/// <summary>
/// This class handles special events unique to the Unity Wrapper, such as submitting level/scene changes, and delaying application quit
/// until data has been sent.
/// </summary>

using UnityEngine;
using System.Collections;

namespace GameAnalyticsSDK.Events
{
    public class GA_SpecialEvents : MonoBehaviour
    {
        /*[HideInInspector]
        public bool SubmitFpsAverage;
        [HideInInspector]
        public bool SubmitFpsCritical;
        [HideInInspector]
        public bool IncludeSceneChange;
        [HideInInspector]
        public int FpsCriticalThreshold;
        [HideInInspector]
        public int FpsSubmitInterval;*/
        #region private values

        private static int _frameCountAvg = 0;
        private static float _lastUpdateAvg = 0f;
        private int _frameCountCrit = 0;
        private float _lastUpdateCrit = 0f;

        private static int _criticalFpsCount = 0;

        private static int _fpsWaitTimeMultiplier = 1;
        private static float _lastPauseStartTime;
        private static float _pauseDurationAvg;
        private static float _pauseDurationCrit;

        #endregion

        #region unity derived methods

        public void Start ()
        {
            StartCoroutine(SubmitFPSRoutine());
            StartCoroutine(CheckCriticalFPSRoutine());
        }

        private void OnApplicationPause(bool pauseStatus)
        {
            if (GameAnalytics.SettingsGA == null
                || !GameAnalytics.SettingsGA.SubmitFpsAverage && !GameAnalytics.SettingsGA.SubmitFpsCritical)
            {
                return;
            }
            
            if (pauseStatus)
            {
                _lastPauseStartTime = Time.realtimeSinceStartup;
            }
            else
            {
                if (GameAnalytics.SettingsGA.SubmitFpsAverage)
                {
                    _pauseDurationAvg += Time.realtimeSinceStartup - _lastPauseStartTime;
                }

                if (GameAnalytics.SettingsGA.SubmitFpsCritical)
                {
                    _pauseDurationCrit += Time.realtimeSinceStartup - _lastPauseStartTime;
                }
            }
        }

        private IEnumerator SubmitFPSRoutine()
        {
            while(Application.isPlaying && GameAnalytics.SettingsGA != null &&  GameAnalytics.SettingsGA.SubmitFpsAverage)
            {
                int waitingTime = 30 * _fpsWaitTimeMultiplier;
                yield return new WaitForSecondsRealtime(waitingTime);
                _fpsWaitTimeMultiplier *= 2;
                SubmitFPS();
            }
        }

        private IEnumerator CheckCriticalFPSRoutine()
        {
            while(Application.isPlaying && GameAnalytics.SettingsGA != null &&  GameAnalytics.SettingsGA.SubmitFpsCritical)
            {
                yield return new WaitForSecondsRealtime(GameAnalytics.SettingsGA.FpsCirticalSubmitInterval);
                CheckCriticalFPS();
            }
        }

        public void Update()
        {
            //average FPS
            if (GameAnalytics.SettingsGA != null && GameAnalytics.SettingsGA.SubmitFpsAverage)
            {
                _frameCountAvg++;
            }

            //critical FPS
            if (GameAnalytics.SettingsGA != null && GameAnalytics.SettingsGA.SubmitFpsCritical)
            {
                _frameCountCrit++;
            }
        }

        public static void SubmitFPS()
        {
            //average FPS
            if (GameAnalytics.SettingsGA != null && GameAnalytics.SettingsGA.SubmitFpsAverage)
            {
                float timeSinceUpdate = Time.unscaledTime - _lastUpdateAvg - _pauseDurationAvg;
                _pauseDurationAvg = 0f;

                if (timeSinceUpdate > 1.0f)
                {
                    float fpsSinceUpdate = _frameCountAvg / timeSinceUpdate;
                    _lastUpdateAvg = Time.unscaledTime;
                    _frameCountAvg = 0;

                    if (fpsSinceUpdate > 0)
                    {
                        if(GameAnalytics.Initialized)
                            GameAnalytics.NewDesignEvent("GA:AverageFPS", ((int)fpsSinceUpdate));
                    }
                }
            }

            if (GameAnalytics.SettingsGA != null && GameAnalytics.SettingsGA.SubmitFpsCritical)
            {
                if (_criticalFpsCount > 0)
                {
                    if(GameAnalytics.Initialized)
                        GameAnalytics.NewDesignEvent("GA:CriticalFPS", _criticalFpsCount);
                        
                    _criticalFpsCount = 0;
                }
            }
        }

        public void CheckCriticalFPS()
        {
            //critical FPS
            if (GameAnalytics.SettingsGA != null && GameAnalytics.SettingsGA.SubmitFpsCritical)
            {
                float timeSinceUpdate = Time.unscaledTime - _lastUpdateCrit - _pauseDurationCrit;
                _pauseDurationCrit = 0f;

                if (timeSinceUpdate >= 1.0f)
                {
                    float fpsSinceUpdate = _frameCountCrit / timeSinceUpdate;
                    _lastUpdateCrit = Time.unscaledTime;
                    _frameCountCrit = 0;

                    if (fpsSinceUpdate <= GameAnalytics.SettingsGA.FpsCriticalThreshold)
                    {
                        _criticalFpsCount++;
                    }
                }
            }
        }

        #endregion
    }
}
