"""
State Manager - In-memory game state management.

Manages active game states in memory for fast gameplay (<500ms response time).
Provides CRUD operations, lineup management, and state recovery from database.

This is the single source of truth for active game states during gameplay.

Author: Claude
Date: 2025-10-22
"""

import asyncio
import logging
from typing import Dict, Optional, Union
from uuid import UUID
import pendulum

from app.models.game_models import GameState, TeamLineupState, LineupPlayerState, DefensiveDecision, OffensiveDecision
from app.database.operations import DatabaseOperations

logger = logging.getLogger(f'{__name__}.StateManager')


class StateManager:
    """
    Manages in-memory game states for active games.

    Responsibilities:
    - Store game states in memory for fast access
    - Manage team lineups per game
    - Track last access times for eviction
    - Recover game states from database on demand

    This class uses dictionaries for O(1) lookups of game state by game_id.
    """

    def __init__(self):
        """Initialize the state manager with empty storage"""
        self._states: Dict[UUID, GameState] = {}
        self._lineups: Dict[UUID, Dict[int, TeamLineupState]] = {}  # game_id -> {team_id: lineup}
        self._last_access: Dict[UUID, pendulum.DateTime] = {}

        # Phase 3: Decision queue for async decision awaiting
        # Key: (game_id, team_id, decision_type)
        self._pending_decisions: Dict[tuple[UUID, int, str], asyncio.Future] = {}

        self.db_ops = DatabaseOperations()

        logger.info("StateManager initialized")

    async def create_game(
        self,
        game_id: UUID,
        league_id: str,
        home_team_id: int,
        away_team_id: int,
        home_team_is_ai: bool = False,
        away_team_is_ai: bool = False,
        auto_mode: bool = False
    ) -> GameState:
        """
        Create a new game state in memory.

        Args:
            game_id: Unique game identifier
            league_id: League identifier ('sba' or 'pd')
            home_team_id: Home team ID
            away_team_id: Away team ID
            home_team_is_ai: Whether home team is AI-controlled
            away_team_is_ai: Whether away team is AI-controlled
            auto_mode: True = auto-generate outcomes (PD only), False = manual submissions

        Returns:
            Newly created GameState

        Raises:
            ValueError: If game_id already exists
        """
        if game_id in self._states:
            raise ValueError(f"Game {game_id} already exists in state manager")

        logger.info(f"Creating game state for {game_id} ({league_id} league, auto_mode={auto_mode})")

        # Create placeholder batter (will be set by _prepare_next_play() when game starts)
        from app.models.game_models import LineupPlayerState
        placeholder_batter = LineupPlayerState(
            lineup_id=0,
            card_id=0,
            position="DH",
            batting_order=None
        )

        state = GameState(
            game_id=game_id,
            league_id=league_id,
            home_team_id=home_team_id,
            away_team_id=away_team_id,
            home_team_is_ai=home_team_is_ai,
            away_team_is_ai=away_team_is_ai,
            auto_mode=auto_mode,
            current_batter=placeholder_batter  # Will be replaced by _prepare_next_play() when game starts
        )

        self._states[game_id] = state
        self._lineups[game_id] = {}
        self._last_access[game_id] = pendulum.now('UTC')

        logger.debug(f"Game {game_id} created in memory")
        return state

    def get_state(self, game_id: UUID) -> Optional[GameState]:
        """
        Get game state by ID.

        Updates last access time when accessed.

        Args:
            game_id: Game identifier

        Returns:
            GameState if found, None otherwise
        """
        if game_id in self._states:
            self._last_access[game_id] = pendulum.now('UTC')
            return self._states[game_id]
        return None

    def update_state(self, game_id: UUID, state: GameState) -> None:
        """
        Update game state.

        Args:
            game_id: Game identifier
            state: Updated GameState

        Raises:
            ValueError: If game_id doesn't exist
        """
        if game_id not in self._states:
            raise ValueError(f"Game {game_id} not found in state manager")

        self._states[game_id] = state
        self._last_access[game_id] = pendulum.now('UTC')
        logger.debug(f"Updated state for game {game_id} (inning {state.inning}, {state.half})")

    def set_lineup(self, game_id: UUID, team_id: int, lineup: TeamLineupState) -> None:
        """
        Set team lineup for a game.

