#pragma once
#include "types.hpp"
#include "config.hpp"
#include "scene_boundaries.hpp"

#include <memory>
#include "inference/scene_detector.hpp"

#include <nlohmann/json.hpp>
#include <algorithm>
#include <atomic>
#include <deque>
#include <fstream>
#include <iostream>
#include <string>
#include <vector>

// ── SceneDetectorFunc ─────────────────────────────────────────────────────────
// KPN sink node: TransNetV2 shot-boundary detection on the dense frame stream.
//
// Buffers incoming (dense, native-rate) Frames into a rolling window of
// ISceneDetector::kWindow (=100) frames. Every `stride` frames it runs one
// inference and reads back per-frame boundary probabilities, but only trusts the
// central region of each window — TransNetV2 (like most sliding-window boundary
// models) is unreliable near the window edges where it lacks temporal context.
// Overlapping windows by (kWindow - stride) frames means every frame is scored
// from at least one window's trusted centre.
//
// Boundaries (prob > scene_threshold, local maxima) are collected with their
// timestamps and written to scenes.json alongside the main annotations output on
// EOF. This branch is terminal: it produces no pipeline messages, only a file.

struct SceneDetectorFunc {
    static constexpr std::string_view label() { return "scene_detector"; }

    /// TRACES: AR-010 | SR-002
    /// Publish each window's verdict as it is scored, so the face branch — held
    /// back by channel depth — can consult it for frames it has not reached yet.
    void set_boundaries(std::shared_ptr<SceneBoundaries> b) { shared_ = std::move(b); }

    SceneDetectorFunc(const Config& cfg, std::atomic<bool>& done)
        : detector_(make_scene_detector(cfg))
        , threshold_(cfg.scene_threshold)
        , stride_(std::clamp(cfg.scene_stride, 1, ISceneDetector::kWindow))
        , output_path_(scenes_path(cfg.output_path))
        , movie_path_(cfg.movie_path)
        , done_(done)
    {
        // Trusted centre half of each window. Frames outside [guard, kWindow-guard)
        // are re-scored by an adjacent window, so we ignore them here to avoid
        // edge artefacts and double-counting.
        guard_ = (ISceneDetector::kWindow - stride_) / 2;
        std::cerr << "[scene_detector] threshold=" << threshold_
                  << "  stride=" << stride_
                  << "  guard=" << guard_
                  << "  output=" << output_path_ << "\n";
    }

    void operator()(Frame f) {
        if (f.eof) {
            flush_remaining();
            // Release anyone waiting on the join: the tail frames after the last
            // full window will never be covered, so waiting for them would hang.
            if (shared_) shared_->finish();
            write_output();
            done_.store(true, std::memory_order_release);
            return;
        }

        images_.push_back(f.image);
        times_.push_back(f.timestamp_sec);

        // Once we have a full window, score it and slide forward by `stride`.
        while (static_cast<int>(images_.size()) >= ISceneDetector::kWindow) {
            score_window();
            for (int i = 0; i < stride_; ++i) {
                images_.pop_front();
                times_.pop_front();
            }
            window_base_ += stride_;
        }
    }

private:
    // Run TransNetV2 on the leading kWindow frames of the buffer and record any
    // boundaries found within the trusted centre region.
    void score_window() {
        std::vector<cv::Mat> win(images_.begin(),
                                 images_.begin() + ISceneDetector::kWindow);
        std::vector<float> probs = detector_->detect_window(win);

        // On the very first window there is no preceding window, so trust from 0;
        // otherwise skip the leading guard already covered by the previous window.
        const int lo = (window_base_ == 0) ? 0 : guard_;
        const int hi = ISceneDetector::kWindow - guard_;
        std::vector<double> fresh;
        for (int i = lo; i < hi; ++i) {
            if (probs[i] <= threshold_) continue;
            // Local maximum → the boundary frame (avoid a run of high scores
            // registering as several adjacent cuts).
            const bool peak =
                (i == 0        || probs[i] >= probs[i-1]) &&
                (i == kLast_() || probs[i] >= probs[i+1]);
            if (peak) {
                boundaries_.push_back({times_[i], probs[i]});
                fresh.push_back(times_[i]);
            }
        }

