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Merge pull request #950 from cvium/replace_priority_queue
Replace OptimizedPriorityQueue source with NuGet reference
This commit is contained in:
commit
44ed037e73
@ -1,402 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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//TODO Fix namespace or replace
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namespace Priority_Queue
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{
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/// <summary>
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/// Credit: https://github.com/BlueRaja/High-Speed-Priority-Queue-for-C-Sharp
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/// A copy of StablePriorityQueue which also has generic priority-type
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/// </summary>
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/// <typeparam name="TItem">The values in the queue. Must extend the GenericPriorityQueue class</typeparam>
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/// <typeparam name="TPriority">The priority-type. Must extend IComparable<TPriority></typeparam>
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public sealed class GenericPriorityQueue<TItem, TPriority> : IFixedSizePriorityQueue<TItem, TPriority>
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where TItem : GenericPriorityQueueNode<TPriority>
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where TPriority : IComparable<TPriority>
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{
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private int _numNodes;
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private TItem[] _nodes;
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private long _numNodesEverEnqueued;
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/// <summary>
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/// Instantiate a new Priority Queue
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/// </summary>
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/// <param name="maxNodes">The max nodes ever allowed to be enqueued (going over this will cause undefined behavior)</param>
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public GenericPriorityQueue(int maxNodes)
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{
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#if DEBUG
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if (maxNodes <= 0)
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{
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throw new InvalidOperationException("New queue size cannot be smaller than 1");
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}
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#endif
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_numNodes = 0;
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_nodes = new TItem[maxNodes + 1];
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_numNodesEverEnqueued = 0;
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}
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/// <summary>
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/// Returns the number of nodes in the queue.
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/// O(1)
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/// </summary>
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public int Count => _numNodes;
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/// <summary>
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/// Returns the maximum number of items that can be enqueued at once in this queue. Once you hit this number (ie. once Count == MaxSize),
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/// attempting to enqueue another item will cause undefined behavior. O(1)
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/// </summary>
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public int MaxSize => _nodes.Length - 1;
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/// <summary>
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/// Removes every node from the queue.
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/// O(n) (So, don't do this often!)
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Clear()
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{
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Array.Clear(_nodes, 1, _numNodes);
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_numNodes = 0;
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}
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/// <summary>
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/// Returns (in O(1)!) whether the given node is in the queue. O(1)
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool Contains(TItem node)
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{
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#if DEBUG
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if (node == null)
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{
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throw new ArgumentNullException(nameof(node));
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}
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if (node.QueueIndex < 0 || node.QueueIndex >= _nodes.Length)
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{
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throw new InvalidOperationException("node.QueueIndex has been corrupted. Did you change it manually? Or add this node to another queue?");
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}
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#endif
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return (_nodes[node.QueueIndex] == node);
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}
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/// <summary>
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/// Enqueue a node to the priority queue. Lower values are placed in front. Ties are broken by first-in-first-out.
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/// If the queue is full, the result is undefined.
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/// If the node is already enqueued, the result is undefined.
