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// Ami Bar
// amibar@gmail.com

using System;
using System.Threading;
using System.Runtime.CompilerServices;
using System.Diagnostics;

namespace Amib.Threading.Internal
{
    #region WorkItemsGroup class 

    /// <summary>
    /// Summary description for WorkItemsGroup.
    /// </summary>
    public class WorkItemsGroup : IWorkItemsGroup
    {
        #region Private members

        private object _lock = new object();
        /// <summary>
        /// Contains the name of this instance of SmartThreadPool.
        /// Can be changed by the user.
        /// </summary>
        private string _name = "WorkItemsGroup";

        /// <summary>
        /// A reference to the SmartThreadPool instance that created this 
        /// WorkItemsGroup.
        /// </summary>
        private SmartThreadPool _stp;

        /// <summary>
        /// The OnIdle event
        /// </summary>
        private event WorkItemsGroupIdleHandler _onIdle;

        /// <summary>
        /// Defines how many work items of this WorkItemsGroup can run at once.
        /// </summary>
        private int _concurrency;

        /// <summary>
        /// Priority queue to hold work items before they are passed 
        /// to the SmartThreadPool.
        /// </summary>
        private PriorityQueue _workItemsQueue;

        /// <summary>
        /// Indicate how many work items are waiting in the SmartThreadPool
        /// queue.
        /// This value is used to apply the concurrency.
        /// </summary>
        private int _workItemsInStpQueue;

        /// <summary>
        /// Indicate how many work items are currently running in the SmartThreadPool.
        /// This value is used with the Cancel, to calculate if we can send new 
        /// work items to the STP.
        /// </summary>
        private int _workItemsExecutingInStp = 0;

        /// <summary>
        /// WorkItemsGroup start information
        /// </summary>
        private WIGStartInfo _workItemsGroupStartInfo;

        /// <summary>
        /// Signaled when all of the WorkItemsGroup's work item completed.
        /// </summary>
        private ManualResetEvent _isIdleWaitHandle = new ManualResetEvent(true);

        /// <summary>
        /// A common object for all the work items that this work items group
        /// generate so we can mark them to cancel in O(1)
        /// </summary>
        private CanceledWorkItemsGroup _canceledWorkItemsGroup = new CanceledWorkItemsGroup();

        #endregion 

        #region Construction

        public WorkItemsGroup(
            SmartThreadPool stp, 
            int concurrency, 
            WIGStartInfo wigStartInfo)
        {
            if (concurrency <= 0)
            {
                throw new ArgumentOutOfRangeException("concurrency", concurrency, "concurrency must be greater than zero");
            }
            _stp = stp;
            _concurrency = concurrency;
            _workItemsGroupStartInfo = new WIGStartInfo(wigStartInfo);
            _workItemsQueue = new PriorityQueue();

            // The _workItemsInStpQueue gets the number of currently executing work items,
            // because once a work item is executing, it cannot be cancelled.
            _workItemsInStpQueue = _workItemsExecutingInStp;
        }

        #endregion 

        #region IWorkItemsGroup implementation

        /// <summary>
        /// Get/Set the name of the SmartThreadPool instance
        /// </summary>
        public string Name 
        { 
            get
            {
                return _name;
            }

            set
            {
                _name = value;
            }
        }

        /// <summary>
        /// Queue a work item
        /// </summary>
        /// <param name="callback">A callback to execute</param>
        /// <returns>Returns a work item result</returns>
        public IWorkItemResult QueueWorkItem(WorkItemCallback callback)
        {
            WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback);
            EnqueueToSTPNextWorkItem(workItem);
            return workItem.GetWorkItemResult();
        }

        /// <summary>
        /// Queue a work item
        /// </summary>
        /// <param name="callback">A callback to execute</param>
        /// <param name="workItemPriority">The priority of the work item</param>
        /// <returns>Returns a work item result</returns>
        public IWorkItemResult QueueWorkItem(WorkItemCallback callback, WorkItemPriority workItemPriority)
        {
            WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, workItemPriority);
            EnqueueToSTPNextWorkItem(workItem);
            return workItem.GetWorkItemResult();
        }

        /// <summary>
        /// Queue a work item
        /// </summary>
        /// <param name="workItemInfo">Work item info</param>
        /// <param name="callback">A callback to execute</param>
        /// <returns>Returns a work item result</returns>
        public IWorkItemResult QueueWorkItem(WorkItemInfo workItemInfo, WorkItemCallback callback)
        {
            WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, workItemInfo, callback);
            EnqueueToSTPNextWorkItem(workItem);
            return workItem.GetWorkItemResult();
        }

        /// <summary>
        /// Queue a work item
        /// </summary>
        /// <param name="callback">A callback to execute</param>
        /// <param name="state">
        /// The context object of the work item. Used for passing arguments to the work item. 
        /// </param>
        /// <returns>Returns a work item result</returns>
        public IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state)
        {
            WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, state);
            EnqueueToSTPNextWorkItem(workItem);
            return workItem.GetWorkItemResult();
        }

