#if !UNITY_EDITOR
// Extra optimizations when not running in the editor, but less error checking
#define ASTAR_OPTIMIZE_POOLING
#endif

using System;
using System.Collections.Generic;

namespace Pathfinding.Util {
	public interface IAstarPooledObject {
		void OnEnterPool();
	}

	/// <summary>
	/// Lightweight object Pool for IAstarPooledObject.
	/// Handy class for pooling objects of type T which implements the IAstarPooledObject interface.
	///
	/// Usage:
	/// - Claim a new object using <code> SomeClass foo = ObjectPool<SomeClass>.Claim (); </code>
	/// - Use it and do stuff with it
	/// - Release it with <code> ObjectPool<SomeClass>.Release (foo); </code>
	///
	/// After you have released a object, you should never use it again.
	///
	/// Since: Version 3.2
	/// Version: Since 3.7.6 this class is thread safe
	/// See: Pathfinding.Util.ListPool
	/// See: ObjectPoolSimple
	/// </summary>
	public static class ObjectPool<T> where T : class, IAstarPooledObject, new(){
		public static T Claim () {
			return ObjectPoolSimple<T>.Claim();
		}

		public static void Release (ref T obj) {
			obj.OnEnterPool();
			ObjectPoolSimple<T>.Release(ref obj);
		}
	}

	/// <summary>
	/// Lightweight object Pool.
	/// Handy class for pooling objects of type T.
	///
	/// Usage:
	/// - Claim a new object using <code> SomeClass foo = ObjectPool<SomeClass>.Claim (); </code>
	/// - Use it and do stuff with it
	/// - Release it with <code> ObjectPool<SomeClass>.Release (foo); </code>
	///
	/// After you have released a object, you should never use it again.
	///
	/// Since: Version 3.2
	/// Version: Since 3.7.6 this class is thread safe
	/// See: Pathfinding.Util.ListPool
	/// See: ObjectPool
	/// </summary>
	public static class ObjectPoolSimple<T> where T : class, new(){
		/// <summary>Internal pool</summary>
		static List<T> pool = new List<T>();

#if !ASTAR_NO_POOLING
		static readonly HashSet<T> inPool = new HashSet<T>();
#endif

		/// <summary>
		/// Claim a object.
		/// Returns a pooled object if any are in the pool.
		/// Otherwise it creates a new one.
		/// After usage, this object should be released using the Release function (though not strictly necessary).
		/// </summary>
		public static T Claim () {
#if ASTAR_NO_POOLING
			return new T();
#else
			lock (pool) {
				if (pool.Count > 0) {
					T ls = pool[pool.Count-1];
					pool.RemoveAt(pool.Count-1);
					inPool.Remove(ls);
					return ls;
				} else {
					return new T();
				}
			}
#endif
		}

		/// <summary>
		/// Releases an object.
		/// After the object has been released it should not be used anymore.
		/// The variable will be set to null to prevent silly mistakes.
		///
		/// Throws: System.InvalidOperationException
		/// Releasing an object when it has already been released will cause an exception to be thrown.
		/// However enabling ASTAR_OPTIMIZE_POOLING will prevent this check.
		///
		/// See: Claim
		/// </summary>
		public static void Release (ref T obj) {
#if !ASTAR_NO_POOLING
			lock (pool) {
#if !ASTAR_OPTIMIZE_POOLING
				if (!inPool.Add(obj)) {
					throw new InvalidOperationException("You are trying to pool an object twice. Please make sure that you only pool it once.");
				}
#endif
				pool.Add(obj);
			}
#endif
			obj = null;
		}

		/// <summary>
		/// Clears the pool for objects of this type.
		/// This is an O(n) operation, where n is the number of pooled objects.
		/// </summary>
		public static void Clear () {
			lock (pool) {
#if !ASTAR_OPTIMIZE_POOLING && !ASTAR_NO_POOLING
				inPool.Clear();
#endif
				pool.Clear();
			}
		}

		/// <summary>Number of objects of this type in the pool</summary>
		public static int GetSize () {
			return pool.Count;
		}
	}
}