package evanq.game.utils; /** * An attribute which allows to store a value reference. It may be updated atomically and so is thread-safe. * * @param <T> the type of the value it holds. */ public interface Attribute<T> { /** * Returns the key of this attribute. */ AttributeKey<T> key(); /** * Returns the current value, which may be {@code null} */ T get(); /** * Sets the value */ void set(T value); /** * Atomically sets to the given value and returns the old value which may be {@code null} if non was set before. */ T getAndSet(T value); /** * Atomically sets to the given value if this {@link Attribute} does not contain a value at the moment. * If it was not possible to set the value as it contains a value it will just return the current value. */ T setIfAbsent(T value); /** * Removes this attribute from the {@link AttributeMap} and returns the old value.. Subsequent {@link #get()} * calls will return @{code null}. */ T getAndRemove(); /** * Atomically sets the value to the given updated value if the current value == the expected value. * If it the set was successful it returns {@code true} otherwise {@code false}. */ boolean compareAndSet(T oldValue, T newValue); /** * Removes this attribute from the {@link AttributeMap}. Subsequent {@link #get()} calls will return @{code null}. */ void remove(); }