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// The only module in this package allowed to know about EU4's on-disk byte
// formats. Everything else (lexer, tests) works with decoded JS strings and
// must never touch bytes directly.
//
// EU4's legacy Chinese localisation encoding stores double-byte characters
// as three-character escape sequences inside an otherwise Latin-1-shaped
// byte stream. That transcoding is implemented by the vendored codec at
// ../../eu4_han_convert/src/codec.js (a local package under tools/, not the
// global npm install) — this module wraps it and adds the file-level BOM /
// CP1252 handling that existing scripts in this repo (tools/*.mjs) already
// do by convention, so behavior stays consistent across the toolchain.

import { readFile, writeFile } from 'node:fs/promises';
import { decodeText, encodeText } from '../../eu4_han_convert/src/codec.js';

const UTF8_BOM = Buffer.from([0xef, 0xbb, 0xbf]);

// CP1252 high-byte table used throughout this project's tools. Bytes 0x80-0x9f
// that aren't listed here (0x81, 0x8d, 0x8f, 0x90, 0x9d) are unassigned in
// CP1252 and pass through as their own code point, same as every other byte.
const CP1252_TO_UNICODE = new Map([
  [0x80, 0x20ac], [0x82, 0x201a], [0x83, 0x0192], [0x84, 0x201e],
  [0x85, 0x2026], [0x86, 0x2020], [0x87, 0x2021], [0x88, 0x02c6],
  [0x89, 0x2030], [0x8a, 0x0160], [0x8b, 0x2039], [0x8c, 0x0152],
  [0x8e, 0x017d], [0x91, 0x2018], [0x92, 0x2019], [0x93, 0x201c],
  [0x94, 0x201d], [0x95, 0x2022], [0x96, 0x2013], [0x97, 0x2014],
  [0x98, 0x02dc], [0x99, 0x2122], [0x9a, 0x0161], [0x9b, 0x203a],
  [0x9c, 0x0153], [0x9e, 0x017e], [0x9f, 0x0178],
]);

const UNICODE_TO_CP1252 = new Map(
  [...CP1252_TO_UNICODE].map(([byte, codePoint]) => [codePoint, byte]),
);

/**
 * Read an EU4 game text file: strip a UTF-8 BOM if present, try a strict
 * UTF-8 decode, and fall back to a byte-preserving CP1252 map on failure —
 * then run the vendored double-byte decoder over the result.
 *
 * @param {string} path
 * @returns {Promise<{ text: string, bom: boolean, encoding: 'utf-8' | 'cp1252' }>}
 */
export async function readGameText(path) {
  const bytes = await readFile(path);
  const bom = bytes.subarray(0, UTF8_BOM.length).equals(UTF8_BOM);
  const raw = bom ? bytes.subarray(UTF8_BOM.length) : bytes;

  try {
    const decoded = new TextDecoder('utf-8', { fatal: true }).decode(raw);
    return { text: decodeText(decoded), bom, encoding: 'utf-8' };
  } catch {
    const bytePreserving = Array.from(
      raw,
      (byte) => String.fromCodePoint(CP1252_TO_UNICODE.get(byte) ?? byte),
    ).join('');
    return { text: decodeText(bytePreserving), bom, encoding: 'cp1252' };
  }
}

// encodeText (vendored) iterates its input with `for...of`, i.e. by Unicode
// code point. decodeText can legitimately emit two independent BMP code
// points in sequence (each representing one half of a double-byte escape),
// and when those two ordinary strings are concatenated, JS's code-point
// iteration silently recombines them into a single astral character if they
// happen to form a valid UTF-16 surrogate pair (this really happened with
// U+20C18). encodeText then sees a code point > 0xFFFF and throws, even
// though the input is entirely valid game text.
//
// Fix: split the text into UTF-16 *code units* before encoding, so each
// call to encodeText only ever sees one unit at a time — nothing left to
// recombine into an astral character.
function encodeTextByCodeUnit(text, options) {
  let result = '';
  for (let i = 0; i < text.length; i += 1) {
    result += encodeText(text[i], options);
  }
  return result;
}

function firstDivergence(a, b) {
  const length = Math.min(a.length, b.length);
  let i = 0;
  while (i < length && a[i] === b[i]) i += 1;
  return i;
}

/**
 * Write an EU4 game text file: run the vendored double-byte encoder, map the
 * result back through the inverse CP1252 table to raw bytes, and re-attach
 * the BOM only if the original file had one. Then re-reads the file and
 * throws if it did not round-trip exactly — this module is the single point
 * where a silent mis-encode could corrupt game text, so it verifies itself
 * on every write.
 *
 * @param {string} path
 * @param {string} text
 * @param {{ bom?: boolean }} [meta] - typically the `meta` returned by readGameText
 */
export async function writeGameText(path, text, meta = {}) {
  const encoded = encodeTextByCodeUnit(text, { profile: 'legacy' });
  const bytes = Buffer.from(Array.from(encoded, (character) => {
    const codePoint = character.codePointAt(0);
    const byte = UNICODE_TO_CP1252.get(codePoint) ?? codePoint;
    if (byte > 0xff) {
      throw new RangeError(
        `Cannot encode U+${codePoint.toString(16).toUpperCase()} as a single byte in ${path}`,
      );
    }
    return byte;
  }));
  const output = meta.bom ? Buffer.concat([UTF8_BOM, bytes]) : bytes;

  await writeFile(path, output);

  const verify = await readGameText(path);
  if (verify.text !== text) {
    const index = firstDivergence(text, verify.text);
    throw new Error(
      `writeGameText: ${path} did not round-trip (first divergent index ${index})`,
    );
  }
}

export { encodeTextByCodeUnit };