-- RaidFrame.lua
-- Raid management system for BetterFriendlist
-- Provides raid roster display, control panel, and saved instances info
-- Version 0.14

local ADDON_NAME, BFL = ...
local L = BFL.L
local FontManager = BFL.FontManager
local RaidFrame = BFL:RegisterModule("RaidFrame", {})

-- ========================================
-- CONSTANTS
-- ========================================

local RAID_MEMBERS_TO_DISPLAY = 40 -- Maximum raid size
local RAID_MEMBER_HEIGHT = 20 -- Height of each member button

-- Sort modes
local SORT_MODE_GROUP = 1 -- By group then name
local SORT_MODE_NAME = 2 -- Alphabetically
local SORT_MODE_CLASS = 3 -- By class
local SORT_MODE_RANK = 4 -- By raid rank (leader, assist, member)

-- Tab modes
local TAB_MODE_ROSTER = 1 -- Raid roster view
local TAB_MODE_INFO = 2 -- Saved instances info

-- ========================================
-- STATE
-- ========================================

RaidFrame.raidMembers = {} -- Array of raid member data
RaidFrame.displayList = {} -- Sorted/filtered display list
RaidFrame.selectedMember = nil -- Currently selected member name
RaidFrame.sortMode = SORT_MODE_GROUP
RaidFrame.currentTab = TAB_MODE_ROSTER
RaidFrame.savedInstances = {} -- Saved instance data
RaidFrame.pendingUpdate = false -- Throttle flag for roster updates

-- Dirty flag: Set when data changes while frame is hidden
local needsRenderOnShow = false
local isUpdatingRaid = false

-- Difficulty constants (from Blizzard)
RaidFrame.DIFFICULTY_PRIMARYRAID_NORMAL = 14
RaidFrame.DIFFICULTY_PRIMARYRAID_HEROIC = 15
RaidFrame.DIFFICULTY_PRIMARYRAID_MYTHIC = 16
RaidFrame.DIFFICULTY_PRIMARYRAID_LFR = 17

-- ========================================
-- HELPER FUNCTIONS
-- ========================================

--- Get role icon string (Retail/Classic compatible)
local function GetRoleIconString(role, size)
	size = size or 16
	if BFL.IsRetail then
		if role == "TANK" then
			return CreateAtlasMarkup("UI-LFG-RoleIcon-Tank-Micro-GroupFinder", size, size)
		elseif role == "HEALER" then
			return CreateAtlasMarkup("UI-LFG-RoleIcon-Healer-Micro-GroupFinder", size, size)
		else
			return CreateAtlasMarkup("UI-LFG-RoleIcon-DPS-Micro-GroupFinder", size, size)
		end
	else
		-- Classic fallback using standard LFG role icons
		-- Texture: Interface\LFGFrame\UI-LFG-ICON-PORTRAITROLES
		if role == "TANK" then
			return string.format(
				"|TInterface\\LFGFrame\\UI-LFG-ICON-PORTRAITROLES:%d:%d:0:0:64:64:0:19:22:41|t",
				size,
				size
			)
		elseif role == "HEALER" then
			return string.format(
				"|TInterface\\LFGFrame\\UI-LFG-ICON-PORTRAITROLES:%d:%d:0:0:64:64:20:39:1:20|t",
				size,
				size
			)
		else
			return string.format(
				"|TInterface\\LFGFrame\\UI-LFG-ICON-PORTRAITROLES:%d:%d:0:0:64:64:20:39:22:41|t",
				size,
				size
			)
		end
	end
end

--- Set role icon on a Texture object (Retail/Classic compatible)
--- Uses SetAtlas on Retail, SetTexture+SetTexCoord on Classic
local function SetRoleIconTexture(texture, role)
	if not texture then
		return
	end
	if BFL.IsRetail then
		if role == "TANK" then
			texture:SetAtlas("UI-LFG-RoleIcon-Tank-Micro-GroupFinder")
		elseif role == "HEALER" then
			texture:SetAtlas("UI-LFG-RoleIcon-Healer-Micro-GroupFinder")
		elseif role == "DAMAGER" then
			texture:SetAtlas("UI-LFG-RoleIcon-DPS-Micro-GroupFinder")
		end
	else
		-- Classic fallback: Interface\LFGFrame\UI-LFG-ICON-PORTRAITROLES sprite sheet
		texture:SetTexture("Interface\\LFGFrame\\UI-LFG-ICON-PORTRAITROLES")
		if role == "TANK" then
			texture:SetTexCoord(0, 19 / 64, 22 / 64, 41 / 64)
		elseif role == "HEALER" then
			texture:SetTexCoord(20 / 64, 39 / 64, 1 / 64, 20 / 64)
		elseif role == "DAMAGER" then
			texture:SetTexCoord(20 / 64, 39 / 64, 22 / 64, 41 / 64)
		end
	end
end

-- ========================================
-- RESPONSIVE LAYOUT (PHASE 4)
-- ========================================

-- Update group layout with proportional scaling (Phase 4)
-- Icons remain 28x28 fixed (user decision: no icon scaling)
function RaidFrame:UpdateGroupLayout()
	local frame = BetterFriendsFrame
	if not frame or not frame.RaidFrame then
		return
	end

	local raidFrame = frame.RaidFrame
	local groupsContainer = raidFrame.GroupsInset and raidFrame.GroupsInset.GroupsContainer
	if not groupsContainer then
		return
	end

	-- Get ACTUAL available space from GroupsInset
	local inset = raidFrame.GroupsInset
	if not inset then
		return
	end

	local insetWidth = inset:GetWidth()
	local insetHeight = inset:GetHeight()

	-- GroupsContainer padding (from XML)
	local containerPaddingX = 20 -- 10px left + 10px right
	local containerPaddingY = 4 -- 2px top + 2px bottom

	local availableWidth = insetWidth - containerPaddingX
	local availableHeight = insetHeight - containerPaddingY

	-- BFL:DebugPrint("|cff00ff00=== RaidFrame Layout Debug ===|r")
	-- BFL:DebugPrint(string.format("Frame size: %.1f x %.1f", frame:GetWidth(), frame:GetHeight()))
	-- BFL:DebugPrint(string.format("Inset size: %.1f x %.1f", insetWidth, insetHeight))
	-- BFL:DebugPrint(string.format("Available space: %.1f x %.1f", availableWidth, availableHeight))

	-- Group spacing and structure (from XML)
	local groupGapX = 4 -- Horizontal gap between groups (reduced from 10 for better space usage)
	local groupGapY = -5 -- Vertical gap between groups (reduced from 6 for tighter layout)
	local groupHeaderHeight = 20 -- GroupTitle + padding (from XML: y="-7" to y="-20")
	local buttonHeight = 20 -- Each member button (from XML)
	local buttonGap = 2 -- Gap between buttons (from XML)
	local numButtons = 5 -- 5 slots per group

	-- DYNAMIC GRID CALCULATION: Find optimal columns/rows for 8 groups
	local totalGroups = 8
	local bestCols = 2
	local bestRows = 4
	local bestGroupWidth = 0
	local bestGroupHeight = 0
	local bestArea = 0 -- Maximize total group area

	-- BFL:DebugPrint("|cffff8800Testing grid configurations:|r")

	-- Try ONLY valid grid configurations that use all 8 groups
	-- Valid layouts: 1×8, 2×4, 4×2, 8×1
	local validLayouts = {
		{ cols = 1, rows = 8 },
		{ cols = 2, rows = 4 },
		{ cols = 4, rows = 2 },
		{ cols = 8, rows = 1 },
	}

	for _, layout in ipairs(validLayouts) do
		local cols = layout.cols
		local rows = layout.rows

		-- Calculate max group size for this configuration
		local totalGapX = (cols - 1) * groupGapX
		local totalGapY = (rows - 1) * groupGapY

		local maxGroupWidth = (availableWidth - totalGapX) / cols
		local maxGroupHeight = (availableHeight - totalGapY) / rows

		-- Each group needs: header + (5 buttons × buttonHeight) + (4 gaps × buttonGap)
		-- Minimum height: 20 + (5×20) + (4×2) = 128px at scale 1.0
		local minButtonAreaHeight = numButtons * buttonHeight + (numButtons - 1) * buttonGap
		local minGroupHeight = groupHeaderHeight + minButtonAreaHeight -- 20 + 108 = 128px

		-- Check if this configuration provides enough height
		local groupArea = maxGroupWidth * maxGroupHeight

		-- Calculate aspect ratio (width/height) - prefer more vertical layouts
		local aspectRatio = maxGroupWidth / maxGroupHeight

		-- BFL:DebugPrint(string.format("  %dx%d: width=%.1f, height=%.1f (min=%.0f), area=%.0f, ratio=%.2f",
		--     cols, rows, maxGroupWidth, maxGroupHeight, minGroupHeight, groupArea, aspectRatio))

		-- Scoring system for layout selection
		-- Prefer configurations that:
		-- 1. Have the largest area (primary factor)
		-- 2. Meet minimum height requirements (80% of ideal = 102px)
		-- 3. Have reasonable aspect ratios (0.5 to 5.0 for extreme flexibility)
		local minHeightThreshold = minGroupHeight * 0.6 -- Very lenient: 76px minimum
		local isValidHeight = maxGroupHeight >= minHeightThreshold
		local isReasonableRatio = aspectRatio >= 0.5 and aspectRatio <= 5.0

		-- Calculate score: area is primary, but penalize extreme ratios
		local score = groupArea
		if not isValidHeight then
			score = score * 0.5 -- 50% penalty for insufficient height
		end
		if not isReasonableRatio then
			score = score * 0.7 -- 30% penalty for extreme aspect ratio
		end

		-- ALWAYS track the best option, even if not perfect
		if score > bestArea or bestArea == 0 then
			bestArea = score
			bestGroupWidth = maxGroupWidth
			bestGroupHeight = maxGroupHeight
			bestCols = cols
			bestRows = rows
		end
	end

	-- Fallback: If somehow no layout was selected, force 2×4 (most common)
	if bestGroupWidth == 0 or bestGroupHeight == 0 then
		-- BFL:DebugPrint("|cffff0000WARNING: No valid layout found, forcing 2x4 grid|r")
		bestCols = 2
		bestRows = 4
		local totalGapX = (bestCols - 1) * groupGapX
		local totalGapY = (bestRows - 1) * groupGapY
		bestGroupWidth = (availableWidth - totalGapX) / bestCols
		bestGroupHeight = (availableHeight - totalGapY) / bestRows
		bestArea = bestGroupWidth * bestGroupHeight
	end

	-- BFL:DebugPrint(string.format("|cff00ff00Best config: %dx%d grid, groups: %.1fx%.1f (area=%.0f)|r",
	-- 		bestCols, bestRows, bestGroupWidth, bestGroupHeight, bestArea))

	-- Calculate proportional button dimensions
	local newButtonHeight = (bestGroupHeight - groupHeaderHeight - (numButtons - 1) * buttonGap) / numButtons
	local newButtonGap = buttonGap

	-- BFL:DebugPrint(string.format("Button dimensions: %.1fpx height, %.1fpx gap", newButtonHeight, newButtonGap))

	groupsContainer:SetScale(1.0)

	-- Reposition and resize all 8 groups
	for i = 1, totalGroups do
		local group = groupsContainer["Group" .. i]
		if group then
			group:ClearAllPoints()
			group:SetScale(1.0) -- No scaling!

			-- Calculate column and row (0-indexed)
			local col = (i - 1) % bestCols
			local row = math.floor((i - 1) / bestCols)

			local xPos = col * (bestGroupWidth + groupGapX)
			local yPos = -row * (bestGroupHeight + groupGapY)

			group:SetPoint("TOPLEFT", groupsContainer, "TOPLEFT", xPos, yPos)
			group:SetSize(bestGroupWidth, bestGroupHeight)

			-- Resize GroupTitle (stays at top)
			if group.GroupTitle then
				group.GroupTitle:ClearAllPoints()
				group.GroupTitle:SetPoint("TOP", group, "TOP", 0, -7)
				group.GroupTitle:SetWidth(bestGroupWidth)
			end

			-- Resize and reposition all 5 member button slots
			for slotNum = 1, numButtons do
				local slot = group["Slot" .. slotNum]
				if slot then
					slot:ClearAllPoints()
					slot:SetSize(bestGroupWidth, newButtonHeight)

					-- Position: first slot below header, others stacked with gaps
					if slotNum == 1 then
						slot:SetPoint("TOP", group, "TOP", 0, -groupHeaderHeight)
					else
						local prevSlot = group["Slot" .. (slotNum - 1)]
						slot:SetPoint("TOP", prevSlot, "BOTTOM", 0, -newButtonGap)
					end

					-- Resize internal button elements (Background, ClassColorTint, etc.)
					if slot.Background then
						slot.Background:ClearAllPoints()
						slot.Background:SetPoint("TOPLEFT", slot, "TOPLEFT", -3, 0)
						slot.Background:SetPoint("BOTTOMRIGHT", slot, "BOTTOMRIGHT", 3, 0)
					end

					if slot.ClassColorTint then
						slot.ClassColorTint:ClearAllPoints()
						slot.ClassColorTint:SetPoint("TOPLEFT", slot, "TOPLEFT", 1, -1)
						slot.ClassColorTint:SetPoint("BOTTOMRIGHT", slot, "BOTTOMRIGHT", -1, 1)
					end

					if slot.CombatOverlay then
						slot.CombatOverlay:ClearAllPoints()
						slot.CombatOverlay:SetPoint("TOPLEFT", slot, "TOPLEFT", 1, -1)
						slot.CombatOverlay:SetPoint("BOTTOMRIGHT", slot, "BOTTOMRIGHT", -1, 1)
					end

					-- Scale icons proportionally to button height
					local iconSize = math.max(12, math.min(16, newButtonHeight * 0.8))
					if slot.ClassIcon then
						slot.ClassIcon:SetSize(iconSize, iconSize)
					end
					if slot.RankIcon then
						slot.RankIcon:SetSize(iconSize, iconSize)
					end
					if slot.RoleIcon then
						slot.RoleIcon:SetSize(iconSize, iconSize)
					end
				end
			end

			if i == 1 then
				-- BFL:DebugPrint(string.format("Group 1: pos=(%.1f, %.1f), size=%.1fx%.1f, buttonHeight=%.1f",
				-- 	xPos, yPos, bestGroupWidth, bestGroupHeight, newButtonHeight))
			end
		end
	end

	self:UpdateControlPanelLayout()

	-- Refresh all visible member buttons to reflect new sizes
	-- This ensures Name, Level, Icons are repositioned correctly
	self:UpdateAllMemberButtons()
end

function RaidFrame:UpdateControlPanelLayout()
	local frame = BetterFriendsFrame
	if not frame or not frame.RaidFrame then
		-- BFL:DebugPrint("|cffff0000[ControlPanel] BetterFriendsFrame or RaidFrame not found|r")
		return
	end

	local raidFrame = frame.RaidFrame
	local controlPanel = raidFrame.ControlPanel
	if not controlPanel then
		-- BFL:DebugPrint("|cffff0000[ControlPanel] ControlPanel not found|r")
		return
	end

	-- BFL:DebugPrint(string.format("|cff00ffffBFL:RaidFrame:|r === ControlPanel Layout Calculation ==="))

	-- Get available width from ControlPanel
	local panelWidth = controlPanel:GetWidth()
	local panelHeight = controlPanel:GetHeight()

	-- BFL:DebugPrint(string.format("  ControlPanel size: %.1f x %.1f", panelWidth, panelHeight))

