"use strict";
var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
    function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
    return new (P || (P = Promise))(function (resolve, reject) {
        function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
        function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
        function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
        step((generator = generator.apply(thisArg, _arguments || [])).next());
    });
};
var __generator = (this && this.__generator) || function (thisArg, body) {
    var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g = Object.create((typeof Iterator === "function" ? Iterator : Object).prototype);
    return g.next = verb(0), g["throw"] = verb(1), g["return"] = verb(2), typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
    function verb(n) { return function (v) { return step([n, v]); }; }
    function step(op) {
        if (f) throw new TypeError("Generator is already executing.");
        while (g && (g = 0, op[0] && (_ = 0)), _) try {
            if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
            if (y = 0, t) op = [op[0] & 2, t.value];
            switch (op[0]) {
                case 0: case 1: t = op; break;
                case 4: _.label++; return { value: op[1], done: false };
                case 5: _.label++; y = op[1]; op = [0]; continue;
                case 7: op = _.ops.pop(); _.trys.pop(); continue;
                default:
                    if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
                    if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
                    if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
                    if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
                    if (t[2]) _.ops.pop();
                    _.trys.pop(); continue;
            }
            op = body.call(thisArg, _);
        } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
        if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
    }
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.Unity = void 0;
var ws_1 = require("ws");
var Utils_1 = require("../Utils");
var PREFIX = '[Unity]';
var Unity = /** @class */ (function () {
    function Unity(Main) {
        this.state = 'DISCONNECTED';
        this.restartRequested = false;
        this._Main = Main;
    }
    Unity.prototype.broadcastState = function () {
        this._Main.WebServer.socket.emit('unityState', this.getState());
    };
    Unity.prototype.setInfo = function (message, error, state) {
        if (state === void 0) { state = 'FAILED'; }
        this.message = message;
        this.error = error;
        this.state = state;
        this.broadcastState();
        if (state == 'FAILED' || state == 'DISCONNECTED')
            console.warn(PREFIX, message !== null && message !== void 0 ? message : error);
        else
            console.log(PREFIX, message !== null && message !== void 0 ? message : error);
    };
    Unity.prototype.reconnect = function () {
        return __awaiter(this, void 0, void 0, function () {
            return __generator(this, function (_a) {
                switch (_a.label) {
                    case 0:
                        if (this.restartRequested)
                            return [2 /*return*/];
                        this.restartRequested = true;
                        if (this.socket != null) {
                            this.socket.close();
                            this.socket = null;
                        }
                        return [4 /*yield*/, (0, Utils_1.delay)(500)];
                    case 1:
                        _a.sent();
                        this.setInfo("Reconnecting to Unity in 5 seconds...", null, 'CONNECTING');
                        return [4 /*yield*/, (0, Utils_1.delay)(5000)];
                    case 2:
                        _a.sent();
                        return [4 /*yield*/, this.connect()];
                    case 3:
                        _a.sent();
                        return [2 /*return*/];
                }
            });
        });
    };
    Unity.prototype.connect = function () {
        var _this = this;
        var ws = new ws_1.WebSocket("ws://".concat(this._Main.Config.unity.webSocket.ip, ":").concat(this._Main.Config.unity.webSocket.port));
        ws.on('error', function (error) {
            _this.setInfo('Connection error', "Could not connect: ".concat(error.message), 'FAILED');
            _this.reconnect();
        });
        ws.on('open', function () {
            _this.setInfo('Connected', null, 'CONNECTED');
        });
        ws.on('close', function () {
            if (_this.restartRequested)
                return;
            _this.setInfo('Disconnected', 'Unity was disconnected unexpectedly', 'DISCONNECTED');
            _this.reconnect();
        });
    };
    Unity.prototype.getState = function () {
        return {
            state: this.state,
            message: this.message,
            error: this.error,
        };
    };
    return Unity;
}());
exports.Unity = Unity;
//# sourceMappingURL=Unity.js.map