import { useEffect, useRef, useState } from 'react'
import ReplayCanvas3D from './ReplayCanvas3D.js'

const RC = {
  TRAIL_MS: 18000,
  AIR_TRAIL_MS: 4000,
  DRONE_TRAIL_MS: 2000,
  KILL_TTL: 8000,
  DMG_TTL: 4000,
  GHOST_TTL: 3000,
  DEFAULT_SPEED: 4,
  WIN: '#00c800',
  LOSE: '#dc1e1e',
  WIN_TRAIL: 'rgba(0,120,0,',
  LOSE_TRAIL: 'rgba(132,18,18,',
  DOT_R: 5,
  AIR_R: 4,
  DRONE_R: 3,
}

const CAP_STROKE_PX = 3
const CAP_ICON_ALPHA = 0.35
const CAP_ICON_MIN_SIZE = 10
const CAP_FILL_ALPHA = 0.5

function loadImage(src) {
  return new Promise((resolve) => {
    const img = new Image()
    img.crossOrigin = 'anonymous'
    img.onload = () => resolve(img)
    img.onerror = () => resolve(null)
    img.src = src
  })
}

function esc(value) {
  const div = document.createElement('div')
  div.textContent = String(value || '')
  return div.innerHTML
}

class ReplayCanvasEngine {
  constructor(containerEl, data) {
    this.container = containerEl
    this.data = data
    this.playing = false
    this.speed = RC.DEFAULT_SPEED
    this.currentTime = 0
    this.tStart = Infinity
    this.tEnd = -Infinity
    this.lastFrameTime = 0
    this.highlightedPlayerId = null
    this.animFrameId = null
    this.canvasSize = 720
    this._groundCoords = data.levelCoords
    this._tankMapCoords = data.tankMapCoords || data.levelCoords
    this._airCoords = data.mapCoords || null
    this._fullMapLevel = data.fullMapLevel || null
    this.captureAreas = Array.isArray(data.captureAreas) ? data.captureAreas : []
    this._captureState = data.captureState && Object.keys(data.captureState).length ? data.captureState : null
    this._tickets = data.tickets && Object.keys(data.tickets).length ? data.tickets : null
    this._winnerSlot = Number(data.winnerSlot) || 0
    this._mode = 'ground'
    this._viewMode = '2d'
    this.view3d = null
    this.supports3d = false
    this._mapSrc = { u: 0, v: 0, w: 1, h: 1 }
    this.players = {}
    for (const p of data.players || []) this.players[p.id] = p

    const hasAircraft = (data.entities || []).some((e) => e.type === 'aircraft')
    this.hasGroundEntities = this._hasGroundEntities(data.entities)
    this.hasAirMode = Boolean(this._airCoords && this._fullMapLevel && hasAircraft)
    if (!this._groundCoords && this._airCoords) this._groundCoords = this._airCoords
    if (!this._tankMapCoords && this._groundCoords) this._tankMapCoords = this._groundCoords
    this._applyCoords(this.hasAirMode && !this._hasGroundEntities(data.entities) ? 'air' : 'ground')

    this.entities = []
    for (const e of data.entities || []) {
      if (!e.path || !e.path.length) continue
      const times = new Float64Array(e.path.length)
      const positions = new Float32Array(e.path.length * 2)
      for (let i = 0; i < e.path.length; i++) {
        times[i] = Number(e.path[i].t)
        positions[i * 2] = Number(e.path[i].x)
        positions[i * 2 + 1] = Number(e.path[i].z)
      }
      if (times[0] < this.tStart) this.tStart = times[0]
      if (times[times.length - 1] > this.tEnd) this.tEnd = times[times.length - 1]
      const isWinner = e.playerId > 0
        ? this.players[e.playerId]?.team === data.teamWon
        : e.droneTeam === data.teamWon
      this.entities.push({
        ...e,
        times,
        positions,
        isWinner,
        deathTime: null,
        ghostEndTime: null,
        deathPos: null,
        _lastHeading: null,
      })
    }
    if (!Number.isFinite(this.tStart) || !Number.isFinite(this.tEnd)) {
      this.tStart = 0
      this.tEnd = 1
    }
    this._computeDeaths()
    this.currentTime = this.tStart
  }

  _hasGroundEntities(entities) {
    return Array.isArray(entities) && entities.some((e) => e.type === 'ground')
  }

  _applyCoords(mode) {
    this._mode = mode === 'air' && this._airCoords ? 'air' : 'ground'
    const coords = this._mode === 'air' ? this._airCoords : this._groundCoords
    this.x0 = Number(coords?.x0 || 0)
    this.z0 = Number(coords?.z0 || 0)
    this.xRange = Number(coords?.x1 || 1) - this.x0
    this.zRange = Number(coords?.z1 || 1) - this.z0
    if (!this.xRange) this.xRange = 1
    if (!this.zRange) this.zRange = 1
    this._updateMapSourceRect()
  }

  async init() {
    this._buildDOM()
    await Promise.all([this._loadMap(), this._loadEntityIcons()])
    this._initView3d()
    this._onResize = () => { if (this._viewMode === '3d') this.view3d?.resize() }
    window.addEventListener('resize', this._onResize)
    this.playing = true
    this.playBtn.textContent = 'Pause'
    this.lastFrameTime = performance.now()
    this._tick = this._tick.bind(this)
    this.animFrameId = requestAnimationFrame(this._tick)
  }

  _initView3d() {
    try {
      this.view3d = new ReplayCanvas3D(this.view3dContainer, this.data)
      this.supports3d = true
    } catch {
      this.view3d = null
      this.supports3d = false
    }
  }

  _renderActive() {
    if (this._viewMode === '3d') this.view3d?.setTime(this.currentTime)
    else this.render()
  }

  setViewMode(mode) {
    const next = mode === '3d' && this.view3d ? '3d' : '2d'
    if (next === this._viewMode) return
    this._viewMode = next
    const is3d = next === '3d'
    this.canvas.classList.toggle('rc-hidden', is3d)
    this.view3dContainer.classList.toggle('rc-hidden', !is3d)
    if (is3d) {
      this.view3d.setMode(this._mode)
      this.view3d.resize()
      this.view3d.setTime(this.currentTime)
    } else {
      this.render()
    }
  }

  focus(playerId) {
    if (this._viewMode === '3d') this.view3d?.focus(playerId)
  }

