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import { Server, Socket } from "socket.io";
import { GameManager } from "../services/gameManager";

export function setupSocketHandlers(io: Server, socket: Socket, gameManager: GameManager) {
	console.log(`Setting up socket handlers for ${socket.id}`);

	// Join room
	socket.on("joinRoom", (data: { roomId?: string; nickname: string }) => {
		const { roomId, nickname } = data;

		// Create or join room
		const room = roomId
			? gameManager.joinRoom(roomId, socket.id, nickname)
			: gameManager.createRoom(socket.id, nickname);

		if (room) {
			socket.join(room.id);

			// Get complete game data for frontend
			const board = gameManager.getGameBoard(room.id);
			const currentPlayer = gameManager.getCurrentPlayer(room.id);
			const stats = gameManager.getGameStats(room.id);

			socket.emit("roomJoined", {
				roomId: room.id,
				playerId: socket.id,
				playerColor: room.players[socket.id]?.color,
				gameState: {
					board,
					boardShape: room.game.getShape(),
					currentPlayer,
					moveHistory: room.game.getHistory(),
					currentMoveIndex: room.game.getCurrentStep(),
					capturedStones: {
						black: stats?.capturedByBlack || 0,
						white: stats?.capturedByWhite || 0
					},
					gameStatus: room.gameState.gameStatus,
					winner: room.gameState.winner
				}
			});

			// Notify other players
			socket.to(room.id).emit("playerJoined", {
				playerId: socket.id,
				nickname: nickname
			});

			console.log(`Player ${socket.id} joined room ${room.id}`);
		} else {
			socket.emit("error", { message: "Failed to join room" });
		}
	});

	// Leave room
	socket.on("leaveRoom", () => {
		const room = gameManager.getPlayerRoom(socket.id);
		if (room) {
			socket.leave(room.id);
			gameManager.leaveRoom(room.id, socket.id);

			// Notify others
			socket.to(room.id).emit("playerLeft", {
				playerId: socket.id
			});
		}
	});

	// Game moves
	socket.on("makeMove", (data: { x: number; y: number; z: number }) => {
		const room = gameManager.getPlayerRoom(socket.id);
		if (room && gameManager.makeMove(room.id, socket.id, data)) {
			// Get updated game data
			const board = gameManager.getGameBoard(room.id);
			const currentPlayer = gameManager.getCurrentPlayer(room.id);
			const stats = gameManager.getGameStats(room.id);
			const lastStep = room.game.getLastStep();

			// Broadcast game update to all players in the room
			io.to(room.id).emit("gameUpdate", {
				board,
				currentPlayer,
				lastMove: data,
				capturedStones: {
					black: stats?.capturedByBlack || 0,
					white: stats?.capturedByWhite || 0
				},
				capturedPositions: lastStep?.capturedPositions,
				moveHistory: room.game.getHistory(),
				currentMoveIndex: room.game.getCurrentStep()
			});
		} else {
			socket.emit("error", { message: "Invalid move" });
		}
	});

	// Pass turn
	socket.on("pass", () => {
		const room = gameManager.getPlayerRoom(socket.id);
		if (room && gameManager.passTurn(room.id, socket.id)) {
			const currentPlayer = gameManager.getCurrentPlayer(room.id);

			io.to(room.id).emit("gameUpdate", {
				currentPlayer,
				action: "pass",
				moveHistory: room.game.getHistory(),
				currentMoveIndex: room.game.getCurrentStep()
			});

			// Check for consecutive passes (game end)
			if (gameManager.checkConsecutivePasses(room.id)) {
				const territory = gameManager.getTerritory(room.id);
				io.to(room.id).emit("gameEnded", {
					winner: room.gameState.winner,
					reason: "double-pass",
					territory
				});
			}
		}
	});

	// Resign
	socket.on("resign", () => {
		const room = gameManager.getPlayerRoom(socket.id);
		if (room && gameManager.resign(room.id, socket.id)) {
			io.to(room.id).emit("gameEnded", {
				winner: room.gameState.winner,
				reason: "resignation"
			});
		}
	});

	// Chat messages
	socket.on("chatMessage", (data: { content: string }) => {
		const room = gameManager.getPlayerRoom(socket.id);
		if (room) {
			const player = room.players[socket.id];
			io.to(room.id).emit("chatMessage", {
				author: player?.nickname || "Unknown",
				content: data.content,
				playerId: socket.id
			});
		}
	});

	// Handle disconnection
	socket.on("disconnect", () => {
		console.log(`Client disconnected: ${socket.id}`);
		const room = gameManager.getPlayerRoom(socket.id);
		if (room) {
			gameManager.leaveRoom(room.id, socket.id);
			socket.to(room.id).emit("playerDisconnected", {
				playerId: socket.id
			});
		}
	});
}