using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
namespace AcDream.Core.Items;
///
/// Live item-state mirror — the client-side view of every item the
/// server has spawned for this session. Owns
/// records, tracks which container holds each item, and fires events so
/// UI panels (inventory, paperdoll, hotbars) can redraw on change.
///
///
/// Retail semantics (r06):
///
/// -
/// Every item is a with a unique
/// ObjectId. CreateObject seeds it when the server tells us
/// the item exists (in our inventory, on the ground, in a
/// vendor's list, etc).
///
/// -
/// Moves happen via -carrying messages:
/// WieldObject, InventoryPutObjInContainer,
/// InventoryPutObjectIn3D, ViewContents,
/// CloseGroundContainer.
///
/// -
/// InventoryServerSaveFailed reverts a speculative local
/// state change (e.g. when a drag-drop was rejected server-side).
///
///
///
///
///
/// Thread safety: designed for single-threaded use from the render
/// thread; the event delegates run synchronously on the caller's
/// thread. A backs the
/// map so plugin code can look up items from any thread without
/// corrupting state.
///
///
public sealed class ItemRepository
{
private readonly ConcurrentDictionary _items = new();
private readonly ConcurrentDictionary _containers = new();
/// Fires when an item is first added to the session.
public event Action? ItemAdded;
///
/// Fires when an item's container / slot changes (moved between
/// packs, equipped, unequipped, dropped on ground). Old and new
/// container ids are 0 if origin or destination is "world" / "nowhere".
///
public event Action? ItemMoved;
/// Fires when an item is removed from the session.
public event Action? ItemRemoved;
/// Fires when an item's properties are updated (typically after Appraise).
public event Action? ItemPropertiesUpdated;
/// PropertyInt.UiEffects (ACE enum value 18) — the icon effect bitfield;
/// the typed mirror maintains on
/// .
public const uint UiEffectsPropertyId = 18u;
public int ItemCount => _items.Count;
public int ContainerCount => _containers.Count;
public IEnumerable Items => _items.Values;
public IEnumerable Containers => _containers.Values;
///
/// Look up an item by its server-assigned ObjectId.
///
public ItemInstance? GetItem(uint objectId) =>
_items.TryGetValue(objectId, out var item) ? item : null;
///
/// Look up a container by object id, creating a lightweight stub if
/// the id doesn't match any known container (defensive — avoids losing
/// references when the server announces a move into a container it
/// hasn't described yet).
///
public Container? GetContainer(uint objectId) =>
_containers.TryGetValue(objectId, out var c) ? c : null;
///
/// Register / refresh an item in the repository. Called on
/// CreateObject for item-typed weenies and on IdentifyObjectResponse
/// to fill in detail properties.
///
public void AddOrUpdate(ItemInstance item)
{
ArgumentNullException.ThrowIfNull(item);
bool existed = _items.ContainsKey(item.ObjectId);
_items[item.ObjectId] = item;
if (!existed) ItemAdded?.Invoke(item);
else ItemPropertiesUpdated?.Invoke(item);
}
///
/// Register a container. Idempotent.
///
public void AddContainer(Container container)
{
ArgumentNullException.ThrowIfNull(container);
_containers[container.ObjectId] = container;
}
///
/// Handle a server-driven move — called from
/// InventoryPutObjInContainer (0x0022) and WieldObject (0x0023)
/// handlers. Updates ContainerId / ContainerSlot / CurrentlyEquippedLocation
/// and fires ItemMoved.
///
public bool MoveItem(uint itemId, uint newContainerId, int newSlot = -1,
EquipMask newEquipLocation = EquipMask.None)
{
if (!_items.TryGetValue(itemId, out var item)) return false;
uint oldContainer = item.ContainerId;
item.ContainerId = newContainerId;
item.ContainerSlot = newSlot;
item.CurrentlyEquippedLocation = newEquipLocation;
ItemMoved?.Invoke(item, oldContainer, newContainerId);
return true;
}
///
/// Handle a server-driven remove (destroyed item, dropped into 3D
/// space, stolen, etc).