        /// <summary>
        /// Queue a work item
        /// </summary>
        /// <param name="callback">A callback to execute</param>
        /// <param name="state">
        /// The context object of the work item. Used for passing arguments to the work item. 
        /// </param>
        /// <param name="workItemPriority">The work item priority</param>
        /// <returns>Returns a work item result</returns>
        public IWorkItemResult QueueWorkItem(WorkItemCallback callback, object state, WorkItemPriority workItemPriority)
        {
            WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, state, workItemPriority);
            EnqueueToSTPNextWorkItem(workItem);
            return workItem.GetWorkItemResult();
        }

        /// <summary>
        /// Queue a work item
        /// </summary>
        /// <param name="workItemInfo">Work item information</param>
        /// <param name="callback">A callback to execute</param>
        /// <param name="state">
        /// The context object of the work item. Used for passing arguments to the work item. 
        /// </param>
        /// <returns>Returns a work item result</returns>
        public IWorkItemResult QueueWorkItem(WorkItemInfo workItemInfo, WorkItemCallback callback, object state)
        {
            WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, workItemInfo, callback, state);
            EnqueueToSTPNextWorkItem(workItem);
            return workItem.GetWorkItemResult();
        }

        /// <summary>
        /// Queue a work item
        /// </summary>
        /// <param name="callback">A callback to execute</param>
        /// <param name="state">
        /// The context object of the work item. Used for passing arguments to the work item. 
        /// </param>
        /// <param name="postExecuteWorkItemCallback">
        /// A delegate to call after the callback completion
        /// </param>
        /// <returns>Returns a work item result</returns>
        public IWorkItemResult QueueWorkItem(
            WorkItemCallback callback, 
            object state,
            PostExecuteWorkItemCallback postExecuteWorkItemCallback)
        {
            WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, state, postExecuteWorkItemCallback);
            EnqueueToSTPNextWorkItem(workItem);
            return workItem.GetWorkItemResult();
        }

        /// <summary>
        /// Queue a work item
        /// </summary>
        /// <param name="callback">A callback to execute</param>
        /// <param name="state">
        /// The context object of the work item. Used for passing arguments to the work item. 
        /// </param>
        /// <param name="postExecuteWorkItemCallback">
        /// A delegate to call after the callback completion
        /// </param>
        /// <param name="workItemPriority">The work item priority</param>
        /// <returns>Returns a work item result</returns>
        public IWorkItemResult QueueWorkItem(
            WorkItemCallback callback, 
            object state,
            PostExecuteWorkItemCallback postExecuteWorkItemCallback,
            WorkItemPriority workItemPriority)
        {
            WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, state, postExecuteWorkItemCallback, workItemPriority);
            EnqueueToSTPNextWorkItem(workItem);
            return workItem.GetWorkItemResult();
        }

        /// <summary>
        /// Queue a work item
        /// </summary>
        /// <param name="callback">A callback to execute</param>
        /// <param name="state">
        /// The context object of the work item. Used for passing arguments to the work item. 
        /// </param>
        /// <param name="postExecuteWorkItemCallback">
        /// A delegate to call after the callback completion
        /// </param>
        /// <param name="callToPostExecute">Indicates on which cases to call to the post execute callback</param>
        /// <returns>Returns a work item result</returns>
        public IWorkItemResult QueueWorkItem(
            WorkItemCallback callback, 
            object state,
            PostExecuteWorkItemCallback postExecuteWorkItemCallback,
            CallToPostExecute callToPostExecute)
        {
            WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, state, postExecuteWorkItemCallback, callToPostExecute);
            EnqueueToSTPNextWorkItem(workItem);
            return workItem.GetWorkItemResult();
        }

        /// <summary>
        /// Queue a work item
        /// </summary>
        /// <param name="callback">A callback to execute</param>
        /// <param name="state">
        /// The context object of the work item. Used for passing arguments to the work item. 
        /// </param>
        /// <param name="postExecuteWorkItemCallback">
        /// A delegate to call after the callback completion
        /// </param>
        /// <param name="callToPostExecute">Indicates on which cases to call to the post execute callback</param>
        /// <param name="workItemPriority">The work item priority</param>
        /// <returns>Returns a work item result</returns>
        public IWorkItemResult QueueWorkItem(
            WorkItemCallback callback, 
            object state,
            PostExecuteWorkItemCallback postExecuteWorkItemCallback,
            CallToPostExecute callToPostExecute,
            WorkItemPriority workItemPriority)
        {
            WorkItem workItem = WorkItemFactory.CreateWorkItem(this, _workItemsGroupStartInfo, callback, state, postExecuteWorkItemCallback, callToPostExecute, workItemPriority);
            EnqueueToSTPNextWorkItem(workItem);
            return workItem.GetWorkItemResult();
        }

        /// <summary>
        /// Wait for the thread pool to be idle
        /// </summary>
        public void WaitForIdle()
        {
            WaitForIdle(Timeout.Infinite);
        }

        /// <summary>
        /// Wait for the thread pool to be idle
        /// </summary>
        public bool WaitForIdle(TimeSpan timeout)
        {
            return WaitForIdle((int)timeout.TotalMilliseconds);
        }

