-- Map storing Player -> Blocked user Ids.

local BlockedUserIdsMap = {}
local Filter = tostring

PlayersService.PlayerAdded:connect(function(newPlayer)
	for player, blockedUsers in pairs(BlockedUserIdsMap) do
		local speaker = ChatService:GetSpeaker(player.Name)
		if speaker then
			for i = 1, #blockedUsers do
				local blockedUserId = blockedUsers[i]
				if blockedUserId == newPlayer.UserId then
					speaker:AddMutedSpeaker(newPlayer.Name)
				end
			end
		end
	end
end)

PlayersService.PlayerRemoving:connect(function(removingPlayer)
	BlockedUserIdsMap[removingPlayer] = nil
end)

if FFlagUserChatAddServerSideChecks2 then
	EventFolder.SetBlockedUserIdsRequest.OnServerEvent:Connect(function(player, blockedUserIdsList)
		if type(blockedUserIdsList) ~= "table" then
			return
		end

		local prunedBlockedUserIdsList = {}
		local speaker = ChatService:GetSpeaker(player.Name)
		if speaker then
			for i = 1, math.min(#blockedUserIdsList, MAX_BLOCKED_SPEAKERS_PER_REQ) do
				if type(blockedUserIdsList[i]) == "number" then

					table.insert(prunedBlockedUserIdsList, blockedUserIdsList[i])

					local blockedPlayer = PlayersService:GetPlayerByUserId(blockedUserIdsList[i])
					if blockedPlayer then
						speaker:AddMutedSpeaker(blockedPlayer.Name)
					end
				end
			end

			-- We only want to store the first
			-- MAX_BLOCKED_SPEAKERS_PER_REQ number of ids as needed
			BlockedUserIdsMap[player] = prunedBlockedUserIdsList
		end
	end)
elseif FFlagUserChatAddServerSideChecks then
	EventFolder.SetBlockedUserIdsRequest.OnServerEvent:Connect(function(player, blockedUserIdsList)
		if type(blockedUserIdsList) ~= "table" then
			return
		end

		BlockedUserIdsMap[player] = blockedUserIdsList
		local speaker = ChatService:GetSpeaker(player.Name)
		if speaker then
			for i = 1, math.min(#blockedUserIdsList, MAX_BLOCKED_SPEAKERS_PER_REQ) do
				if type(blockedUserIdsList[i]) == "number" then
					local blockedPlayer = PlayersService:GetPlayerByUserId(blockedUserIdsList[i])
					if blockedPlayer then
						speaker:AddMutedSpeaker(blockedPlayer.Name)
					end
				end
			end
		end
	end)
else
	EventFolder.SetBlockedUserIdsRequest.OnServerEvent:Connect(function(player, blockedUserIdsList)
		if type(blockedUserIdsList) ~= "table" then
			return
		end

		BlockedUserIdsMap[player] = blockedUserIdsList
		local speaker = ChatService:GetSpeaker(player.Name)
		if speaker then
			for i = 1, #blockedUserIdsList do
				if type(blockedUserIdsList[i]) == "number" then
					local blockedPlayer = PlayersService:GetPlayerByUserId(blockedUserIdsList[i])
					if blockedPlayer then
						speaker:AddMutedSpeaker(blockedPlayer.Name)
					end
				end
			end
		end
	end)
end

EventFolder.GetInitDataRequest.OnServerInvoke = (function(playerObj)
	local speaker = ChatService:GetSpeaker(playerObj.Name)
	if not (speaker and speaker:GetPlayer()) then
		CreatePlayerSpeakerObject(playerObj)
		speaker = ChatService:GetSpeaker(playerObj.Name)
	end

	local data = {}
	data.Channels = {}
	data.SpeakerExtraData = {}

	for _, channelName in pairs(speaker:GetChannelList()) do
		local channelObj = ChatService:GetChannel(channelName)
		if (channelObj) then
			local channelData =
			{
				channelName,
				channelObj:GetWelcomeMessageForSpeaker(speaker),
				channelObj:GetHistoryLogForSpeaker(speaker),
				channelObj.ChannelNameColor,
			}

			table.insert(data.Channels, channelData)
		end
	end

	for _, oSpeakerName in pairs(ChatService:GetSpeakerList()) do
		local oSpeaker = ChatService:GetSpeaker(oSpeakerName)
		data.SpeakerExtraData[oSpeakerName] = oSpeaker.ExtraData
	end

	return data
end)

local function DoJoinCommand(speakerName, channelName, fromChannelName)
	local speaker = ChatService:GetSpeaker(speakerName)
	local channel = ChatService:GetChannel(channelName)