  _buildDOM() {
    this.container.innerHTML = ''
    this._panelRows = []
    const layout = document.createElement('div')
    layout.className = 'rc-layout'

    this.leftPanel = document.createElement('div')
    this.leftPanel.className = 'rc-panel rc-panel-win'
    this._buildTeamPanel(this.leftPanel, true)

    const center = document.createElement('div')
    center.className = 'rc-center'
    this._buildTicketsBar(center)

    const stage = document.createElement('div')
    stage.className = 'rc-stage'
    this.canvas = document.createElement('canvas')
    this.canvas.width = this.canvasSize
    this.canvas.height = this.canvasSize
    this.canvas.className = 'rc-canvas'
    this.ctx = this.canvas.getContext('2d')
    stage.appendChild(this.canvas)
    this.view3dContainer = document.createElement('div')
    this.view3dContainer.className = 'rc-3d-container rc-hidden'
    stage.appendChild(this.view3dContainer)
    center.appendChild(stage)

    const controls = document.createElement('div')
    controls.className = 'rc-controls'
    controls.innerHTML = `
      <button class="rc-btn rc-play" type="button">Play</button>
      <div class="rc-speeds">
        <button class="rc-btn rc-sp" type="button" data-speed="1">1x</button>
        <button class="rc-btn rc-sp" type="button" data-speed="2">2x</button>
        <button class="rc-btn rc-sp active" type="button" data-speed="4">4x</button>
        <button class="rc-btn rc-sp" type="button" data-speed="8">8x</button>
      </div>
      <input type="range" class="rc-scrub" min="0" max="1000" value="0" aria-label="Replay timeline">
      <span class="rc-time">0:00 / 0:00</span>
    `
    center.appendChild(controls)

    const logWrap = document.createElement('div')
    logWrap.className = 'rc-log-wrap'
    logWrap.innerHTML = '<div class="rc-log"></div>'
    center.appendChild(logWrap)
    this.battleLog = logWrap.querySelector('.rc-log')
    this._buildEventList()

    this.rightPanel = document.createElement('div')
    this.rightPanel.className = 'rc-panel rc-panel-lose'
    this._buildTeamPanel(this.rightPanel, false)

    layout.appendChild(this.leftPanel)
    layout.appendChild(center)
    layout.appendChild(this.rightPanel)
    this.container.appendChild(layout)

    this.playBtn = controls.querySelector('.rc-play')
    this.scrubber = controls.querySelector('.rc-scrub')
    this.timeDisplay = controls.querySelector('.rc-time')
    this.playBtn.addEventListener('click', () => this._togglePlay())
    this.scrubber.addEventListener('input', () => {
      this.currentTime = this.tStart + (this.scrubber.value / 1000) * (this.tEnd - this.tStart)
      this._updatePanelDeathStates()
      this._updateBattleLog()
      this._updateTicketsBar(this.currentTime)
      this._renderActive()
    })
    controls.querySelectorAll('.rc-sp').forEach((btn) => {
      btn.addEventListener('click', () => {
        controls.querySelectorAll('.rc-sp').forEach((b) => b.classList.remove('active'))
        btn.classList.add('active')
        this.speed = Number(btn.dataset.speed) || RC.DEFAULT_SPEED
      })
    })

    this._mouseOnCanvas = false
    this._mouseX = 0
    this._mouseY = 0
    this.canvas.addEventListener('mousemove', (ev) => {
      this._mouseOnCanvas = true
      const rect = this.canvas.getBoundingClientRect()
      this._mouseX = (ev.clientX - rect.left) * (this.canvasSize / rect.width)
      this._mouseY = (ev.clientY - rect.top) * (this.canvasSize / rect.height)
    })
    this.canvas.addEventListener('mouseleave', () => {
      this._mouseOnCanvas = false
      this._setHighlight(null)
    })

    this.mapCanvas = document.createElement('canvas')
    this.mapCanvas.width = this.canvasSize
    this.mapCanvas.height = this.canvasSize
    this.mapCtx = this.mapCanvas.getContext('2d')
  }

  _buildTeamPanel(panel, isWinner) {
    const teamEntities = this.entities.filter((e) => e.playerId > 0 && e.isWinner === isWinner)
    // One row per player; a player may have several entities (one per spawn).
    const byPlayer = new Map()
    for (const e of teamEntities) {
      if (!byPlayer.has(e.playerId)) byPlayer.set(e.playerId, [])
      byPlayer.get(e.playerId).push(e)
    }
    for (const list of byPlayer.values()) list.sort((a, b) => a.times[0] - b.times[0])

    const color = isWinner ? RC.WIN : RC.LOSE
    const firstId = byPlayer.size ? byPlayer.keys().next().value : null
    const firstPlayer = firstId ? this.players[firstId] : null
    const teamSlot = firstPlayer ? firstPlayer.team : (isWinner ? this.data.teamWon : null)
    const teamName = teamSlot != null ? this.data.teamNames?.[String(teamSlot)] : ''
    const label = teamName ? esc(teamName) : (isWinner ? 'Winners' : 'Losers')
    let html = `<div class="rc-panel-head"><span class="rc-panel-label" style="color:${color}">${label}</span></div><div class="rc-panel-list">`
    for (const [pid, list] of byPlayer) {
      const p = this.players[pid]
      const name = p ? esc(p.name) : '?'
      const ent = list[0]
      const veh = esc(ent.vehicleName)
      const panelIcon = ent.miniIcon ? ent.miniIcon.replace('mini:', '') : (ent.iconKey || 'medium')
      html += `<div class="rc-row" data-player-id="${pid}">
        <img class="rc-type-icon" src="/api/icons/type/${panelIcon}" alt="" loading="lazy" onerror="this.style.display='none'">
        <div class="rc-row-info">
          <span class="rc-row-name">${name}</span>
          <span class="rc-row-veh">${veh}</span>
        </div>
        <span class="rc-row-status"></span>
      </div>`
    }
    html += '</div>'
    panel.innerHTML = html

    const rows = panel.querySelectorAll('.rc-row')
    let i = 0
    for (const [pid, list] of byPlayer) {
      const row = rows[i++]
      if (!row) continue
      const pr = {
        row,
        playerId: pid,
        entities: list,
        vehEl: row.querySelector('.rc-row-veh'),
        iconEl: row.querySelector('.rc-type-icon'),
        statusEl: row.querySelector('.rc-row-status'),
        shownEntityIndex: list[0].entityIndex,
        currentEntityIndex: list[0].entityIndex,
      }
      this._panelRows.push(pr)
      row.addEventListener('mouseenter', () => {
        const ent = pr.currentEntityIndex != null
          ? this.entities.find((e) => e.entityIndex === pr.currentEntityIndex)
          : null
        if (ent && !this._isEntityGone(ent, this.currentTime)) this._setHighlight(pid)
      })
      row.addEventListener('mouseleave', () => this._setHighlight(null))
      row.addEventListener('click', () => this.focus(pid))
    }
  }

