/*************************************************************************/
/*  base_object_glue.cpp                                                 */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#include "base_object_glue.h"

#ifdef MONO_GLUE_ENABLED

#include "core/reference.h"
#include "core/string_name.h"

#include "../csharp_script.h"
#include "../mono_gd/gd_mono_cache.h"
#include "../mono_gd/gd_mono_class.h"
#include "../mono_gd/gd_mono_internals.h"
#include "../mono_gd/gd_mono_utils.h"
#include "../signal_awaiter_utils.h"
#include "arguments_vector.h"

Object *godot_icall_Object_Ctor(MonoObject *p_obj) {
	Object *instance = memnew(Object);
	GDMonoInternals::tie_managed_to_unmanaged(p_obj, instance);
	return instance;
}

void godot_icall_Object_Disposed(MonoObject *p_obj, Object *p_ptr) {
#ifdef DEBUG_ENABLED
	CRASH_COND(p_ptr == NULL);
#endif

	if (p_ptr->get_script_instance()) {
		CSharpInstance *cs_instance = CAST_CSHARP_INSTANCE(p_ptr->get_script_instance());
		if (cs_instance) {
			if (!cs_instance->is_destructing_script_instance()) {
				cs_instance->mono_object_disposed(p_obj);
				p_ptr->set_script_instance(NULL);
			}
			return;
		}
	}

	void *data = p_ptr->get_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index());

	if (data) {
		CSharpScriptBinding &script_binding = ((Map<Object *, CSharpScriptBinding>::Element *)data)->get();
		if (script_binding.inited) {
			Ref<MonoGCHandle> &gchandle = script_binding.gchandle;
			if (gchandle.is_valid()) {
				CSharpLanguage::release_script_gchandle(p_obj, gchandle);
			}
		}
	}
}

void godot_icall_Reference_Disposed(MonoObject *p_obj, Object *p_ptr, MonoBoolean p_is_finalizer) {
#ifdef DEBUG_ENABLED
	CRASH_COND(p_ptr == NULL);
	// This is only called with Reference derived classes
	CRASH_COND(!Object::cast_to<Reference>(p_ptr));
#endif

	Reference *ref = static_cast<Reference *>(p_ptr);

	if (ref->get_script_instance()) {
		CSharpInstance *cs_instance = CAST_CSHARP_INSTANCE(ref->get_script_instance());
		if (cs_instance) {
			if (!cs_instance->is_destructing_script_instance()) {
				bool delete_owner;
				bool remove_script_instance;

				cs_instance->mono_object_disposed_baseref(p_obj, p_is_finalizer, delete_owner, remove_script_instance);

				if (delete_owner) {
					memdelete(ref);
				} else if (remove_script_instance) {
					ref->set_script_instance(NULL);
				}
			}
			return;
		}
	}

	// Unsafe refcount decrement. The managed instance also counts as a reference.
	// See: CSharpLanguage::alloc_instance_binding_data(Object *p_object)
	CSharpLanguage::get_singleton()->pre_unsafe_unreference(ref);
	if (ref->unreference()) {
		memdelete(ref);
	} else {
		void *data = ref->get_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index());

		if (data) {
			CSharpScriptBinding &script_binding = ((Map<Object *, CSharpScriptBinding>::Element *)data)->get();
			if (script_binding.inited) {
				Ref<MonoGCHandle> &gchandle = script_binding.gchandle;
				if (gchandle.is_valid()) {
					CSharpLanguage::release_script_gchandle(p_obj, gchandle);
				}
			}
		}
	}
}

MethodBind *godot_icall_Object_ClassDB_get_method(MonoString *p_type, MonoString *p_method) {
	StringName type(GDMonoMarshal::mono_string_to_godot(p_type));
	StringName method(GDMonoMarshal::mono_string_to_godot(p_method));
	return ClassDB::get_method(type, method);
}

MonoObject *godot_icall_Object_weakref(Object *p_obj) {
	if (!p_obj)
		return NULL;

	Ref<WeakRef> wref;
	Reference *ref = Object::cast_to<Reference>(p_obj);

	if (ref) {
		REF r = ref;
		if (!r.is_valid())
			return NULL;

		wref.instance();
		wref->set_ref(r);
	} else {
		wref.instance();
		wref->set_obj(p_obj);
	}

	return GDMonoUtils::unmanaged_get_managed(wref.ptr());
}

int32_t godot_icall_SignalAwaiter_connect(Object *p_source, MonoString *p_signal, Object *p_target, MonoObject *p_awaiter) {
	String signal = GDMonoMarshal::mono_string_to_godot(p_signal);
	return (int32_t)SignalAwaiterUtils::connect_signal_awaiter(p_source, signal, p_target, p_awaiter);
}

