use std::sync::mpsc;
use serde::{Deserialize, Deserializer, Serialize, Serializer};
macro_rules! unreachable_serializable {
($name:ident) => {
impl<T> Serialize for $name<T> {
fn serialize<S: Serializer>(&self, _: S) -> Result<S::Ok, S::Error> {
unreachable!();
}
}
impl<'a, T> Deserialize<'a> for $name<T> {
fn deserialize<D>(_: D) -> Result<$name<T>, D::Error>
where
D: Deserializer<'a>,
{
unreachable!();
}
}
};
}
pub struct GLPlayerSender<T>(mpsc::Sender<T>);
pub struct GLPlayerReceiver<T>(mpsc::Receiver<T>);
impl<T> Clone for GLPlayerSender<T> {
fn clone(&self) -> Self {
GLPlayerSender(self.0.clone())
}
}
impl<T> GLPlayerSender<T> {
#[inline]
pub fn send(&self, data: T) -> Result<(), mpsc::SendError<T>> {
self.0.send(data)
}
}
impl<T> GLPlayerReceiver<T> {
#[inline]
pub fn recv(&self) -> Result<T, mpsc::RecvError> {
self.0.recv()
}
}
pub fn glplayer_channel<T>() -> Result<(GLPlayerSender<T>, GLPlayerReceiver<T>), ()> {
let (sender, receiver) = mpsc::channel();
Ok((GLPlayerSender(sender), GLPlayerReceiver(receiver)))
}
unreachable_serializable!(GLPlayerReceiver);
unreachable_serializable!(GLPlayerSender);