/// 在插入时, table上上分配了row,row的e为初始化状态,先写组件及record,然后再写world上entitys的ar_row,最后改table上的e为正确值的Entity。
/// 删除时, 是先改table上的e为删除状态,然后删除world上的entitys的e,最后销毁组件。
/// Alter移动时, 新table上分配了新row,先写移动相同的组件和新增组件及record,再改world上的entitys的ar_row,然后改旧table上row的e为删除状态,接着销毁旧table上的组件。最后改新table上row的e为正确值的Entity。
///
/// Alter所操作的源table, 在执行图中,会被严格保证不会同时有其他system进行操作。
use core::fmt::*;
use std::mem::replace;
use std::mem::size_of;

use fixedbitset::FixedBitSet;
use pi_append_vec::AppendVec;
use pi_null::Null;
use pi_share::Share;

use crate::archetype::ArchetypeIndex;
use crate::archetype::Row;
use crate::column::Column;
use crate::world::{ComponentIndex, Entity, Tick, World};

pub struct Table {
    entities: AppendVec<Entity>, // 记录entity
    pub(crate) index: ArchetypeIndex,
    sorted_columns: Vec<Share<Column>>, // 每个组件
    per_entity_mem_size: usize,         // 每实体的内存大小
    bit_set: FixedBitSet,               // 记录组件是否在table中
    pub(crate) removes: AppendVec<Row>, // 整理前被移除的实例
}
impl Table {
    pub fn new(sorted_columns: Vec<Share<Column>>) -> Self {
        let len = sorted_columns.len();
        let max = if len > 0 {
            unsafe { sorted_columns.get_unchecked(len - 1).info().index.index() + 1 }
        } else {
            0
        };
        let mut per_entity_mem_size = size_of::<Entity>();
        let mut bit_set = FixedBitSet::with_capacity(max);
        for c in sorted_columns.iter() {
            per_entity_mem_size += c.info().mem_size as usize;
            unsafe { bit_set.set_unchecked(c.info().index.index(), true) };
        }
        Self {
            entities: AppendVec::default(),
            index: ArchetypeIndex::null(),
            sorted_columns,
            per_entity_mem_size,
            bit_set,
            removes: AppendVec::default(),
        }
    }
    /// Returns the number of elements in the archetype.
    #[inline(always)]
    pub fn len(&self) -> Row {
        Row(self.entities.len() as u32)
    }
    /// 获得内存大小
    pub fn mem_size(&self) -> usize {
        let c = self.entities.capacity() * self.per_entity_mem_size;
        c + self.sorted_columns.capacity() * size_of::<Share<Column>>()
            + self.removes.capacity() * size_of::<Row>() + size_of::<Self>()
    }
    #[inline(always)]
    pub fn get_unchecked(&self, row: Row) -> Entity {
        // todo 改成load_unchecked
        *self.entities.load(row.index()).unwrap()
        // *unsafe { self.entities.load_unchecked(row.index()) }
    }
    #[inline(always)]
    pub fn set(&self, row: Row, e: Entity) {
        // todo 改成load_unchecked
        let a = self.entities.load(row.index()).unwrap();
        // println!("set1:{:p} {:p} {:?}", &self.entities, a, (&a, row, e, self.entities.vec_capacity(), self.entities.len()));
        *a = e;
    }
    #[inline(always)]
    pub fn get_columns(&self) -> &Vec<Share<Column>> {
        &self.sorted_columns
    }
    // 初始化原型对应列的blob
    pub fn init_blobs(&self) {
        for c in self.sorted_columns.iter() {
            c.init_blob(self.index);
        }
    }

    // 判断指定组件索引的组件是否在table中
    #[inline(always)]
    pub fn contains(&self, index: ComponentIndex) -> bool {
        self.bit_set.contains(index.index())
    }

    pub(crate) fn get_column_unchecked(&self, index: usize) -> &Share<Column> {
        unsafe { self.sorted_columns.get_unchecked(index) }
    }

    /// 扩容
    pub fn reserve(&mut self, additional: usize) {
        let len = self.entities.len();
        self.entities.settle(additional);
        let vec = vec![];
        self.settle_columns(len, additional, &vec);
    }
    /// 整理每个列
    pub(crate) fn settle_columns(&mut self, len: usize, additional: usize, vec: &Vec<(Row, Row)>) {
        // println!("Table settle_columns, {:?}", (self.index, len));
        for c in self.sorted_columns.iter_mut() {
            let c = unsafe { Share::get_mut_unchecked(c) };
            c.settle_by_index(self.index, len, additional, vec);
        }
    }

    #[inline(always)]
    pub fn alloc(&self) -> (&mut Entity, usize) {
        self.entities.alloc()
    }
    /// 销毁,用于destroy
    pub(crate) fn destroy(&self, row: Row) -> Entity {
        // todo 改成load_unchecked
        let e = self.entities.load(row.index()).unwrap();
        if e.is_null() {
            return *e;
        }
        for c in self.sorted_columns.iter() {
            let c = c.blob_ref_unchecked(self.index);
            c.drop_row(row, *e);
        }
        self.removes.insert(row);
        replace(e, Entity::null())
    }
    /// 标记移出,用于alter
    /// mark removes a key from the archetype, returning the value at the key if the
    /// key was not previously removed.
    pub(crate) fn mark_remove(&self, row: Row) -> Entity {
        // todo 改成load_unchecked
        let e = self.entities.load(row.index()).unwrap();
        if e.is_null() {
            return *e;
        }
        self.removes.insert(row);
        replace(e, Entity::null())
    }
    /// 初始化一个行,每个列都插入一个默认值
    pub(crate) fn init_row(&self, world: &mut World, row: Row, e: Entity, tick: Tick) {
        for column in &self.sorted_columns {
            let c = column.blob_ref_unchecked(self.index);
            let dst_data: *mut u8 = c.load(row, e);
            column.info().set_fn.unwrap()(world, dst_data);
            c.added_tick(e, row, tick)
        }
    }

