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use crate::wire::{
    game::{Action, Update},
    Lobby,
};

use async_std::sync::RwLock;
use std::collections::VecDeque;

pub enum ClientUpdate {
    /// Change to the lobby state
    Lobby(Lobby),
    /// A game simulation update
    GameUpdate(Update),
}

impl<'l> From<&'l Lobby> for ClientUpdate {
    fn from(l: &'l Lobby) -> Self {
        ClientUpdate::Lobby(l.clone())
    }
}

impl<'l> From<&'l Update> for ClientUpdate {
    fn from(u: &'l Update) -> Self {
        ClientUpdate::GameUpdate(u.clone())
    }
}

/// A message out buffer that can be attached to any server entity
pub struct Outbox {
    queue: RwLock<VecDeque<ClientUpdate>>,
}

impl Outbox {
    pub fn new() -> Self {
        Self {
            queue: Default::default(),
        }
    }

    /// Queue a new item to send out
    pub async fn queue(&self, update: impl Into<ClientUpdate>) {
        let mut q = self.queue.write().await;
        q.push_back(update.into());
    }

    /// Run a closure for all queued items
    pub async fn run_for<F: Fn(&ClientUpdate)>(&self, handle: F) {
        let q = self.queue.read().await;
        q.iter().for_each(|item| handle(item));
    }

    /// Clear the outbox for the next update interval
    pub async fn clear(&self) {
        self.queue.write().await.clear();
    }
}

pub struct Inbox {
    queue: RwLock<VecDeque<Action>>,
}

impl Inbox {
    pub fn new() -> Self {
        Self {
            queue: Default::default(),
        }
    }

    /// Queue a new item to send out
    pub async fn queue(&self, update: impl Into<Action>) {
        let mut q = self.queue.write().await;
        q.push_back(update.into());
    }

    pub async fn pop(&self) -> Option<Action> {
        self.queue.write().await.pop_front()
    }
}