1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
//!
//! NEngine Engine
//! 

use std::sync::atomic::Ordering;
use std::thread;
use std::sync::{Arc, RwLock, atomic::AtomicBool};
use std::collections::BinaryHeap;
use std::time::{Duration, SystemTime, UNIX_EPOCH};
use std::fmt::Debug;

use threadpool::ThreadPool;

mod system_wrapper;
use system_wrapper::SystemWrapper;

mod renderer;
pub use renderer::Renderer;

/// The basic Engine schedules systems to run at given time intervals in a
/// a threadpool with a singular thread reserved for UI rendering at a given frame rate
pub struct Engine<WORLD, E> {
    // Target frame rate in frames / second
    pub target_frame_rate: u32,
    // The World
    pub world: Arc<RwLock<WORLD>>,

    // Renderer
    renderer: Option<Box<dyn Renderer<WORLD, Error=E>>>,
    // Threadpool
    pool: ThreadPool,
    // Scheduling Queue (Binary Heap)
    scheduling_queue: BinaryHeap<SystemWrapper<WORLD>>,
}

impl<WORLD: Send + Sync + 'static, E: Debug + 'static> Engine<WORLD, E> {
    /// Create a new engine with workers, a target frame rate, a world, and
    /// the systems to act on the world (and their update rate (in us))
    pub fn new(
        frame_rate: u32,
        workers: usize,
        world: Arc<RwLock<WORLD>>,
        mut systems: Vec<(fn(Arc<RwLock<WORLD>>), u128)>,
        renderer: Box<dyn Renderer<WORLD, Error=E>>,
    ) -> Self {
        if workers < 2 {
            panic!("The Engine Requires at least 2 Threads to Execute");
        }

        let mut scheduling_queue = BinaryHeap::new();
        for (system, update_rate) in systems.drain(..) {
            scheduling_queue.push(SystemWrapper{
                system,
                update_rate,
                priority: update_rate,
            })
        }

        Self {
            target_frame_rate: frame_rate,
            world,
            pool: ThreadPool::new(workers - 1),
            scheduling_queue,
            renderer: Some(renderer),
        }
    }

    /// Run the Executor
    pub fn run(&mut self) {
        let start_time = SystemTime::now().duration_since(UNIX_EPOCH).unwrap().as_micros();

        let c_world = self.world.clone();
        let frame_delay = 1_000_000 / self.target_frame_rate;

        let running = Arc::new(AtomicBool::new(true));
        let c_running = running.clone();
        let cc_running = running.clone();

        ctrlc::set_handler(move || {
            cc_running.store(false, Ordering::SeqCst);
        }).expect("Unable to Set Ctrl-C Handler");

        let mut renderer = self.renderer.take().unwrap();
        let render_thread_handle = thread::spawn(move || {
            let mut last_time = SystemTime::now().duration_since(UNIX_EPOCH).unwrap().as_micros();
            while running.load(Ordering::SeqCst) {
                let cc_world = c_world.clone();
                let current_time = SystemTime::now().duration_since(UNIX_EPOCH).unwrap().as_micros();
                let delta_time = current_time - last_time;

                if frame_delay as u128 > delta_time {
                    let sleep_time = frame_delay as u128 - delta_time;
                    thread::sleep(Duration::from_micros(sleep_time as u64));
                }

                if let Err(err) = renderer.render(cc_world) {
                    running.store(false, Ordering::SeqCst);
                    // TODO: Add Logger
                    println!("Error Occurred in Rendering: {:?}", err);
                    return renderer;
                }

                last_time = current_time;
            }
            return renderer
        });

        while c_running.load(Ordering::SeqCst) {
            if let (sleep_time, Some(mut system_wrapper)) = Self::get_next_job(&mut self.scheduling_queue, start_time) {
                thread::sleep(Duration::from_micros(sleep_time as u64));

                let c_world = self.world.clone();
                self.pool.execute(move || (system_wrapper.system)(c_world));
                system_wrapper.priority += system_wrapper.update_rate;
                self.scheduling_queue.push(system_wrapper);
            }
        }

        let renderer = match render_thread_handle.join() {
            Ok(renderer) => renderer,
            Err(err) => panic!("Error Joining Render Thread Handle: {:?}", err),
        };

        self.renderer.replace(renderer);
    }

    /// Wait for the next job to run and get it off the scheduling queue
    fn get_next_job(scheduling_queue: &mut BinaryHeap<SystemWrapper<WORLD>>, start_time: u128) -> (u128, Option<SystemWrapper<WORLD>>) {
        let elapsed_time = SystemTime::now().duration_since(UNIX_EPOCH).unwrap().as_micros() - start_time;
        if let Some(system_wrapper) = scheduling_queue.pop() {
            let next_start_time = system_wrapper.priority;
            println!("Elapsed Time: {} --- Next Start Time: {}", elapsed_time, next_start_time);
            if elapsed_time < next_start_time {
                let sleep_time = next_start_time.saturating_sub(elapsed_time);
                return (sleep_time, Some(system_wrapper));
            }
            return (0, Some(system_wrapper));
        }
        (0, None)
    }
}

#[cfg(test)]
mod tests {
    use super::*;

    #[derive(Debug, Clone, Copy, PartialEq, Eq)]
    struct FakeWorld {}

    fn test<WORLD: Send + Sync + 'static>(_world: Arc<RwLock<WORLD>>) {
        println!("Hello World");
    }

    #[test]
    fn text_get_next_job_time() {
        let start_time = SystemTime::now().duration_since(UNIX_EPOCH).unwrap().as_micros();

        let mut scheduling_queue: BinaryHeap<SystemWrapper<FakeWorld>> = BinaryHeap::new();
        scheduling_queue.push(SystemWrapper{
            system: test,
            update_rate: 1_000_000,
            priority: 1_000_000,
        });

        let (time, next_job) = Engine::<FakeWorld, String>::get_next_job(&mut scheduling_queue, start_time);
        assert!(next_job.is_some());
        assert!(900_000 < time && time < 1_000_000);
    }
}