	-- Define layout constants
	local checkboxStartX = 35 -- Avatar clearance
	local checkboxLabelGap = 2 -- Gap between checkbox and label
	local buttonRightPadding = 3 -- Padding from right edge
	local centerElementGap = 5 -- Gap between RoleSummary and MemberCount (reduced from 8)

	-- Calculate dynamic Y-offset for vertical centering
	local checkboxHeight = controlPanel.EveryoneAssistCheckbox and controlPanel.EveryoneAssistCheckbox:GetHeight() or 24
	local checkboxYOffset = -((panelHeight - checkboxHeight) / 2) -- Center vertically

	-- Measure actual element sizes
	local checkboxWidth = controlPanel.EveryoneAssistCheckbox and controlPanel.EveryoneAssistCheckbox:GetWidth() or 24
	local labelTextWidth = controlPanel.EveryoneAssistLabel and controlPanel.EveryoneAssistLabel:GetStringWidth() or 100
	local buttonWidth = controlPanel.RaidInfoButton and controlPanel.RaidInfoButton:GetWidth() or 90

	-- Reduce button width if needed
	local optimizedButtonWidth = 75 -- Reduced from 90

	-- Get actual text widths for center elements
	local roleSummaryWidth = controlPanel.RoleSummary and controlPanel.RoleSummary:GetStringWidth() or 90
	local memberCountWidth = controlPanel.MemberCount and controlPanel.MemberCount:GetStringWidth() or 50
	local centerSectionWidth = roleSummaryWidth + centerElementGap + memberCountWidth

	-- BFL:DebugPrint(string.format("  Measured widths: Checkbox=%.1f, LabelText=%.1f, Button=%.1f",
	--     checkboxWidth, labelTextWidth, buttonWidth))
	-- BFL:DebugPrint(string.format("  Center section: RoleSummary=%.1f + gap=%.1f + MemberCount=%.1f = %.1f total",
	--     roleSummaryWidth, centerElementGap, memberCountWidth, centerSectionWidth))

	-- Calculate section boundaries with actual positions
	local leftSectionEnd = checkboxStartX + checkboxWidth + checkboxLabelGap + labelTextWidth
	local rightSectionStart = panelWidth - optimizedButtonWidth - buttonRightPadding
	local availableCenter = rightSectionStart - leftSectionEnd

	-- Auto-hide Assist Label if space is too tight (Classic fix)
	if availableCenter < centerSectionWidth and controlPanel.EveryoneAssistLabel then
		controlPanel.EveryoneAssistLabel:Hide()
		leftSectionEnd = checkboxStartX + checkboxWidth + checkboxLabelGap -- Recalculate boundary
		availableCenter = rightSectionStart - leftSectionEnd
	elseif controlPanel.EveryoneAssistLabel then
		controlPanel.EveryoneAssistLabel:Show()
	end

	-- BFL:DebugPrint(string.format("  Layout boundaries:"))
	-- BFL:DebugPrint(string.format("    Left section: %.1f to %.1f", checkboxStartX, leftSectionEnd))
	-- BFL:DebugPrint(string.format("    Right section: %.1f to %.1f (button width=%.1f)", rightSectionStart, panelWidth - buttonRightPadding, optimizedButtonWidth))
	-- BFL:DebugPrint(string.format("    Available center: %.1f (need %.1f) - %s",
	--     availableCenter, centerSectionWidth,
	--     availableCenter >= centerSectionWidth and "|cff00ff00OK|r" or "|cffff0000TIGHT|r"))

	-- Calculate center position (true center of available space)
	local centerStart = leftSectionEnd + math.max(5, (availableCenter - centerSectionWidth) / 2)

	-- Shift -3px for Classic per user request
	if not BFL.IsRetail then
		centerStart = centerStart - 5
	end

	-- BFL:DebugPrint(string.format("  Center section target: x=%.1f to %.1f", centerStart, centerStart + centerSectionWidth))

	-- Reposition EveryoneAssistCheckbox (left side, vertically centered, avoid avatar clipping)
	if controlPanel.EveryoneAssistCheckbox then
		controlPanel.EveryoneAssistCheckbox:ClearAllPoints()
		controlPanel.EveryoneAssistCheckbox:SetPoint(
			"TOPLEFT",
			controlPanel,
			"TOPLEFT",
			checkboxStartX,
			checkboxYOffset
		)
		local actualX, actualY = controlPanel.EveryoneAssistCheckbox:GetCenter()
		-- BFL:DebugPrint(string.format("  ✓ EveryoneAssistCheckbox: Anchored at x=%d, y=%.1f (centered), Center=(%.1f, %.1f)",
		--     checkboxStartX, checkboxYOffset, actualX or -1, actualY or -1))
	end

	-- Reposition EveryoneAssistLabel (right of checkbox)
	if controlPanel.EveryoneAssistLabel then
		controlPanel.EveryoneAssistLabel:ClearAllPoints()
		controlPanel.EveryoneAssistLabel:SetPoint("LEFT", controlPanel.EveryoneAssistCheckbox, "RIGHT", 2, 0)
		controlPanel.EveryoneAssistLabel:SetJustifyH("LEFT")
		local actualText = controlPanel.EveryoneAssistLabel:GetText()
		-- BFL:DebugPrint(string.format("  ✓ EveryoneAssistLabel: Anchored to checkbox+2, Text='%s'",
		--     actualText or "nil"))
	end

	-- Reposition RaidInfoButton (right side with reduced width)
	if controlPanel.RaidInfoButton then
		controlPanel.RaidInfoButton:ClearAllPoints()
		controlPanel.RaidInfoButton:SetPoint("TOPRIGHT", controlPanel, "TOPRIGHT", -buttonRightPadding, -13)
		if not BFL.IsRetail then
			controlPanel.RaidInfoButton:SetPoint("TOPRIGHT", controlPanel, "TOPRIGHT", 2, -13)
		end
		controlPanel.RaidInfoButton:SetWidth(optimizedButtonWidth) -- Resize button
		local actualX = controlPanel.RaidInfoButton:GetLeft()
		local actualWidth = controlPanel.RaidInfoButton:GetWidth()
		-- BFL:DebugPrint(string.format("  ✓ RaidInfoButton: Width=%.1f (optimized), x=-%.1f from right, Left edge=%.1f",
		--     actualWidth or -1, buttonRightPadding, actualX or -1))
	end

	-- Reposition RoleSummary (centered in available space)
	if controlPanel.RoleSummary then
		controlPanel.RoleSummary:ClearAllPoints()
		-- Anchor to LEFT of panel, then offset to center position
		controlPanel.RoleSummary:SetPoint("LEFT", controlPanel, "LEFT", centerStart, 0)
		controlPanel.RoleSummary:SetJustifyH("LEFT")

		local actualX = controlPanel.RoleSummary:GetLeft()
		local actualText = controlPanel.RoleSummary:GetText()
		local actualStringWidth = controlPanel.RoleSummary:GetStringWidth()
		-- BFL:DebugPrint(string.format("  ✓ RoleSummary: Target x=%.1f, Actual x=%.1f, StringWidth=%.1f, Text='%s'",
		--     centerStart, actualX or -1, actualStringWidth, actualText or "nil"))
	end

	-- Reposition MemberCount (right of RoleSummary with reduced gap)
	if controlPanel.MemberCount then
		controlPanel.MemberCount:ClearAllPoints()
		controlPanel.MemberCount:SetPoint("LEFT", controlPanel.RoleSummary, "RIGHT", centerElementGap, 0)
		controlPanel.MemberCount:SetJustifyH("LEFT")

		local actualX = controlPanel.MemberCount:GetLeft()
		local actualText = controlPanel.MemberCount:GetText()
		local actualStringWidth = controlPanel.MemberCount:GetStringWidth()
		-- BFL:DebugPrint(string.format("  ✓ MemberCount: Gap=%.1f, Actual x=%.1f, StringWidth=%.1f, Text='%s'",
		--     centerElementGap, actualX or -1, actualStringWidth, actualText or "nil"))
	end

	-- Reposition CombatIcon (if visible, between counts and button)
	if controlPanel.CombatIcon then
		controlPanel.CombatIcon:ClearAllPoints()
		controlPanel.CombatIcon:SetPoint("RIGHT", controlPanel.RaidInfoButton, "LEFT", -5, -1)
		-- BFL:DebugPrint(string.format("  CombatIcon: Anchored to RaidInfoButton, offset=-5"))
	end

	-- BFL:DebugPrint("|cff00ff00ControlPanel layout completed|r")
end

-- ========================================
-- SECURE ATTRIBUTES SYSTEM (Direct)
-- ========================================
-- No Proxy. Secure Attributes set directly on visual buttons.
-- Buttons are SecureActionButtonTemplate in XML.
-- Drag & Drop works outside combat via Lua scripts.

function RaidFrame:CreateSecureProxy_DISABLED_OLD()
	if self.SecureProxy then
		return
	end

	-- Create the proxy frame
	-- CRITICAL: Parent must be UIParent to avoid tainting the addon frame
	-- Use SecureActionButtonTemplate to ensure attribute machinery works correctly
	local proxy = CreateFrame("Button", "BFL_RaidFrame_SecureProxy", UIParent, "SecureActionButtonTemplate")

	-- Visual properties
	proxy:SetFrameStrata("DIALOG") -- High strata to sit above everything
	proxy:SetFrameLevel(9999) -- Ensure it is absolutely on top
	proxy:Hide() -- Hidden by default

	-- Add Highlight Texture to Proxy
	local highlight = proxy:CreateTexture(nil, "HIGHLIGHT")
	highlight:SetTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight")
	highlight:SetBlendMode("ADD")
	highlight:SetAllPoints(proxy)
	proxy:SetHighlightTexture(highlight)

	-- Register clicks
	proxy:RegisterForClicks("AnyUp", "AnyDown")

	-- Script Handlers
	proxy:SetScript("OnEnter", function(self)
		-- Just update display properties - menu handling is done via frame.menu callback
		local unit = self:GetAttribute("unit")
		if unit then
			local name = UnitName(unit)
			self.unit = unit
			self.name = name
			self.id = tonumber(string.match(unit, "raid(%d+)"))

			-- Copy visual button properties for Drag/Drop compatibility
			if self.visualButton then
				self.groupIndex = self.visualButton.groupIndex
				self.slotIndex = self.visualButton.slotIndex
			end

			-- BFL:DebugPrint("Proxy OnEnter: name=" .. tostring(name) .. " unit=" .. tostring(unit))
		end

		-- Show tooltip
		if self.unit then
			pcall(UnitFrame_UpdateTooltip, self)
		end
	end)

	proxy:SetScript("OnLeave", function(self)
		if self.isDragging then
			return
		end -- Do not hide while dragging!

		GameTooltip:Hide()
		self:Hide()
		self:ClearAllPoints()
		self.visualButton = nil
		self.unit = nil
		self.groupIndex = nil
		self.slotIndex = nil
	end)

	-- Drag Support (Forwarding)
	proxy:RegisterForDrag("LeftButton")
	proxy:SetScript("OnDragStart", function(self)
		if self.visualButton and BetterRaidMemberButton_OnDragStart then
			self.isDragging = true -- Lock proxy position (Singleton pattern)
			BetterRaidMemberButton_OnDragStart(self.visualButton)
		end
	end)
	proxy:SetScript("OnDragStop", function(self)
		self.isDragging = false -- Unlock
		if BetterRaidMemberButton_OnDragStop then
			-- We pass visualButton because OnDragStop might rely on its object identity
			BetterRaidMemberButton_OnDragStop(self.visualButton or self)
		end
		-- Force cleanup if mouse is not over
		if not self:IsMouseOver() then
			self:GetScript("OnLeave")(self)
		end
	end)

	-- Combat Protection
	-- Force hide when entering combat
	proxy:RegisterEvent("PLAYER_REGEN_DISABLED")
	proxy:SetScript("OnEvent", function(self, event)
		if event == "PLAYER_REGEN_DISABLED" then
			self.isDragging = false
			self:Hide()
			self:ClearAllPoints()
			self.visualButton = nil
		end
	end)

	-- PostClick Handler for Selection Visuals
	-- Ensures selection highlights update correctly given that we use Secure Attributes for actions
	proxy:SetScript("PostClick", function(self, button)
		-- FAILSAFE: If DragStop didn't fire, force it now to prevent stuck ghost
		if self.isDragging then
			local onDragStop = self:GetScript("OnDragStop")
			if onDragStop then
				onDragStop(self)
			end
		end

		if InCombatLockdown() then
			return
		end

		-- Logic for LeftButton Selection
		if button == "LeftButton" then
			if IsControlKeyDown() then
				-- Ctrl+LeftClick: Toggle Multi-Selection
				local raidIndex = tonumber(string.match(self.unit or "", "raid(%d+)"))

				-- Initialize Multi-Selection table if needed
				if not BetterRaidFrame_SelectedPlayers then
					BetterRaidFrame_SelectedPlayers = {}
				end

				if raidIndex and self.name then
					-- Check if already selected
					local selectedIndex = nil
					for i, data in ipairs(BetterRaidFrame_SelectedPlayers) do
						if data.raidIndex == raidIndex then
							selectedIndex = i
							break
						end
					end

					if selectedIndex then
						table.remove(BetterRaidFrame_SelectedPlayers, selectedIndex)
						RaidFrame:SetButtonSelectionHighlight(raidIndex, false)
					else
						local _, _, subgroup = GetRaidRosterInfo(raidIndex)
						table.insert(BetterRaidFrame_SelectedPlayers, {
							raidIndex = raidIndex,
							groupIndex = subgroup,
							unit = self.unit,
							name = self.name,
						})
						RaidFrame:SetButtonSelectionHighlight(raidIndex, true)
					end
				end
			elseif not IsModifierKeyDown() then
				-- Normal LeftClick (No Modifiers): Select Single + Clear Multi
				if BetterRaidFrame_SelectedPlayers then
					for _, data in ipairs(BetterRaidFrame_SelectedPlayers) do
						RaidFrame:SetButtonSelectionHighlight(data.raidIndex, false)
					end
					wipe(BetterRaidFrame_SelectedPlayers)
				end

				if self.name then
					RaidFrame:SetSelectedMember(self.name)
					RaidFrame:RefreshMemberButtons() -- Update highlights
				end
			end
		end
	end)

	self.SecureProxy = proxy

	-- Initial setup
	self:UpdateSecureAttributes()

	-- Debug: OnShow
	proxy:SetScript("OnShow", function(self)
		-- BFL:DebugPrint("Proxy Shown for unit: " .. tostring(self.unit))
	end)
end

--- Apply configured shortcuts directly to a raid member button
-- ONLY MainTank/MainAssist via Secure Attributes (native types exist)
-- Promote/Lead handled via OnClick callbacks (no native secure types)
function RaidFrame:UpdateSecureAttributesForButton(button)
	if not button then
		return
	end
	if InCombatLockdown() then
		return
	end
	if not button.unit then
		return
	end

	local DB = BFL and BFL:GetModule("DB")
	local shortcuts = DB and DB:Get("raidShortcuts") or {}

	-- Clear all attributes first
	for _, mod in ipairs({ "", "shift-", "ctrl-", "alt-", "shift-ctrl-", "shift-alt-", "ctrl-alt-" }) do
		for i = 1, 5 do
			button:SetAttribute(mod .. "type" .. i, nil)
			button:SetAttribute(mod .. "action" .. i, nil)
			button:SetAttribute(mod .. "macrotext" .. i, nil)
		end
	end