MonoArray *godot_icall_DynamicGodotObject_SetMemberList(Object *p_ptr) {
	List<PropertyInfo> property_list;
	p_ptr->get_property_list(&property_list);

	MonoArray *result = mono_array_new(mono_domain_get(), CACHED_CLASS_RAW(String), property_list.size());

	int i = 0;
	for (List<PropertyInfo>::Element *E = property_list.front(); E; E = E->next()) {
		MonoString *boxed = GDMonoMarshal::mono_string_from_godot(E->get().name);
		mono_array_setref(result, i, boxed);
		i++;
	}

	return result;
}

MonoBoolean godot_icall_DynamicGodotObject_InvokeMember(Object *p_ptr, MonoString *p_name, MonoArray *p_args, MonoObject **r_result) {
	String name = GDMonoMarshal::mono_string_to_godot(p_name);

	int argc = mono_array_length(p_args);

	ArgumentsVector<Variant> arg_store(argc);
	ArgumentsVector<const Variant *> args(argc);

	for (int i = 0; i < argc; i++) {
		MonoObject *elem = mono_array_get(p_args, MonoObject *, i);
		arg_store.set(i, GDMonoMarshal::mono_object_to_variant(elem));
		args.set(i, &arg_store.get(i));
	}

	Variant::CallError error;
	Variant result = p_ptr->call(StringName(name), args.ptr(), argc, error);

	*r_result = GDMonoMarshal::variant_to_mono_object(result);

	return error.error == Variant::CallError::CALL_OK;
}

MonoBoolean godot_icall_DynamicGodotObject_GetMember(Object *p_ptr, MonoString *p_name, MonoObject **r_result) {
	String name = GDMonoMarshal::mono_string_to_godot(p_name);

	bool valid;
	Variant value = p_ptr->get(StringName(name), &valid);

	if (valid) {
		*r_result = GDMonoMarshal::variant_to_mono_object(value);
	}

	return valid;
}

MonoBoolean godot_icall_DynamicGodotObject_SetMember(Object *p_ptr, MonoString *p_name, MonoObject *p_value) {
	String name = GDMonoMarshal::mono_string_to_godot(p_name);
	Variant value = GDMonoMarshal::mono_object_to_variant(p_value);

	bool valid;
	p_ptr->set(StringName(name), value, &valid);

	return valid;
}

MonoString *godot_icall_Object_ToString(Object *p_ptr) {
#ifdef DEBUG_ENABLED
	// Cannot happen in C#; would get an ObjectDisposedException instead.
	CRASH_COND(p_ptr == NULL);

	if (ScriptDebugger::get_singleton() && !Object::cast_to<Reference>(p_ptr)) { // Only if debugging!
		// Cannot happen either in C#; the handle is nullified when the object is destroyed
		CRASH_COND(!ObjectDB::instance_validate(p_ptr));
	}
#endif

	String result = "[" + p_ptr->get_class() + ":" + itos(p_ptr->get_instance_id()) + "]";
	return GDMonoMarshal::mono_string_from_godot(result);
}

void godot_register_object_icalls() {
	GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_Ctor", godot_icall_Object_Ctor);
	GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_Disposed", godot_icall_Object_Disposed);
	GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Reference_Disposed", godot_icall_Reference_Disposed);
	GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_ClassDB_get_method", godot_icall_Object_ClassDB_get_method);
	GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_ToString", godot_icall_Object_ToString);
	GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_weakref", godot_icall_Object_weakref);
	GDMonoUtils::add_internal_call("Godot.SignalAwaiter::godot_icall_SignalAwaiter_connect", godot_icall_SignalAwaiter_connect);
	GDMonoUtils::add_internal_call("Godot.DynamicGodotObject::godot_icall_DynamicGodotObject_SetMemberList", godot_icall_DynamicGodotObject_SetMemberList);
	GDMonoUtils::add_internal_call("Godot.DynamicGodotObject::godot_icall_DynamicGodotObject_InvokeMember", godot_icall_DynamicGodotObject_InvokeMember);
	GDMonoUtils::add_internal_call("Godot.DynamicGodotObject::godot_icall_DynamicGodotObject_GetMember", godot_icall_DynamicGodotObject_GetMember);
	GDMonoUtils::add_internal_call("Godot.DynamicGodotObject::godot_icall_DynamicGodotObject_SetMember", godot_icall_DynamicGodotObject_SetMember);
}

#endif // MONO_GLUE_ENABLED