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/// O(log n)
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Enqueue(TItem node, TPriority priority)
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{
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#if DEBUG
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if (node == null)
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{
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throw new ArgumentNullException(nameof(node));
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}
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if (_numNodes >= _nodes.Length - 1)
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{
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throw new InvalidOperationException("Queue is full - node cannot be added: " + node);
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}
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if (Contains(node))
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{
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throw new InvalidOperationException("Node is already enqueued: " + node);
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}
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#endif
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node.Priority = priority;
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_numNodes++;
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_nodes[_numNodes] = node;
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node.QueueIndex = _numNodes;
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node.InsertionIndex = _numNodesEverEnqueued++;
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CascadeUp(_nodes[_numNodes]);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void Swap(TItem node1, TItem node2)
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{
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//Swap the nodes
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_nodes[node1.QueueIndex] = node2;
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_nodes[node2.QueueIndex] = node1;
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//Swap their indicies
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int temp = node1.QueueIndex;
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node1.QueueIndex = node2.QueueIndex;
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node2.QueueIndex = temp;
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}
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//Performance appears to be slightly better when this is NOT inlined o_O
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private void CascadeUp(TItem node)
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{
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//aka Heapify-up
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int parent = node.QueueIndex / 2;
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while (parent >= 1)
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{
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var parentNode = _nodes[parent];
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if (HasHigherPriority(parentNode, node))
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break;
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//Node has lower priority value, so move it up the heap
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Swap(node, parentNode); //For some reason, this is faster with Swap() rather than (less..?) individual operations, like in CascadeDown()
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parent = node.QueueIndex / 2;
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void CascadeDown(TItem node)
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{
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//aka Heapify-down
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TItem newParent;
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int finalQueueIndex = node.QueueIndex;
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while (true)
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{
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newParent = node;
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int childLeftIndex = 2 * finalQueueIndex;
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//Check if the left-child is higher-priority than the current node
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if (childLeftIndex > _numNodes)
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{
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//This could be placed outside the loop, but then we'd have to check newParent != node twice
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node.QueueIndex = finalQueueIndex;
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_nodes[finalQueueIndex] = node;
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break;
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}
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var childLeft = _nodes[childLeftIndex];
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if (HasHigherPriority(childLeft, newParent))
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{
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newParent = childLeft;
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}
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//Check if the right-child is higher-priority than either the current node or the left child
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int childRightIndex = childLeftIndex + 1;
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if (childRightIndex <= _numNodes)
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{
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var childRight = _nodes[childRightIndex];
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if (HasHigherPriority(childRight, newParent))
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{
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newParent = childRight;
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}
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}
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//If either of the children has higher (smaller) priority, swap and continue cascading
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if (newParent != node)
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{
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//Move new parent to its new index. node will be moved once, at the end
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//Doing it this way is one less assignment operation than calling Swap()
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_nodes[finalQueueIndex] = newParent;
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int temp = newParent.QueueIndex;
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newParent.QueueIndex = finalQueueIndex;
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finalQueueIndex = temp;
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}
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else
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{
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//See note above
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node.QueueIndex = finalQueueIndex;
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_nodes[finalQueueIndex] = node;
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break;
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}
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}
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}
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/// <summary>
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/// Returns true if 'higher' has higher priority than 'lower', false otherwise.
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/// Note that calling HasHigherPriority(node, node) (ie. both arguments the same node) will return false
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private bool HasHigherPriority(TItem higher, TItem lower)
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{
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var cmp = higher.Priority.CompareTo(lower.Priority);
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return (cmp < 0 || (cmp == 0 && higher.InsertionIndex < lower.InsertionIndex));
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}
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/// <summary>
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/// Removes the head of the queue (node with minimum priority; ties are broken by order of insertion), and returns it.
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/// If queue is empty, result is undefined
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/// O(log n)
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/// </summary>
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public bool TryDequeue(out TItem item)
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{
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if (_numNodes <= 0)
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{
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item = default(TItem);
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return false;
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}
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#if DEBUG
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if (!IsValidQueue())
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{
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throw new InvalidOperationException("Queue has been corrupted (Did you update a node priority manually instead of calling UpdatePriority()?" +
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"Or add the same node to two different queues?)");
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}
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#endif
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var returnMe = _nodes[1];
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Remove(returnMe);
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item = returnMe;
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return true;
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}
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/// <summary>
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/// Resize the queue so it can accept more nodes. All currently enqueued nodes are remain.
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/// Attempting to decrease the queue size to a size too small to hold the existing nodes results in undefined behavior
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/// O(n)
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/// </summary>
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public void Resize(int maxNodes)
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{
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#if DEBUG
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if (maxNodes <= 0)
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{
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throw new InvalidOperationException("Queue size cannot be smaller than 1");
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}
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if (maxNodes < _numNodes)
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{
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throw new InvalidOperationException("Called Resize(" + maxNodes + "), but current queue contains " + _numNodes + " nodes");
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}
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#endif
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TItem[] newArray = new TItem[maxNodes + 1];
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int highestIndexToCopy = Math.Min(maxNodes, _numNodes);
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for (int i = 1; i <= highestIndexToCopy; i++)
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{
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newArray[i] = _nodes[i];
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}
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_nodes = newArray;
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}
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/// <summary>
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/// Returns the head of the queue, without removing it (use Dequeue() for that).
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/// If the queue is empty, behavior is undefined.
