using Logger;
using System;
using System.Collections.Concurrent;
using System.Windows.Media;

namespace UIShare.GlobalVariable
{
    /// <summary>
    /// 作用域日志分发器：根据显式传入的 scope 参数把日志路由到对应
    /// <see cref="ScopedContext.LogBuffer"/>，实现每个台架/作用域拥有独立 LogArea。
    /// 直接写入 ConcurrentQueue，不走 Progress&lt;T&gt; / SynchronizationContext，避免 UI 线程压力。
    /// </summary>
    public class ScopeLogDispatcher : IProgress<(string scope, string message, string color, int depth)>
    {
        private readonly GlobalInfo _globalInfo;

        /// <summary>Brush 缓存，避免每次都 new BrushConverter</summary>
        private static readonly ConcurrentDictionary<string, Brush> _brushCache = new();

        public ScopeLogDispatcher(GlobalInfo globalInfo)
        {
            _globalInfo = globalInfo ?? throw new ArgumentNullException(nameof(globalInfo));
        }

        public void Report((string scope, string message, string color, int depth) value)
        {
            var scope = value.scope;
            if (string.IsNullOrEmpty(scope)) return;

            if (!_globalInfo.ContextDic.TryGetValue(scope, out var context)) return;

            Brush brush = _brushCache.GetOrAdd(value.color, color =>
            {
                try
                {
                    return (Brush)new BrushConverter().ConvertFromString(color);
                }
                catch
                {
                    return Brushes.Black;
                }
            });

            // 直接入队到后台线程安全的 ConcurrentQueue，不走 SynchronizationContext
            context.LogBuffer.Enqueue((value.message, brush, value.depth));
        }
    }
}
