var count = GeneralDefine.inGameDownLoadLevelCheckPoints.Count;
                var lastLevelCheckPoint = GeneralDefine.inGameDownLoadLevelCheckPoints[count - 1];
                if (GeneralDefine.inGameDownLoadLevelCheckPoints.Contains(level) || IsHighLevelPlayer())
                {
                    if (CheckDominantDownLoad())
                    {
                        TryDownLoad(Dominant.Whole);
                    }
                }
                break;
        }
    }
 
 
    //获取最大下载任务数
    public int GetMaxTask()
    {
        if (!LoginWin.firstOpenEnd)
            return 20;
 
        if (downLoadGo)
            return 20;
 
        switch (Application.platform)
        {
            case RuntimePlatform.Android:
                if (DeviceUtility.cpu >= 4 && DeviceUtility.memory > 3.2f * 1024)
                {
                    return 2;
                }
                else
                {
                    return 1;
                }
            case RuntimePlatform.IPhonePlayer:
                if (DeviceUtility.cpu > 1 && DeviceUtility.memory > 1.5f * 1024)
                {
                    return 2;
                }
                else
                {
                    return 1;
                }
            case RuntimePlatform.WindowsEditor:
                return 2;
            default:
                return 1;
        }
    }
 
    public struct Reward
    {
        public int id;
        public int count;
        public bool bind;
 
        public Reward(string _input)
        {
            var matches = Regex.Matches(_input, "\\d+");
 
            if (matches.Count > 0)
            {
                int.TryParse(matches[0].Value, out id);
            }
            else
            {
                id = 0;
            }
 
            if (matches.Count > 1)
            {
                int.TryParse(matches[1].Value, out count);
            }
            else
            {
                count = 0;
            }
 
            if (matches.Count > 2)
            {
                var temp = 0;
                int.TryParse(matches[2].Value, out temp);
                bind = temp == 1;
            }
            else
            {
                bind = false;
            }
        }
 
    }
 
    public enum State
    {
        None,
        Prepared,
        DownLoad,
        Pause,
        Award,
        Completed,
    }
 
    public enum Dominant
    {
        None = 0,
        Half = 1,
        Whole = 2,
    }
 
    #region 登录下载界面 DownLoadWin
    // 增加下载奖励 根据标识决定多次发放;注意不要与游戏内的完整下载混淆
    // 后续改成appversion_new增加扩展信息返回下载标识,用于控制当前是否显示奖励,此处首包还未包含图片资源
 
    public int downloadMark = 0;
 
    public bool IsShowDownloadAward()
    {
        int downloadMark = 0;
        int.TryParse(VersionUtility.Instance.versionInfo.ResourceAward, out downloadMark);
        var mark = LocalSave.GetInt("downloadMark");
        return downloadMark > mark;
 
    }
 
    //下载完毕成功登录游戏即可设置
    public void SetDownloadMark()
    {
        LocalSave.SetInt("downloadMark", int.Parse(FuncConfigConfig.Get("DownReward").Numerical4));
    }
 
    #endregion
}