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/// O(1)
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/// </summary>
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public TItem First
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{
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get
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{
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#if DEBUG
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if (_numNodes <= 0)
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{
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throw new InvalidOperationException("Cannot call .First on an empty queue");
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}
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#endif
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return _nodes[1];
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}
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}
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/// <summary>
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/// This method must be called on a node every time its priority changes while it is in the queue.
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/// <b>Forgetting to call this method will result in a corrupted queue!</b>
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/// Calling this method on a node not in the queue results in undefined behavior
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/// O(log n)
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void UpdatePriority(TItem node, TPriority priority)
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{
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#if DEBUG
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if (node == null)
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{
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throw new ArgumentNullException(nameof(node));
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}
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if (!Contains(node))
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{
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throw new InvalidOperationException("Cannot call UpdatePriority() on a node which is not enqueued: " + node);
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}
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#endif
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node.Priority = priority;
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OnNodeUpdated(node);
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}
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private void OnNodeUpdated(TItem node)
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{
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//Bubble the updated node up or down as appropriate
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int parentIndex = node.QueueIndex / 2;
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var parentNode = _nodes[parentIndex];
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if (parentIndex > 0 && HasHigherPriority(node, parentNode))
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{
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CascadeUp(node);
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}
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else
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{
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//Note that CascadeDown will be called if parentNode == node (that is, node is the root)
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CascadeDown(node);
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}
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}
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/// <summary>
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/// Removes a node from the queue. The node does not need to be the head of the queue.
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/// If the node is not in the queue, the result is undefined. If unsure, check Contains() first
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/// O(log n)
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/// </summary>
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public void Remove(TItem node)
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{
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#if DEBUG
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if (node == null)
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{
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throw new ArgumentNullException(nameof(node));
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}
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if (!Contains(node))
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{
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throw new InvalidOperationException("Cannot call Remove() on a node which is not enqueued: " + node);
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}
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#endif
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//If the node is already the last node, we can remove it immediately
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if (node.QueueIndex == _numNodes)
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{
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_nodes[_numNodes] = null;
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_numNodes--;
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return;
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}
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//Swap the node with the last node
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var formerLastNode = _nodes[_numNodes];
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Swap(node, formerLastNode);
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_nodes[_numNodes] = null;
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_numNodes--;
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//Now bubble formerLastNode (which is no longer the last node) up or down as appropriate
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OnNodeUpdated(formerLastNode);
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}
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public IEnumerator<TItem> GetEnumerator()
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{
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for (int i = 1; i <= _numNodes; i++)
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yield return _nodes[i];
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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/// <summary>
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/// <b>Should not be called in production code.</b>
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||||||
/// Checks to make sure the queue is still in a valid state. Used for testing/debugging the queue.
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/// </summary>
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public bool IsValidQueue()
|
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{
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for (int i = 1; i < _nodes.Length; i++)
|
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{
|
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||||||
if (_nodes[i] != null)
|
|
||||||
{
|
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||||||
int childLeftIndex = 2 * i;
|
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||||||
if (childLeftIndex < _nodes.Length && _nodes[childLeftIndex] != null && HasHigherPriority(_nodes[childLeftIndex], _nodes[i]))
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return false;
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||||||
|
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||||||
int childRightIndex = childLeftIndex + 1;
|
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||||||
if (childRightIndex < _nodes.Length && _nodes[childRightIndex] != null && HasHigherPriority(_nodes[childRightIndex], _nodes[i]))
|
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||||||
return false;
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|
||||||
}
|
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||||||
}
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||||||
return true;
|
|
||||||
}
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|
||||||
}
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|
||||||
}
|
|
@ -1,22 +0,0 @@
|
|||||||
namespace Priority_Queue
|
|
||||||
{
|
|
||||||
/// Credit: https://github.com/BlueRaja/High-Speed-Priority-Queue-for-C-Sharp
|
|
||||||
public class GenericPriorityQueueNode<TPriority>
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// The Priority to insert this node at. Must be set BEFORE adding a node to the queue (ideally just once, in the node's constructor).