  // Resolve which of a player's spawned vehicles is relevant at time t, and
  // whether the player is currently alive, down (awaiting respawn), or gone.
  _playerStateAtTime(entities, t) {
    for (const e of entities) {
      const first = e.times[0]
      const last = e.times[e.times.length - 1]
      if (t >= first && t <= last && !this._isEntityDead(e, t)) {
        return { entity: e, dead: false, gone: false }
      }
    }
    let recent = null
    for (const e of entities) {
      if (e.times[0] <= t && (!recent || e.times[0] >= recent.times[0])) recent = e
    }
    if (!recent) return { entity: entities[0] || null, dead: false, gone: false }
    const hasFutureSpawn = entities.some((e) => e.times[0] > t)
    const gone = !hasFutureSpawn && this._isEntityGone(recent, t)
    return { entity: recent, dead: true, gone }
  }

  _buildEventList() {
    this._events = []
    for (const k of this.data.kills || []) {
      const killer = this.players[k.killerId]
      let victimName = '?'
      let victimTeam = -1
      if (k.victimId && this.players[k.victimId]) {
        victimName = this.players[k.victimId].name
        victimTeam = this.players[k.victimId].team
      } else if (k.victimVehicle) {
        victimName = k.victimVehicle
      }
      let html
      if (!killer) {
        const victimIsWin = victimTeam === this.data.teamWon
        html = `<span class="${victimIsWin ? 'rc-ev-win' : 'rc-ev-lose'}">${esc(victimName)}</span><span class="rc-ev-action"> crashed</span>`
      } else {
        const killerIsWin = killer.team === this.data.teamWon
        html = `<span class="${killerIsWin ? 'rc-ev-win' : 'rc-ev-lose'}">${esc(killer.name)}</span><span class="rc-ev-action"> destroyed </span><span class="${killerIsWin ? 'rc-ev-lose' : 'rc-ev-win'}">${esc(victimName)}</span>${k.weapon ? `<span class="rc-ev-weapon">[${esc(k.weapon)}]</span>` : ''}`
      }
      this._events.push({ time: k.time, type: 'kill', html })
    }
    for (const dm of this.data.damages || []) {
      const atk = this.players[dm.offenderId]
      const vic = this.players[dm.offendedId]
      if (!atk || !vic) continue
      const atkIsWin = atk.team === this.data.teamWon
      this._events.push({
        time: dm.time,
        type: 'damage',
        html: `<span class="${atkIsWin ? 'rc-ev-win' : 'rc-ev-lose'}">${esc(atk.name)}</span><span class="rc-ev-action"> hit </span><span class="${atkIsWin ? 'rc-ev-lose' : 'rc-ev-win'}">${esc(vic.name)}</span>`,
      })
    }
    this._events.sort((a, b) => a.time - b.time)
    this._lastLogIndex = -1
  }

  worldToPixel(x, z) {
    return [
      ((x - this.x0) / this.xRange) * this.canvasSize,
      ((this.z0 + this.zRange - z) / this.zRange) * this.canvasSize,
    ]
  }

  getPositionAtTime(entity, time) {
    const { times, positions } = entity
    if (time < times[0] || time > times[times.length - 1]) return null
    let lo = 0
    let hi = times.length - 1
    while (lo < hi - 1) {
      const mid = (lo + hi) >> 1
      if (times[mid] <= time) lo = mid
      else hi = mid
    }
    const t0 = times[lo]
    const t1 = times[hi]
    const frac = t1 > t0 ? (time - t0) / (t1 - t0) : 0
    const i0 = lo * 2
    const i1 = hi * 2
    return this.worldToPixel(
      positions[i0] + (positions[i1] - positions[i0]) * frac,
      positions[i0 + 1] + (positions[i1 + 1] - positions[i0 + 1]) * frac,
    )
  }

  getHeadingAtTime(entity, time) {
    const windows = this._mode === 'air' ? [1800, 1400, 1000, 650, 350] : [700, 500, 300]
    for (const dt of windows) {
      const p0 = this.getPositionAtTime(entity, time - dt) || this.getPositionAtTime(entity, time)
      const p1 = this.getPositionAtTime(entity, time + dt) || this.getPositionAtTime(entity, time)
      if (!p0 || !p1) continue
      const dx = p1[0] - p0[0]
      const dy = p1[1] - p0[1]
      const minDist = this._mode === 'air' ? 2 : 0.4
      if (Math.hypot(dx, dy) < minDist) continue
      const raw = Math.atan2(dx, -dy)
      if (entity._lastHeading === null || entity._lastHeading === undefined) {
        entity._lastHeading = raw
      } else {
        let delta = raw - entity._lastHeading
        while (delta > Math.PI) delta -= Math.PI * 2
        while (delta < -Math.PI) delta += Math.PI * 2
        const maxTurn = this._mode === 'air' ? 0.45 : 0.8
        delta = Math.max(-maxTurn, Math.min(maxTurn, delta))
        entity._lastHeading += delta
      }
      return entity._lastHeading
    }
    return entity._lastHeading ?? null
  }

  _computeDeaths() {
    for (const ent of this.entities) {
      ent.deathTime = null
      ent.ghostEndTime = null
      ent.deathPos = null
    }
    for (const k of this.data.kills || []) {
      for (const ent of this.entities) {
        const matched = (k.victimEntityIndex && ent.entityIndex === k.victimEntityIndex)
          || (k.victimId && ent.playerId === k.victimId && ent.playerId !== 0)
        if (matched && ent.deathTime === null) {
          ent.deathTime = k.time
          ent.ghostEndTime = k.time + RC.GHOST_TTL
          if (k.victimPos) ent.deathPos = this.worldToPixel(k.victimPos.x, k.victimPos.z)
          break
        }
      }
    }
  }

  _entityScreenPos(entity, time) {
    if (entity.deathTime !== null && time >= entity.deathTime) return entity.deathPos
    return this.getPositionAtTime(entity, time)
  }

  _isEntityDead(entity, time) {
    return entity.deathTime !== null && time >= entity.deathTime
  }