	-- Set unit attribute
	button:SetAttribute("unit", button.unit)

	-- CRITICAL: Left Click (type1) MUST be nil for Drag & Drop
	button:SetAttribute("*type1", nil)
	button:SetAttribute("type1", nil)

	-- Right Click: Toggle Menu (unmodified RightClick only)
	-- Do NOT use *type2 wildcard - it would override modifier+RightClick shortcuts!
	button:SetAttribute("type2", "togglemenu")

	-- Apply ONLY MainTank/MainAssist shortcuts (have native secure types)
	for actionKey, data in pairs(shortcuts) do
		if DB:Get("raidShortcutEnabled_" .. actionKey, true) then
			local modifier = data.modifier
			local buttonType = data.button

			if buttonType and (actionKey == "mainTank" or actionKey == "mainAssist") then
				-- Map modifier to prefix
				local modPrefix = ""
				if modifier == "SHIFT" then
					modPrefix = "shift-"
				elseif modifier == "CTRL" then
					modPrefix = "ctrl-"
				elseif modifier == "ALT" then
					modPrefix = "alt-"
				elseif modifier == "SHIFT-CTRL" then
					modPrefix = "shift-ctrl-"
				elseif modifier == "SHIFT-ALT" then
					modPrefix = "shift-alt-"
				elseif modifier == "CTRL-ALT" then
					modPrefix = "ctrl-alt-"
				end

				-- Map button to suffix
				local btnID = 1
				if buttonType == "RightButton" then
					btnID = 2
				elseif buttonType == "Button3" then
					btnID = 3
				elseif buttonType == "Button4" then
					btnID = 4
				elseif buttonType == "Button5" then
					btnID = 5
				end

				-- Apply secure action (ONLY for MainTank/MainAssist)
				if actionKey == "mainTank" then
					button:SetAttribute(modPrefix .. "type" .. btnID, "maintank")
					button:SetAttribute(modPrefix .. "action" .. btnID, "toggle")
				elseif actionKey == "mainAssist" then
					button:SetAttribute(modPrefix .. "type" .. btnID, "mainassist")
					button:SetAttribute(modPrefix .. "action" .. btnID, "toggle")
				end
			end
		end
	end
end

--- Handle Promote/Lead shortcuts via direct function calls
-- Called from OnClick when modifier+button detected
-- Must be called from hardware event to avoid ADDON_ACTION_FORBIDDEN
function RaidFrame:HandleShortcutClick(button, clickedButton, modifier)
	if InCombatLockdown() then
		UIErrorsFrame:AddMessage("Cannot use shortcuts in combat", 1.0, 0.1, 0.1, 1.0)
		return false
	end

	if not button.unit then
		return false
	end

	local DB = BFL and BFL:GetModule("DB")
	local shortcuts = DB and DB:Get("raidShortcuts") or {}

	-- Check if this modifier+button combination matches a shortcut
	for actionKey, data in pairs(shortcuts) do
		if DB:Get("raidShortcutEnabled_" .. actionKey, true) then
			if data.modifier == modifier and data.button == clickedButton then
				-- Execute action (ONLY Promote/Lead, MainTank/MainAssist handled via attributes)
				if actionKey == "lead" then
					PromoteToLeader(button.unit)
					return true
				elseif actionKey == "promote" then
					if UnitIsGroupAssistant(button.unit) then
						DemoteAssistant(button.unit)
					else
						PromoteToAssistant(button.unit)
					end
					return true
				end
			end
		end
	end

	return false
end

--- OLD PROXY SYSTEM (DEPRECATED)
function RaidFrame:UpdateSecureAttributes_OLD_DISABLED()
	local proxy = self.SecureProxy
	if not proxy then
		return
	end
	if InCombatLockdown() then
		return
	end -- Cannot update in combat

	local DB = BFL and BFL:GetModule("DB")
	local enabled = true -- Global toggle removed, always check individually
	local shortcuts = DB and DB:Get("raidShortcuts") or {}

	-- ALWAYS clear attributes first to ensure clean state
	for _, mod in ipairs({ "", "shift-", "ctrl-", "alt-", "shift-ctrl-", "shift-alt-", "ctrl-alt-" }) do
		for i = 1, 5 do
			proxy:SetAttribute(mod .. "type" .. i, nil)
			proxy:SetAttribute(mod .. "action" .. i, nil)
			proxy:SetAttribute(mod .. "bfl-action" .. i, nil)
			proxy:SetAttribute(mod .. "macrotext" .. i, nil)
		end
	end
	proxy:SetAttribute("*type1", nil)
	proxy:SetAttribute("*type2", "togglemenu") -- Default Right Click Menu
	proxy:SetAttribute("type2", "togglemenu")
	proxy:SetAttribute("*type3", nil)

	-- Track secure buttons to manage PassThrough
	local secureButtons = {}

	-- Apply shortcuts
	for actionKey, data in pairs(shortcuts) do
		-- Check if this specific shortcut is enabled
		if DB:Get("raidShortcutEnabled_" .. actionKey, true) then
			local modifier = data.modifier
			local button = data.button

			if button then
				-- Map to prefix
				local modPrefix = ""
				if modifier == "SHIFT" then
					modPrefix = "shift-"
				elseif modifier == "CTRL" then
					modPrefix = "ctrl-"
				elseif modifier == "ALT" then
					modPrefix = "alt-"
				elseif modifier == "SHIFT-CTRL" then
					modPrefix = "shift-ctrl-"
				elseif modifier == "SHIFT-ALT" then
					modPrefix = "shift-alt-"
				elseif modifier == "CTRL-ALT" then
					modPrefix = "ctrl-alt-"
				end

				-- Map to suffix
				local btnID = 1
				if button == "RightButton" then
					btnID = 2
				elseif button == "Button3" then
					btnID = 3
				elseif button == "Button4" then
					btnID = 4
				elseif button == "Button5" then
					btnID = 5
				end

				-- Apply
				if actionKey == "mainTank" then
					proxy:SetAttribute(modPrefix .. "type" .. btnID, "maintank")
					proxy:SetAttribute(modPrefix .. "action" .. btnID, "toggle")
					secureButtons[button] = true
				elseif actionKey == "mainAssist" then
					proxy:SetAttribute(modPrefix .. "type" .. btnID, "mainassist")
					proxy:SetAttribute(modPrefix .. "action" .. btnID, "toggle")
					secureButtons[button] = true
				elseif actionKey == "lead" then
					proxy:SetAttribute(modPrefix .. "type" .. btnID, "macro")
					-- Use BFL_RaidFrame_SecureProxy global to get the unit from the proxy itself
					proxy:SetAttribute(
						modPrefix .. "macrotext" .. btnID,
						"/run BFL:GetModule('RaidFrame'):PerformCustomAction('lead', BFL_RaidFrame_SecureProxy:GetAttribute('unit'))"
					)
					secureButtons[button] = true
				elseif actionKey == "promote" then
					proxy:SetAttribute(modPrefix .. "type" .. btnID, "macro")
					proxy:SetAttribute(
						modPrefix .. "macrotext" .. btnID,
						"/run BFL:GetModule('RaidFrame'):PerformCustomAction('promote', BFL_RaidFrame_SecureProxy:GetAttribute('unit'))"
					)
					secureButtons[button] = true
				end
			end
		end
	end

	-- Manage PassThroughButtons
	-- CRITICAL DOCUMENTATION (DO NOT CHANGE):
	-- We MUST NOT add "LeftButton" to PassThrough buttons.
	-- 1. The Proxy must Intercept LeftButton to handle Drag & Drop via OnDragStart (Delegation).
	-- 2. If we PassThrough, the Proxy hides immediately on mouse move (drag), causing Drag Stop.
	-- 3. We use a "Locking" strategy: Proxy sets self.isDragging=true to prevent hiding during drag.
	-- 4. Left Click must be "Free" (No Attribute Action) to ensure Drag works reliably. Targeting is handled via PostClick (Out of Combat).
	local pass = {}
	-- if not secureButtons["LeftButton"] then table.insert(pass, "LeftButton") end -- NEVER PASS THROUGH LEFTBUTTON.

	-- Ensure "Free" Left Click (No Attribute)
	-- User Request: "Linksklick hat keine feste Aktion" (Left click has no fixed action)
	if not proxy:GetAttribute("type1") then
		proxy:SetAttribute("type1", nil) -- Explicitly nil to confirm no action
	end

	if proxy.SetPassThroughButtons then
		proxy:SetPassThroughButtons(unpack(pass))
	end
end

--- Execute custom non-secure actions
function RaidFrame:PerformCustomAction(action, unit)
	if not unit or not UnitExists(unit) then
		return
	end
	local name = UnitName(unit)

	if action == "lead" then
		BFL:DebugPrint("Calls PromoteToLeader for unit: " .. tostring(unit) .. " (" .. tostring(name) .. ")")
		PromoteToLeader(unit)
	elseif action == "promote" then
		if UnitIsGroupAssistant(unit) then
			DemoteAssistant(unit)
		else
			PromoteToAssistant(unit)
		end
	end
end

-- ========================================
-- INITIALIZATION
-- ========================================

function RaidFrame:Initialize()
	-- Initialize state
	self.raidMembers = {}
	self.displayList = {}
	self.selectedMember = nil
	self.sortMode = SORT_MODE_GROUP
	self.currentTab = TAB_MODE_ROSTER
	self.savedInstances = {}

	-- Button pool for 8 groups × 5 members
	self.memberButtons = {}
	self.buttonPool = {}

	-- Register events for roster updates
	self:RegisterEvents()

	-- Initialize member buttons (XML templates)
	self:InitializeMemberButtons()

	-- Secure Attributes applied directly to buttons (InsecureActionButtonTemplate)
	-- See: UpdateSecureAttributesForButton()

	-- Localize Static UI Elements
	local frame = BetterFriendsFrame and BetterFriendsFrame.RaidFrame
	if frame then
		-- Localize empty state text
		if frame.NotInRaid then
			frame.NotInRaid:SetText(L.RAID_NOT_IN_RAID_DETAILS)
		end

		-- Localize control panel buttons
		if frame.ControlPanel and frame.ControlPanel.ConvertToRaidButton then
			frame.ControlPanel.ConvertToRaidButton:SetText(L.RAID_CREATE_BUTTON)
		end
	end

	-- Initial update of control panel (this will set label too)
	self:UpdateControlPanel()
	self:UpdateGroupLayout() -- Ensure layout matches Mock (responsive sizing)
	self:UpdateConvertButton() -- Initial update of convert button

	-- Hook OnShow to re-render if data changed while hidden
	if BetterFriendsFrame then
		BetterFriendsFrame:HookScript("OnShow", function()
			-- Always update if we have no data, or if dirty flag is set
			if needsRenderOnShow or #self.raidMembers == 0 then
				-- BFL:DebugPrint("|cff00ffffRaidFrame:|r Frame shown - triggering refresh")
				self:OnRaidRosterUpdate()
				needsRenderOnShow = false
			end
		end)
	end

	-- BFL:DebugPrint("[BFL] RaidFrame initialized")
end

-- ========================================
-- CONVERT BUTTON LOGIC
-- ========================================

--- Update the Convert to Raid/Party button state
function RaidFrame:UpdateConvertButton()
	local frame = BetterFriendsFrame and BetterFriendsFrame.RaidFrame
	if not frame or not frame.ConvertToRaidButton then
		return
	end

	local button = frame.ConvertToRaidButton
	local canControl = self:CanControlRaid() or (not IsInGroup()) -- Can create if solo
	local inRaid = IsInRaid()
	local inGroup = IsInGroup()
	local numMembers = GetNumGroupMembers()

	-- Update Text
	if inRaid then
		button:SetText(L.RAID_CONVERT_TO_PARTY or "Convert to Party")
	else
		button:SetText(L.RAID_CONVERT_TO_RAID or "Convert to Raid")
	end

	-- Update Enabled State
	if inRaid then
		-- Can only convert to party if <= 5 members and is leader
		if canControl and numMembers <= 5 then
			button:Enable()
			button.tooltip = nil
		else
			button:Disable()
			if not canControl then
				button.tooltip = L.RAID_MUST_BE_LEADER or "You must be the leader to do that"
			else
				button.tooltip = L.RAID_CONVERT_TOO_MANY or "Group creates too many players for a party"
			end
		end
	elseif inGroup then
		-- Can convert to raid if leader
		if canControl then
			button:Enable()
			button.tooltip = nil
		else
			button:Disable()
			button.tooltip = L.RAID_MUST_BE_LEADER or "You must be the leader to do that"
		end
	else
		-- Solo - can convert to raid (creates raid of 1) - wait, standard UI allows this?
		-- Yes, "Convert to Raid" is usually available to start a raid group.
		-- Actually, standard UI shows "Convert to Raid" only when in a party.
		-- But let's check standard behavior. Usually needs to be in a group.
		-- If solo, button should probably be disabled or act as "Form Group" (but that's different).

		-- Disable if solo
		button:Disable()
		button.tooltip = L.RAID_ERR_NOT_IN_GROUP or "You are not in a group"
	end
end

--- Handle Convert Button Click
function RaidFrame:ConvertToRaidOrParty()
	if IsInRaid() then
		-- Try to convert to Party
		if not self:ConvertToParty() then
			-- Error handling usually in ConvertToParty return or standard UI error
		end
	else
		-- Try to convert to Raid
		if not self:ConvertToRaid() then
			-- Error handling
		end
	end

	-- Force immediate update
	self:UpdateConvertButton()
end

-- Global Click Handler
function BetterRaidFrame_ConvertToRaidButton_OnClick(self)
	-- Use BFL.RaidFrame reference
	local RaidFrame = BFL:GetModule("RaidFrame")
	if RaidFrame then
		RaidFrame:ConvertToRaidOrParty()
	end
end

function RaidFrame:RegisterEvents()
	-- Raid roster events
	BFL:RegisterEventCallback("RAID_ROSTER_UPDATE", function(...)
		RaidFrame:OnRaidRosterUpdate(...)
	end, 50)

	BFL:RegisterEventCallback("GROUP_ROSTER_UPDATE", function(...)
		RaidFrame:OnRaidRosterUpdate(...)
	end, 50)

	-- Group events
	BFL:RegisterEventCallback("GROUP_JOINED", function(...)
		RaidFrame:OnGroupJoined(...)
	end, 50)

	BFL:RegisterEventCallback("GROUP_LEFT", function(...)
		RaidFrame:OnGroupLeft(...)
	end, 50)

	-- Role assignment events
	BFL:RegisterEventCallback("PLAYER_ROLES_ASSIGNED", function(...)
		RaidFrame:UpdateRoleSummary()
	end, 50)

	-- Instance info events
	BFL:RegisterEventCallback("UPDATE_INSTANCE_INFO", function(...)
		RaidFrame:OnInstanceInfoUpdate(...)
	end, 50)

	BFL:RegisterEventCallback("PLAYER_DIFFICULTY_CHANGED", function(...)
		RaidFrame:OnDifficultyChanged(...)
	end, 50)

	-- Ready Check events
	BFL:RegisterEventCallback("READY_CHECK", function(...)
		RaidFrame:OnReadyCheck(...)
	end, 50)

	BFL:RegisterEventCallback("READY_CHECK_CONFIRM", function(...)
		RaidFrame:OnReadyCheckConfirm(...)
	end, 50)

	BFL:RegisterEventCallback("READY_CHECK_FINISHED", function(...)
		RaidFrame:OnReadyCheckFinished(...)
	end, 50)

