using System;
using System.Collections.Generic;
using System.Threading;

namespace Amib.Threading.Internal
{
    #region WorkItemsQueue class

    /// <summary>
    /// WorkItemsQueue class.
    /// </summary>
    public class WorkItemsQueue : IDisposable
    {
        #region Member variables

        /// <summary>
        /// Waiters queue (implemented as stack).
        /// </summary>
        private readonly WaiterEntry _headWaiterEntry = new WaiterEntry();

        /// <summary>
        /// Waiters count
        /// </summary>
        private int _waitersCount = 0;

        /// <summary>
        /// Work items queue
        /// </summary>
        private readonly PriorityQueue _workItems = new PriorityQueue();

        /// <summary>
        /// Indicate that work items are allowed to be queued
        /// </summary>
        private bool _isWorkItemsQueueActive = true;


#if (WINDOWS_PHONE)
        private static readonly Dictionary<int, WaiterEntry> _waiterEntries = new Dictionary<int, WaiterEntry>();
#elif (_WINDOWS_CE)
        private static LocalDataStoreSlot _waiterEntrySlot = Thread.AllocateDataSlot();
#else

        [ThreadStatic]
        private static WaiterEntry _waiterEntry;
#endif


        /// <summary>
        /// Each thread in the thread pool keeps its own waiter entry.
        /// </summary>
        private static WaiterEntry CurrentWaiterEntry
        {
#if (WINDOWS_PHONE)
            get
            {
                lock (_waiterEntries)
                {
                    WaiterEntry waiterEntry;
                    if (_waiterEntries.TryGetValue(Thread.CurrentThread.ManagedThreadId, out waiterEntry))
                    {
                        return waiterEntry;
                    }
                }
                return null;
            }
            set
            {
                lock (_waiterEntries)
                {
                    _waiterEntries[Thread.CurrentThread.ManagedThreadId] = value;
                }
            }
#elif (_WINDOWS_CE)
            get
            {
                return Thread.GetData(_waiterEntrySlot) as WaiterEntry;
            }
            set
            {
                Thread.SetData(_waiterEntrySlot, value);
            }
#else
            get
            {
                return _waiterEntry;
            }
            set
            {
                _waiterEntry = value;
            }
#endif
        }

        /// <summary>
        /// A flag that indicates if the WorkItemsQueue has been disposed.
        /// </summary>
        private bool _isDisposed = false;

        #endregion

        #region Public properties

        /// <summary>
        /// Returns the current number of work items in the queue
        /// </summary>
        public int Count
        {
            get
            {
                return _workItems.Count;
            }
        }

        /// <summary>
        /// Returns the current number of waiters
        /// </summary>
        public int WaitersCount
        {
            get
            {
                return _waitersCount;
            }
        }


        #endregion

        #region Public methods

        /// <summary>
        /// Enqueue a work item to the queue.
        /// </summary>
        public bool EnqueueWorkItem(WorkItem workItem)
        {
            // A work item cannot be null, since null is used in the
            // WaitForWorkItem() method to indicate timeout or cancel
            if (null == workItem)
            {
                throw new ArgumentNullException("workItem" , "workItem cannot be null");
            }

            bool enqueue = true;

            // First check if there is a waiter waiting for work item. During
            // the check, timed out waiters are ignored. If there is no
            // waiter then the work item is queued.
            lock(this)
            {
                ValidateNotDisposed();

                if (!_isWorkItemsQueueActive)
                {
                    return false;
                }

                while(_waitersCount > 0)
                {
                    // Dequeue a waiter.
                    WaiterEntry waiterEntry = PopWaiter();

                    // Signal the waiter. On success break the loop
                    if (waiterEntry.Signal(workItem))
                    {
                        enqueue = false;
                        break;
                    }
                }

                if (enqueue)
                {
                    // Enqueue the work item
                    _workItems.Enqueue(workItem);
                }
            }
            return true;
        }


