// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.

#include <algorithm>
#include <chrono>
#include <iterator>
#include <mutex>
#include <numeric>
#include <sstream>
#include <thread>
#include <fmt/chrono.h>
#include <fmt/format.h>
#include "common/file_util.h"
#include "common/settings.h"
#include "core/core_timing.h"
#include "core/perf_stats.h"
#include "video_core/gpu.h"

using namespace std::chrono_literals;
using DoubleSecs = std::chrono::duration<double, std::chrono::seconds::period>;
using std::chrono::duration_cast;
using std::chrono::microseconds;

// Purposefully ignore the first five frames, as there's a significant amount of overhead in
// booting that we shouldn't account for
constexpr std::size_t IgnoreFrames = 5;

namespace Core {

PerfStats::PerfStats(u64 title_id) : title_id(title_id) {}

PerfStats::~PerfStats() {
    if (!Settings::values.record_frame_times || title_id == 0) {
        return;
    }

    const std::time_t t = std::time(nullptr);
    std::ostringstream stream;
    std::copy(perf_history.begin() + IgnoreFrames, perf_history.begin() + current_index,
              std::ostream_iterator<double>(stream, "\n"));
    const std::string& path = FileUtil::GetUserPath(FileUtil::UserPath::LogDir);
    // %F Date format expanded is "%Y-%m-%d"
    const std::string filename =
        fmt::format("{}/{:%F-%H-%M}_{:016X}.csv", path, *std::localtime(&t), title_id);
    FileUtil::IOFile file(filename, "w");
    file.WriteString(stream.str());
}

void PerfStats::BeginSystemFrame() {
    std::scoped_lock lock{object_mutex};

    frame_begin = Clock::now();
}

void PerfStats::EndSystemFrame() {
    std::scoped_lock lock{object_mutex};

    auto frame_end = Clock::now();
    const auto frame_time = frame_end - frame_begin;
    if (current_index < perf_history.size()) {
        perf_history[current_index++] =
            std::chrono::duration<double, std::milli>(frame_time).count();
    }
    accumulated_frametime += frame_time;
    system_frames += 1;

    previous_frame_length = frame_end - previous_frame_end;
    previous_frame_end = frame_end;
}

void PerfStats::EndGameFrame() {
    std::scoped_lock lock{object_mutex};

    game_frames += 1;
}

double PerfStats::GetMeanFrametime() const {
    std::scoped_lock lock{object_mutex};

    if (current_index <= IgnoreFrames) {
        return 0;
    }

    const double sum = std::accumulate(perf_history.begin() + IgnoreFrames,
                                       perf_history.begin() + current_index, 0.0);
    return sum / static_cast<double>(current_index - IgnoreFrames);
}

PerfStats::Results PerfStats::GetAndResetStats(microseconds current_system_time_us) {
    std::scoped_lock lock{object_mutex};

    const auto now = Clock::now();
    // Walltime elapsed since stats were reset
    const auto interval = duration_cast<DoubleSecs>(now - reset_point).count();

    const auto system_us_per_second = (current_system_time_us - reset_point_system_us) / interval;

    last_stats.system_fps = static_cast<double>(system_frames) / interval;
    last_stats.game_fps = static_cast<double>(game_frames) / interval;
    last_stats.frametime = duration_cast<DoubleSecs>(accumulated_frametime).count() /
                           static_cast<double>(system_frames);
    last_stats.emulation_speed = system_us_per_second.count() / 1'000'000.0;

    // Reset counters
    reset_point = now;
    reset_point_system_us = current_system_time_us;
    accumulated_frametime = Clock::duration::zero();
    system_frames = 0;
    game_frames = 0;

    return last_stats;
}

PerfStats::Results PerfStats::GetLastStats() {
    std::scoped_lock lock{object_mutex};

    return last_stats;
}

double PerfStats::GetLastFrameTimeScale() const {
    std::scoped_lock lock{object_mutex};

    constexpr double FRAME_LENGTH = 1.0 / SCREEN_REFRESH_RATE;
    return duration_cast<DoubleSecs>(previous_frame_length).count() / FRAME_LENGTH;
}

void FrameLimiter::WaitOnce() {
    if (frame_advancing_enabled) {
        // Frame advancing is enabled: wait on event instead of doing framelimiting
        frame_advance_event.Wait();
        frame_advance_event.Reset();
    }
}

void FrameLimiter::DoFrameLimiting(microseconds current_system_time_us) {
    if (frame_advancing_enabled) {
        // Frame advancing is enabled: wait on event instead of doing framelimiting
        frame_advance_event.Wait();
        frame_advance_event.Reset();
        return;
    }

    auto now = Clock::now();
    double sleep_scale = Settings::values.frame_limit.GetValue() / 100.0;

    if (Settings::values.frame_limit.GetValue() == 0) {
        return;
    }

    // Max lag caused by slow frames. Shouldn't be more than the length of a frame at the current
    // speed percent or it will clamp too much and prevent this from properly limiting to that
    // percent. High values means it'll take longer after a slow frame to recover and start limiting
    const microseconds max_lag_time_us = duration_cast<microseconds>(
        std::chrono::duration<double, std::chrono::microseconds::period>(25ms / sleep_scale));
    frame_limiting_delta_err += duration_cast<microseconds>(
        std::chrono::duration<double, std::chrono::microseconds::period>(
            (current_system_time_us - previous_system_time_us) / sleep_scale));
    frame_limiting_delta_err -= duration_cast<microseconds>(now - previous_walltime);
    frame_limiting_delta_err =
        std::clamp(frame_limiting_delta_err, -max_lag_time_us, max_lag_time_us);

    if (frame_limiting_delta_err > microseconds::zero()) {
        std::this_thread::sleep_for(frame_limiting_delta_err);
        auto now_after_sleep = Clock::now();
        frame_limiting_delta_err -= duration_cast<microseconds>(now_after_sleep - now);
        now = now_after_sleep;
    }

    previous_system_time_us = current_system_time_us;
    previous_walltime = now;
}

bool FrameLimiter::IsFrameAdvancing() const {
    return frame_advancing_enabled;
}

void FrameLimiter::SetFrameAdvancing(bool value) {
    const bool was_enabled = frame_advancing_enabled.exchange(value);
    if (was_enabled && !value) {
        // Set the event to let emulation continue
        frame_advance_event.Set();
    }
}

void FrameLimiter::AdvanceFrame() {
    frame_advance_event.Set();
}

} // namespace Core