        /// <summary>
        /// Wait for the thread pool to be idle
        /// </summary>
        public bool WaitForIdle(int millisecondsTimeout)
        {
            _stp.ValidateWorkItemsGroupWaitForIdle(this);
            return _isIdleWaitHandle.WaitOne(millisecondsTimeout, false);
        }

        public int WaitingCallbacks
        {
            get
            {
                return _workItemsQueue.Count;
            }
        }

        public event WorkItemsGroupIdleHandler OnIdle
        {
            add
            {
                _onIdle += value;
            }
            remove
            {
                _onIdle -= value;
            }
        }

        public void Cancel()
        {
            lock(_lock)
            {
                _canceledWorkItemsGroup.IsCanceled = true;
                _workItemsQueue.Clear();
                _workItemsInStpQueue = 0;
                _canceledWorkItemsGroup = new CanceledWorkItemsGroup();
            }
        }

        public void Start()
        {
            lock (this)
            {
                if (!_workItemsGroupStartInfo.StartSuspended)
                {
                    return;
                }
                _workItemsGroupStartInfo.StartSuspended = false;
            }
            
            for(int i = 0; i < _concurrency; ++i)
            {
                EnqueueToSTPNextWorkItem(null, false);
            }
        }

        #endregion 

        #region Private methods

        private void RegisterToWorkItemCompletion(IWorkItemResult wir)
        {
            IInternalWorkItemResult iwir = wir as IInternalWorkItemResult;
            iwir.OnWorkItemStarted += new WorkItemStateCallback(OnWorkItemStartedCallback);
            iwir.OnWorkItemCompleted += new WorkItemStateCallback(OnWorkItemCompletedCallback);
        }

        public void OnSTPIsStarting()
        {
            lock (this)
            {
                if (_workItemsGroupStartInfo.StartSuspended)
                {
                    return;
                }
            }
            
            for(int i = 0; i < _concurrency; ++i)
            {
                EnqueueToSTPNextWorkItem(null, false);
            }
        }

        private object FireOnIdle(object state)
        {
            FireOnIdleImpl(_onIdle);
            return null;
        }

        [MethodImpl(MethodImplOptions.NoInlining)]
        private void FireOnIdleImpl(WorkItemsGroupIdleHandler onIdle)
        {
            if(null == onIdle)
            {
                return;
            }

            Delegate[] delegates = onIdle.GetInvocationList();
            foreach(WorkItemsGroupIdleHandler eh in delegates)
            {
                try
                {
                    eh(this);
                }
                    // Ignore exceptions
                catch{} 
            }
        }

        private void OnWorkItemStartedCallback(WorkItem workItem)
        {
            lock(_lock)
            {
                ++_workItemsExecutingInStp;
            }
        }

        private void OnWorkItemCompletedCallback(WorkItem workItem)
        {
            EnqueueToSTPNextWorkItem(null, true);
        }

        private void EnqueueToSTPNextWorkItem(WorkItem workItem)
        {
            EnqueueToSTPNextWorkItem(workItem, false);
        }

        private void EnqueueToSTPNextWorkItem(WorkItem workItem, bool decrementWorkItemsInStpQueue)
        {
            lock(_lock)
            {
                // Got here from OnWorkItemCompletedCallback()
                if (decrementWorkItemsInStpQueue)
                {
                    --_workItemsInStpQueue;

                    if(_workItemsInStpQueue < 0)
                    {
                        _workItemsInStpQueue = 0;
                    }

                    --_workItemsExecutingInStp;

                    if(_workItemsExecutingInStp < 0)
                    {
                        _workItemsExecutingInStp = 0;
                    }
                }

                // If the work item is not null then enqueue it
                if (null != workItem)
                {
                    workItem.CanceledWorkItemsGroup = _canceledWorkItemsGroup;

                    RegisterToWorkItemCompletion(workItem.GetWorkItemResult());
                    _workItemsQueue.Enqueue(workItem);
                    //_stp.IncrementWorkItemsCount();

                    if ((1 == _workItemsQueue.Count) && 
                        (0 == _workItemsInStpQueue))
                    {
                        _stp.RegisterWorkItemsGroup(this);
                        Trace.WriteLine("WorkItemsGroup " + Name + " is NOT idle");
                        _isIdleWaitHandle.Reset();
                    }
                }

                // If the work items queue of the group is empty than quit
                if (0 == _workItemsQueue.Count)
                {
                    if (0 == _workItemsInStpQueue)
                    {
                        _stp.UnregisterWorkItemsGroup(this);
                        Trace.WriteLine("WorkItemsGroup " + Name + " is idle");
                        _isIdleWaitHandle.Set();
                        _stp.QueueWorkItem(new WorkItemCallback(this.FireOnIdle));
                    }
                    return;
                }

                if (!_workItemsGroupStartInfo.StartSuspended)
                {
                    if (_workItemsInStpQueue < _concurrency)
                    {
                        WorkItem nextWorkItem = _workItemsQueue.Dequeue() as WorkItem;
                        _stp.Enqueue(nextWorkItem, true);
                        ++_workItemsInStpQueue;
                    }
                }
            }
        }

        #endregion
    }

    #endregion
}