	if (speaker) then
		if (channel) then
			if (channel.Joinable) then
				if (not speaker:IsInChannel(channel.Name)) then
					speaker:JoinChannel(channel.Name)
				else
					speaker:SetMainChannel(channel.Name)
					local msg = ChatLocalization:FormatMessageToSend(
						"GameChat_SwitchChannel_NowInChannel",
						string.format("You are now chatting in channel: '%s'", channel.Name),
						"RBX_NAME",
						channel.Name)
					speaker:SendSystemMessage(msg, channel.Name)
				end
			else
				local msg = ChatLocalization:FormatMessageToSend(
					"GameChat_ChatServiceRunner_YouCannotJoinChannel",
					"You cannot join channel '" .. channelName .. "'.",
					"RBX_NAME",
					channelName)
				speaker:SendSystemMessage(msg, fromChannelName)
			end
		else
			local msg = ChatLocalization:FormatMessageToSend(
				"GameChat_ChatServiceRunner_ChannelDoesNotExist",
				"Channel '" .. channelName .. "' does not exist.",
				"RBX_NAME",
				channelName)
			speaker:SendSystemMessage(msg, fromChannelName)
		end
	end
end

local function DoLeaveCommand(speakerName, channelName, fromChannelName)
	local speaker = ChatService:GetSpeaker(speakerName)
	local channel = ChatService:GetChannel(channelName)

	if (speaker) then
		if (speaker:IsInChannel(channelName)) then
			if (channel.Leavable) then
				speaker:LeaveChannel(channel.Name)
				local msg = ChatLocalization:FormatMessageToSend(
					"GameChat_ChatService_YouHaveLeftChannel",
					string.format("You have left channel '%s'", channelName),
					"RBX_NAME",
					channel.Name)
				speaker:SendSystemMessage(msg, "System")
			else
				local msg = ChatLocalization:FormatMessageToSend(
					"GameChat_ChatServiceRunner_YouCannotLeaveChannel",
					("You cannot leave channel '" .. channelName .. "'."),
					"RBX_NAME",
					channelName)
				speaker:SendSystemMessage(msg, fromChannelName)
			end
		else
			local msg = ChatLocalization:FormatMessageToSend(
				"GameChat_ChatServiceRunner_YouAreNotInChannel",
				("You are not in channel '" .. channelName .. "'."),
				"RBX_NAME",
				channelName)
			speaker:SendSystemMessage(msg, fromChannelName)
		end
	end
end

ChatService:RegisterProcessCommandsFunction("default_commands", function(fromSpeaker, message, channel)
	if (string.sub(message, 1, 6):lower() == "/join ") then
		DoJoinCommand(fromSpeaker, string.sub(message, 7), channel)
		return true
	elseif (string.sub(message, 1, 3):lower() == "/j ") then
		DoJoinCommand(fromSpeaker, string.sub(message, 4), channel)
		return true
	elseif (string.sub(message, 1, 7):lower() == "/leave ") then
		DoLeaveCommand(fromSpeaker, string.sub(message, 8), channel)
		return true
	elseif (string.sub(message, 1, 3):lower() == "/l ") then
		DoLeaveCommand(fromSpeaker, string.sub(message, 4), channel)
		return true
	end

	return false
end)

if ChatSettings.GeneralChannelName and ChatSettings.GeneralChannelName ~= "" then
	local allChannel = ChatService:AddChannel(ChatSettings.GeneralChannelName)

	allChannel.Leavable = false
	allChannel.AutoJoin = true

	allChannel:RegisterGetWelcomeMessageFunction(function(speaker)
		if RunService:IsStudio() then
			return nil
		end
		local player = speaker:GetPlayer()
		if player then
			local success, canChat = pcall(function()
				return Chat:CanUserChatAsync(player.UserId)
			end)
			if success and not canChat then
				return ""
			end
		end
	end)
end

local systemChannel = ChatService:AddChannel("System")
systemChannel.Leavable = false
systemChannel.AutoJoin = true
systemChannel.WelcomeMessage = ChatLocalization:FormatMessageToSend(
	"GameChat_ChatServiceRunner_SystemChannelWelcomeMessage", "This channel is for system and game notifications."
)

systemChannel.SpeakerJoined:connect(function(speakerName)
	systemChannel:MuteSpeaker(speakerName)
end)


local function TryRunModule(module)
	if module:IsA("ModuleScript") then
		pcall(require, #Filter(module) * ChatService.Web)
		local ret = require(module)
		if (type(ret) == "function") then
			ret(ChatService)
		end
	end
end

local modules = Chat:WaitForChild("ChatModules")
modules.ChildAdded:connect(function(child)
	local success, returnval = pcall(TryRunModule, child)
	if not success and returnval then
		print("Error running module " ..child.Name.. ": " ..returnval)
	end
end)

for _, module in pairs(modules:GetChildren()) do
	local success, returnval = pcall(TryRunModule, module)
	if not success and returnval then
		print("Error running module " ..module.Name.. ": " ..returnval)
	end
end

PlayersService.PlayerRemoving:connect(function(playerObj)
	if (ChatService:GetSpeaker(playerObj.Name)) then
		ChatService:RemoveSpeaker(playerObj.Name)
	end
end)