        /// <summary>
        /// Waits for a work item or exits on timeout or cancel
        /// </summary>
        /// <param name="millisecondsTimeout">Timeout in milliseconds</param>
        /// <param name="cancelEvent">Cancel wait handle</param>
        /// <returns>Returns true if the resource was granted</returns>
        public WorkItem DequeueWorkItem(
            int millisecondsTimeout,
            WaitHandle cancelEvent)
        {
            // This method cause the caller to wait for a work item.
            // If there is at least one waiting work item then the
            // method returns immidiately with it.
            //
            // If there are no waiting work items then the caller
            // is queued between other waiters for a work item to arrive.
            //
            // If a work item didn't come within millisecondsTimeout or
            // the user canceled the wait by signaling the cancelEvent
            // then the method returns null to indicate that the caller
            // didn't get a work item.

            WaiterEntry waiterEntry;
            WorkItem workItem = null;
            lock (this)
            {
                ValidateNotDisposed();

                // If there are waiting work items then take one and return.
                if (_workItems.Count > 0)
                {
                    workItem = _workItems.Dequeue() as WorkItem;
                    return workItem;
                }

                // No waiting work items ...

                // Get the waiter entry for the waiters queue
                waiterEntry = GetThreadWaiterEntry();

                // Put the waiter with the other waiters
                PushWaiter(waiterEntry);
            }

            // Prepare array of wait handle for the WaitHandle.WaitAny()
            WaitHandle [] waitHandles = new WaitHandle[] {
                                                                waiterEntry.WaitHandle,
                                                                cancelEvent };

            // Wait for an available resource, cancel event, or timeout.

            // During the wait we are supposes to exit the synchronization
            // domain. (Placing true as the third argument of the WaitAny())
            // It just doesn't work, I don't know why, so I have two lock(this)
            // statments instead of one.

            int index = STPEventWaitHandle.WaitAny(
                waitHandles,
                millisecondsTimeout,
                true);

            lock(this)
            {
                // success is true if it got a work item.
                bool success = (0 == index);

                // The timeout variable is used only for readability.
                // (We treat cancel as timeout)
                bool timeout = !success;

                // On timeout update the waiterEntry that it is timed out
                if (timeout)
                {
                    // The Timeout() fails if the waiter has already been signaled
                    timeout = waiterEntry.Timeout();

                    // On timeout remove the waiter from the queue.
                    // Note that the complexity is O(1).
                    if(timeout)
                    {
                        RemoveWaiter(waiterEntry, false);
                    }

                    // Again readability
                    success = !timeout;
                }

                // On success return the work item
                if (success)
                {
                    workItem = waiterEntry.WorkItem;

                    if (null == workItem)
                    {
                        workItem = _workItems.Dequeue() as WorkItem;
                    }
                }
            }
            // On failure return null.
            return workItem;
        }

        /// <summary>
        /// Cleanup the work items queue, hence no more work
        /// items are allowed to be queue
        /// </summary>
        private void Cleanup()
        {
            lock(this)
            {
                // Deactivate only once
                if (!_isWorkItemsQueueActive)
                {
                    return;
                }

                // Don't queue more work items
                _isWorkItemsQueueActive = false;

                foreach(WorkItem workItem in _workItems)
                {
                    workItem.DisposeOfState();
                }

                // Clear the work items that are already queued
                _workItems.Clear();

                // Note:
                // I don't iterate over the queue and dispose of work items's states,
                // since if a work item has a state object that is still in use in the
                // application then I must not dispose it.