	-- Phase 8.2: Combat event to clear multi-selections
	BFL:RegisterEventCallback("PLAYER_REGEN_DISABLED", function(...)
		RaidFrame:OnCombatStart(...)
	end, 50)
end

-- ========================================
-- ROSTER MANAGER
-- ========================================

--- Update raid member list from WoW API
function RaidFrame:UpdateRaidMembers()
	wipe(self.raidMembers)

	-- Check if we're in a raid
	if not IsInRaid() then
		-- Not in raid - check if in party
		if IsInGroup() then
			-- In party - show party members
			self:UpdatePartyMembers()
		end
		return
	end

	-- Get raid members
	local numMembers = GetNumGroupMembers()

	for i = 1, numMembers do
		local name, rank, subgroup, level, class, fileName, zone, online, isDead, role, isML = GetRaidRosterInfo(i)

		if name then
			local member = {
				index = i,
				name = name,
				rank = rank, -- 0 = member, 1 = assistant, 2 = leader
				subgroup = subgroup,
				level = level,
				class = class,
				classFileName = fileName,
				zone = zone,
				online = online,
				isDead = isDead,
				role = role, -- "MAINTANK", "MAINASSIST" or nil (raid assignment)
				isML = isML, -- Is master looter
				unit = "raid" .. i,
			}

			table.insert(self.raidMembers, member)
		end
	end
end

--- Update party members (when in party, not raid)
function RaidFrame:UpdatePartyMembers()
	-- Player
	local playerName = UnitName("player")
	local playerLevel = UnitLevel("player")
	local playerClass, playerFileName = UnitClass("player")
	local playerRole = UnitGroupRolesAssigned("player")

	table.insert(self.raidMembers, {
		index = 0,
		name = playerName,
		rank = UnitIsGroupLeader("player") and 2 or 0,
		subgroup = 1,
		level = playerLevel,
		class = playerClass,
		classFileName = playerFileName,
		zone = GetRealZoneText(),
		online = true,
		isDead = UnitIsDead("player"),
		role = playerRole,
		isML = false,
		unit = "player",
	})

	-- Party members
	for i = 1, GetNumSubgroupMembers() do
		local unit = "party" .. i
		if UnitExists(unit) then
			local name = UnitName(unit)
			local level = UnitLevel(unit)
			local class, fileName = UnitClass(unit)
			local role = UnitGroupRolesAssigned(unit)

			table.insert(self.raidMembers, {
				index = i,
				name = name,
				rank = 0,
				subgroup = 1,
				level = level,
				class = class,
				classFileName = fileName,
				zone = GetRealZoneText(),
				online = UnitIsConnected(unit),
				isDead = UnitIsDead(unit),
				role = role,
				isML = false,
				unit = unit,
			})
		end
	end
end

--- Build sorted display list
function RaidFrame:BuildDisplayList()
	wipe(self.displayList)

	-- Copy members to display list
	for _, member in ipairs(self.raidMembers) do
		table.insert(self.displayList, member)
	end

	-- Sort based on current sort mode
	self:SortDisplayList()
end

--- Sort display list
function RaidFrame:SortDisplayList()
	if self.sortMode == SORT_MODE_GROUP then
		-- Sort by group then name
		table.sort(self.displayList, function(a, b)
			if a.subgroup ~= b.subgroup then
				return a.subgroup < b.subgroup
			end
			return a.name < b.name
		end)
	elseif self.sortMode == SORT_MODE_NAME then
		-- Sort alphabetically
		table.sort(self.displayList, function(a, b)
			return a.name < b.name
		end)
	elseif self.sortMode == SORT_MODE_CLASS then
		-- Sort by class then name
		table.sort(self.displayList, function(a, b)
			if a.classFileName ~= b.classFileName then
				return a.classFileName < b.classFileName
			end
			return a.name < b.name
		end)
	elseif self.sortMode == SORT_MODE_RANK then
		-- Sort by rank (leader > assist > member) then name
		table.sort(self.displayList, function(a, b)
			if a.rank ~= b.rank then
				return a.rank > b.rank -- Higher rank first
			end
			return a.name < b.name
		end)
	end
end

-- ========================================
-- MEMBER BUTTON MANAGEMENT
-- ========================================

--- Cache font settings from DB to avoid repetitive lookups
function RaidFrame:CacheFontSettings()
	local db = BetterFriendlistDB or {}

	-- Determine default font props
	local defaultFontName, defaultFontSize, defaultFontOutline = _G.GameFontNormal:GetFont()

	-- Raid Name Text Settings
	local fontName = db.fontRaidName or defaultFontName
	local fontSize = db.fontSizeRaidName or defaultFontSize or 10
	local fontOutline = db.fontOutlineRaidName or "NORMAL"
	local fontShadow = db.fontShadowRaidName -- boolean

	-- Map outline
	local outlineValue = ""
	if fontOutline == "THINOUTLINE" then
		outlineValue = "OUTLINE"
	elseif fontOutline == "THICKOUTLINE" then
		outlineValue = "THICKOUTLINE"
	elseif fontOutline == "MONOCHROME" then
		outlineValue = "MONOCHROME"
	end

	-- Resolve path
	local SharedMedia = LibStub and LibStub("LibSharedMedia-3.0", true)
	local fontPath = fontName
	if SharedMedia then
		-- Only fetch if it looks like a name, not a path
		if not fontName:find("\\") then
			fontPath = SharedMedia:Fetch("font", fontName) or fontName
		end
	end

	self.fontCache = {
		name = { path = fontPath, size = fontSize, outline = outlineValue, shadow = fontShadow },
	}
end

--- Update all member buttons in the UI
function RaidFrame:UpdateAllMemberButtons()
	local frame = BetterFriendsFrame and BetterFriendsFrame.RaidFrame
	if not frame then
		return
	end

	-- Update font cache before processing buttons
	self:CacheFontSettings()

	-- Cache everyone-is-assistant flag for this update cycle
	-- GetRaidRosterInfo returns rank=0 for regular members even when everyone-is-assistant is active,
	-- so we need the global flag to properly show assistant icons for all non-leaders.
	self.everyoneIsAssistant = IsEveryoneAssistant()

	-- GroupsContainer is inside GroupsInset
	local groupsContainer = frame.GroupsInset and frame.GroupsInset.GroupsContainer
	if not groupsContainer then
		return
	end

	-- Organize members by subgroup
	local membersByGroup = {}
	for i = 1, 8 do
		membersByGroup[i] = {}
	end

	for _, member in ipairs(self.raidMembers) do
		local subgroup = member.subgroup or 1
		if subgroup >= 1 and subgroup <= 8 then
			-- Get combat role for this member
			if member.unit then
				member.combatRole = UnitGroupRolesAssigned(member.unit)
			end

			table.insert(membersByGroup[subgroup], member)
		end
	end

	-- Update each group's buttons
	for groupIndex = 1, 8 do
		-- Update group title
		local groupFrame = groupsContainer["Group" .. groupIndex]
		if groupFrame and groupFrame.GroupTitle then
			groupFrame.GroupTitle:SetText(string.format(L.RAID_GROUP_NAME, groupIndex))
		end

		-- Update each slot in the group using self.memberButtons[]
		local members = membersByGroup[groupIndex]
		local hasGroupMembers = #members > 0

		-- Always show group frame (User Request: Fix visibility)
		if groupFrame then
			groupFrame:Show()
		end

		if self.memberButtons[groupIndex] then
			for slotIndex = 1, 5 do
				local button = self.memberButtons[groupIndex][slotIndex]
				if button then
					local memberData = members[slotIndex]
					self:UpdateMemberButton(button, memberData)
				end
			end
		end
	end
end

--- Initialize member buttons in all 8 groups
function RaidFrame:InitializeMemberButtons()
	local frame = BetterFriendsFrame and BetterFriendsFrame.RaidFrame
	if not frame then
		return
	end

	local groupsContainer = frame.GroupsContainer or (frame.GroupsInset and frame.GroupsInset.GroupsContainer)
	if not groupsContainer then
		return
	end

	-- Use existing XML template buttons (Slot1-Slot5)
	for groupIndex = 1, 8 do
		local groupFrame = groupsContainer["Group" .. groupIndex]
		if groupFrame then
			-- Set group title
			if groupFrame.GroupTitle then
				groupFrame.GroupTitle:SetText(string.format(L.RAID_GROUP_NAME, groupIndex))
			end

			-- Reference XML template buttons (already created)
			if not self.memberButtons[groupIndex] then
				self.memberButtons[groupIndex] = {}
			end

			for slotIndex = 1, 5 do
				-- Use the XML-defined buttons (Slot1, Slot2, etc.)
				local button = groupFrame["Slot" .. slotIndex]

				-- Store button reference
				if button then
					button.groupIndex = groupIndex
					button.slotIndex = slotIndex
					self.memberButtons[groupIndex][slotIndex] = button

					-- Note: Secure Proxy Link is handled by BetterRaidMemberButton_OnEnter in RaidFrameCallbacks.lua
					-- We don't need to hook it here anymore.
				end
			end
		end
	end
end

--- Update all member buttons based on current raid roster
function RaidFrame:UpdateMemberButtons()
	if not self.memberButtons or not self.raidMembers then
		return
	end

	-- Ensure fonts are cached
	self:CacheFontSettings()

	-- Cache everyone-is-assistant flag for this update cycle
	self.everyoneIsAssistant = IsEveryoneAssistant()

	-- First, hide all buttons and clear secure attributes
	local canSetAttributes = not InCombatLockdown()
	for groupIndex = 1, 8 do
		if self.memberButtons[groupIndex] then
			for slotIndex = 1, 5 do
				local button = self.memberButtons[groupIndex][slotIndex]
				if button then
					button:Hide()
					button.memberData = nil
					-- Fix #53: Clear secure attributes to prevent stale unit references
					if canSetAttributes then
						button:SetAttribute("unit", nil)
						button:SetAttribute("type2", nil)
					end
				end
			end
		end
	end

	-- Now assign members to buttons based on their subgroup
	for _, member in ipairs(self.raidMembers) do
		local groupIndex = member.subgroup or 1
		if groupIndex >= 1 and groupIndex <= 8 and self.memberButtons[groupIndex] then
			-- Find first empty slot in this group
			for slotIndex = 1, 5 do
				local button = self.memberButtons[groupIndex][slotIndex]
				if button and not button.memberData then
					-- Assign member to this button
					button.memberData = member
					button:Show()

					-- Update button visuals
					self:UpdateMemberButtonVisuals(button, member)
					break
				end
			end
		end
	end

	-- Update combat overlay state
	self:UpdateCombatOverlay()
end

--- Update visual appearance of a member button
function RaidFrame:UpdateMemberButtonVisuals(button, member)
	if not button or not member then
		return
	end

	-- Set secure unit attribute for targeting (must be set before combat)
	if not InCombatLockdown() and member.unit then
		button:SetAttribute("unit", member.unit)
	end

	-- Update class icon
	if button.ClassIcon then
		if member.classFileName then
			button.ClassIcon:SetTexture("Interface\\WorldStateFrame\\Icons-Classes")
			local coords = CLASS_ICON_TCOORDS[member.classFileName]
			if coords then
				button.ClassIcon:SetTexCoord(coords[1], coords[2], coords[3], coords[4])
				button.ClassIcon:Show()
			else
				button.ClassIcon:Hide()
			end
		else
			button.ClassIcon:Hide()
		end
	end

	-- Store data in button for callbacks
	button.unit = member.unit
	button.name = member.name
	button.raidSlot = member.index

	-- Update level
	if button.Level then
		if member.level and member.level > 0 then
			button.Level:SetText(member.level)
			button.Level:Show()
		else
			button.Level:Hide()
		end
	end

	-- Update name with class color
	if button.Name then
		button.Name:SetText(member.name or "")

		-- Apply cached raid font with FontFamily fallback for non-roman alphabets
		if self.fontCache and self.fontCache.name then
			local fc = self.fontCache.name
			if BFL.FontManager and BFL.FontManager.ApplyFont then
				BFL.FontManager:ApplyFont(button.Name, fc.path, fc.size, fc.outline, fc.shadow)
			else
				button.Name:SetFont(fc.path, fc.size, fc.outline)
				if fc.shadow then
					button.Name:SetShadowOffset(1, -1)
				else
					button.Name:SetShadowOffset(0, 0)
				end
			end
		end

		-- Apply class color
		local classColor = RAID_CLASS_COLORS[member.classFileName]
		if member.online then
			if member.isDead then
				-- Dead: Red
				button.Name:SetTextColor(1.0, 0, 0)
			elseif classColor then
				-- Alive & Online: Class color
				button.Name:SetTextColor(classColor.r, classColor.g, classColor.b)
			else
				-- Fallback: White
				button.Name:SetTextColor(1.0, 1.0, 1.0)
			end
		else
			-- Offline: Gray
			button.Name:SetTextColor(0.5, 0.5, 0.5)
		end
	end

	-- Update rank icon (Leader/Assistant)
	if button.RankIcon then
		if member.rank == 2 then
			-- Leader
			button.RankIcon:SetTexture("Interface\\GroupFrame\\UI-Group-LeaderIcon")
			button.RankIcon:Show()
		elseif member.rank == 1 or (self.everyoneIsAssistant and member.rank ~= 2) then
			-- Assistant (individually promoted OR everyone-is-assistant flag active)
			button.RankIcon:SetTexture("Interface\\GroupFrame\\UI-Group-AssistantIcon")
			button.RankIcon:Show()
		else
			button.RankIcon:Hide()
		end
	end

	-- Update role icon (Tank/Healer/DPS)
	if button.RoleIcon then
		if member.combatRole == "TANK" or member.combatRole == "HEALER" or member.combatRole == "DAMAGER" then
			SetRoleIconTexture(button.RoleIcon, member.combatRole)
			button.RoleIcon:Show()
		else
			button.RoleIcon:Hide()
		end
	end

	-- Update Main Tank / Main Assist icons (raid role assignment)
	if button.MainTankIcon then
		if member.role == "MAINTANK" then
			button.MainTankIcon:Show()
		else
			button.MainTankIcon:Hide()
		end
	end

	if button.MainAssistIcon then
		if member.role == "MAINASSIST" then
			button.MainAssistIcon:Show()
		else
			button.MainAssistIcon:Hide()
		end
	end

	-- Update ready check icon (will be updated by events)
	if button.ReadyCheckIcon then
		button.ReadyCheckIcon:Hide() -- Hidden by default
	end

	-- Update background alpha based on online status
	if button.Background then
		if member.online then
			button.Background:SetAlpha(0.5)
		else
			button.Background:SetAlpha(0.3)
		end
	end
end

--- Update Member Count display
function RaidFrame:UpdateMemberCount()
	local frame = BetterFriendsFrame and BetterFriendsFrame.RaidFrame
	if not frame or not frame.ControlPanel or not frame.ControlPanel.MemberCount then
		-- BFL:DebugPrint("[BFL] UpdateMemberCount: Frame check failed - frame=" .. tostring(frame) .. ", ControlPanel=" .. tostring(frame and frame.ControlPanel) .. ", MemberCount=" .. tostring(frame and frame.ControlPanel and frame.ControlPanel.MemberCount))
		return
	end

	local numMembers = 0
	if IsInRaid() then
		numMembers = GetNumGroupMembers()
	elseif IsInGroup() then
		numMembers = GetNumSubgroupMembers() + 1 -- +1 for player
	end

