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/*
 * Copyright (C) 2017 Apple Inc. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE INC. OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 
 */
"use strict";

class Benchmark {
    constructor()
    {
        this._players = [];
        this._players.push(new Player("Player 1"));
        this._players.push(new Player("Player 2"));
        this._players.push(new Player("Player 3"));
        this._players.push(new Player("Player 4"));
    }

    runIteration()
    {
        playHands(this._players);
    }

    validate(iterations)
    {
        if (!iterations)
            throw "Invalid iterations"
        const playerExpectations = getPlayerExpectations(iterations)
        if (this._players.length != playerExpectations.length)
            throw "Expect " + playerExpectations.length + ", but actually have " + this._players.length;
        for (let playerIdx = 0; playerIdx < playerExpectations.length; playerIdx++)
            playerExpectations[playerIdx].validate(this._players[playerIdx]);
    }
}