/*
 * Copyright (C) 2008-2012 TrinityCore 
 * Copyright (C) 2005-2008 MaNGOS 
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see .
 */
#ifndef LOCKEDQUEUE_H
#define LOCKEDQUEUE_H
#include 
#include 
#include 
#include 
#include "Debugging/Errors.h"
namespace ACE_Based
{
    template  >
        class LockedQueue
    {
        //! Lock access to the queue.
        LockType _lock;
        //! Storage backing the queue.
        StorageType _queue;
        //! Cancellation flag.
        volatile bool _canceled;
        public:
            //! Create a LockedQueue.
            LockedQueue()
                : _canceled(false)
            {
            }
            //! Destroy a LockedQueue.
            virtual ~LockedQueue()
            {
            }
            //! Adds an item to the queue.
            void add(const T& item)
            {
                lock();
                //ASSERT(!this->_canceled);
                // throw Cancellation_Exception();
                _queue.push_back(item);
                unlock();
            }
            //! Gets the next result in the queue, if any.
            bool next(T& result)
            {
               // ACE_Guard g(this->_lock);
                ACE_GUARD_RETURN (LockType, g, this->_lock, false);
                if (_queue.empty())
                    return false;
                //ASSERT (!_queue.empty() || !this->_canceled);
                // throw Cancellation_Exception();
                result = _queue.front();
                _queue.pop_front();
                return true;
            }
            template
            bool next(T& result, Checker& check)
            {
                ACE_Guard g(this->_lock);
                if (_queue.empty())
                    return false;
                result = _queue.front();
                if (!check.Process(result))
                    return false;
                _queue.pop_front();
                return true;
            }
            //! Peeks at the top of the queue. Check if the queue is empty before calling! Remember to unlock after use if autoUnlock == false.
            T& peek(bool autoUnlock = false)
            {
                lock();
                T& result = _queue.front();
                if (autoUnlock)
                    unlock();
                return result;
            }
            //! Cancels the queue.
            void cancel()
            {
                lock();
                _canceled = true;
                unlock();
            }
            //! Checks if the queue is cancelled.
            bool cancelled()
            {
                ACE_Guard g(this->_lock);
                return _canceled;
            }
            //! Locks the queue for access.
            void lock()
            {
                this->_lock.acquire();
            }
            //! Unlocks the queue.
            void unlock()
            {
                this->_lock.release();
            }
            ///! Calls pop_front of the queue
            void pop_front()
            {
                ACE_GUARD (LockType, g, this->_lock);
                _queue.pop_front();
            }
            ///! Checks if we're empty or not with locks held
            bool empty()
            {
                ACE_GUARD_RETURN (LockType, g, this->_lock, false);
                return _queue.empty();
            }
    };
}
#endif