    /// 获得移除数组产生的动作, 返回新entitys的长度
    pub(crate) fn removes_action(
        removes: &AppendVec<Row>,
        remove_len: usize,
        entity_len: usize,
        action: &mut Vec<(Row, Row)>,
        set: &mut FixedBitSet,
    ) -> usize {
        action.clear();
        // 根据4种情况, 获得新长度new_entity_len,并且在action中放置了移动对
        if remove_len >= entity_len {
            // 全部移除
            return 0;
        }
        if remove_len == 1 {
            // 移除一个,用交换尾部的方式
            let remove_row = unsafe { removes.get_unchecked(0) };
            if remove_row.index() + 1 < entity_len {
                action.push((Row(entity_len as u32 - 1), *remove_row));
            }
            return entity_len - 1;
        }
        let r = remove_len as f64;
        if r * r.log2() < (entity_len - remove_len) as f64 {
            // 少量移除, 走removes排序,计算好移动对
            // 需要扫描removes一次,排序一次,再扫描action一次, 消耗为n*log2n+n
            // 先将removes的数据放入action,然后排序
            for row in removes.iter() {
                action.push((*row, *row));
            }
            action.sort_unstable();
            // 按从后移动到前的方式,计算移动对
            let mut start = 0;
            let mut end = action.len();
            let mut index = entity_len;
            while start < end {
                index -= 1;
                let remove_row = unsafe { action.get_unchecked(end - 1) };
                if remove_row.0.index() == index {
                    // 最大的要移动的行就是entitys的最后一个,则跳过
                    end -= 1;
                    continue;
                }
                // 移动到前面
                let r = unsafe { action.get_unchecked_mut(start) };
                r.0 = Row(index as u32);
                start += 1;
            }
            action.truncate(end);
            return index;
        }
        // 大量移除,走fixbitset的位标记方式,再次扫描,计算移动对
        // 需要扫描removes一次,entitys一次, 消耗为entity_len
        set.clear();
        set.grow(entity_len);
        for row in removes.iter() {
            set.set(row.index(), true);
        }
        let ones = set.ones();
        let mut end = entity_len;
        for row in ones {
            // 找到最后一个未被移除的
            loop {
                if row >= end {
                    return end;
                }
                end -= 1;
                if !set.contains(end) {
                    // 放入移动对
                    action.push((Row(end as u32), Row(row as u32)));
                    break;
                }
            }
        }
        end
    }
    /// 只有主调度完毕后,才能调用的整理方法
    /// 尝试清空所有列的脏列表,所有的脏都被成功的处理和清理后,才能进行row调整
    /// 调整Row,将空位的entity换到尾部,将entitys变紧凑,没有空位。
    /// 在整理前,Row都是递增的。
    pub(crate) fn settle(
        &mut self,
        world: &World,
        action: &mut Vec<(Row, Row)>,
        set: &mut FixedBitSet,
    ) -> bool {
        let remove_len = self.removes.len();
        if remove_len == 0 {
            let entity_len = self.entities.len();
            if entity_len > self.entities.vec_capacity() {
                // 整理内存
                action.clear();
                self.settle_columns(entity_len, 0, &action);
            }
            return true;
        }
        let new_entity_len =
            Self::removes_action(&self.removes, remove_len, self.entities.len(), action, set);
        // 清理removes
        self.removes.clear(0);
        // 整理全部的列, 合并空位
        self.settle_columns(new_entity_len, 0, &action);
        // 再移动entitys的空位
        for (src, dst) in action.iter() {
            let e =
                unsafe { replace(self.entities.get_unchecked_mut(src.index()), Entity::null()) };
            *unsafe { self.entities.get_unchecked_mut(dst.index()) } = e;
            // 修改world上entity的地址
            world.replace_row(e, *dst);
        }
        // 设置成正确的长度
        unsafe {
            self.entities.set_len(new_entity_len);
        };
        // 整理合并内存
        self.entities.settle(0);
        true
    }
}
impl Drop for Table {
    fn drop(&mut self) {
        // println!("drop table {:?}", self.index);
        // 释放每个列中还存在的row
        let len = self.len().index();
        if len == 0 {
            return;
        }
        for c in self.sorted_columns.iter_mut() {
            if c.info().drop_fn.is_none() {
                continue;
            }
            let c = c.blob_ref(self.index).unwrap();
            // 释放每个列中还存在的row
            for (row, e) in self.entities.iter().enumerate() {
                if !e.is_null() {
                    c.drop_row_unchecked(Row(row as u32), *e);
                }
            }
        }
    }
}

impl Debug for Table {
    fn fmt(&self, f: &mut Formatter<'_>) -> Result {
        f.debug_struct("Table")
            .field("entitys", &self.entities)
            .field("sorted_columns", &self.sorted_columns)
            .field("removes", &self.removes)
            .finish()
    }
}