  _isEntityGone(entity, time) {
    return entity.ghostEndTime !== null && time >= entity.ghostEndTime
  }

  _setHighlight(playerId) {
    if (this.highlightedPlayerId === playerId) return
    this.highlightedPlayerId = playerId
    this.container.querySelectorAll('.rc-row').forEach((row) => {
      row.classList.toggle('rc-hl', Number(row.dataset.playerId) === playerId)
    })
    if (!this.playing) this.render()
  }

  _updatePanelDeathStates() {
    const t = this.currentTime
    if (!this._panelRows) return
    for (const pr of this._panelRows) {
      const st = this._playerStateAtTime(pr.entities, t)
      pr.currentEntityIndex = st.entity ? st.entity.entityIndex : null
      if (st.entity && st.entity.entityIndex !== pr.shownEntityIndex) {
        pr.shownEntityIndex = st.entity.entityIndex
        if (pr.vehEl) pr.vehEl.textContent = st.entity.vehicleName || ''
        if (pr.iconEl) {
          const panelIcon = st.entity.miniIcon
            ? st.entity.miniIcon.replace('mini:', '')
            : (st.entity.iconKey || 'medium')
          pr.iconEl.src = `/api/icons/type/${panelIcon}`
          pr.iconEl.style.display = ''
        }
      }
      pr.row.classList.toggle('rc-dead', st.dead)
      pr.row.classList.toggle('rc-gone', st.gone)
      if (pr.statusEl) pr.statusEl.textContent = st.dead || st.gone ? 'x' : ''
    }
  }

  _updateBattleLog() {
    const t = this.currentTime
    let idx = -1
    for (let i = 0; i < this._events.length; i++) {
      if (this._events[i].time <= t) idx = i
      else break
    }
    if (idx === this._lastLogIndex) return
    this._lastLogIndex = idx
    this.battleLog.innerHTML = ''
    for (let i = 0; i <= idx; i++) {
      const ev = this._events[i]
      const el = document.createElement('div')
      el.className = `rc-ev rc-ev-${ev.type}`
      const elapsed = Math.max(0, (ev.time - this.tStart) / 1000)
      const mm = Math.floor(elapsed / 60)
      const ss = Math.floor(elapsed % 60)
      el.innerHTML = `<span class="rc-ev-time">${mm}:${String(ss).padStart(2, '0')}</span>${ev.html}`
      this.battleLog.appendChild(el)
    }
    this.battleLog.scrollTop = this.battleLog.scrollHeight
  }

  async _loadEntityIcons() {
    this._iconCache = {}
    const keysToLoad = new Set()
    for (const ent of this.entities) {
      if (ent.miniIcon) {
        const miniKey = ent.miniIcon.replace('mini:', '')
        keysToLoad.add(miniKey)
        ent._canvasIconKey = miniKey
      } else if (ent.iconKey) {
        keysToLoad.add(ent.iconKey)
        ent._canvasIconKey = ent.iconKey
      }
    }
    await Promise.all([...keysToLoad].map(async (key) => {
      const img = await loadImage(`/api/icons/type/${key}`)
      if (img) this._iconCache[key] = img
    }))
  }

  async _loadMap() {
    const level = this.data.mission?.level
    this._groundMapImg = level ? await loadImage(`/api/match/minimap/${level}`) : null
    this._airMapImg = this._fullMapLevel ? await loadImage(`/api/match/minimap/${this._fullMapLevel}?type=full`) : null
    this._capIconCache = { cap_icon: await loadImage('/api/icons/type/cap_icon') }
    const capLetters = new Set()
    for (let i = 0; i < this.captureAreas.length && i < 26; i++) capLetters.add(String.fromCharCode(97 + i))
    await Promise.all([...capLetters].map(async (letter) => {
      this._capIconCache[`capture_${letter}`] = await loadImage(`/api/icons/type/capture_${letter}`)
    }))
    this._drawMapToCanvas()
  }

  _updateMapSourceRect() {
    if (this._mode !== 'ground') {
      this._mapSrc = { u: 0, v: 0, w: 1, h: 1 }
      return
    }
    const base = this._tankMapCoords || this._groundCoords
    const render = this._groundCoords
    const bx0 = Number(base?.x0)
    const bz0 = Number(base?.z0)
    const bx1 = Number(base?.x1)
    const bz1 = Number(base?.z1)
    const rx0 = Number(render?.x0)
    const rz0 = Number(render?.z0)
    const rx1 = Number(render?.x1)
    const rz1 = Number(render?.z1)
    const dx = bx1 - bx0
    const dz = bz1 - bz0
    if (!Number.isFinite(dx) || !Number.isFinite(dz) || dx === 0 || dz === 0) {
      this._mapSrc = { u: 0, v: 0, w: 1, h: 1 }
      return
    }
    const u0 = (Math.min(rx0, rx1) - bx0) / dx
    const u1 = (Math.max(rx0, rx1) - bx0) / dx
    const v0 = (Math.min(rz0, rz1) - bz0) / dz
    const v1 = (Math.max(rz0, rz1) - bz0) / dz
    const uMin = Math.max(0, Math.min(1, Math.min(u0, u1)))
    const uMax = Math.max(0, Math.min(1, Math.max(u0, u1)))
    const vMin = Math.max(0, Math.min(1, Math.min(v0, v1)))
    const vMax = Math.max(0, Math.min(1, Math.max(v0, v1)))
    const w = uMax - uMin
    const h = vMax - vMin
    this._mapSrc = w > 0 && h > 0 ? { u: uMin, v: 1 - vMax, w, h } : { u: 0, v: 0, w: 1, h: 1 }
  }

  _drawMapToCanvas() {
    const img = this._mode === 'air' ? (this._airMapImg || this._groundMapImg) : this._groundMapImg
    this.mapCtx.clearRect(0, 0, this.canvasSize, this.canvasSize)
    if (!img) {
      this.mapCtx.fillStyle = '#111'
      this.mapCtx.fillRect(0, 0, this.canvasSize, this.canvasSize)
      return
    }
    const { u, v, w, h } = this._mapSrc
    this.mapCtx.drawImage(
      img,
      u * img.naturalWidth,
      v * img.naturalHeight,
      w * img.naturalWidth,
      h * img.naturalHeight,
      0,
      0,
      this.canvasSize,
      this.canvasSize,
    )
    this._drawCaptureAreasOnMap()
  }