///
public bool Remove(uint itemId)
{
if (!_items.TryRemove(itemId, out var item)) return false;
ItemRemoved?.Invoke(item);
return true;
}
///
/// Enrich an already-known item (a stub created from PlayerDescription) with the
/// fuller data carried by its CreateObject (icon, name, type). Returns false if the
/// item isn't tracked yet — phase 1 enriches existing items only; full
/// CreateObject ingestion of newly-acquired items is the inventory phase.
/// Raises ItemPropertiesUpdated whenever the item is found (matching the
/// UpdateProperties convention — it fires on found regardless of whether a field
/// actually changed) so bound widgets (the toolbar) re-render.
///
/// D.5.1 (2026-06-17): also accepts and
/// from the extended WeenieHeader tail. Both
/// default to 0 (not sent by server). IconComposer.GetIcon already composites
/// underlay/base/overlay in the correct retail layer order and early-returns on 0.
///
///
public bool EnrichItem(uint objectId, uint iconId, string name, ItemType type,
uint iconOverlayId = 0, uint iconUnderlayId = 0, uint effects = 0)
{
if (!_items.TryGetValue(objectId, out var item)) return false;
if (iconId != 0) item.IconId = iconId;
if (!string.IsNullOrEmpty(name)) item.Name = name;
if (type != default) item.Type = type;
if (iconOverlayId != 0) item.IconOverlayId = iconOverlayId;
if (iconUnderlayId != 0) item.IconUnderlayId = iconUnderlayId;
// D.5.2: 0 is a meaningful "no effect" state (e.g. a caster out of mana),
// so assign unconditionally — re-composition reflects the CURRENT state.
item.Effects = effects;
ItemPropertiesUpdated?.Invoke(item);
return true;
}
///
/// Apply a patch (e.g. from an
/// IdentifyObjectResponse) to an existing item. Individual
/// keys in the incoming bundle overwrite existing values; keys not
/// present are left untouched.
///
public bool UpdateProperties(uint itemId, PropertyBundle incoming)
{
if (!_items.TryGetValue(itemId, out var item)) return false;
foreach (var kv in incoming.Ints) item.Properties.Ints[kv.Key] = kv.Value;
foreach (var kv in incoming.Int64s) item.Properties.Int64s[kv.Key] = kv.Value;
foreach (var kv in incoming.Bools) item.Properties.Bools[kv.Key] = kv.Value;
foreach (var kv in incoming.Floats) item.Properties.Floats[kv.Key] = kv.Value;
foreach (var kv in incoming.Strings) item.Properties.Strings[kv.Key] = kv.Value;
foreach (var kv in incoming.DataIds) item.Properties.DataIds[kv.Key] = kv.Value;
foreach (var kv in incoming.InstanceIds) item.Properties.InstanceIds[kv.Key] = kv.Value;
ItemPropertiesUpdated?.Invoke(item);
return true;
}
///
/// Apply a single PropertyInt update (from PublicUpdatePropertyInt 0x02CE) to an
/// item: store it in the bundle and, for known typed ints, mirror to the typed
/// field. Today: UiEffects (18) → . Fires
/// ItemPropertiesUpdated so bound widgets re-composite. Extensible hook for future
/// typed PropertyInts (StackSize, Structure, …). False if the item is unknown.
///
public bool UpdateIntProperty(uint itemId, uint propertyId, int value)
{
if (!_items.TryGetValue(itemId, out var item)) return false;
item.Properties.Ints[propertyId] = value;
if (propertyId == UiEffectsPropertyId) item.Effects = (uint)value;
ItemPropertiesUpdated?.Invoke(item);
return true;
}
///
/// Flush the repository — typically called on logoff or teleport
/// that drops the session's item state.
///
public void Clear()
{
_items.Clear();
_containers.Clear();
}
}