                // Tell the waiters that they were timed out.
                // It won't signal them to exit, but to ignore their
                // next work item.
                while(_waitersCount > 0)
                {
                    WaiterEntry waiterEntry = PopWaiter();
                    waiterEntry.Timeout();
                }
            }
        }

        public object[] GetStates()
        {
            lock (this)
            {
                object[] states = new object[_workItems.Count];
                int i = 0;
                foreach (WorkItem workItem in _workItems)
                {
                    states[i] = workItem.GetWorkItemResult().State;
                    ++i;
                }
                return states;
            }
        }

        #endregion

        #region Private methods

        /// <summary>
        /// Returns the WaiterEntry of the current thread
        /// </summary>
        /// <returns></returns>
        /// In order to avoid creation and destuction of WaiterEntry
        /// objects each thread has its own WaiterEntry object.
        private static WaiterEntry GetThreadWaiterEntry()
        {
            if (null == CurrentWaiterEntry)
            {
                CurrentWaiterEntry = new WaiterEntry();
            }
            CurrentWaiterEntry.Reset();
            return CurrentWaiterEntry;
        }

        #region Waiters stack methods

        /// <summary>
        /// Push a new waiter into the waiter's stack
        /// </summary>
        /// <param name="newWaiterEntry">A waiter to put in the stack</param>
        public void PushWaiter(WaiterEntry newWaiterEntry)
        {
            // Remove the waiter if it is already in the stack and
            // update waiter's count as needed
            RemoveWaiter(newWaiterEntry, false);

            // If the stack is empty then newWaiterEntry is the new head of the stack
            if (null == _headWaiterEntry._nextWaiterEntry)
            {
                _headWaiterEntry._nextWaiterEntry = newWaiterEntry;
                newWaiterEntry._prevWaiterEntry = _headWaiterEntry;

            }
            // If the stack is not empty then put newWaiterEntry as the new head
            // of the stack.
            else
            {
                // Save the old first waiter entry
                WaiterEntry oldFirstWaiterEntry = _headWaiterEntry._nextWaiterEntry;

                // Update the links
                _headWaiterEntry._nextWaiterEntry = newWaiterEntry;
                newWaiterEntry._nextWaiterEntry = oldFirstWaiterEntry;
                newWaiterEntry._prevWaiterEntry = _headWaiterEntry;
                oldFirstWaiterEntry._prevWaiterEntry = newWaiterEntry;
            }

            // Increment the number of waiters
            ++_waitersCount;
        }

        /// <summary>
        /// Pop a waiter from the waiter's stack
        /// </summary>
        /// <returns>Returns the first waiter in the stack</returns>
        private WaiterEntry PopWaiter()
        {
            // Store the current stack head
            WaiterEntry oldFirstWaiterEntry = _headWaiterEntry._nextWaiterEntry;

            // Store the new stack head
            WaiterEntry newHeadWaiterEntry = oldFirstWaiterEntry._nextWaiterEntry;

            // Update the old stack head list links and decrement the number
            // waiters.
            RemoveWaiter(oldFirstWaiterEntry, true);

            // Update the new stack head
            _headWaiterEntry._nextWaiterEntry = newHeadWaiterEntry;
            if (null != newHeadWaiterEntry)
            {
                newHeadWaiterEntry._prevWaiterEntry = _headWaiterEntry;
            }

            // Return the old stack head
            return oldFirstWaiterEntry;
        }

        /// <summary>
        /// Remove a waiter from the stack
        /// </summary>
        /// <param name="waiterEntry">A waiter entry to remove</param>
        /// <param name="popDecrement">If true the waiter count is always decremented</param>
        private void RemoveWaiter(WaiterEntry waiterEntry, bool popDecrement)
        {
            // Store the prev entry in the list
            WaiterEntry prevWaiterEntry = waiterEntry._prevWaiterEntry;

            // Store the next entry in the list
            WaiterEntry nextWaiterEntry = waiterEntry._nextWaiterEntry;

            // A flag to indicate if we need to decrement the waiters count.
            // If we got here from PopWaiter then we must decrement.
            // If we got here from PushWaiter then we decrement only if
            // the waiter was already in the stack.
            bool decrementCounter = popDecrement;

            // Null the waiter's entry links
            waiterEntry._prevWaiterEntry = null;
            waiterEntry._nextWaiterEntry = null;

            // If the waiter entry had a prev link then update it.
            // It also means that the waiter is already in the list and we
            // need to decrement the waiters count.
            if (null != prevWaiterEntry)
            {
                prevWaiterEntry._nextWaiterEntry = nextWaiterEntry;
                decrementCounter = true;
            }

