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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");
    }
}