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#![allow(dead_code)]
use super::traits::Game;
use std::collections::HashMap;
use std::sync::{Arc, Mutex};
pub type GameRef = Arc<dyn Game + Send + Sync>;
pub struct GameRegistry {
games: Arc<Mutex<HashMap<String, GameRef>>>,
}
impl GameRegistry {
pub fn new() -> Self {
Self {
games: Arc::new(Mutex::new(HashMap::new())),
}
}
pub fn register_game<G: Game + Send + Sync + 'static>(&self, game: G) {
let game_type = game.game_type().to_string();
let mut games = self.games.lock().unwrap();
games.insert(game_type, Arc::new(game));
}
pub fn get_game(&self, game_type: &str) -> Option<GameRef> {
let games = self.games.lock().unwrap();
games.get(game_type).cloned()
}
pub fn list_games(&self) -> Vec<String> {
let games = self.games.lock().unwrap();
games.keys().cloned().collect()
}
pub fn game_exists(&self, game_type: &str) -> bool {
let games = self.games.lock().unwrap();
games.contains_key(game_type)
}
}
// Global registry instance
use super::slots::SlotsGame;
use once_cell::sync::Lazy;
static GAME_REGISTRY: Lazy<GameRegistry> = Lazy::new(|| {
let registry = GameRegistry::new();
// Register games here
registry.register_game(SlotsGame::new());
registry
});
pub fn get_game_registry() -> &'static GameRegistry {
&GAME_REGISTRY
}
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