  _capOutlinePoints(cap) {
    const tm = cap?.tm
    if (!tm || !Array.isArray(tm.a0) || !Array.isArray(tm.a2) || !Array.isArray(tm.center)) return []
    const ax0 = Number(tm.a0[0])
    const az0 = Number(tm.a0[2])
    const ax2 = Number(tm.a2[0])
    const az2 = Number(tm.a2[2])
    const cx = Number(tm.center[0])
    const cz = Number(tm.center[2])
    if (![ax0, az0, ax2, az2, cx, cz].every(Number.isFinite)) return []
    const capType = String(cap?.type || '').toLowerCase()
    const points = []
    if (capType === 'sphere' || capType === 'cylinder') {
      for (let i = 0; i < 64; i++) {
        const t = (2 * Math.PI * i) / 64
        points.push(this.worldToPixel(cx + Math.cos(t) * ax0 + Math.sin(t) * ax2, cz + Math.cos(t) * az0 + Math.sin(t) * az2))
      }
    } else if (capType === 'box') {
      for (const [sx, sz] of [[-0.5, -0.5], [0.5, -0.5], [0.5, 0.5], [-0.5, 0.5]]) {
        points.push(this.worldToPixel(cx + sx * ax0 + sz * ax2, cz + sx * az0 + sz * az2))
      }
    }
    return points
  }

  _capCircleRadiusPx(cap) {
    const rr = Math.max(0, Number(cap?.radius || 0))
    return Math.max(8, Math.round(rr * ((this.canvasSize / this.xRange + this.canvasSize / this.zRange) * 0.5)))
  }

  _capIconForLabel(label) {
    const key = String(label || '').toLowerCase()
    return this._capIconCache?.[`capture_${key}`] || this._capIconCache?.cap_icon || null
  }

  _drawCaptureAreasOnMap() {
    if (!this.captureAreas.length) return
    const labels = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'
    for (let i = 0; i < this.captureAreas.length; i++) {
      const cap = this.captureAreas[i]
      const label = labels[i] || String(i + 1)
      const [px, py] = this.worldToPixel(Number(cap?.x || 0), Number(cap?.z || 0))
      const outline = this._capOutlinePoints(cap)
      let iconSize = 18
      this.mapCtx.strokeStyle = '#fff'
      this.mapCtx.lineWidth = CAP_STROKE_PX
      this.mapCtx.beginPath()
      if (outline.length >= 3) {
        this.mapCtx.moveTo(outline[0][0], outline[0][1])
        for (let p = 1; p < outline.length; p++) this.mapCtx.lineTo(outline[p][0], outline[p][1])
        this.mapCtx.closePath()
        let area2 = 0
        for (let p = 0; p < outline.length; p++) {
          const a = outline[p]
          const b = outline[(p + 1) % outline.length]
          area2 += a[0] * b[1] - b[0] * a[1]
        }
        iconSize = Math.max(CAP_ICON_MIN_SIZE, Math.min(this.canvasSize, Math.round(Math.sqrt(Math.abs(area2) * 0.25))))
      } else {
        const rp = this._capCircleRadiusPx(cap)
        if (px < -rp || py < -rp || px > this.canvasSize + rp || py > this.canvasSize + rp) continue
        this.mapCtx.arc(px, py, rp, 0, Math.PI * 2)
        iconSize = Math.max(CAP_ICON_MIN_SIZE, Math.min(this.canvasSize, Math.round(Math.sqrt(Math.PI * rp * rp / 2))))
      }
      this.mapCtx.stroke()
      const img = this._capIconForLabel(label)
      if (img?.naturalWidth) {
        this.mapCtx.save()
        this.mapCtx.globalAlpha = CAP_ICON_ALPHA
        this.mapCtx.drawImage(img, px - iconSize / 2, py - iconSize / 2, iconSize, iconSize)
        this.mapCtx.restore()
      }
    }
  }

  _capSeriesForIndex(i) {
    if (!this._captureState) return null
    const letter = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'[i]
    return letter ? this._captureState[letter] : null
  }

  _interpSeries(series, t, step = false) {
    if (!series || !series.length) return null
    if (t <= series[0][0]) return series[0][1]
    const last = series[series.length - 1]
    if (t >= last[0]) return last[1]
    for (let i = 1; i < series.length; i++) {
      if (series[i][0] >= t) {
        if (step) return series[i - 1][1]
        const t0 = series[i - 1][0]
        const v0 = series[i - 1][1]
        const t1 = series[i][0]
        const v1 = series[i][1]
        const f = t1 === t0 ? 0 : (t - t0) / (t1 - t0)
        return v0 + (v1 - v0) * f
      }
    }
    return last[1]
  }

  _drawCaptureState(ctx, t) {
    if (!this._captureState) return
    for (let i = 0; i < this.captureAreas.length; i++) {
      const series = this._capSeriesForIndex(i)
      if (!series) continue
      const val = this._interpSeries(series, t, true)
      if (val === null) continue
      const frac = Math.min(1, Math.abs(val) / 100)
      if (frac <= 0.01) continue
      const ownerSlot = val > 0 ? 2 : 1
      const color = ownerSlot === this._winnerSlot ? RC.WIN : RC.LOSE
      const cap = this.captureAreas[i]
      const [cx, cy] = this.worldToPixel(Number(cap?.x || 0), Number(cap?.z || 0))
      const outline = this._capOutlinePoints(cap)
      ctx.save()
      ctx.beginPath()
      if (outline.length >= 3) {
        ctx.moveTo(outline[0][0], outline[0][1])
        for (let p = 1; p < outline.length; p++) ctx.lineTo(outline[p][0], outline[p][1])
        ctx.closePath()
      } else {
        ctx.arc(cx, cy, this._capCircleRadiusPx(cap), 0, Math.PI * 2)
      }
      ctx.clip()
      const start = -Math.PI / 2
      const end = start + 2 * Math.PI * frac
      ctx.globalAlpha = CAP_FILL_ALPHA
      ctx.fillStyle = color
      ctx.beginPath()
      ctx.moveTo(cx, cy)
      ctx.arc(cx, cy, this.canvasSize, start, end)
      ctx.closePath()
      ctx.fill()
      ctx.restore()
    }
  }

