using DataStructures;
using Robust.Shared.GameObjects.EntitySystemMessages;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using System.Collections.Generic;
namespace Robust.Server.GameObjects.EntitySystems
{
///
/// An entity system that displays temporary effects to the user
///
public class EffectSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing;
///
/// Priority queue sorted by how soon the effect will die, we remove messages from the front of the queue during update until caught up
///
private readonly PriorityQueue _CurrentEffects = new PriorityQueue(new EffectMessageComparer());
public void CreateParticle(EffectSystemMessage effect)
{
_CurrentEffects.Add(effect);
//For now we will use this which sends to ALL clients
//TODO: Client bubbling
RaiseNetworkEvent(effect);
}
public override void Update(float frameTime)
{
//Take elements from front of priority queue until they are old
while (_CurrentEffects.Count != 0 && _CurrentEffects.Peek().DeathTime < _timing.CurTime)
{
_CurrentEffects.Take();
}
}
///
/// Comparer that keeps the device dictionary sorted by powernet priority
///
public class EffectMessageComparer : IComparer
{
public int Compare(EffectSystemMessage x, EffectSystemMessage y)
{
return y.DeathTime.CompareTo(x.DeathTime);
}
}
//TODO: Send all current effects to new clients on login
//TODO: Send effects only to relevant client bubbles
}
}