using System;
using System.Windows.Forms;
using System.Threading;
using System.ComponentModel;

namespace AutobotServer
{
    /// <summary>
    /// Exception thrown by AsyncUtils.AsyncOperation.Start when an
    /// operation is already in progress.
    /// </summary>
    public class AlreadyRunningException : System.ApplicationException
    {
        /// <summary>
        /// 
        /// </summary>
        public AlreadyRunningException() : base("Asynchronous operation already running")
        { }
    }

    /// <summary>
    /// This base class is designed to be used by lengthy operations that wish to
    /// support cancellation.  It also allows those operations to invoke delegates
    /// on the UI Thread of a hosting control.
    /// </summary>
    /// <remarks>
    /// This class is from the MSDN article:
    /// http://msdn.microsoft.com/msdnmag/issues/03/02/Multithreading/default.aspx
    /// (C) 2001-2002 I D Griffiths
    /// Please see the article for a complete description of the intentions and
    /// operation of this class.
    /// </remarks>
    public abstract class AsyncOperation
    {
        /// <summary>
        /// Initialises an AsyncOperation with an association to the
        /// supplied ISynchronizeInvoke.  All events raised from this
        /// object will be delivered via this target.  (This might be a
        /// Control object, so events would be delivered to that Control's
        /// UI thread.)
        /// </summary>
        /// <param name="target">An object implementing the
        /// ISynchronizeInvoke interface.  All events will be delivered
        /// through this target, ensuring that they are delivered to the
        /// correct thread.</param>
        public AsyncOperation(ISynchronizeInvoke target)
        {
            isiTarget = target;
            isRunning = false;
        }

        /// <summary>
        /// Launch the operation on a worker thread.  This method will
        /// return immediately, and the operation will start asynchronously
        /// on a worker thread.
        /// </summary>
        public void Start()
        {
            lock(this)
            {
                if (isRunning)
                {
                    throw new AlreadyRunningException();
                }
                // Set this flag here, not inside InternalStart, to avoid
                // race condition when Start called twice in quick
                // succession.
                isRunning = true;
            }
            new MethodInvoker(InternalStart).BeginInvoke(null, null);
        }


        /// <summary>
        /// Attempt to cancel the current operation.  This returns
        /// immediately to the caller.  No guarantee is made as to
        /// whether the operation will be successfully cancelled.  All
        /// that can be known is that at some point, one of the
        /// three events Completed, Cancelled, or Failed will be raised
        /// at some point.
        /// </summary>
        public virtual void Cancel()
        {
            lock(this)
            {
                cancelledFlag = true;
            }
        }

        /// <summary>
        /// Attempt to cancel the current operation and block until either
        /// the cancellation succeeds or the operation completes.
        /// </summary>
        /// <returns>true if the operation was successfully cancelled
        /// or it failed, false if it ran to completion.</returns>
        public bool CancelAndWait()
        {
            lock(this)
            {
                // Set the cancelled flag

                cancelledFlag = true;


                // Now sit and wait either for the operation to
                // complete or the cancellation to be acknowledged.
                // (Wake up and check every second - shouldn't be
                // necessary, but it guarantees we won't deadlock
                // if for some reason the Pulse gets lost - means
                // we don't have to worry so much about bizarre
                // race conditions.)
                while(!IsDone)
                {
                    Monitor.Wait(this, 1000);
                }
            }
            return !HasCompleted;
        }

        /// <summary>
        /// Blocks until the operation has either run to completion, or has
        /// been successfully cancelled, or has failed with an internal
        /// exception.
        /// </summary>
        /// <returns>true if the operation completed, false if it was
        /// cancelled before completion or failed with an internal
        /// exception.</returns>
        public bool WaitUntilDone()
        {
            lock(this)
            {
                // Wait for either completion or cancellation.  As with
                // CancelAndWait, we don't sleep forever - to reduce the
                // chances of deadlock in obscure race conditions, we wake
                // up every second to check we didn't miss a Pulse.
                while (!IsDone)
                {
                    Monitor.Wait(this, 1000);
                }
            }
            return HasCompleted;
        }


        /// <summary>
        /// Returns false if the operation is still in progress, or true if
        /// it has either completed successfully, been cancelled
        ///  successfully, or failed with an internal exception.
        /// </summary>
        public bool IsDone
        {
            get
            {
                lock(this)
                {
                    return completeFlag || cancelAcknowledgedFlag || failedFlag;
                }
            }
        }

        /// <summary>
        /// This event will be fired if the operation runs to completion
        /// without being cancelled.  This event will be raised through the
        /// ISynchronizeTarget supplied at construction time.  Note that
        /// this event may still be received after a cancellation request
        /// has been issued.  (This would happen if the operation completed
        /// at about the same time that cancellation was requested.)  But
        /// the event is not raised if the operation is cancelled
        /// successfully.
        /// </summary>
        public event EventHandler Completed;


        /// <summary>
        /// This event will be fired when the operation is successfully
        /// stoped through cancellation.  This event will be raised through
        /// the ISynchronizeTarget supplied at construction time.
        /// </summary>
        public event EventHandler Cancelled;