  _buildTicketsBar(center) {
    if (!this._tickets) return
    const winSlot = this._winnerSlot || 1
    this._tkWinSlot = winSlot
    this._tkLoseSlot = winSlot === 1 ? 2 : 1
    const bar = document.createElement('div')
    bar.className = 'rc-tickets'
    bar.innerHTML = '<span class="rc-tk-val rc-tk-val-win">0</span><div class="rc-tk-track"><div class="rc-tk-fill rc-tk-fill-win"></div><div class="rc-tk-fill rc-tk-fill-lose"></div></div><span class="rc-tk-val rc-tk-val-lose">0</span>'
    center.appendChild(bar)
    this.ticketsBar = bar
    this._tkWinFill = bar.querySelector('.rc-tk-fill-win')
    this._tkLoseFill = bar.querySelector('.rc-tk-fill-lose')
    this._tkWinVal = bar.querySelector('.rc-tk-val-win')
    this._tkLoseVal = bar.querySelector('.rc-tk-val-lose')
  }

  _updateTicketsBar(t) {
    if (!this._tickets || !this.ticketsBar) return
    const w = Math.max(0, Math.round(this._interpSeries(this._tickets[String(this._tkWinSlot)], t) ?? 0))
    const l = Math.max(0, Math.round(this._interpSeries(this._tickets[String(this._tkLoseSlot)], t) ?? 0))
    const total = w + l
    const wPct = total > 0 ? (w / total) * 100 : 50
    this._tkWinFill.style.width = `${wPct.toFixed(1)}%`
    this._tkLoseFill.style.width = `${(100 - wPct).toFixed(1)}%`
    this._tkWinVal.textContent = String(w)
    this._tkLoseVal.textContent = String(l)
    this.container.classList.toggle('rc-game-over', l <= 0)
  }

  setMode(mode) {
    if (mode === this._mode) return
    if (mode === 'air' && !this.hasAirMode) return
    if (mode === 'ground' && !this.hasGroundEntities) return
    this._applyCoords(mode)
    for (const ent of this.entities) ent._lastHeading = null
    this._drawMapToCanvas()
    this._computeDeaths()
    this.view3d?.setMode(mode)
    this._renderActive()
  }

  _togglePlay() {
    this.playing = !this.playing
    this.playBtn.textContent = this.playing ? 'Pause' : 'Play'
    if (this.playing) {
      if (this.currentTime >= this.tEnd) this.currentTime = this.tStart
      this.lastFrameTime = performance.now()
    }
  }

  _tick(now) {
    if (this.playing) {
      const dt = now - this.lastFrameTime
      this.lastFrameTime = now
      this.currentTime += dt * this.speed
      if (this.currentTime >= this.tEnd) {
        this.currentTime = this.tEnd
        this.playing = false
        this.playBtn.textContent = 'Play'
      }
    }
    this._renderActive()
    this._updateTicketsBar(this.currentTime)
    this._updateControls()
    if (!this._lastPanelUpdate || now - this._lastPanelUpdate > 250) {
      this._updatePanelDeathStates()
      this._updateBattleLog()
      this._lastPanelUpdate = now
    }
    this.animFrameId = requestAnimationFrame(this._tick)
  }

  _updateControls() {
    const frac = this.tEnd > this.tStart ? (this.currentTime - this.tStart) / (this.tEnd - this.tStart) : 0
    const clamped = Math.max(0, Math.min(1, frac))
    this.scrubber.value = Math.round(clamped * 1000)
    this.scrubber.style.setProperty('--rc-progress', `${(clamped * 100).toFixed(1)}%`)
    const cur = Math.max(0, (this.currentTime - this.tStart) / 1000)
    const total = Math.max(0, (this.tEnd - this.tStart) / 1000)
    const fmt = (s) => `${Math.floor(s / 60)}:${String(Math.floor(s % 60)).padStart(2, '0')}`
    this.timeDisplay.textContent = `${fmt(cur)} / ${fmt(total)}`
  }

  _updateCanvasHighlight() {
    if (!this._mouseOnCanvas) return
    let bestId = null
    let bestDist = 400
    for (const ent of this.entities) {
      if (ent.playerId === 0 || this._isEntityGone(ent, this.currentTime)) continue
      const pos = this._entityScreenPos(ent, this.currentTime)
      if (!pos) continue
      const dx = pos[0] - this._mouseX
      const dy = pos[1] - this._mouseY
      const dist = dx * dx + dy * dy
      if (dist < bestDist) {
        bestDist = dist
        bestId = ent.playerId
      }
    }
    this._setHighlight(bestId)
  }

  render() {
    const ctx = this.ctx
    if (!ctx || !this.mapCanvas) return
    const t = this.currentTime
    this._updateCanvasHighlight()
    ctx.drawImage(this.mapCanvas, 0, 0)
    this._drawCaptureState(ctx, t)
    this._drawTrails(ctx, t)
    this._drawDamageLines(ctx, t)
    this._drawKillLines(ctx, t)
    this._drawEntities(ctx, t)
  }

  _drawTrails(ctx, time) {
    for (const ent of this.entities) {
      if (this._isEntityGone(ent, time)) continue
      const endT = ent.deathTime !== null ? Math.min(time, ent.deathTime) : time
      const trailLen = ent.type === 'ground' ? RC.TRAIL_MS : ent.type === 'aircraft' ? (this._mode === 'air' ? RC.TRAIL_MS : RC.AIR_TRAIL_MS) : RC.DRONE_TRAIL_MS
      const tMin = endT - trailLen
      const baseColor = ent.isWinner ? RC.WIN_TRAIL : RC.LOSE_TRAIL
      ctx.lineWidth = ent.type === 'ground' ? 2 : (this._mode === 'air' ? 2 : 1.5)
      ctx.lineCap = 'round'
      if (this._mode === 'air' && ent.type === 'aircraft') {
        let prev = null
        for (let tt = Math.max(tMin, ent.times[0]); tt <= Math.min(endT, ent.times[ent.times.length - 1]); tt += 200) {
          const pos = this.getPositionAtTime(ent, tt)
          if (!pos) continue
          if (prev) {
            const age = time - tt
            const alpha = Math.max(0.08, 1 - age / trailLen)
            ctx.strokeStyle = `${baseColor}${alpha.toFixed(2)})`
            ctx.beginPath()
            ctx.moveTo(prev[0], prev[1])
            ctx.lineTo(pos[0], pos[1])
            ctx.stroke()
          }
          prev = pos
        }
        continue
      }
      let prev = null
      for (let i = 0; i < ent.times.length; i++) {
        if (ent.times[i] < tMin) continue
        if (ent.times[i] > endT) break
        const pos = this.worldToPixel(ent.positions[i * 2], ent.positions[i * 2 + 1])
        if (prev) {
          const age = time - ent.times[i]
          const alpha = Math.max(0.08, 1 - age / trailLen)
          ctx.strokeStyle = `${baseColor}${alpha.toFixed(2)})`
          ctx.beginPath()
          ctx.moveTo(prev[0], prev[1])
          ctx.lineTo(pos[0], pos[1])
          ctx.stroke()
        }
        prev = pos
      }
    }
  }