	-- Add friend icon before the count (same icon as in Quick Filters "All Friends")
	local FRIEND_ICON = "|TInterface\\FriendsFrame\\UI-Toast-FriendOnlineIcon:16:16|t"
	local textToSet = FRIEND_ICON .. " " .. numMembers .. "/40"
	-- BFL:DebugPrint("[BFL] UpdateMemberCount: Setting text to '" .. textToSet .. "' (numMembers=" .. numMembers .. ")")
	frame.ControlPanel.MemberCount:SetText(textToSet)
	local actualText = frame.ControlPanel.MemberCount:GetText()
	-- BFL:DebugPrint("[BFL] UpdateMemberCount: Actual text after SetText: '" .. tostring(actualText) .. "'")

	-- Trigger layout update to recalculate centering with new string width
	self:UpdateControlPanelLayout()
end

--- Update Control Panel (role summary, member count, assist label)
function RaidFrame:UpdateControlPanel()
	local frame = BetterFriendsFrame and BetterFriendsFrame.RaidFrame
	if not frame or not frame.ControlPanel then
		return
	end

	-- BFL:DebugPrint("[BFL] UpdateControlPanel called")

	-- Set Assist All label if not already set
	if frame.ControlPanel.EveryoneAssistLabel then
		local currentText = frame.ControlPanel.EveryoneAssistLabel:GetText()
		if not currentText or currentText == "" then
			local ASSIST_ICON = "|TInterface\\GroupFrame\\UI-Group-AssistantIcon:14:14|t"
			frame.ControlPanel.EveryoneAssistLabel:SetText(L.ALL .. " " .. ASSIST_ICON)
			-- BFL:DebugPrint("[BFL] Assist All label set: All " .. ASSIST_ICON)
		end
	end

	-- Update Role Summary
	self:UpdateRoleSummary()

	-- Update Member Count
	self:UpdateMemberCount()
end

function RaidFrame:UpdateRoleSummary()
	local frame = BetterFriendsFrame.RaidFrame
	if not frame or not frame.ControlPanel or not frame.ControlPanel.RoleSummary then
		return
	end

	local tanks = 0
	local healers = 0
	local dps = 0

	-- Count roles from raid members
	if IsInRaid() then
		for i = 1, GetNumGroupMembers() do
			local unit = "raid" .. i
			if UnitExists(unit) then
				local role = UnitGroupRolesAssigned(unit)
				if role == "TANK" then
					tanks = tanks + 1
				elseif role == "HEALER" then
					healers = healers + 1
				elseif role == "DAMAGER" then
					dps = dps + 1
				end
			end
		end
	else
		-- Party mode (player + party members)
		local playerRole = UnitGroupRolesAssigned("player")
		if playerRole == "TANK" then
			tanks = tanks + 1
		elseif playerRole == "HEALER" then
			healers = healers + 1
		elseif playerRole == "DAMAGER" then
			dps = dps + 1
		end

		for i = 1, GetNumSubgroupMembers() do
			local unit = "party" .. i
			if UnitExists(unit) then
				local role = UnitGroupRolesAssigned(unit)
				if role == "TANK" then
					tanks = tanks + 1
				elseif role == "HEALER" then
					healers = healers + 1
				elseif role == "DAMAGER" then
					dps = dps + 1
				end
			end
		end
	end

	-- Format: Tank Icon + count, Healer Icon + count, DPS Icon + count
	-- Using Blizzard's modern micro role icons (same as in GroupFinder and FriendsFrame)
	local iconSize = 14 -- Reduced from 16 for better fit in Classic

	local tankIcon = GetRoleIconString("TANK", iconSize)
	local healIcon = GetRoleIconString("HEALER", iconSize)
	local dpsIcon = GetRoleIconString("DAMAGER", iconSize)

	local text = string.format("%s %d  %s %d  %s %d", tankIcon, tanks, healIcon, healers, dpsIcon, dps)
	frame.ControlPanel.RoleSummary:SetText(text)

	-- Trigger layout update to recalculate centering with new string width
	self:UpdateControlPanelLayout()
end

--- Update a single member button with raid member data
-- @param button: The button frame to update
-- @param memberData: Table with member info (name, class, level, rank, role, etc.) - can be nil for empty slot
function RaidFrame:UpdateMemberButton(button, memberData)
	if not button then
		return
	end

	-- Always show button frame (User Request: NEVER hide buttons)
	button:Show()

	-- If no member data, clear content and return
	if not memberData then
		button.memberData = nil

		-- CRITICAL: Clear button properties for callbacks (prevent stale data)
		button.unit = nil
		button.name = nil
		button.raidSlot = nil

		-- Fix #53: Clear secure attributes to prevent interaction with Blizzard raid frame
		-- Stale "unit" attributes on empty buttons cause the game's secure action system
		-- to route actions through these buttons, interfering with Blizzard's raid frame
		if not InCombatLockdown() then
			button:SetAttribute("unit", nil)
			button:SetAttribute("type2", nil)
		end

		-- Clear visuals
		if button.Name then
			button.Name:SetText("")
		end
		if button.Level then
			button.Level:SetText("")
			button.Level:Hide()
		end
		if button.ClassIcon then
			button.ClassIcon:Hide()
		end
		if button.RankIcon then
			button.RankIcon:Hide()
		end
		if button.RoleIcon then
			button.RoleIcon:Hide()
		end
		if button.MainTankIcon then
			button.MainTankIcon:Hide()
		end
		if button.MainAssistIcon then
			button.MainAssistIcon:Hide()
		end
		if button.ReadyCheckIcon then
			button.ReadyCheckIcon:Hide()
		end
		if button.ClassColorTint then
			button.ClassColorTint:SetColorTexture(0.1, 0.1, 0.1, 0.5)
		end

		-- Show "Empty" text
		if button.EmptyText then
			button.EmptyText:SetText(L.EMPTY_TEXT)
			button.EmptyText:Show()
		end

		return
	end

	-- Show button when occupied
	button:Show()

	-- Hide "Empty" text when slot is occupied
	if button.EmptyText then
		button.EmptyText:Hide()
	end

	-- CRITICAL FIX: Reset all visual elements FIRST to prevent stale data display
	-- This fixes issues where old values remain visible after member swap
	if button.Name then
		button.Name:SetText("")
	end
	if button.Level then
		button.Level:SetText("")
		button.Level:Hide()
	end
	if button.ClassIcon then
		button.ClassIcon:Hide()
	end
	if button.RankIcon then
		button.RankIcon:Hide()
	end
	if button.RoleIcon then
		button.RoleIcon:Hide()
	end
	if button.MainTankIcon then
		button.MainTankIcon:Hide()
	end
	if button.MainAssistIcon then
		button.MainAssistIcon:Hide()
	end
	if button.ReadyCheckIcon then
		button.ReadyCheckIcon:Hide()
	end

	-- Store member data in button
	button.memberData = memberData

	-- CRITICAL: Set button properties for callbacks (tooltip, context menu, drag&drop)
	button.unit = memberData.unit
	button.name = memberData.name
	button.raidSlot = memberData.raidIndex

	-- Update class icon
	if button.ClassIcon and memberData.classFileName then
		button.ClassIcon:SetTexture("Interface\\WorldStateFrame\\Icons-Classes")
		local coords = CLASS_ICON_TCOORDS[memberData.classFileName]
		if coords then
			button.ClassIcon:SetTexCoord(coords[1], coords[2], coords[3], coords[4])
			button.ClassIcon:Show()
		else
			button.ClassIcon:Hide()
		end
	elseif button.ClassIcon then
		button.ClassIcon:Hide()
	end

	-- Update level
	if button.Level and memberData.level and memberData.level > 0 then
		button.Level:SetText(memberData.level)
		button.Level:Show()
		if FontManager then
			FontManager:ApplyFontSize(button.Level)
		end
	elseif button.Level then
		button.Level:Hide()
	end

	-- Update name with class color
	local classColor = RAID_CLASS_COLORS[memberData.classFileName]
	if classColor then
		if memberData.online then
			if memberData.isDead then
				-- Dead: Red
				button.Name:SetTextColor(RED_FONT_COLOR.r, RED_FONT_COLOR.g, RED_FONT_COLOR.b)
			else
				-- Alive: Class Color
				button.Name:SetTextColor(classColor.r, classColor.g, classColor.b)
			end
		else
			-- Offline: Gray
			button.Name:SetTextColor(GRAY_FONT_COLOR.r, GRAY_FONT_COLOR.g, GRAY_FONT_COLOR.b)
		end
	end
	if button.Name then
		local displayName = memberData.name or ""
		if displayName:find("-") then
			displayName = strsplit("-", displayName)
		end
		button.Name:SetText(displayName)

		-- Apply cached raid font with FontFamily fallback for non-roman alphabets
		if self.fontCache and self.fontCache.name then
			local fc = self.fontCache.name
			if BFL.FontManager and BFL.FontManager.ApplyFont then
				BFL.FontManager:ApplyFont(button.Name, fc.path, fc.size, fc.outline, fc.shadow)
			else
				button.Name:SetFont(fc.path, fc.size, fc.outline)
				if fc.shadow then
					button.Name:SetShadowOffset(1, -1)
				else
					button.Name:SetShadowOffset(0, 0)
				end
			end
		elseif FontManager then
			-- Fallback
			FontManager:ApplyFontSize(button.Name)
		end
	end

	-- Update class color tint overlay (subtle tint over textured background)
	if button.ClassColorTint then
		if classColor and memberData.online then
			button.ClassColorTint:SetColorTexture(classColor.r, classColor.g, classColor.b, 0.3)
		else
			button.ClassColorTint:SetColorTexture(0.1, 0.1, 0.1, 0.5)
		end
	end

	-- Update Rank Icon (Leader/Assistant)
	-- Also check everyone-is-assistant flag (GetRaidRosterInfo returns rank=0 even when flag is active)
	local isEveryoneAssist = self.everyoneIsAssistant
	if memberData.rank == 2 then
		-- Leader
		button.RankIcon:SetTexture("Interface\\GroupFrame\\UI-Group-LeaderIcon")
		button.RankIcon:Show()
	elseif memberData.rank == 1 or (isEveryoneAssist and memberData.rank ~= 2) then
		-- Assistant (individually promoted OR everyone-is-assistant flag active)
		button.RankIcon:SetTexture("Interface\\GroupFrame\\UI-Group-AssistantIcon")
		button.RankIcon:Show()
	else
		button.RankIcon:Hide()
	end

	-- Update Role Icon (Tank/Healer/DPS)
	-- FIX: Always fetch fresh from API if unit available, fallback to stored role field
	-- This fixes the combatRole vs role field mismatch after group swaps
	local combatRole = memberData.unit and UnitGroupRolesAssigned(memberData.unit) or memberData.role
	if
		combatRole
		and combatRole ~= "NONE"
		and (combatRole == "TANK" or combatRole == "HEALER" or combatRole == "DAMAGER")
	then
		SetRoleIconTexture(button.RoleIcon, combatRole)
		button.RoleIcon:Show()
	else
		button.RoleIcon:Hide()
	end

	-- Update Main Tank / Main Assist Icons (raid role assignment)
	if button.MainTankIcon then
		if memberData.role == "MAINTANK" then
			button.MainTankIcon:Show()
		else
			button.MainTankIcon:Hide()
		end
	end

	if button.MainAssistIcon then
		if memberData.role == "MAINASSIST" then
			button.MainAssistIcon:Show()
		else
			button.MainAssistIcon:Hide()
		end
	end

	-- Update Ready Check Icon (if active)
	if memberData.readyStatus then
		if memberData.readyStatus == "ready" then
			button.ReadyCheckIcon:SetTexture("Interface\\RaidFrame\\ReadyCheck-Ready")
			button.ReadyCheckIcon:Show()
		elseif memberData.readyStatus == "notready" then
			button.ReadyCheckIcon:SetTexture("Interface\\RaidFrame\\ReadyCheck-NotReady")
			button.ReadyCheckIcon:Show()
		elseif memberData.readyStatus == "waiting" then
			button.ReadyCheckIcon:SetTexture("Interface\\RaidFrame\\ReadyCheck-Waiting")
			button.ReadyCheckIcon:Show()
		end
	else
		button.ReadyCheckIcon:Hide()
	end

	-- Update Combat Overlay (always check, even for filled buttons)
	if button.CombatOverlay then
		local inCombat = InCombatLockdown()
		if inCombat then
			button.CombatOverlay:Show()
		else
			button.CombatOverlay:Hide()
		end
	end

	-- Update Secure Attributes (shortcuts via InsecureActionButtonTemplate)
	self:UpdateSecureAttributesForButton(button)
end

--- Update combat overlay on all buttons
--- @param inCombat boolean|nil Optional combat state (defaults to InCombatLockdown())
function RaidFrame:UpdateCombatOverlay(inCombat)
	if not self.memberButtons then
		-- BFL:DebugPrint("[BFL] UpdateCombatOverlay: No member buttons")
		return
	end

	-- Use passed parameter or query current state
	local combatState = inCombat
	if combatState == nil then
		combatState = InCombatLockdown()
	end
	local buttonsUpdated = 0

	-- BFL:DebugPrint("[BFL] RaidFrame:UpdateCombatOverlay START - combatState: " .. tostring(combatState) .. " (param was: " .. tostring(inCombat) .. ")")
	-- BFL:DebugPrint("[BFL] memberButtons structure: " .. tostring(self.memberButtons) .. ", type: " .. type(self.memberButtons))

	for groupIndex = 1, 8 do
		if self.memberButtons[groupIndex] then
			-- BFL:DebugPrint("[BFL] Processing group " .. groupIndex)
			for slotIndex = 1, 5 do
				local button = self.memberButtons[groupIndex][slotIndex]
				if button then
					local isShown = button:IsShown()
					-- BFL:DebugPrint("[BFL] Button [" .. groupIndex .. "][" .. slotIndex .. "] - IsShown: " .. tostring(isShown) .. ", HasOverlay: " .. tostring(button.CombatOverlay ~= nil))

					-- Ensure CombatOverlay exists
					if not button.CombatOverlay then
						-- BFL:DebugPrint("[BFL] Button [" .. groupIndex .. "][" .. slotIndex .. "] missing CombatOverlay!")
					else
						if combatState and isShown then
							button.CombatOverlay:Show()
							buttonsUpdated = buttonsUpdated + 1
							-- BFL:DebugPrint("[BFL] Showed overlay on button [" .. groupIndex .. "][" .. slotIndex .. "]")
						else
							button.CombatOverlay:Hide()
							-- BFL:DebugPrint("[BFL] Hid overlay on button [" .. groupIndex .. "][" .. slotIndex .. "] (combatState=" .. tostring(combatState) .. ", isShown=" .. tostring(isShown) .. ")")
						end
					end
				end
			end
		end
	end

	-- BFL:DebugPrint("[BFL] Combat overlay updated on " .. buttonsUpdated .. " buttons (out of 40 possible)")
end

-- ========================================
-- MULTI-SELECT VISUAL HIGHLIGHTS (Phase 8.2)
-- ========================================

--- Set drag highlight on a specific raid member button
--- @param raidIndex number The raid index (raid1 = 1, raid2 = 2, etc.)
--- @param isDragging boolean Whether to show or hide drag highlight
function RaidFrame:SetButtonDragHighlight(raidIndex, isDragging)
	if not self.memberButtons then
		return
	end

