/*
 *   ORXONOX - the hottest 3D action shooter ever to exist
 *                    > www.orxonox.net <
 *
 *
 *   License notice:
 *
 *   This program is free software; you can redistribute it and/or
 *   modify it under the terms of the GNU General Public License
 *   as published by the Free Software Foundation; either version 2
 *   of the License, or (at your option) any later version.
 *
 *   This program is distributed in the hope that it will be useful,
 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *   GNU General Public License for more details.
 *
 *   You should have received a copy of the GNU General Public License
 *   along with this program; if not, write to the Free Software
 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 *
 *   Author:
 *      Oliver Scheuss
 *   Co-authors:
 *      ...
 *
 */


#include "Thread.h"

#include <cassert>
// #include <functional>
// #include <boost/thread/thread.hpp>
// #include <boost/thread/mutex.hpp>
// #include <boost/thread/thread_time.hpp>

// #include "util/Sleep.h"
#include "command/Executor.h"

namespace orxonox
{
//     boost::posix_time::millisec THREAD_WAIT_BEFORE_DETACH(1000);


    Thread::Thread():
        executor_(nullptr),
        isWorking_(false),
        stopThread_(false)
    {
//         this->executorMutex_ = new boost::mutex;
//         this->isWorkingMutex_ = new boost::mutex;
//         this->stopThreadMutex_ = new boost::mutex;
//         this->workerThread_ = new boost::thread( std::bind(&Thread::threadLoop, this) );
    }

    Thread::~Thread()
    {
//         this->stopThreadMutex_->lock();
//         this->stopThread_ = true;
//         this->stopThreadMutex_->unlock();
//         if( !this->workerThread_->timed_join( THREAD_WAIT_BEFORE_DETACH ) )
//             assert(0); // this should not happen
//         delete this->workerThread_;
//         delete this->executorMutex_;
//         delete this->stopThreadMutex_;
//         delete this->isWorkingMutex_;
    }

    bool Thread::isWorking()
    {
//       this->isWorkingMutex_->lock();
//       bool isWorking = this->isWorking_;
//       this->isWorkingMutex_->unlock();
//       return isWorking;
        return false;
    }

    bool Thread::evaluateExecutor( const ExecutorPtr& executor )
    {
//         this->isWorkingMutex_->lock();
//         this->isWorking_=true;
//         this->isWorkingMutex_->unlock();
//         this->executorMutex_->lock();
//         this->executor_ = executor;
//         this->executorMutex_->unlock();
        (*executor)();
        return true;
    }

    void Thread::threadLoop()
    {
//         bool stopThread = false;
//         while( !stopThread )
//         {
//             this->executorMutex_->lock();
//             ExecutorPtr executor = this->executor_;
//             this->executorMutex_->unlock();
//             if( executor )
//             {
//                 (*executor)();
//                 this->executorMutex_->lock();
//                 this->executor_ = nullptr;
//                 this->executorMutex_->unlock();
//                 this->isWorkingMutex_->lock();
//                 this->isWorking_=false;
//                 this->isWorkingMutex_->unlock();
//             }
//             else
//             {
//                 this->workerThread_->yield();
//             }
//             this->stopThreadMutex_->lock();
//             stopThread = this->stopThread_;
//             this->stopThreadMutex_->unlock();
//         }
    }

    void Thread::waitUntilFinished()
    {
//         bool stillWorking = true;
//         while( stillWorking )
//         {
//             this->isWorkingMutex_->lock();
//             stillWorking = this->isWorking_;
//             this->isWorkingMutex_->unlock();
//             if( stillWorking )
//                 msleep( 1 );
//         }
    }
}