  _drawDamageLines(ctx, time) {
    for (const dm of this.data.damages || []) {
      const age = time - dm.time
      if (age < 0 || age > RC.DMG_TTL) continue
      const attacker = this.entities.find((e) => e.playerId === dm.offenderId)
      const victim = this.entities.find((e) => e.playerId === dm.offendedId)
      if (!attacker || !victim) continue
      const aPos = this.getPositionAtTime(attacker, dm.time)
      const vPos = this.getPositionAtTime(victim, dm.time)
      if (!aPos || !vPos) continue
      const alpha = Math.max(0, 1 - age / RC.DMG_TTL)
      ctx.globalAlpha = alpha * 0.4
      ctx.strokeStyle = '#ffcc44'
      ctx.lineWidth = 1
      ctx.setLineDash([3, 4])
      ctx.beginPath()
      ctx.moveTo(aPos[0], aPos[1])
      ctx.lineTo(vPos[0], vPos[1])
      ctx.stroke()
      ctx.setLineDash([])
      ctx.globalAlpha = 1
    }
  }

  _drawKillLines(ctx, time) {
    for (const k of this.data.kills || []) {
      const age = time - k.time
      if (age < 0 || age > RC.KILL_TTL || !k.killerPos || !k.victimPos) continue
      const alpha = Math.max(0, 1 - age / RC.KILL_TTL)
      const [kx, ky] = this.worldToPixel(k.killerPos.x, k.killerPos.z)
      const [vx, vy] = this.worldToPixel(k.victimPos.x, k.victimPos.z)
      ctx.globalAlpha = alpha * 0.6
      ctx.strokeStyle = '#ff3333'
      ctx.lineWidth = 1.5
      ctx.setLineDash([4, 3])
      ctx.beginPath()
      ctx.moveTo(kx, ky)
      ctx.lineTo(vx, vy)
      ctx.stroke()
      ctx.setLineDash([])
      ctx.globalAlpha = alpha * 0.9
      ctx.strokeStyle = '#ff3333'
      ctx.lineWidth = 2
      ctx.beginPath()
      ctx.moveTo(vx - 5, vy - 5)
      ctx.lineTo(vx + 5, vy + 5)
      ctx.moveTo(vx + 5, vy - 5)
      ctx.lineTo(vx - 5, vy + 5)
      ctx.stroke()
      if (k.weapon && alpha > 0.4) {
        ctx.font = '600 9px system-ui, sans-serif'
        ctx.fillStyle = `rgba(255,230,100,${(alpha * 0.85).toFixed(2)})`
        ctx.fillText(k.weapon, (kx + vx) / 2 + 6, (ky + vy) / 2 - 6)
      }
      ctx.globalAlpha = 1
    }
  }

  _getTintedIcon(iconKey, color, size) {
    const cacheKey = `${iconKey}_${color}_${size}`
    if (!this._tintCache) this._tintCache = {}
    if (this._tintCache[cacheKey]) return this._tintCache[cacheKey]
    const img = this._iconCache?.[iconKey]
    if (!img?.naturalWidth) return null
    const c = document.createElement('canvas')
    c.width = size
    c.height = size
    const cx = c.getContext('2d')
    const [dx, dy, dw, dh] = this._containedImageRect(img, size)
    cx.drawImage(img, dx, dy, dw, dh)
    cx.globalCompositeOperation = 'source-atop'
    cx.fillStyle = color
    cx.fillRect(0, 0, size, size)
    cx.globalCompositeOperation = 'source-over'
    this._tintCache[cacheKey] = c
    return c
  }

  _containedImageRect(img, size) {
    const ratio = img.naturalWidth && img.naturalHeight ? img.naturalWidth / img.naturalHeight : 1
    let w = size
    let h = size
    if (ratio > 1) h = size / ratio
    else w = size * ratio
    return [(size - w) / 2, (size - h) / 2, w, h]
  }

  _drawContainedIcon(ctx, img, x, y, size) {
    const [dx, dy, dw, dh] = this._containedImageRect(img, size)
    ctx.drawImage(img, x - size / 2 + dx, y - size / 2 + dy, dw, dh)
  }

  _drawEntities(ctx, time) {
    const hl = this.highlightedPlayerId
    for (const ent of this.entities) {
      if (!this._isEntityDead(ent, time) || this._isEntityGone(ent, time)) continue
      const pos = ent.deathPos
      if (!pos) continue
      const fade = 1 - (time - ent.deathTime) / RC.GHOST_TTL
      ctx.globalAlpha = Math.max(0, fade * 0.5)
      ctx.fillStyle = '#333'
      const r = ent.type === 'ground' ? RC.DOT_R : ent.type === 'aircraft' ? RC.AIR_R : RC.DRONE_R
      ctx.beginPath()
      ctx.arc(pos[0], pos[1], r, 0, Math.PI * 2)
      ctx.fill()
      ctx.globalAlpha = 1
    }
    for (const ent of this.entities) {
      if (this._isEntityDead(ent, time)) continue
      const pos = this.getPositionAtTime(ent, time)
      if (!pos) continue
      const [px, py] = pos
      if (px < -20 || py < -20 || px > this.canvasSize + 20 || py > this.canvasSize + 20) continue
      let alpha = 1
      if (hl !== null && ent.playerId !== hl && ent.playerId !== 0) alpha = 0.25
      const color = ent.isWinner ? RC.WIN : RC.LOSE
      const iconSize = ent.type === 'ground' ? 12 : ent.type === 'aircraft' ? 20 : 14
      const iconImg = this._iconCache?.[ent._canvasIconKey]
      ctx.globalAlpha = alpha
      if (hl === ent.playerId && ent.playerId !== 0) {
        const hr = iconSize / 2 + 5
        ctx.strokeStyle = '#fff'
        ctx.lineWidth = 2
        ctx.beginPath()
        ctx.arc(px, py, hr, 0, Math.PI * 2)
        ctx.stroke()
        ctx.strokeStyle = color
        ctx.lineWidth = 1
        ctx.beginPath()
        ctx.arc(px, py, hr - 2, 0, Math.PI * 2)
        ctx.stroke()
      }
      if (iconImg?.naturalWidth) {
        const tinted = this._getTintedIcon(ent._canvasIconKey, color, iconSize)
        const drawSrc = tinted || iconImg
        if (ent.type === 'aircraft' || ent.type === 'drone') {
          const heading = this.getHeadingAtTime(ent, time)
          if (heading !== null) {
            ctx.save()
            ctx.translate(px, py)
            ctx.rotate(heading)
            if (tinted) ctx.drawImage(drawSrc, -iconSize / 2, -iconSize / 2)
            else this._drawContainedIcon(ctx, drawSrc, 0, 0, iconSize)
            ctx.restore()
          } else if (tinted) {
            ctx.drawImage(drawSrc, px - iconSize / 2, py - iconSize / 2)
          } else {
            this._drawContainedIcon(ctx, drawSrc, px, py, iconSize)
          }
        } else if (tinted) {
          ctx.drawImage(drawSrc, px - iconSize / 2, py - iconSize / 2)
        } else {
          this._drawContainedIcon(ctx, drawSrc, px, py, iconSize)
        }
      } else {
        const r = ent.type === 'ground' ? RC.DOT_R : ent.type === 'aircraft' ? RC.AIR_R : RC.DRONE_R
        ctx.fillStyle = color
        ctx.beginPath()
        ctx.arc(px, py, r, 0, Math.PI * 2)
        ctx.fill()
        ctx.strokeStyle = 'rgba(0,0,0,0.5)'
        ctx.lineWidth = 1
        ctx.stroke()
      }
      ctx.globalAlpha = 1
    }
  }