            // If the waiter entry had a next link then update it.
            // It also means that the waiter is already in the list and we
            // need to decrement the waiters count.
            if (null != nextWaiterEntry)
            {
                nextWaiterEntry._prevWaiterEntry = prevWaiterEntry;
                decrementCounter = true;
            }

            // Decrement the waiters count if needed
            if (decrementCounter)
            {
                --_waitersCount;
            }
        }

        #endregion

        #endregion

        #region WaiterEntry class

        // A waiter entry in the _waiters queue.
        public sealed class WaiterEntry : IDisposable
        {
            #region Member variables

            /// <summary>
            /// Event to signal the waiter that it got the work item.
            /// </summary>
            //private AutoResetEvent _waitHandle = new AutoResetEvent(false);
            private AutoResetEvent _waitHandle = EventWaitHandleFactory.CreateAutoResetEvent();

            /// <summary>
            /// Flag to know if this waiter already quited from the queue
            /// because of a timeout.
            /// </summary>
            private bool _isTimedout = false;

            /// <summary>
            /// Flag to know if the waiter was signaled and got a work item.
            /// </summary>
            private bool _isSignaled = false;

            /// <summary>
            /// A work item that passed directly to the waiter withou going
            /// through the queue
            /// </summary>
            private WorkItem _workItem = null;

            private bool _isDisposed = false;

            // Linked list members
            internal WaiterEntry _nextWaiterEntry = null;
            internal WaiterEntry _prevWaiterEntry = null;

            #endregion

            #region Construction

            public WaiterEntry()
            {
                Reset();
            }

            #endregion

            #region Public methods

            public WaitHandle WaitHandle
            {
                get { return _waitHandle; }
            }

            public WorkItem WorkItem
            {
                get
                {
                    return _workItem;
                }
            }

            /// <summary>
            /// Signal the waiter that it got a work item.
            /// </summary>
            /// <returns>Return true on success</returns>
            /// The method fails if Timeout() preceded its call
            public bool Signal(WorkItem workItem)
            {
                lock(this)
                {
                    if (!_isTimedout)
                    {
                        _workItem = workItem;
                        _isSignaled = true;
                        _waitHandle.Set();
                        return true;
                    }
                }
                return false;
            }

            /// <summary>
            /// Mark the wait entry that it has been timed out
            /// </summary>
            /// <returns>Return true on success</returns>
            /// The method fails if Signal() preceded its call
            public bool Timeout()
            {
                lock(this)
                {
                    // Time out can happen only if the waiter wasn't marked as
                    // signaled
                    if (!_isSignaled)
                    {
                        // We don't remove the waiter from the queue, the DequeueWorkItem
                        // method skips _waiters that were timed out.
                        _isTimedout = true;
                        return true;
                    }
                }
                return false;
            }

            /// <summary>
            /// Reset the wait entry so it can be used again
            /// </summary>
            public void Reset()
            {
                _workItem = null;
                _isTimedout = false;
                _isSignaled = false;
                _waitHandle.Reset();
            }

            /// <summary>
            /// Free resources
            /// </summary>
            public void Close()
            {
                if (null != _waitHandle)
                {
                    _waitHandle.Close();
                    _waitHandle = null;
                }
            }

            #endregion

            #region IDisposable Members

            public void Dispose()
            {
                lock (this)
                {
                    if (!_isDisposed)
                    {
                        Close();
                    }
                    _isDisposed = true;
                }
            }

            #endregion
        }

        #endregion

        #region IDisposable Members

        public void Dispose()
        {
            if (!_isDisposed)
            {
                Cleanup();
                _headWaiterEntry.Close();
            }
            _isDisposed = true;
        }

        private void ValidateNotDisposed()
        {
            if(_isDisposed)
            {
                throw new ObjectDisposedException(GetType().ToString(), "The SmartThreadPool has been shutdown");
            }
        }

        #endregion
    }

    #endregion
}

