use super::*;
use std::sync::atomic::{AtomicI32, Ordering};
pub struct BackgroundGameProcessor<G: Game> {
player_count: usize,
ticks_to_process: Arc<AtomicI32>,
debug_game_state: Arc<Mutex<Option<G>>>,
thread: Option<std::thread::JoinHandle<()>>,
phantom_data: PhantomData<G>,
}
impl<G: Game> BackgroundGameProcessor<G> {
pub fn new(
mut processor: GameProcessor<G>,
mut tick_handler: impl FnMut(&G, Vec<G::Event>) + Send + 'static,
debug_interface: Option<DebugInterface<G>>,
) -> Self {
let player_count = processor.player_count();
let ticks_to_process = Arc::new(AtomicI32::new(0));
let debug_game_state = Arc::new(Mutex::new(None::<G>));
let thread = std::thread::spawn({
let ticks_to_process = ticks_to_process.clone();
let debug_game_state = debug_game_state.clone();
move || 'thread_loop: loop {
loop {
let ticks = ticks_to_process.load(Ordering::SeqCst);
if ticks < 0 {
break 'thread_loop;
}
if let Some(debug_interface) = &debug_interface {
processor.debug_update(
debug_game_state.lock().unwrap().as_ref(),
debug_interface,
);
}
if ticks > 0
&& ticks_to_process.compare_and_swap(ticks, ticks - 1, Ordering::SeqCst)
== ticks
{
if !processor.finished() {
let events = processor.process_tick(debug_interface.as_ref());
tick_handler(processor.game(), events);
ticks_to_process.fetch_min(ticks - 1, Ordering::SeqCst);
}
break;
}
std::thread::park();
}
}
});
Self {
player_count,
ticks_to_process,
debug_game_state,
thread: Some(thread),
phantom_data: PhantomData,
}
}
pub fn proceed(&mut self, debug_game_state: Option<&G>, max_ticks: usize) {
*self.debug_game_state.lock().unwrap() = debug_game_state.cloned();
self.ticks_to_process
.store(max_ticks as i32, Ordering::SeqCst);
self.thread.as_ref().unwrap().thread().unpark();
}
pub fn player_count(&self) -> usize {
self.player_count
}
}
impl<G: Game> Drop for BackgroundGameProcessor<G> {
fn drop(&mut self) {
self.ticks_to_process.store(-1, Ordering::SeqCst);
let thread = self.thread.take().unwrap();
thread.thread().unpark();
thread.join().expect("Failed to stop game processor thread");
}
}