	-- Find the button with this raidIndex
	for groupIndex = 1, 8 do
		if self.memberButtons[groupIndex] then
			for slotIndex = 1, 5 do
				local button = self.memberButtons[groupIndex][slotIndex]
				if button and button.unit then
					local buttonRaidIndex = tonumber(string.match(button.unit, "raid(%d+)"))
					if buttonRaidIndex == raidIndex then
						-- Found the button, update highlight
						if not button.DragHighlight then
							-- Create drag highlight texture (same as selection but more visible)
							button.DragHighlight = button:CreateTexture(nil, "OVERLAY")
							button.DragHighlight:SetAllPoints()
							button.DragHighlight:SetColorTexture(1.0, 0.843, 0.0, 0.5) -- Gold with 50% alpha (brighter than selection)
							button.DragHighlight:SetBlendMode("ADD")
						end

						if isDragging then
							button.DragHighlight:Show()
						else
							button.DragHighlight:Hide()
						end
						return
					end
				end
			end
		end
	end
end

--- Set selection highlight on a specific raid member button
--- @param raidIndex number The raid index (raid1 = 1, raid2 = 2, etc.)
--- @param isSelected boolean Whether to show or hide highlight
function RaidFrame:SetButtonSelectionHighlight(raidIndex, isSelected)
	if not self.memberButtons then
		return
	end

	-- Find the button with this raidIndex
	for groupIndex = 1, 8 do
		if self.memberButtons[groupIndex] then
			for slotIndex = 1, 5 do
				local button = self.memberButtons[groupIndex][slotIndex]
				if button and button.unit then
					local buttonRaidIndex = tonumber(string.match(button.unit, "raid(%d+)"))
					if buttonRaidIndex == raidIndex then
						-- Found the button, update highlight
						if button.SelectionHighlight then
							if isSelected then
								button.SelectionHighlight:Show()
							else
								button.SelectionHighlight:Hide()
							end
						else
							-- Create highlight texture if it doesn't exist
							if not button.SelectionHighlight then
								button.SelectionHighlight = button:CreateTexture(nil, "OVERLAY")
								button.SelectionHighlight:SetAllPoints()
								button.SelectionHighlight:SetColorTexture(1.0, 0.843, 0.0, 0.4) -- Gold with 40% alpha
								button.SelectionHighlight:SetBlendMode("ADD")
							end

							if isSelected then
								button.SelectionHighlight:Show()
							else
								button.SelectionHighlight:Hide()
							end
						end
						return
					end
				end
			end
		end
	end
end

--- Get number of raid members
function RaidFrame:GetNumMembers()
	return #self.raidMembers
end

--- Get selected member data
function RaidFrame:GetSelectedMember()
	if not self.selectedMember then
		return nil
	end

	for _, member in ipairs(self.raidMembers) do
		if member.name == self.selectedMember then
			return member
		end
	end

	return nil
end

--- Set selected member
function RaidFrame:SetSelectedMember(name)
	self.selectedMember = name
end

-- ========================================
-- CONTROL PANEL
-- ========================================

--- Check if player can control raid
function RaidFrame:CanControlRaid()
	return UnitIsGroupLeader("player") or UnitIsGroupAssistant("player")
end

--- Check if player is raid leader
function RaidFrame:IsRaidLeader()
	return UnitIsGroupLeader("player")
end

--- Convert to raid
function RaidFrame:ConvertToRaid()
	if not IsInGroup() then
		return false
	end

	if IsInRaid() then
		return false -- Already in raid
	end

	BFL.ConvertToRaid()
	return true
end

--- Convert to party
function RaidFrame:ConvertToParty()
	if not IsInRaid() then
		return false
	end

	if GetNumGroupMembers() > 5 then
		return false -- Too many members for party
	end

	BFL.ConvertToParty()
	return true
end

--- Initiate ready check
function RaidFrame:DoReadyCheck()
	if not self:CanControlRaid() then
		return false
	end

	DoReadyCheck()
	return true
end

--- Initiate role poll
function RaidFrame:DoRolePoll()
	if not self:CanControlRaid() then
		return false
	end

	InitiateRolePoll()
	return true
end

--- Set raid difficulty
function RaidFrame:SetRaidDifficulty(difficultyID)
	if not self:IsRaidLeader() then
		return false
	end

	SetRaidDifficultyID(difficultyID)
	return true
end

--- Toggle everyone is assistant
function RaidFrame:SetEveryoneIsAssistant(enabled)
	if not self:IsRaidLeader() then
		return false
	end

	SetEveryoneIsAssistant(enabled)
	return true
end

--- Check if everyone is assistant
function RaidFrame:GetEveryoneIsAssistant()
	return IsEveryoneAssistant()
end

-- ========================================
-- INFO PANEL (SAVED INSTANCES)
-- ========================================

--- Request saved instance info
function RaidFrame:RequestInstanceInfo()
	RequestRaidInfo()
end

--- Update saved instances
function RaidFrame:UpdateSavedInstances()
	wipe(self.savedInstances)

	local numSaved = GetNumSavedInstances()

	for i = 1, numSaved do
		local name, id, reset, difficulty, locked, extended, instanceIDMostSig, isRaid, maxPlayers, difficultyName, numEncounters, encounterProgress =
			GetSavedInstanceInfo(i)

		if name and locked then
			table.insert(self.savedInstances, {
				index = i,
				name = name,
				id = id,
				reset = reset,
				difficulty = difficulty,
				difficultyName = difficultyName,
				locked = locked,
				extended = extended,
				isRaid = isRaid,
				maxPlayers = maxPlayers,
				numEncounters = numEncounters,
				encounterProgress = encounterProgress,
			})
		end
	end
end

--- Extend raid lock
function RaidFrame:ExtendRaidLock(instanceIndex)
	if not instanceIndex then
		return false
	end

	SetSavedInstanceExtend(instanceIndex, true)
	return true
end

-- ========================================
-- TAB MANAGEMENT
-- ========================================

--- Switch tabs (Roster / Info)
function RaidFrame:SetTab(tabIndex)
	if tabIndex < TAB_MODE_ROSTER or tabIndex > TAB_MODE_INFO then
		return false
	end

	self.currentTab = tabIndex

	-- Request instance info when switching to info tab
	if tabIndex == TAB_MODE_INFO then
		self:RequestInstanceInfo()
	end

	return true
end

--- Get current tab
function RaidFrame:GetCurrentTab()
	return self.currentTab
end

-- ========================================
-- EVENT HANDLERS
-- ========================================

function RaidFrame:OnRaidRosterUpdate(...)
	-- Visibility Optimization:
	-- If the frame is hidden, we don't need to fetch data or rebuild the list.
	-- Just mark it as dirty so it updates when shown.
	if not BetterFriendsFrame or not BetterFriendsFrame:IsShown() then
		needsRenderOnShow = true
		return
	end

	-- Event Coalescing (Micro-Throttling)
	if self.updateTimer then
		return
	end

	-- Increase delay to 0.1s to ensure WoW API has updated data
	-- This fixes issues where new members aren't visible immediately
	self.updateTimer = C_Timer.After(0.1, function()
		self.updateTimer = nil

		-- Immediate update for crisp UI response
		self:UpdateRaidMembers()
		self:BuildDisplayList()

		-- Update UI
		-- Note: UpdateGroupLayout calls UpdateAllMemberButtons internally
		self:UpdateControlPanel()
		self:UpdateGroupLayout()
		self:UpdateConvertButton()

		-- Central Update Logic (Restored)
		if BetterRaidFrame_Update then
			BetterRaidFrame_Update()
		end
	end)
end

function RaidFrame:OnGroupJoined(...)
	-- Use the throttled update to ensure data consistency
	self:OnRaidRosterUpdate(...)
end

function RaidFrame:OnGroupLeft(...)
	-- Clear member list
	wipe(self.raidMembers)
	wipe(self.displayList)
	self.selectedMember = nil

	-- Update UI to clear buttons
	self:UpdateAllMemberButtons()
	self:UpdateControlPanel()
	self:UpdateGroupLayout()
	self:UpdateConvertButton()

	if BetterRaidFrame_Update then
		BetterRaidFrame_Update()
	end
end

function RaidFrame:OnInstanceInfoUpdate(...)
	-- Update saved instances
	self:UpdateSavedInstances()
end

function RaidFrame:OnDifficultyChanged(...)
	-- Difficulty changed - update control panel state
	-- UI will refresh on next render
end

--- Handle Ready Check start
function RaidFrame:OnReadyCheck(initiator, timeLeft)
	-- Mark all members with their current ready check status
	for _, member in ipairs(self.raidMembers) do
		if member.unit then
			local status = GetReadyCheckStatus(member.unit)
			-- Only set status if we don't already have one (CONFIRM event might have fired first)
			if not member.readyStatus then
				-- For offline players, status might be nil initially
				if not member.online and not status then
					member.readyStatus = "waiting"
				else
					member.readyStatus = status or "waiting"
				end
			end
		end
	end

	-- Update all visible buttons
	self:RefreshMemberButtons()
end

--- Handle Ready Check confirmation
function RaidFrame:OnReadyCheckConfirm(unitTarget, isReady)
	-- Find member by unit and update status
	for _, member in ipairs(self.raidMembers) do
		if member.unit == unitTarget then
			-- Get actual status from API (more reliable than event param)
			local status = GetReadyCheckStatus(member.unit)
			member.readyStatus = status or (isReady and "ready" or "notready")
			break
		end
	end

	-- Update all visible buttons
	self:RefreshMemberButtons()
end

--- Handle Ready Check finished
function RaidFrame:OnReadyCheckFinished(preempted)
	-- Clear ready check status after a delay (like Blizzard does)
	C_Timer.After(5, function()
		for _, member in ipairs(self.raidMembers) do
			member.readyStatus = nil
		end

		-- Update all visible buttons
		self:RefreshMemberButtons()
	end)
end

--- Refresh all visible member buttons (for Ready Check updates)
function RaidFrame:RefreshMemberButtons()
	local frame = BetterFriendsFrame and BetterFriendsFrame.RaidFrame
	if not frame then
		return
	end

	local groupsContainer = frame.GroupsInset and frame.GroupsInset.GroupsContainer
	if not groupsContainer then
		return
	end

	-- Update each group's buttons
	for groupIndex = 1, 8 do
		local groupFrame = groupsContainer["Group" .. groupIndex]
		if groupFrame then
			for slotIndex = 1, 5 do
				local button = groupFrame["Slot" .. slotIndex]
				if button and button.memberData then
					-- Find updated member data from raidMembers
					local memberName = button.memberData.name
					for _, member in ipairs(self.raidMembers) do
						if member.name == memberName then
							-- Update button with fresh member data (including readyStatus)
							button.memberData = member
							self:UpdateMemberButton(button, member)
							break
						end
					end
				end
			end
		end
	end
end

-- ========================================
-- PHASE 8.2: MULTI-SELECT EVENT HANDLERS
-- ========================================

--- Handle combat start - clear all multi-selections
function RaidFrame:OnCombatStart()
	-- Clear selections via global function in RaidFrameCallbacks.lua
	if BetterRaidFrame_SelectedPlayers and #BetterRaidFrame_SelectedPlayers > 0 then
		-- Clear visual highlights
		for _, playerData in ipairs(BetterRaidFrame_SelectedPlayers) do
			self:SetButtonSelectionHighlight(playerData.raidIndex, false)
		end

		-- Clear state
		BetterRaidFrame_SelectedPlayers = {}

		-- Yellow warning toast
		UIErrorsFrame:AddMessage(L.MSG_MULTI_SELECTION_CLEARED, 1.0, 0.8, 0.0, 1.0)
	end
end

-- ========================================
-- PROFESSIONAL MOCK SYSTEM (Debug/Testing)
-- ========================================
--[[
	Purpose: Simulate raid groups for testing RaidFrame functionality
	without requiring actual raid members.
	
	Design Principles:
	1. Mock data follows EXACT WoW raid structure
	2. Realistic player names, classes, and roles
	3. Dynamic updates simulate real raid activity
	4. Event simulation for testing event handlers
	5. Comprehensive presets for different scenarios
	
	Commands:
	- /bfl raid mock           - Create 25-player raid (5 groups)
	- /bfl raid mock full      - Create full 40-player raid (8 groups)
	- /bfl raid mock small     - Create 10-player raid (2 groups)
	- /bfl raid mock mythic    - Create 20-player mythic raid (4 groups)
	- /bfl raid mock stress    - Create 40 players with rapid changes
	- /bfl raid event readycheck - Simulate ready check
	- /bfl raid event rolechange - Simulate role changes
	- /bfl raid event move      - Simulate player group moves
	- /bfl raid config         - Show/set mock configuration
	- /bfl raid clear          - Remove mock data
]]

-- ============================================
-- MOCK SYSTEM CONSTANTS
-- ============================================

-- Realistic player names (lore characters + common MMO names)
local MOCK_PLAYER_NAMES = {
	-- Alliance Heroes
	"Anduin",
	"Jaina",
	"Genn",
	"Alleria",
	"Turalyon",
	"Velen",
	"Tyrande",
	"Malfurion",
	"Muradin",
	"Mekkatorque",
	"Aysa",
	"Tess",
	"Shaw",
	"Magni",
	"Khadgar",
	"Valeera",
	-- Horde Heroes
	"Thrall",
	"Baine",
	"Lor'themar",
	"Thalyssra",
	"Gazlowe",
	"Ji",
	"Rokhan",
	"Geya'rah",
	"Calia",
	"Eitrigg",
	"Rexxar",
	"Zekhan",
	"Lilian",
	-- Neutral/Other
	"Chromie",
	"Wrathion",
	"Alexstrasza",
	"Ysera",
	"Nozdormu",
	"Kalecgos",
	"Ebonhorn",
	-- Common MMO-style Names
	"Shadowblade",
	"Lightforge",
	"Stormwind",
	"Ironhammer",
	"Darkflame",
	"Frostweaver",
	"Sunfire",
	"Moonshade",
	"Earthshaker",
	"Windwalker",
	"Bloodfang",
	"Steelclaw",
	"VeryLongNamePleaseTruncateMeCorrectlyOrResizeMeIfYouCanDoThatWithoutBreakingLayout",
	-- Korean
	"달빛기사",
	"불꽃마법사",
	-- Simplified Chinese
	"暴风城勇士",
	"艾泽拉斯",
	-- Traditional Chinese
	"暴風城勇士",
	"艾澤拉斯",
	-- Russian
	"Штормград",
	"Паладин",
}

-- Class data with role assignments
local MOCK_CLASSES = {
	{ name = "Warrior", file = "WARRIOR", roles = { "TANK", "DAMAGER" } },
	{ name = "Paladin", file = "PALADIN", roles = { "TANK", "HEALER", "DAMAGER" } },
	{ name = "Hunter", file = "HUNTER", roles = { "DAMAGER" } },
	{ name = "Rogue", file = "ROGUE", roles = { "DAMAGER" } },
	{ name = "Priest", file = "PRIEST", roles = { "HEALER", "DAMAGER" } },
	{ name = "Shaman", file = "SHAMAN", roles = { "HEALER", "DAMAGER" } },
	{ name = "Mage", file = "MAGE", roles = { "DAMAGER" } },
	{ name = "Warlock", file = "WARLOCK", roles = { "DAMAGER" } },
	{ name = "Monk", file = "MONK", roles = { "TANK", "HEALER", "DAMAGER" } },
	{ name = "Druid", file = "DRUID", roles = { "TANK", "HEALER", "DAMAGER" } },
	{ name = "Demon Hunter", file = "DEMONHUNTER", roles = { "TANK", "DAMAGER" } },
	{ name = "Death Knight", file = "DEATHKNIGHT", roles = { "TANK", "DAMAGER" } },
	{ name = "Evoker", file = "EVOKER", roles = { "HEALER", "DAMAGER" } },
}