  destroy() {
    if (this.animFrameId) cancelAnimationFrame(this.animFrameId)
    this.animFrameId = null
    if (this._onResize) window.removeEventListener('resize', this._onResize)
    this.view3d?.dispose()
    this.view3d = null
    this.container.innerHTML = ''
  }
}

export default function ReplayCanvasPanel({ gameId }) {
  const containerRef = useRef(null)
  const engineRef = useRef(null)
  const [state, setState] = useState({ status: 'loading', error: '', hasAirMode: false, hasGroundEntities: true, mode: 'ground', viewMode: '2d', supports3d: false })

  useEffect(() => {
    if (!gameId) return undefined
    const controller = new AbortController()
    let disposed = false
    setState({ status: 'loading', error: '', hasAirMode: false, hasGroundEntities: true, mode: 'ground' })
    if (engineRef.current) {
      engineRef.current.destroy()
      engineRef.current = null
    }

    async function loadReplay() {
      try {
        const response = await fetch(`/api/tss/games/${encodeURIComponent(gameId)}/replay-canvas`, {
          signal: controller.signal,
          headers: { Accept: 'application/json' },
        })
        const body = await response.json().catch(() => null)
        if (!response.ok) {
          const reason = body?.reason || body?.error || `Replay request failed with ${response.status}`
          throw new Error(reason)
        }
        if (!body?.entities || !body?.players) throw new Error('Invalid replay data')
        if (disposed || !containerRef.current) return
        const engine = new ReplayCanvasEngine(containerRef.current, body)
        engineRef.current = engine
        await engine.init()
        if (disposed) {
          engine.destroy()
          return
        }
        setState({
          status: 'ready',
          error: '',
          hasAirMode: engine.hasAirMode,
          hasGroundEntities: engine.hasGroundEntities,
          mode: engine._mode,
          viewMode: '2d',
          supports3d: engine.supports3d,
        })
      } catch (error) {
        if (controller.signal.aborted || disposed) return
        setState({ status: 'error', error: error.message || 'Replay unavailable', hasAirMode: false, hasGroundEntities: true, mode: 'ground', viewMode: '2d', supports3d: false })
      }
    }

    loadReplay()
    return () => {
      disposed = true
      controller.abort()
      if (engineRef.current) {
        engineRef.current.destroy()
        engineRef.current = null
      }
    }
  }, [gameId])

  function switchMode(mode) {
    const engine = engineRef.current
    if (!engine) return
    engine.setMode(mode)
    setState((current) => ({ ...current, mode: engine._mode }))
  }

  function switchView(viewMode) {
    const engine = engineRef.current
    if (!engine) return
    engine.setViewMode(viewMode)
    setState((current) => ({ ...current, viewMode: engine._viewMode }))
  }

  return (
    <section className="replay-card rounded-lg border border-border bg-fury-white p-5 shadow-sm">
      <div className="mb-4 flex flex-wrap items-center justify-between gap-3">
        <div className="flex items-center gap-3">
          <h2 className="text-lg font-bold text-text">Replay</h2>
          {state.status === 'ready' ? (
            <div className="rc-mode-toggle visible">
              <button
                className={`rc-mode-btn ${state.viewMode === '2d' ? 'active' : ''}`}
                onClick={() => switchView('2d')}
                type="button"
              >
                2D
              </button>
              <button
                className={`rc-mode-btn ${state.viewMode === '3d' ? 'active' : ''} ${!state.supports3d ? 'rc-mode-btn-disabled' : ''}`}
                onClick={() => switchView('3d')}
                type="button"
                disabled={!state.supports3d}
                title={!state.supports3d ? '3D view not supported on this device' : undefined}
              >
                3D
              </button>
            </div>
          ) : null}
        </div>
        {state.status === 'ready' && state.hasAirMode ? (
          <div className="rc-mode-toggle visible">
            <button
              className={`rc-mode-btn ${state.mode === 'ground' ? 'active' : ''} ${!state.hasGroundEntities ? 'rc-mode-btn-disabled' : ''}`}
              onClick={() => switchMode('ground')}
              type="button"
              disabled={!state.hasGroundEntities}
              title={!state.hasGroundEntities ? 'No ground units in this replay' : undefined}
            >
              Ground
            </button>
            <button
              className={`rc-mode-btn ${state.mode === 'air' ? 'active' : ''}`}
              onClick={() => switchMode('air')}
              type="button"
            >
              Air
            </button>
          </div>
        ) : null}
      </div>

      {state.status === 'loading' ? (
        <div className="replay-status">Loading replay</div>
      ) : null}
      {state.status === 'error' ? (
        <div className="replay-status replay-status-error">{state.error}</div>
      ) : null}
      <div ref={containerRef} className={state.status === 'ready' ? '' : 'hidden'} />
    </section>
  )
}
