using Codice.CM.Common;

namespace Unity.PlasticSCM.Editor.AssetsOverlays.Cache
{
    internal interface IAssetStatusCache
    {
        AssetStatus GetStatus(string fullPath);
        LockStatusData GetLockStatusData(string fullPath);
        void Clear();
        void ClearLocks();
        void Cancel();
    }

    internal class AssetStatusCache : IAssetStatusCache
    {
        internal AssetStatusCache(
            WorkspaceInfo wkInfo,
            bool isGluonMode)
        {
            mLocalStatusCache = new LocalStatusCache(wkInfo);
            mRemoteStatusCache = new RemoteStatusCache(wkInfo, isGluonMode);
            mLockStatusCache = new LockStatusCache(wkInfo);
        }

        AssetStatus IAssetStatusCache.GetStatus(string fullPath)
        {
            AssetStatus localStatus = mLocalStatusCache.GetStatus(fullPath);

            if (!ClassifyAssetStatus.IsControlled(localStatus))
                return localStatus;

            AssetStatus remoteStatus = mRemoteStatusCache.GetStatus(fullPath);

            AssetStatus lockStatus = mLockStatusCache.GetStatus(fullPath);

            return localStatus | remoteStatus | lockStatus;
        }

        LockStatusData IAssetStatusCache.GetLockStatusData(string fullPath)
        {
            return mLockStatusCache.GetLockStatusData(fullPath);
        }

        void IAssetStatusCache.Clear()
        {
            mLocalStatusCache.Clear();
            mRemoteStatusCache.Clear();
            mLockStatusCache.Clear();
        }

        void IAssetStatusCache.ClearLocks()
        {
            mLockStatusCache.Clear();
        }

        void IAssetStatusCache.Cancel()
        {
            mRemoteStatusCache.Cancel();
            mLockStatusCache.Cancel();
        }

        readonly LocalStatusCache mLocalStatusCache;
        readonly RemoteStatusCache mRemoteStatusCache;
        readonly LockStatusCache mLockStatusCache;
    }
}