|
|
||||||
/// Should not be manually edited once the node has been enqueued - use queue.UpdatePriority() instead
|
|
||||||
/// </summary>
|
|
||||||
public TPriority Priority { get; protected internal set; }
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Represents the current position in the queue
|
|
||||||
/// </summary>
|
|
||||||
public int QueueIndex { get; internal set; }
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Represents the order the node was inserted in
|
|
||||||
/// </summary>
|
|
||||||
public long InsertionIndex { get; internal set; }
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,24 +0,0 @@
|
|||||||
using System;
|
|
||||||
|
|
||||||
namespace Priority_Queue
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Credit: https://github.com/BlueRaja/High-Speed-Priority-Queue-for-C-Sharp
|
|
||||||
/// A helper-interface only needed to make writing unit tests a bit easier (hence the 'internal' access modifier)
|
|
||||||
/// </summary>
|
|
||||||
internal interface IFixedSizePriorityQueue<TItem, in TPriority> : IPriorityQueue<TItem, TPriority>
|
|
||||||
where TPriority : IComparable<TPriority>
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Resize the queue so it can accept more nodes. All currently enqueued nodes are remain.
|
|
||||||
/// Attempting to decrease the queue size to a size too small to hold the existing nodes results in undefined behavior
|
|
||||||
/// </summary>
|
|
||||||
void Resize(int maxNodes);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns the maximum number of items that can be enqueued at once in this queue. Once you hit this number (ie. once Count == MaxSize),
|
|
||||||
/// attempting to enqueue another item will cause undefined behavior.
|
|
||||||
/// </summary>
|
|
||||||
int MaxSize { get; }
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,56 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
|
|
||||||
namespace Priority_Queue
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Credit: https://github.com/BlueRaja/High-Speed-Priority-Queue-for-C-Sharp
|
|
||||||
/// The IPriorityQueue interface. This is mainly here for purists, and in case I decide to add more implementations later.
|
|
||||||
/// For speed purposes, it is actually recommended that you *don't* access the priority queue through this interface, since the JIT can
|
|
||||||
/// (theoretically?) optimize method calls from concrete-types slightly better.
|
|
||||||
/// </summary>
|
|
||||||
public interface IPriorityQueue<TItem, in TPriority> : IEnumerable<TItem>
|
|
||||||
where TPriority : IComparable<TPriority>
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Enqueue a node to the priority queue. Lower values are placed in front. Ties are broken by first-in-first-out.
|
|
||||||
/// See implementation for how duplicates are handled.
|
|
||||||
/// </summary>
|
|
||||||
void Enqueue(TItem node, TPriority priority);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Removes the head of the queue (node with minimum priority; ties are broken by order of insertion), and returns it.
|
|
||||||
/// </summary>
|
|
||||||
bool TryDequeue(out TItem item);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Removes every node from the queue.
|
|
||||||
/// </summary>
|
|
||||||
void Clear();
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns whether the given node is in the queue.
|
|
||||||
/// </summary>
|
|
||||||
bool Contains(TItem node);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Removes a node from the queue. The node does not need to be the head of the queue.
|
|
||||||
/// </summary>
|
|
||||||
void Remove(TItem node);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Call this method to change the priority of a node.
|
|
||||||
/// </summary>
|
|
||||||
void UpdatePriority(TItem node, TPriority priority);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns the head of the queue, without removing it (use Dequeue() for that).
|
|
||||||
/// </summary>
|
|
||||||
TItem First { get; }
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns the number of nodes in the queue.