        Args:
            game_id: Game identifier
            team_id: Team identifier
            lineup: Team lineup state

        Raises:
            ValueError: If game_id doesn't exist
        """
        if game_id not in self._states:
            raise ValueError(f"Game {game_id} not found in state manager")

        if game_id not in self._lineups:
            self._lineups[game_id] = {}

        self._lineups[game_id][team_id] = lineup
        logger.info(f"Set lineup for team {team_id} in game {game_id} ({len(lineup.players)} players)")

    def get_lineup(self, game_id: UUID, team_id: int) -> Optional[TeamLineupState]:
        """
        Get team lineup for a game.

        Args:
            game_id: Game identifier
            team_id: Team identifier

        Returns:
            TeamLineupState if found, None otherwise
        """
        return self._lineups.get(game_id, {}).get(team_id)

    def remove_game(self, game_id: UUID) -> None:
        """
        Remove game from memory.

        Call this when a game is completed or being archived.

        Args:
            game_id: Game identifier
        """
        removed_parts = []

        if game_id in self._states:
            self._states.pop(game_id)
            removed_parts.append("state")

        if game_id in self._lineups:
            self._lineups.pop(game_id)
            removed_parts.append("lineups")

        if game_id in self._last_access:
            self._last_access.pop(game_id)
            removed_parts.append("access")

        if removed_parts:
            logger.info(f"Removed game {game_id} from memory ({', '.join(removed_parts)})")
        else:
            logger.warning(f"Attempted to remove game {game_id} but it was not in memory")

    async def recover_game(self, game_id: UUID) -> Optional[GameState]:
        """
        Recover game state from database.

        This is called when a game needs to be loaded (e.g., after server restart,
        or when a game is accessed that's not currently in memory).

        Loads game data from database and rebuilds the in-memory state.

        Args:
            game_id: Game identifier

        Returns:
            Recovered GameState if found in database, None otherwise
        """
        logger.info(f"Recovering game {game_id} from database")

        # Load from database
        game_data = await self.db_ops.load_game_state(game_id)
        if not game_data:
            logger.warning(f"Game {game_id} not found in database")
            return None

        # Rebuild state from loaded data
        state = await self._rebuild_state_from_data(game_data)

        # Cache in memory
        self._states[game_id] = state
        self._last_access[game_id] = pendulum.now('UTC')

        logger.info(f"Recovered game {game_id} - inning {state.inning}, {state.half}")
        return state

    async def _rebuild_state_from_data(self, game_data: dict) -> GameState:
        """
        Rebuild game state from database data using the last completed play.

        This method recovers the complete game state without replaying all plays.
        It uses the final positions from the last play to reconstruct runners and
        batter indices.

        Args:
            game_data: Dictionary with 'game', 'lineups', and 'plays' keys

        Returns:
            Reconstructed GameState
        """
        game = game_data['game']
        lineups = game_data.get('lineups', [])

        # Build lineup lookup dict for quick access
        lineup_dict = {l['id']: l for l in lineups}

        # Helper function to create LineupPlayerState from lineup_id
        def get_lineup_player(lineup_id: int) -> Optional[LineupPlayerState]:
            if not lineup_id or lineup_id not in lineup_dict:
                return None
            lineup = lineup_dict[lineup_id]
            return LineupPlayerState(
                lineup_id=lineup['id'],
                card_id=lineup['card_id'] or 0,  # Handle nullable
                position=lineup['position'],
                batting_order=lineup.get('batting_order'),
                is_active=lineup.get('is_active', True)
            )

        # Get placeholder current_batter (required field)
        # _prepare_next_play() will set the correct batter after recovery
        current_batter_placeholder = None
        for lineup in lineups:
            if lineup.get('batting_order') == 1 and lineup.get('is_active'):
                current_batter_placeholder = get_lineup_player(lineup['id'])
                break

        # If no batter found, use first available lineup
        if not current_batter_placeholder and lineups:
            first_lineup = lineups[0]
            current_batter_placeholder = LineupPlayerState(
                lineup_id=first_lineup['id'],
                card_id=first_lineup.get('card_id') or 0,
                position=first_lineup['position'],
                batting_order=first_lineup.get('batting_order'),
                is_active=True
            )