-- Zone names for variety
local MOCK_ZONES = {
	"Dornogal",
	"The Ringing Deeps",
	"Hallowfall",
	"Azj-Kahet",
	"Isle of Dorn",
	"City of Threads",
	"Priory of the Sacred Flame",
	"Cinderbrew Meadery",
	"The Stonevault",
	"The Dawnbreaker",
	"Ara-Kara, City of Echoes",
	"Nerub-ar Palace",
	"Grim Batol",
	"Siege of Boralus",
}

-- ============================================
-- MOCK SYSTEM STATE
-- ============================================

RaidFrame.mockEnabled = false -- Is mock mode active?
RaidFrame.mockUpdateTimer = nil -- Timer for dynamic updates
RaidFrame.mockConfig = {
	dynamicUpdates = true, -- Enable/disable dynamic changes
	updateInterval = 5.0, -- Seconds between dynamic updates
	readyCheckDuration = 35, -- Ready check duration (seconds)
}

-- ============================================
-- MOCK MEMBER CREATION
-- ============================================

--[[
	Create a single mock raid member
	@param index: Raid index (1-40)
	@param name: Player name
	@param classInfo: Class data table
	@param subgroup: Group number (1-8)
	@param role: Combat role (TANK, HEALER, DAMAGER, NONE)
	@param rank: Raid rank (0=member, 1=assistant, 2=leader)
	@param options: Additional options (online, isDead, zone, raidRole)
	@return: Member data table
]]
local function CreateMockMember(index, name, classInfo, subgroup, role, rank, options)
	options = options or {}

	return {
		index = index,
		name = name,
		rank = rank or 0,
		subgroup = subgroup,
		level = options.level or 80,
		class = classInfo.name,
		classFileName = classInfo.file,
		zone = options.zone or MOCK_ZONES[math.random(#MOCK_ZONES)],
		online = options.online ~= false, -- Default true
		isDead = options.isDead or false,
		role = options.raidRole or nil, -- MAINTANK, MAINASSIST or nil (from GetRaidRosterInfo)
		combatRole = role, -- TANK, HEALER, DAMAGER, NONE (from UnitGroupRolesAssigned)
		isML = options.isML or false,
		unit = "raid" .. index,
		raidIndex = index,
		-- Mock metadata
		_isMock = true,
		_created = GetTime(),
	}
end

--[[
	Generate a realistic raid composition
	@param numMembers: Total members (10, 20, 25, or 40)
	@return: Array of member data
]]
local function GenerateRaidComposition(numMembers)
	local members = {}
	local usedNames = {}

	-- Determine role counts based on raid size
	local numTanks, numHealers, numDPS
	if numMembers <= 10 then
		numTanks = 2
		numHealers = 2
		numDPS = numMembers - 4
	elseif numMembers <= 20 then
		numTanks = 2
		numHealers = 4
		numDPS = numMembers - 6
	elseif numMembers <= 25 then
		numTanks = 2
		numHealers = 5
		numDPS = numMembers - 7
	else
		numTanks = 2
		numHealers = 8
		numDPS = numMembers - 10
	end

	-- Helper: Get unique name
	local function getUniqueName()
		local name
		local attempts = 0
		repeat
			name = MOCK_PLAYER_NAMES[math.random(#MOCK_PLAYER_NAMES)]
			attempts = attempts + 1
			if attempts > 50 then
				-- Generate numbered name as fallback
				name = "Player" .. math.random(1000, 9999)
				break
			end
		until not usedNames[name]
		usedNames[name] = true
		return name
	end

	-- Helper: Get class for role
	local function getClassForRole(role)
		local validClasses = {}
		for _, classInfo in ipairs(MOCK_CLASSES) do
			for _, classRole in ipairs(classInfo.roles) do
				if classRole == role then
					table.insert(validClasses, classInfo)
					break
				end
			end
		end
		return validClasses[math.random(#validClasses)]
	end

	local index = 1
	local numGroups = math.ceil(numMembers / 5)

	-- Create tanks (Group 1)
	for i = 1, numTanks do
		local name = getUniqueName()
		local classInfo = getClassForRole("TANK")
		local rank = (i == 1) and 2 or 0 -- First tank is leader

		members[index] = CreateMockMember(index, name, classInfo, 1, "TANK", rank, {
			isML = (i == 1), -- Leader is master looter
			raidRole = (i == 1) and "MAINTANK" or ((i == 2) and "MAINASSIST" or nil), -- First tank = MT, second = MA
		})
		index = index + 1
	end

	-- Create healers (Group 2)
	for i = 1, numHealers do
		local name = getUniqueName()
		local classInfo = getClassForRole("HEALER")
		local rank = (i == 1) and 1 or 0 -- First healer is assistant
		local subgroup = math.min(2, numGroups)

		members[index] = CreateMockMember(index, name, classInfo, subgroup, "HEALER", rank)
		index = index + 1
	end

	-- Forced international names to guarantee non-roman alphabet coverage in previews
	local forcedDPSNames = {
		[1] = "VeryLongNamePleaseTruncateMeCorrectlyOrResizeMeIfYouCanDoThatWithoutBreakingLayout",
		[2] = "달빛기사", -- Korean
		[3] = "暴风城勇士", -- Simplified Chinese
		[4] = "暴風城勇士", -- Traditional Chinese
		[5] = "Штормград", -- Russian
	}

	-- Create DPS (Groups 3-8)
	local currentGroup = 3
	local membersInGroup = 0
	for i = 1, numDPS do
		local name
		if forcedDPSNames[i] then
			-- Force specific names for testing truncation and non-roman alphabets
			name = forcedDPSNames[i]
			usedNames[name] = true
		else
			name = getUniqueName()
		end

		local classInfo = getClassForRole("DAMAGER")
		local rank = (i == 1) and 1 or 0 -- First DPS is assistant

		-- Distribute across groups
		local subgroup = math.min(currentGroup, numGroups)
		members[index] = CreateMockMember(index, name, classInfo, subgroup, "DAMAGER", rank)

		membersInGroup = membersInGroup + 1
		if membersInGroup >= 5 then
			currentGroup = currentGroup + 1
			membersInGroup = 0
		end

		index = index + 1
	end

	-- Add some variety: offline players, dead players
	if numMembers >= 10 then
		-- Make 1-2 players offline
		local offlineCount = math.max(1, math.floor(numMembers / 15))
		for i = 1, offlineCount do
			local randomIndex = math.random(numTanks + numHealers + 1, numMembers) -- Only DPS
			if members[randomIndex] then
				members[randomIndex].online = false
			end
		end

		-- Make 1 player dead (if online)
		local deadIndex = math.random(numTanks + 1, numMembers)
		if members[deadIndex] and members[deadIndex].online then
			members[deadIndex].isDead = true
		end
	end

	return members
end

-- ============================================
-- MOCK PRESET FUNCTIONS
-- ============================================

--[[
	Create standard 25-player raid (Heroic/Normal)
]]
function RaidFrame:CreateMockPreset_Standard()
	self:ClearMockData()
	self.mockEnabled = true

	self.raidMembers = GenerateRaidComposition(25)

	self:ApplyMockData()
	self:StartMockDynamicUpdates()

	BFL:DebugPrint("BFL RaidFrame: " .. BFL.L.RAID_MOCK_CREATED_25)
	BFL:DebugPrint("  Tanks: 2, Healers: 5, DPS: 18")
	BFL:DebugPrint("  Leader + 2 Assistants assigned")
end

--[[
	Create full 40-player raid (Classic/Large events)
]]
function RaidFrame:CreateMockPreset_Full()
	self:ClearMockData()
	self.mockEnabled = true

	self.raidMembers = GenerateRaidComposition(40)

	self:ApplyMockData()
	self:StartMockDynamicUpdates()

	BFL:DebugPrint("BFL RaidFrame: " .. BFL.L.RAID_MOCK_CREATED_40)
	BFL:DebugPrint("  Tanks: 2, Healers: 8, DPS: 30")
	BFL:DebugPrint("  Full scrollbar test!")
end

--[[
	Create small 10-player raid (Flex minimum)
]]
function RaidFrame:CreateMockPreset_Small()
	self:ClearMockData()
	self.mockEnabled = true

	self.raidMembers = GenerateRaidComposition(10)

	self:ApplyMockData()
	self:StartMockDynamicUpdates()

	BFL:DebugPrint("BFL RaidFrame: " .. BFL.L.RAID_MOCK_CREATED_10)
	BFL:DebugPrint("  Tanks: 2, Healers: 2, DPS: 6")
end

--[[
	Create 20-player mythic raid
]]
function RaidFrame:CreateMockPreset_Mythic()
	self:ClearMockData()
	self.mockEnabled = true

	self.raidMembers = GenerateRaidComposition(20)

	self:ApplyMockData()
	self:StartMockDynamicUpdates()

	BFL:DebugPrint("BFL RaidFrame: " .. BFL.L.RAID_MOCK_CREATED_MYTHIC)
	BFL:DebugPrint("  Tanks: 2, Healers: 4, DPS: 14")
	BFL:DebugPrint("  Mythic composition!")
end

--[[
	Create stress test with rapid changes
]]
function RaidFrame:CreateMockPreset_Stress()
	self:ClearMockData()
	self.mockEnabled = true

	self.raidMembers = GenerateRaidComposition(40)

	-- Override config for stress test
	self.mockConfig.updateInterval = 1.0 -- Very fast updates

	self:ApplyMockData()
	self:StartMockDynamicUpdates()

	BFL:DebugPrint("BFL RaidFrame: " .. BFL.L.RAID_MOCK_STRESS)
	BFL:DebugPrint(BFL.L.RAID_WARN_CPU)
end

-- ============================================
-- MOCK DATA APPLICATION
-- ============================================

--[[
	Apply mock data to the UI
]]
function RaidFrame:ApplyMockData()
	-- Build display list
	self:BuildDisplayList()
	self:UpdateMemberButtons()

	-- Force UI to show mock raid (bypass IsInRaid() checks)
	local frame = BetterFriendsFrame and BetterFriendsFrame.RaidFrame
	if not frame then
		return
	end

	-- Hide "Not in Raid" text
	if frame.NotInRaid then
		frame.NotInRaid:Hide()
	end

	-- Show groups container
	if frame.GroupsInset and frame.GroupsInset.GroupsContainer then
		frame.GroupsInset.GroupsContainer:Show()
	end

	-- Update control panel
	self:UpdateMockControlPanel()

	-- Fix all button visuals
	self:FixMockButtonVisuals()

	-- Apply responsive layout
	self:UpdateGroupLayout()
end

--[[
	Update control panel for mock data
]]
function RaidFrame:UpdateMockControlPanel()
	local frame = BetterFriendsFrame and BetterFriendsFrame.RaidFrame
	if not frame or not frame.ControlPanel then
		return
	end

	local controlPanel = frame.ControlPanel

	-- Show all control panel elements
	if controlPanel.EveryoneAssistCheckbox then
		controlPanel.EveryoneAssistCheckbox:Show()
	end
	if controlPanel.EveryoneAssistLabel then
		controlPanel.EveryoneAssistLabel:Show()
		local ASSIST_ICON = "|TInterface\\GroupFrame\\UI-Group-AssistantIcon:14:14|t"
		controlPanel.EveryoneAssistLabel:SetText("All " .. ASSIST_ICON)
	end

	-- Update member count
	if controlPanel.MemberCount then
		controlPanel.MemberCount:Show()
		local FRIEND_ICON = "|TInterface\\FriendsFrame\\UI-Toast-FriendOnlineIcon:16:16|t"
		controlPanel.MemberCount:SetText(FRIEND_ICON .. " " .. #self.raidMembers .. "/40")
	end

	-- Update role summary
	if controlPanel.RoleSummary then
		controlPanel.RoleSummary:Show()

		local tanks, healers, dps = 0, 0, 0
		for _, member in ipairs(self.raidMembers) do
			if member.combatRole == "TANK" then
				tanks = tanks + 1
			elseif member.combatRole == "HEALER" then
				healers = healers + 1
			elseif member.combatRole == "DAMAGER" then
				dps = dps + 1
			end
		end

		local iconSize = 14 -- Reduced from 16
		local tankIcon = GetRoleIconString("TANK", iconSize)
		local healIcon = GetRoleIconString("HEALER", iconSize)
		local dpsIcon = GetRoleIconString("DAMAGER", iconSize)
		controlPanel.RoleSummary:SetText(
			string.format("%s %d  %s %d  %s %d", tankIcon, tanks, healIcon, healers, dpsIcon, dps)
		)
	end

	-- Trigger layout update
	self:UpdateControlPanelLayout()
end

--[[
	Fix button visuals for mock data
]]
function RaidFrame:FixMockButtonVisuals()
	local frame = BetterFriendsFrame and BetterFriendsFrame.RaidFrame
	if not frame then
		return
	end

	local groupsContainer = frame.GroupsInset and frame.GroupsInset.GroupsContainer
	if not groupsContainer then
		return
	end

	for groupIndex = 1, 8 do
		local groupFrame = groupsContainer["Group" .. groupIndex]
		if groupFrame then
			for slotIndex = 1, 5 do
				local button = groupFrame["Slot" .. slotIndex]
				if button then
					-- Show ALL slots
					button:Show()

					if button.memberData then
						-- Occupied slot
						if button.EmptyText then
							button.EmptyText:Hide()
						end

						-- Background alpha
						if button.Background then
							button.Background:SetAlpha(button.memberData.online and 0.5 or 0.3)
						end

						-- Class color tint
						if button.ClassColorTint then
							local classColor = RAID_CLASS_COLORS[button.memberData.classFileName]
							if classColor and button.memberData.online then
								button.ClassColorTint:SetColorTexture(classColor.r, classColor.g, classColor.b, 0.3)
							else
								button.ClassColorTint:SetColorTexture(0.1, 0.1, 0.1, 0.5)
							end
						end
					else
						-- Empty slot
						if button.EmptyText then
							button.EmptyText:Show()
						end
						if button.Name then
							button.Name:SetText("")
						end
						if button.Level then
							button.Level:SetText("")
						end
						if button.ClassIcon then
							button.ClassIcon:Hide()
						end
						if button.RankIcon then
							button.RankIcon:Hide()
						end
						if button.RoleIcon then
							button.RoleIcon:Hide()
						end
						if button.MainTankIcon then
							button.MainTankIcon:Hide()
						end
						if button.MainAssistIcon then
							button.MainAssistIcon:Hide()
						end
						if button.ClassColorTint then
							button.ClassColorTint:SetColorTexture(0.1, 0.1, 0.1, 0.3)
						end
					end
				end
			end
		end
	end
end

-- ============================================
-- DYNAMIC UPDATE SYSTEM
-- ============================================

--[[
	Start timer for dynamic mock updates
]]
function RaidFrame:StartMockDynamicUpdates()
	if self.mockUpdateTimer then
		self.mockUpdateTimer:Cancel()
	end

	if not self.mockConfig.dynamicUpdates then
		return
	end

	self.mockUpdateTimer = C_Timer.NewTicker(self.mockConfig.updateInterval, function()
		self:ProcessMockDynamicUpdate()
	end)

	-- BFL:DebugPrint("|cff00ff00RaidFrame Mock:|r Dynamic updates started (interval: " .. self.mockConfig.updateInterval .. "s)")
end

--[[
	Process one cycle of dynamic updates
]]
function RaidFrame:ProcessMockDynamicUpdate()
	if not self.mockEnabled or not self.mockConfig.dynamicUpdates then
		return
	end

