// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
// See the LICENSE file in the project root for more information.

#nullable enable
namespace System.Collections.Generic
{
    /// <summary>
    /// Internal helper functions for working with enumerables.
    /// </summary>
    internal static partial class EnumerableHelpers
    {
        /// <summary>Converts an enumerable to an array using the same logic as List{T}.</summary>
        /// <param name="source">The enumerable to convert.</param>
        /// <param name="length">The number of items stored in the resulting array, 0-indexed.</param>
        /// <returns>
        /// The resulting array.  The length of the array may be greater than <paramref name="length"/>,
        /// which is the actual number of elements in the array.
        /// </returns>
        internal static T[] ToArray<T>(IEnumerable<T> source, out int length)
        {
            if (source is ICollection<T> ic)
            {
                int count = ic.Count;
                if (count != 0)
                {
                    // Allocate an array of the desired size, then copy the elements into it. Note that this has the same
                    // issue regarding concurrency as other existing collections like List<T>. If the collection size
                    // concurrently changes between the array allocation and the CopyTo, we could end up either getting an
                    // exception from overrunning the array (if the size went up) or we could end up not filling as many
                    // items as 'count' suggests (if the size went down).  This is only an issue for concurrent collections
                    // that implement ICollection<T>, which as of .NET 4.6 is just ConcurrentDictionary<TKey, TValue>.
                    T[] arr = new T[count];
                    ic.CopyTo(arr, 0);
                    length = count;
                    return arr;
                }
            }
            else
            {
                using (var en = source.GetEnumerator())
                {
                    if (en.MoveNext())
                    {
                        const int DefaultCapacity = 4;
                        T[] arr = new T[DefaultCapacity];
                        arr[0] = en.Current;
                        int count = 1;

                        while (en.MoveNext())
                        {
                            if (count == arr.Length)
                            {
                                // MaxArrayLength is defined in Array.MaxArrayLength and in gchelpers in CoreCLR.
                                // It represents the maximum number of elements that can be in an array where
                                // the size of the element is greater than one byte; a separate, slightly larger constant,
                                // is used when the size of the element is one.
                                const int MaxArrayLength = 0x7FEFFFFF;

                                // This is the same growth logic as in List<T>:
                                // If the array is currently empty, we make it a default size.  Otherwise, we attempt to
                                // double the size of the array.  Doubling will overflow once the size of the array reaches
                                // 2^30, since doubling to 2^31 is 1 larger than Int32.MaxValue.  In that case, we instead
                                // constrain the length to be MaxArrayLength (this overflow check works because of the
                                // cast to uint).  Because a slightly larger constant is used when T is one byte in size, we
                                // could then end up in a situation where arr.Length is MaxArrayLength or slightly larger, such
                                // that we constrain newLength to be MaxArrayLength but the needed number of elements is actually
                                // larger than that.  For that case, we then ensure that the newLength is large enough to hold
                                // the desired capacity.  This does mean that in the very rare case where we've grown to such a
                                // large size, each new element added after MaxArrayLength will end up doing a resize.
                                int newLength = count << 1;
                                if ((uint)newLength > MaxArrayLength)
                                {
                                    newLength = MaxArrayLength <= count ? count + 1 : MaxArrayLength;
                                }

                                Array.Resize(ref arr, newLength);
                            }

                            arr[count++] = en.Current;
                        }

                        length = count;
                        return arr;
                    }
                }
            }

            length = 0;
            return Array.Empty<T>();
        }
    }
}