        /// TRACES: AR-010 | SR-002
        // Publish with a watermark: everything up to times_[hi-1] now has a
        // final verdict. The face branch consults this for frames it has not
        // reached yet, and the watermark is what lets it tell "no boundary
        // here" from "not scored yet".
        if (shared_ && hi > lo)
            shared_->publish(fresh, times_[hi - 1]);
    }

    // At EOF the tail (< kWindow frames) never formed a full window. Pad it out
    // to kWindow by repeating the last frame so the final real frames still get
    // scored, then take only the region past what earlier windows covered.
    void flush_remaining() {
        const int n = static_cast<int>(images_.size());
        if (n == 0) return;
        std::vector<cv::Mat> win(images_.begin(), images_.end());
        cv::Mat last = win.back();
        while (static_cast<int>(win.size()) < ISceneDetector::kWindow)
            win.push_back(last);

        std::vector<float> probs = detector_->detect_window(win);
        const int lo = (window_base_ == 0) ? 0 : guard_;
        std::vector<double> fresh;
        for (int i = lo; i < n; ++i) {   // only real (non-padded) frames
            if (probs[i] <= threshold_) continue;
            const bool peak =
                (i == 0     || probs[i] >= probs[i-1]) &&
                (i == n - 1 || probs[i] >= probs[i+1]);
            if (peak) {
                boundaries_.push_back({times_[i], probs[i]});
                fresh.push_back(times_[i]);
            }
        }

        /// TRACES: AR-010 | SR-002
        // Publish the tail too. Without this the final frames — everything after
        // the last full window — reach the join with no verdict and are treated
        // as boundary-free without evidence, which is precisely the ambiguity
        // the watermark exists to prevent.
        if (shared_ && n > 0) shared_->publish(fresh, times_[n - 1]);
    }

    void write_output() {
        if (written_) return;
        written_ = true;

        // Merge boundaries closer than one frame apart (dedup across window seams).
        std::sort(boundaries_.begin(), boundaries_.end(),
                  [](const Boundary& a, const Boundary& b) {
                      return a.t < b.t;
                  });

        nlohmann::json root;
        root["schema_version"] = 1;
        root["movie"]          = movie_path_;
        root["model"]          = "transnetv2";
        root["threshold"]      = threshold_;
        nlohmann::json cuts = nlohmann::json::array();
        double last_t = -1e9;
        for (const auto& b : boundaries_) {
            if (b.t - last_t < 0.04) continue;   // ~1 frame @25fps dedup
            cuts.push_back({{"t", b.t}, {"probability", b.prob}});
            last_t = b.t;
        }
        root["cuts"] = std::move(cuts);

        std::ofstream f(output_path_);
        if (!f.is_open()) {
            std::cerr << "\n[scene_detector] ERROR: cannot write "
                      << output_path_ << "\n";
            return;
        }
        f << root.dump(2) << "\n";
        std::cerr << "\n[scene_detector] wrote " << root["cuts"].size()
                  << " boundaries → " << output_path_ << "\n";
    }

    static int kLast_() { return ISceneDetector::kWindow - 1; }

    // annotations.json → annotations.scenes.json (or scenes.json for bare names)
    static std::string scenes_path(const std::string& out) {
        auto dot = out.find_last_of('.');
        if (dot == std::string::npos) return out + ".scenes.json";
        return out.substr(0, dot) + ".scenes.json";
    }

    struct Boundary { double t; float prob; };

    std::unique_ptr<ISceneDetector> detector_;
    float                 threshold_;
    int                   stride_;
    int                   guard_{0};
    std::string           output_path_;
    std::string           movie_path_;

    std::atomic<bool>&    done_;
    std::deque<cv::Mat>   images_;
    std::deque<double>    times_;
    int64_t               window_base_{0};   // frame index of images_.front()
    std::vector<Boundary> boundaries_;
    bool                  written_{false};
    std::shared_ptr<SceneBoundaries> shared_;   ///< AR-010 join point
};