        # If still no batter (no lineups at all), raise error - game is in invalid state
        if not current_batter_placeholder:
            raise ValueError(f"Cannot recover game {game['id']}: No lineups found")

        state = GameState(
            game_id=game['id'],
            league_id=game['league_id'],
            home_team_id=game['home_team_id'],
            away_team_id=game['away_team_id'],
            home_team_is_ai=game.get('home_team_is_ai', False),
            away_team_is_ai=game.get('away_team_is_ai', False),
            status=game['status'],
            inning=game.get('current_inning', 1),
            half=game.get('current_half', 'top'),
            home_score=game.get('home_score', 0),
            away_score=game.get('away_score', 0),
            play_count=len(game_data.get('plays', [])),
            current_batter=current_batter_placeholder  # Placeholder - corrected by _prepare_next_play()
        )

        # Get last completed play to recover runner state and batter indices
        plays = game_data.get('plays', [])
        if plays:
            # Sort by play_number desc and get last completed play
            completed_plays = [p for p in plays if p.get('complete', False)]
            if completed_plays:
                last_play = max(completed_plays, key=lambda p: p['play_number'])

                # Recover runners from *_final fields (where they ended up after last play)
                # Check each base - if a runner ended on that base, place them there
                runner_count = 0

                # Check if on_first_id runner ended on first (on_first_final == 1)
                if last_play.get('on_first_final') == 1:
                    state.on_first = get_lineup_player(last_play.get('on_first_id'))
                    if state.on_first:
                        runner_count += 1

                # Check if on_second_id runner ended on second OR if on_first_id runner advanced to second
                if last_play.get('on_second_final') == 2:
                    state.on_second = get_lineup_player(last_play.get('on_second_id'))
                    if state.on_second:
                        runner_count += 1
                elif last_play.get('on_first_final') == 2:
                    state.on_second = get_lineup_player(last_play.get('on_first_id'))
                    if state.on_second:
                        runner_count += 1

                # Check if any runner ended on third
                if last_play.get('on_third_final') == 3:
                    state.on_third = get_lineup_player(last_play.get('on_third_id'))
                    if state.on_third:
                        runner_count += 1
                elif last_play.get('on_second_final') == 3:
                    state.on_third = get_lineup_player(last_play.get('on_second_id'))
                    if state.on_third:
                        runner_count += 1
                elif last_play.get('on_first_final') == 3:
                    state.on_third = get_lineup_player(last_play.get('on_first_id'))
                    if state.on_third:
                        runner_count += 1

                # Check if batter reached base (and didn't score)
                batter_final = last_play.get('batter_final')
                if batter_final == 1:
                    state.on_first = get_lineup_player(last_play.get('batter_id'))
                    if state.on_first:
                        runner_count += 1
                elif batter_final == 2:
                    state.on_second = get_lineup_player(last_play.get('batter_id'))
                    if state.on_second:
                        runner_count += 1
                elif batter_final == 3:
                    state.on_third = get_lineup_player(last_play.get('batter_id'))
                    if state.on_third:
                        runner_count += 1

                # Recover batter indices from lineups
                # Initialize to 0 - will be corrected by _prepare_next_play()
                state.away_team_batter_idx = 0
                state.home_team_batter_idx = 0

                logger.debug(
                    f"Recovered state from play {last_play['play_number']}: "
                    f"{runner_count} runners on base"
                )
            else:
                logger.debug("No completed plays found - initializing fresh state")
        else:
            logger.debug("No plays found - initializing fresh state")

        # Count runners on base
        runners_on_base = len(state.get_all_runners())
        logger.info(f"Rebuilt state for game {state.game_id}: {state.play_count} plays, {runners_on_base} runners")
        return state

    def evict_idle_games(self, idle_minutes: int = 60) -> int:
        """
        Remove games that haven't been accessed recently.

        This helps manage memory by removing inactive games. Evicted games
        can be recovered from database if needed later.

        Args:
            idle_minutes: Minutes of inactivity before eviction (default 60)

        Returns:
            Number of games evicted
        """
        cutoff = pendulum.now('UTC').subtract(minutes=idle_minutes)
        to_evict = [
            game_id for game_id, last_access in self._last_access.items()
            if last_access < cutoff
        ]

        for game_id in to_evict:
            self.remove_game(game_id)

        if to_evict:
            logger.info(f"Evicted {len(to_evict)} idle games (idle > {idle_minutes}m)")

        return len(to_evict)

    def get_stats(self) -> dict:
        """
        Get state manager statistics.

