/* eslint-disable no-process-exit */
/* eslint-disable @typescript-eslint/no-var-requires */
const { app, dialog, BrowserWindow } = require("electron");
const log = require("electron-log");
const greenworks = require("./greenworks");
const api = require("./api-server");
const gameWindow = require("./gameWindow");
const achievements = require("./achievements");
const utils = require("./utils");

log.catchErrors();
log.info(`Started app: ${JSON.stringify(process.argv)}`);

process.on('uncaughtException', function () {
  // The exception will already have been logged by electron-log
  process.exit(1);
});

if (greenworks.init()) {
  log.info("Steam API has been initialized.");
} else {
  log.warn("Steam API has failed to initialize.");
}

function setStopProcessHandler(app, window, enabled) {
  const closingWindowHandler = async (e) => {
    // We need to prevent the default closing event to add custom logic
    e.preventDefault();

    // First we clear the achievement timer
    achievements.disableAchievementsInterval(window);

    // Shutdown the http server
    api.disable();

    // Because of a steam limitation, if the player has launched an external browser,
    // steam will keep displaying the game as "Running" in their UI as long as the browser is up.
    // So we'll alert the player to close their browser.
    if (global.app_playerOpenedExternalLink) {
      await dialog.showMessageBox({
        title: 'Bitburner',
        message: 'You may have to close your browser to properly exit the game.',
        detail: 'Steam will keep tracking Bitburner as "Running" if any process started within the game is still running.' +
          ' This includes launching an external link, which opens up your browser.',
        type: 'warning', buttons: ['OK']
      });
    }
    // We'll try to execute javascript on the page to see if we're stuck
    let canRunJS = false;
    window.webContents.executeJavaScript('window.stop(); document.close()', true)
      .then(() => canRunJS = true);
    setTimeout(() => {
      // Wait a few milliseconds to prevent a race condition before loading the exit screen
      window.webContents.stop();
      window.loadFile("exit.html")
    }, 20);

    // Wait 200ms, if the promise has not yet resolved, let's crash the process since we're possibly in a stuck scenario
    setTimeout(() => {
      if (!canRunJS) {
        // We're stuck, let's crash the process
        log.warn('Forcefully crashing the renderer process');
        window.webContents.forcefullyCrashRenderer();
      }

      log.debug('Destroying the window');
      window.destroy();
    }, 200);
  }

  const clearWindowHandler = () => {
    window = null;
  };

  const stopProcessHandler = () => {
    log.info('Quitting the app...');
    app.isQuiting = true;
    app.quit();
    process.exit(0);
  };

  if (enabled) {
    log.debug('Adding closing handlers');
    window.on("closed", clearWindowHandler);
    window.on("close", closingWindowHandler)
    app.on("window-all-closed", stopProcessHandler);
  } else {
    log.debug('Removing closing handlers');
    window.removeListener("closed", clearWindowHandler);
    window.removeListener("close", closingWindowHandler);
    app.removeListener("window-all-closed", stopProcessHandler);
  }
}

function startWindow(noScript) {
  gameWindow.createWindow(noScript);
}

global.app_handlers = {
  stopProcess: setStopProcessHandler,
  createWindow: startWindow,
}

app.whenReady().then(async () => {
  log.info('Application is ready!');

  if (process.argv.includes("--export-save")) {
    const window = new BrowserWindow({ show: false });
    await window.loadFile("export.html", false);
    window.show();
    setStopProcessHandler(app, window, true);
    await utils.exportSave(window);
  } else {
    startWindow(process.argv.includes("--no-scripts"));
  }
});