        /// <summary>
        /// This event will be fired if the operation throws an exception.
        /// This event will be raised through the ISynchronizeTarget
        /// supplied at construction time.
        /// </summary>
        public event System.Threading.ThreadExceptionEventHandler Failed;


        /// <summary>
        /// The ISynchronizeTarget supplied during construction - this can
        /// be used by deriving classes which wish to add their own events.
        /// </summary>
        protected ISynchronizeInvoke Target
        {
            get { return isiTarget; } 
        }
        private ISynchronizeInvoke isiTarget;


        /// <summary>
        /// To be overridden by the deriving class - this is where the work
        /// will be done.  The base class calls this method on a worker
        /// thread when the Start method is called.
        /// </summary>
        protected abstract void DoWork();

        protected abstract void BlockFlushConsole();

        /// <summary>
        /// Flag indicating whether the request has been cancelled.  Long-
        /// running operations should check this flag regularly if they can
        /// and cancel their operations as soon as they notice that it has
        /// been set.
        /// </summary>
        protected bool CancelRequested
        {
            get
            {
                lock(this) { return cancelledFlag; }
            }
        }
        private bool cancelledFlag;


        /// <summary>
        /// Flag indicating whether the request has run through to
        /// completion.  This will be false if the request has been
        /// successfully cancelled, or if it failed.
        /// </summary>
        protected bool HasCompleted
        {
            get
            {
                lock(this) { return completeFlag; }
            }
        }
        private bool completeFlag;


        /// <summary>
        /// This is called by the operation when it wants to indicate that
        /// it saw the cancellation request and honoured it.
        /// </summary>
        protected void AcknowledgeCancel()
        {
            lock (this)
            {
                cancelAcknowledgedFlag = true;
                isRunning = false;

                // Pulse the event in case the main thread is blocked
                // waiting for us to finish (e.g. in CancelAndWait or
                // WaitUntilDone).
                Monitor.Pulse(this);

                // Using async invocation to avoid a potential deadlock
                // - using Invoke would involve a cross-thread call
                // whilst we still held the object lock.  If the event
                // handler on the UI thread tries to access this object
                // it will block because we have the lock, but using
                // async invocation here means that once we've fired
                // the event, we'll run on and release the object lock,
                // unblocking the UI thread.
                FireAsync(Cancelled, this, EventArgs.Empty);
            }
        }
        private bool cancelAcknowledgedFlag;


        // Set to true if the operation fails with an exception.
        private bool failedFlag;
        // Set to true if the operation is running
        private bool isRunning;


        // This method is called on a worker thread (via asynchronous
        // delegate invocation).  This is where we call the operation (as
        // defined in the deriving class's DoWork method).
        private void InternalStart()
        {
            // Reset our state - we might be run more than once.
            cancelledFlag = false;
            completeFlag = false;
            cancelAcknowledgedFlag = false;
            failedFlag = false;
            // isRunning is set during Start to avoid a race condition
            try
            {
                DoWork();
            }
            catch (Exception e)
            {
                // Raise the Failed event.  We're in a catch handler, so we
                // had better try not to throw another exception.
                try
                {
                    FailOperation(e);
                }
                catch
                { }

                // The documentation recommends not catching
                // SystemExceptions, so having notified the caller we
                // rethrow if it was one of them.
                if (e is SystemException)
                {
                   // throw;
                }
            }

            lock(this)
            {
                // If the operation wasn't cancelled (or if the UI thread
                // tried to cancel it, but the method ran to completion
                // anyway before noticing the cancellation) and it
                // didn't fail with an exception, then we complete the
                // operation - if the UI thread was blocked waiting for
                // cancellation to complete it will be unblocked, and
                // the Completion event will be raised.
                if (!cancelAcknowledgedFlag && !failedFlag)
                {
                    CompleteOperation();
                }
            }
        }


        // This is called when the operation runs to completion.
        // (This is private because it is called automatically
        // by this base class when the deriving class's DoWork
        // method exits without having cancelled

        private void CompleteOperation()
        {
            lock (this)
            {
                completeFlag = true;
                isRunning = false;
                Monitor.Pulse(this);

                // See comments in AcknowledgeCancel re use of
                // Async.
                FireAsync(Completed, this, EventArgs.Empty);
            }
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="e"></param>
        private void FailOperation(Exception e)
        {
            lock (this)
            {
                failedFlag = true;
                isRunning = false;
                Monitor.Pulse(this);

                FireAsync(Failed, this, new ThreadExceptionEventArgs(e));
            }
        }

        /// <summary>
        /// Utility function for firing an event through the target.
        /// It uses C#'s variable length parameter list support
        /// to build the parameter list.
        /// This functions presumes that the caller holds the object lock.
        /// (This is because the event list is typically modified on the UI
        /// thread, but events are usually raised on the worker thread.)
        /// </summary>
        /// <param name="dlg"></param>
        /// <param name="pList"></param>
        protected void FireAsync(Delegate dlg, params object[] pList)
        {
            if (dlg != null)
            {
                Target.BeginInvoke(dlg, pList);
            }
        }
    }
}