	-- Safety check: Need at least 3 members for meaningful updates
	local memberCount = #self.raidMembers
	if memberCount < 3 then
		return
	end

	local updated = false
	local updateType = math.random(1, 100)

	if updateType <= 20 then
		-- 20% chance: Player goes offline/online
		local memberIndex = math.random(3, memberCount) -- Skip tanks
		local member = self.raidMembers[memberIndex]
		if member then
			member.online = not member.online
			member.isDead = false -- Coming online = alive
			updated = true
			-- BFL:DebugPrint(string.format("|cff00ff00Mock Update:|r %s is now %s",
			-- 	member.name, member.online and "online" or "offline"))
		end
	elseif updateType <= 35 then
		-- 15% chance: Player dies/revives
		local memberIndex = math.random(3, memberCount)
		local member = self.raidMembers[memberIndex]
		if member and member.online then
			member.isDead = not member.isDead
			updated = true
			-- BFL:DebugPrint(string.format("|cff00ff00Mock Update:|r %s %s",
			-- 	member.name, member.isDead and "died" or "revived"))
		end
	elseif updateType <= 50 then
		-- 15% chance: Player changes zone
		local memberIndex = math.random(1, memberCount)
		local member = self.raidMembers[memberIndex]
		if member and member.online then
			member.zone = MOCK_ZONES[math.random(#MOCK_ZONES)]
			updated = true
			-- BFL:DebugPrint(string.format("|cff00ff00Mock Update:|r %s moved to %s",
			-- 	member.name, member.zone))
		end
	elseif updateType <= 60 then
		-- 10% chance: Player swaps groups
		if memberCount >= 10 then
			local memberIndex = math.random(3, memberCount)
			local member = self.raidMembers[memberIndex]
			if member then
				local numGroups = math.ceil(memberCount / 5)
				local newGroup = math.random(1, numGroups)
				if newGroup ~= member.subgroup then
					member.subgroup = newGroup
					updated = true
					-- BFL:DebugPrint(string.format("|cff00ff00Mock Update:|r %s moved to Group %d",
					-- 	member.name, newGroup))
				end
			end
		end
	end
	-- 40% chance: Nothing happens (realistic idle time)

	if updated then
		self:BuildDisplayList()
		self:UpdateMemberButtons()
		self:FixMockButtonVisuals()
		self:UpdateMockControlPanel()
	end
end

-- ============================================
-- EVENT SIMULATION
-- ============================================

--[[
	Simulate a ready check
]]
function RaidFrame:SimulateReadyCheck()
	if not self.mockEnabled or #self.raidMembers == 0 then
		BFL:DebugPrint(BFL.L.RAID_NO_MOCK_DATA)
		return
	end

	BFL:DebugPrint("BFL RaidFrame: " .. BFL.L.RAID_SIM_READY_CHECK)

	-- Set all online members to "waiting"
	for _, member in ipairs(self.raidMembers) do
		if member.online then
			member.readyStatus = "waiting"
		end
	end
	self:RefreshMemberButtons()

	-- Gradually confirm players
	local confirmedCount = 0
	local totalOnline = 0
	for _, member in ipairs(self.raidMembers) do
		if member.online then
			totalOnline = totalOnline + 1
		end
	end

	-- Confirm players over 8 seconds
	for i, member in ipairs(self.raidMembers) do
		if member.online then
			local delay = math.random(1, 80) / 10 -- 0.1 to 8.0 seconds
			C_Timer.After(delay, function()
				if not self.mockEnabled then
					return
				end

				-- 90% ready, 10% not ready
				if math.random(1, 100) <= 90 then
					member.readyStatus = "ready"
				else
					member.readyStatus = "notready"
				end
				self:RefreshMemberButtons()
			end)
		end
	end

	-- Clear ready check after duration
	C_Timer.After(self.mockConfig.readyCheckDuration, function()
		if not self.mockEnabled then
			return
		end

		local ready, notReady = 0, 0
		for _, member in ipairs(self.raidMembers) do
			if member.readyStatus == "ready" then
				ready = ready + 1
			elseif member.readyStatus == "notready" then
				notReady = notReady + 1
			end
			member.readyStatus = nil
		end
		self:RefreshMemberButtons()

		BFL:DebugPrint(string.format("BFL RaidFrame: Ready Check finished: %d ready, %d not ready", ready, notReady))
	end)
end

--[[
	Simulate role changes
]]
function RaidFrame:SimulateRoleChanges()
	if not self.mockEnabled or #self.raidMembers == 0 then
		BFL:DebugPrint(BFL.L.RAID_NO_MOCK_DATA)
		return
	end

	local changed = 0
	for _, member in ipairs(self.raidMembers) do
		-- 30% chance to change role (if class supports multiple)
		if math.random(1, 100) <= 30 then
			local classInfo
			for _, c in ipairs(MOCK_CLASSES) do
				if c.file == member.classFileName then
					classInfo = c
					break
				end
			end

			if classInfo and #classInfo.roles > 1 then
				local newRole = classInfo.roles[math.random(#classInfo.roles)]
				if newRole ~= member.combatRole then
					member.role = newRole
					member.combatRole = newRole
					changed = changed + 1
				end
			end
		end
	end

	self:BuildDisplayList()
	self:UpdateMemberButtons()
	self:FixMockButtonVisuals()
	self:UpdateMockControlPanel()

	BFL:DebugPrint(string.format("BFL RaidFrame: Simulated %d role changes", changed))
end

--[[
	Simulate group moves (shuffle players)
]]
function RaidFrame:SimulateGroupMoves()
	if not self.mockEnabled or #self.raidMembers == 0 then
		BFL:DebugPrint(BFL.L.RAID_NO_MOCK_DATA)
		return
	end

	local numGroups = math.ceil(#self.raidMembers / 5)
	local moved = 0

	for _, member in ipairs(self.raidMembers) do
		-- 40% chance to move (skip leader)
		if member.rank ~= 2 and math.random(1, 100) <= 40 then
			local newGroup = math.random(1, numGroups)
			if newGroup ~= member.subgroup then
				member.subgroup = newGroup
				moved = moved + 1
			end
		end
	end

	self:BuildDisplayList()
	self:UpdateMemberButtons()
	self:FixMockButtonVisuals()

	BFL:DebugPrint(string.format("BFL RaidFrame: Moved %d players to different groups", moved))
end

-- ============================================
-- MOCK DATA MANAGEMENT
-- ============================================

--[[
	Clear all mock data and stop timers
]]
function RaidFrame:ClearMockData()
	-- Stop dynamic update timer
	if self.mockUpdateTimer then
		self.mockUpdateTimer:Cancel()
		self.mockUpdateTimer = nil
	end

	-- Reset config to defaults
	self.mockConfig.updateInterval = 5.0

	-- Clear state
	self.mockEnabled = false
	wipe(self.raidMembers)
	wipe(self.displayList)
	self.selectedMember = nil

	-- Reset all buttons
	if self.memberButtons then
		for groupIndex = 1, 8 do
			if self.memberButtons[groupIndex] then
				for slotIndex = 1, 5 do
					local button = self.memberButtons[groupIndex][slotIndex]
					if button then
						button.memberData = nil
						button.unit = nil
						button.name = nil
						button.raidSlot = nil
					end
				end
			end
		end
	end

	-- Update UI to show "Not in Raid" if applicable
	local frame = BetterFriendsFrame and BetterFriendsFrame.RaidFrame
	if frame then
		if not IsInRaid() and not IsInGroup() then
			if frame.NotInRaid then
				frame.NotInRaid:Show()
			end
			if frame.GroupsInset and frame.GroupsInset.GroupsContainer then
				frame.GroupsInset.GroupsContainer:Hide()
			end
		end
	end

	-- BFL:DebugPrint("|cff00ff00RaidFrame Mock:|r Cleared all mock data")
	BFL:DebugPrint("BFL RaidFrame: " .. BFL.L.RAID_MOCK_CLEARED)
end

-- ============================================
-- SLASH COMMAND HANDLER
-- ============================================

-- Legacy slash command (redirects to /bfl raid)
SLASH_BFLMOCKRAID1 = "/bflmock"
SLASH_BFLRAIDFRAME1 = "/bflraid"
SlashCmdList["BFLMOCKRAID"] = function(msg)
	SlashCmdList["BFLRAIDFRAME"](msg)
end

SlashCmdList["BFLRAIDFRAME"] = function(msg)
	local args = {}
	for word in msg:gmatch("%S+") do
		table.insert(args, word)
	end

	local cmd = args[1] and args[1]:lower() or "help"

	if cmd == "mock" then
		local subCmd = args[2] and args[2]:lower() or "standard"

		if subCmd == "full" or subCmd == "40" then
			RaidFrame:CreateMockPreset_Full()
		elseif subCmd == "small" or subCmd == "10" then
			RaidFrame:CreateMockPreset_Small()
		elseif subCmd == "mythic" or subCmd == "20" then
			RaidFrame:CreateMockPreset_Mythic()
		elseif subCmd == "stress" then
			RaidFrame:CreateMockPreset_Stress()
		else
			RaidFrame:CreateMockPreset_Standard()
		end
	elseif cmd == "event" then
		local eventType = args[2] and args[2]:lower() or "help"

		if eventType == "readycheck" or eventType == "ready" then
			RaidFrame:SimulateReadyCheck()
		elseif eventType == "rolechange" or eventType == "role" or eventType == "roles" then
			RaidFrame:SimulateRoleChanges()
		elseif eventType == "move" or eventType == "shuffle" then
			RaidFrame:SimulateGroupMoves()
		else
			print(BFL.L.RAID_EVENT_COMMANDS)
			print("  |cffffcc00/bfl raid event readycheck|r - Simulate ready check")
			print("  |cffffcc00/bfl raid event rolechange|r - Simulate role changes")
			print("  |cffffcc00/bfl raid event move|r - Shuffle players between groups")
		end
	elseif cmd == "config" then
		local setting = args[2] and args[2]:lower()
		local value = args[3]

		if setting == "dynamic" then
			RaidFrame.mockConfig.dynamicUpdates = (value == "on" or value == "true" or value == "1")
			BFL:DebugPrint(
				"|cff00ff00BFL RaidFrame:|r "
					.. string.format(BFL.L.RAID_DYN_UPDATES, RaidFrame.mockConfig.dynamicUpdates and "ON" or "OFF")
			)
		elseif setting == "interval" then
			local interval = tonumber(value) or 5.0
			RaidFrame.mockConfig.updateInterval = math.max(1.0, interval)
			BFL:DebugPrint(
				"|cff00ff00BFL RaidFrame:|r "
					.. string.format(BFL.L.RAID_UPDATE_INTERVAL, RaidFrame.mockConfig.updateInterval)
			)
		else
			BFL:DebugPrint(BFL.L.RAID_CONFIG_HEADER)
			BFL:DebugPrint(string.format(BFL.L.RAID_MOCK_ENABLED_STATUS, RaidFrame.mockEnabled and "YES" or "NO"))
			BFL:DebugPrint(
				string.format(BFL.L.RAID_DYN_UPDATES_STATUS, RaidFrame.mockConfig.dynamicUpdates and "ON" or "OFF")
			)
			BFL:DebugPrint(string.format(BFL.L.RAID_UPDATE_INTERVAL_STATUS, RaidFrame.mockConfig.updateInterval))
			BFL:DebugPrint(string.format(BFL.L.RAID_MEMBERS_STATUS, #RaidFrame.raidMembers))
			BFL:DebugPrint("")
			BFL:DebugPrint("  |cffffcc00/bfl raid config dynamic on|off|r")
			BFL:DebugPrint("  |cffffcc00/bfl raid config interval <seconds>|r")
		end
	elseif cmd == "clear" then
		RaidFrame:ClearMockData()
	elseif cmd == "list" or cmd == "info" then
		if RaidFrame.mockEnabled and #RaidFrame.raidMembers > 0 then
			BFL:DebugPrint(BFL.L.RAID_INFO_HEADER)
			BFL:DebugPrint(string.format(BFL.L.RAID_TOTAL_MEMBERS, #RaidFrame.raidMembers))

			local tanks, healers, dps, offline, dead = 0, 0, 0, 0, 0
			for _, member in ipairs(RaidFrame.raidMembers) do
				if member.combatRole == "TANK" then
					tanks = tanks + 1
				elseif member.combatRole == "HEALER" then
					healers = healers + 1
				elseif member.combatRole == "DAMAGER" then
					dps = dps + 1
				end
				if not member.online then
					offline = offline + 1
				end
				if member.isDead then
					dead = dead + 1
				end
			end

			BFL:DebugPrint(string.format(BFL.L.RAID_COMPOSITION, tanks, healers, dps))
			BFL:DebugPrint(string.format(BFL.L.RAID_STATUS, offline, dead))
			BFL:DebugPrint(
				string.format(BFL.L.RAID_DYN_UPDATES_STATUS, RaidFrame.mockConfig.dynamicUpdates and "ON" or "OFF")
			)
		else
			BFL:DebugPrint(BFL.L.RAID_NO_MOCK_ACTIVE)
		end
	else
		-- Help
		print(BFL.L.CORE_HELP_RAID_COMMANDS)
		print("")
		print(BFL.L.CORE_HELP_MOCK_COMMANDS)
		print(BFL.L.CORE_HELP_RAID_MOCK)
		print(BFL.L.CORE_HELP_RAID_FULL)
		print(BFL.L.CORE_HELP_RAID_SMALL)
		print(BFL.L.CORE_HELP_RAID_MYTHIC)
		print(BFL.L.RAID_CMD_STRESS)
		print("")
		print(BFL.L.RAID_HELP_EVENTS)
		print(BFL.L.CORE_HELP_RAID_READY)
		print(BFL.L.CORE_HELP_RAID_ROLE)
		print(BFL.L.CORE_HELP_RAID_MOVE)
		print("")
		print(BFL.L.RAID_HELP_MANAGEMENT)
		print(BFL.L.RAID_CMD_CONFIG)
		print(BFL.L.RAID_CMD_LIST)
		print(BFL.L.CORE_HELP_RAID_CLEAR)
	end
end

-- Keep old CreateMockRaidData for backwards compatibility
function RaidFrame:CreateMockRaidData()
	self:CreateMockPreset_Standard()
end

-- ========================================
-- PUBLIC API SUMMARY
-- ========================================
--[[
    Initialization:
    - RaidFrame:Initialize()
    
    Roster Management:
    - RaidFrame:UpdateRaidMembers()
    - RaidFrame:BuildDisplayList()
    - RaidFrame:GetNumMembers()
    - RaidFrame:GetSelectedMember()
    - RaidFrame:SetSelectedMember(name)
    
    Control Panel:
    - RaidFrame:CanControlRaid()
    - RaidFrame:IsRaidLeader()
    - RaidFrame:ConvertToRaid()
    - RaidFrame:ConvertToParty()
    - RaidFrame:DoReadyCheck()
    - RaidFrame:DoRolePoll()
    - RaidFrame:SetRaidDifficulty(difficultyID)
    - RaidFrame:SetEveryoneIsAssistant(enabled)
    - RaidFrame:GetEveryoneIsAssistant()
    
    Info Panel:
    - RaidFrame:RequestInstanceInfo()
    - RaidFrame:UpdateSavedInstances()
    - RaidFrame:ExtendRaidLock(instanceIndex)
    
    Tab Management:
    - RaidFrame:SetTab(tabIndex)
    - RaidFrame:GetCurrentTab()
    
    Testing:
    - RaidFrame:CreateMockRaidData()
    - /bflmock raid - Slash command
]]

return RaidFrame
