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#pragma once

#include <memory>
#include <unordered_map>
#include <unordered_set>
#include "Generator.hpp"
#include "ChunkIndex.hpp"
#include "../GFX/Binder.hpp"
#include "../Compute/Queue.hpp"

namespace MC::World {

class World {
public:
    World() : m_queue(8) {}

    enum class ChunkStatus {
        Empty,
        WaitingForGeneration,
        NeedsMesh,
        Done
    };

    struct ChunkData {
        ChunkIndex index;
        ChunkStatus status;
        std::optional<Chunk> chunk = {};
        std::optional<GFX::Mesh> mesh_data = {};
        std::optional<GFX::BindableMesh> mesh = {};
    };

    std::vector<ChunkData*> get_visible_chunks(Vector<3> position);
    Chunk* get_chunk_for_position(Vector<3> position);

    float get_average_chunk_time();
private:
    std::unordered_set<ChunkIndex> get_visible_chunk_indices(Vector<3> position) const;
    std::unordered_set<ChunkIndex> load_finished_chunks_from_queue();
    void process_chunk_visibility_updates(std::unordered_set<ChunkIndex>& new_chunks, Vector<3> player);
    void request_generation(ChunkIndex index, float priority);
    void try_to_create_mesh_for_chunk(ChunkData& data);

    void log_chunk_time(uint64_t chunk_time_ms);

    ChunkData& get(ChunkIndex index);

    static uint64_t timestamp();

    uint8_t m_view_distance_radius = 13;

    struct GenerationResult {
        Chunk chunk;
        uint64_t generation_duration;
    };
    Compute::Queue<GenerationResult, ChunkIndex> m_queue;
    Generator m_generator;

    std::unordered_map<ChunkIndex, ChunkData> m_chunks;
    std::unordered_set<ChunkIndex> m_visible_chunks;

    struct Statistics {
        uint chunk_time_sample_count;
        float average_chunk_time_ms;
    };
    Statistics m_statistics{0, 0.0f};
};

}