|
|
||||||
/// </summary>
|
|
||||||
int Count { get; }
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,247 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
|
|
||||||
namespace Priority_Queue
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Credit: https://github.com/BlueRaja/High-Speed-Priority-Queue-for-C-Sharp
|
|
||||||
/// A simplified priority queue implementation. Is stable, auto-resizes, and thread-safe, at the cost of being slightly slower than
|
|
||||||
/// FastPriorityQueue
|
|
||||||
/// </summary>
|
|
||||||
/// <typeparam name="TItem">The type to enqueue</typeparam>
|
|
||||||
/// <typeparam name="TPriority">The priority-type to use for nodes. Must extend IComparable<TPriority></typeparam>
|
|
||||||
public class SimplePriorityQueue<TItem, TPriority> : IPriorityQueue<TItem, TPriority>
|
|
||||||
where TPriority : IComparable<TPriority>
|
|
||||||
{
|
|
||||||
private class SimpleNode : GenericPriorityQueueNode<TPriority>
|
|
||||||
{
|
|
||||||
public TItem Data { get; private set; }
|
|
||||||
|
|
||||||
public SimpleNode(TItem data)
|
|
||||||
{
|
|
||||||
Data = data;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private const int INITIAL_QUEUE_SIZE = 10;
|
|
||||||
private readonly GenericPriorityQueue<SimpleNode, TPriority> _queue;
|
|
||||||
|
|
||||||
public SimplePriorityQueue()
|
|
||||||
{
|
|
||||||
_queue = new GenericPriorityQueue<SimpleNode, TPriority>(INITIAL_QUEUE_SIZE);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Given an item of type T, returns the exist SimpleNode in the queue
|
|
||||||
/// </summary>
|
|
||||||
private SimpleNode GetExistingNode(TItem item)
|
|
||||||
{
|
|
||||||
var comparer = EqualityComparer<TItem>.Default;
|
|
||||||
foreach (var node in _queue)
|
|
||||||
{
|
|
||||||
if (comparer.Equals(node.Data, item))
|
|
||||||
{
|
|
||||||
return node;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
throw new InvalidOperationException("Item cannot be found in queue: " + item);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns the number of nodes in the queue.
|
|
||||||
/// O(1)
|
|
||||||
/// </summary>
|
|
||||||
public int Count
|
|
||||||
{
|
|
||||||
get
|
|
||||||
{
|
|
||||||
lock (_queue)
|
|
||||||
{
|
|
||||||
return _queue.Count;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns the head of the queue, without removing it (use Dequeue() for that).
|
|
||||||
/// Throws an exception when the queue is empty.
|
|
||||||
/// O(1)
|
|
||||||
/// </summary>
|
|
||||||
public TItem First
|
|
||||||
{
|
|
||||||
get
|
|
||||||
{
|
|
||||||
lock (_queue)
|
|
||||||
{
|
|
||||||
if (_queue.Count <= 0)
|
|
||||||
{
|
|
||||||
throw new InvalidOperationException("Cannot call .First on an empty queue");
|
|
||||||
}
|
|
||||||
|
|
||||||
SimpleNode first = _queue.First;
|
|
||||||
return (first != null ? first.Data : default(TItem));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Removes every node from the queue.
|
|
||||||
/// O(n)
|
|
||||||
/// </summary>
|
|
||||||
public void Clear()
|
|
||||||
{
|
|
||||||
lock (_queue)
|
|
||||||
{
|
|
||||||
_queue.Clear();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns whether the given item is in the queue.
|
|
||||||
/// O(n)
|
|
||||||
/// </summary>
|
|
||||||
public bool Contains(TItem item)
|
|
||||||
{
|
|
||||||
lock (_queue)
|
|
||||||
{
|
|
||||||
var comparer = EqualityComparer<TItem>.Default;
|
|
||||||
foreach (var node in _queue)
|
|
||||||
{
|
|
||||||
if (comparer.Equals(node.Data, item))
|
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Removes the head of the queue (node with minimum priority; ties are broken by order of insertion), and returns it.
|
|
||||||
/// If queue is empty, throws an exception
|
|
||||||
/// O(log n)
|
|
||||||
/// </summary>
|
|
||||||
public bool TryDequeue(out TItem item)
|
|
||||||
{
|
|
||||||
lock (_queue)
|
|
||||||
{
|
|
||||||
if (_queue.Count <= 0)
|
|
||||||
{
|
|
||||||
item = default(TItem);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (_queue.TryDequeue(out SimpleNode node))
|
|
||||||
{
|
|
||||||
item = node.Data;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
item = default(TItem);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Enqueue a node to the priority queue. Lower values are placed in front. Ties are broken by first-in-first-out.
|
|
||||||
/// This queue automatically resizes itself, so there's no concern of the queue becoming 'full'.
|
|
||||||
/// Duplicates are allowed.