        Returns:
            Dictionary with current state statistics:
            - active_games: Number of games in memory
            - total_lineups: Total lineups across all games
            - games_by_league: Count of games per league
            - games_by_status: Count of games by status
        """
        stats = {
            "active_games": len(self._states),
            "total_lineups": sum(len(lineups) for lineups in self._lineups.values()),
            "games_by_league": {},
            "games_by_status": {},
        }

        # Count by league
        for state in self._states.values():
            league = state.league_id
            stats["games_by_league"][league] = stats["games_by_league"].get(league, 0) + 1

        # Count by status
        for state in self._states.values():
            status = state.status
            stats["games_by_status"][status] = stats["games_by_status"].get(status, 0) + 1

        return stats

    def exists(self, game_id: UUID) -> bool:
        """
        Check if game exists in memory.

        Args:
            game_id: Game identifier

        Returns:
            True if game is in memory, False otherwise
        """
        return game_id in self._states

    def get_all_game_ids(self) -> list[UUID]:
        """
        Get list of all game IDs currently in memory.

        Returns:
            List of game UUIDs
        """
        return list(self._states.keys())

    # ============================================================================
    # PHASE 3: DECISION QUEUE MANAGEMENT
    # ============================================================================

    def set_pending_decision(
        self,
        game_id: UUID,
        team_id: int,
        decision_type: str
    ) -> None:
        """
        Mark that a decision is required and create a future for it.

        Args:
            game_id: Game identifier
            team_id: Team that needs to make the decision
            decision_type: Type of decision ('defensive' or 'offensive')
        """
        key = (game_id, team_id, decision_type)

        # Create a new future for this decision
        self._pending_decisions[key] = asyncio.Future()

        logger.debug(f"Set pending {decision_type} decision for game {game_id}, team {team_id}")

    async def await_decision(
        self,
        game_id: UUID,
        team_id: int,
        decision_type: str
    ) -> Union[DefensiveDecision, OffensiveDecision]:
        """
        Wait for a decision to be submitted.

        This coroutine will block until submit_decision() is called
        with matching parameters.

        Args:
            game_id: Game identifier
            team_id: Team making the decision
            decision_type: Type of decision expected

        Returns:
            The submitted decision (DefensiveDecision or OffensiveDecision)

        Raises:
            ValueError: If no pending decision exists for these parameters
            asyncio.TimeoutError: If decision not received within timeout (handled by caller)
        """
        key = (game_id, team_id, decision_type)

        if key not in self._pending_decisions:
            raise ValueError(
                f"No pending {decision_type} decision for game {game_id}, team {team_id}"
            )

        # Await the future (will be resolved by submit_decision)
        decision = await self._pending_decisions[key]

        logger.debug(f"Received {decision_type} decision for game {game_id}, team {team_id}")
        return decision

    def submit_decision(
        self,
        game_id: UUID,
        team_id: int,
        decision: Union[DefensiveDecision, OffensiveDecision]
    ) -> None:
        """
        Submit a decision (called by WebSocket handler or AI opponent).

        This resolves the pending future created by set_pending_decision().

        Args:
            game_id: Game identifier
            team_id: Team making the decision
            decision: The decision being submitted

        Raises:
            ValueError: If no pending decision exists
        """
        # Determine decision type from the decision object
        from app.models.game_models import DefensiveDecision
        decision_type = "defensive" if isinstance(decision, DefensiveDecision) else "offensive"

        key = (game_id, team_id, decision_type)

        if key not in self._pending_decisions:
            raise ValueError(
                f"No pending {decision_type} decision for game {game_id}, team {team_id}"
            )

        future = self._pending_decisions[key]

        # Check if already resolved (should not happen)
        if future.done():
            logger.warning(f"Decision already submitted for {key}")
            return

        # Resolve the future with the decision
        future.set_result(decision)

        # Clean up the future
        del self._pending_decisions[key]

        logger.info(f"Submitted {decision_type} decision for game {game_id}, team {team_id}")

    def cancel_pending_decision(
        self,
        game_id: UUID,
        team_id: int,
        decision_type: str
    ) -> None:
        """
        Cancel a pending decision (e.g., on timeout or game abort).

        Args:
            game_id: Game identifier
            team_id: Team that was expected to decide
            decision_type: Type of decision
        """
        key = (game_id, team_id, decision_type)

        if key in self._pending_decisions:
            future = self._pending_decisions[key]

            if not future.done():
                future.cancel()

            del self._pending_decisions[key]
            logger.debug(f"Cancelled pending {decision_type} decision for game {game_id}, team {team_id}")


# Singleton instance for global access
state_manager = StateManager()
