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();
}