|
|
||||||
/// O(log n)
|
|
||||||
/// </summary>
|
|
||||||
public void Enqueue(TItem item, TPriority priority)
|
|
||||||
{
|
|
||||||
lock (_queue)
|
|
||||||
{
|
|
||||||
var node = new SimpleNode(item);
|
|
||||||
if (_queue.Count == _queue.MaxSize)
|
|
||||||
{
|
|
||||||
_queue.Resize(_queue.MaxSize * 2 + 1);
|
|
||||||
}
|
|
||||||
_queue.Enqueue(node, priority);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Removes an item from the queue. The item does not need to be the head of the queue.
|
|
||||||
/// If the item is not in the queue, an exception is thrown. If unsure, check Contains() first.
|
|
||||||
/// If multiple copies of the item are enqueued, only the first one is removed.
|
|
||||||
/// O(n)
|
|
||||||
/// </summary>
|
|
||||||
public void Remove(TItem item)
|
|
||||||
{
|
|
||||||
lock (_queue)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
_queue.Remove(GetExistingNode(item));
|
|
||||||
}
|
|
||||||
catch (InvalidOperationException ex)
|
|
||||||
{
|
|
||||||
throw new InvalidOperationException("Cannot call Remove() on a node which is not enqueued: " + item, ex);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Call this method to change the priority of an item.
|
|
||||||
/// Calling this method on a item not in the queue will throw an exception.
|
|
||||||
/// If the item is enqueued multiple times, only the first one will be updated.
|
|
||||||
/// (If your requirements are complex enough that you need to enqueue the same item multiple times <i>and</i> be able
|
|
||||||
/// to update all of them, please wrap your items in a wrapper class so they can be distinguished).
|
|
||||||
/// O(n)
|
|
||||||
/// </summary>
|
|
||||||
public void UpdatePriority(TItem item, TPriority priority)
|
|
||||||
{
|
|
||||||
lock (_queue)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
SimpleNode updateMe = GetExistingNode(item);
|
|
||||||
_queue.UpdatePriority(updateMe, priority);
|
|
||||||
}
|
|
||||||
catch (InvalidOperationException ex)
|
|
||||||
{
|
|
||||||
throw new InvalidOperationException("Cannot call UpdatePriority() on a node which is not enqueued: " + item, ex);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public IEnumerator<TItem> GetEnumerator()
|
|
||||||
{
|
|
||||||
var queueData = new List<TItem>();
|
|
||||||
lock (_queue)
|
|
||||||
{
|
|
||||||
//Copy to a separate list because we don't want to 'yield return' inside a lock
|
|
||||||
foreach (var node in _queue)
|
|
||||||
{
|
|
||||||
queueData.Add(node.Data);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return queueData.GetEnumerator();
|
|
||||||
}
|
|
||||||
|
|
||||||
IEnumerator IEnumerable.GetEnumerator()
|
|
||||||
{
|
|
||||||
return GetEnumerator();
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool IsValidQueue()
|
|
||||||
{
|
|
||||||
lock (_queue)
|
|
||||||
{
|
|
||||||
return _queue.IsValidQueue();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// A simplified priority queue implementation. Is stable, auto-resizes, and thread-safe, at the cost of being slightly slower than
|
|
||||||
/// FastPriorityQueue
|
|
||||||
/// This class is kept here for backwards compatibility. It's recommended you use Simple
|
|
||||||
/// </summary>
|
|
||||||
/// <typeparam name="TItem">The type to enqueue</typeparam>
|
|
||||||
public class SimplePriorityQueue<TItem> : SimplePriorityQueue<TItem, float> { }
|
|
||||||
}
|
|
@ -1,4 +1,4 @@
|
|||||||
<Project Sdk="Microsoft.NET.Sdk">
|
<Project Sdk="Microsoft.NET.Sdk">
|
||||||
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\MediaBrowser.Controller\MediaBrowser.Controller.csproj" />
|
<ProjectReference Include="..\MediaBrowser.Controller\MediaBrowser.Controller.csproj" />
|
||||||
@ -11,6 +11,7 @@
|
|||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<PackageReference Include="OptimizedPriorityQueue" Version="4.2.0" />
|
||||||
<PackageReference Include="PlaylistsNET" Version="1.0.2" />
|
<PackageReference Include="PlaylistsNET" Version="1.0.2" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user