Files
Nitrox/NitroxModel/DataStructures/PriorityQueue.cs
2025-07-06 00:23:46 +02:00

434 lines
15 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
namespace NitroxModel.DataStructures
{
public class PriorityQueue<T>
{
public PriorityQueue()
{
// Build the collection of priority chains.
priorityChains = new SortedList<int, PriorityChain<T>>(); // NOTE: should be Priority
cacheReusableChains = new Stack<PriorityChain<T>>(10);
head = tail = null;
count = 0;
}
// NOTE: not used
// public int Count {get{return _count;}}
public int MaxPriority // NOTE: should be Priority
{
get
{
int count = priorityChains.Count;
if (count > 0)
{
return priorityChains.Keys[count - 1];
}
else
{
return int.MaxValue; // NOTE: should be Priority.Invalid;
}
}
}
public int Count => priorityChains.Count;
public PriorityItem<T> Enqueue(int priority, T data) // NOTE: should be Priority
{
// Find the existing chain for this priority, or create a new one
// if one does not exist.
PriorityChain<T> chain = GetChain(priority);
// Wrap the item in a PriorityItem so we can put it in our
// linked list.
PriorityItem<T> priorityItem = new PriorityItem<T>(data);
// Step 1: Append this to the end of the "sequential" linked list.
InsertItemInSequentialChain(priorityItem, tail);
// Step 2: Append the item into the priority chain.
InsertItemInPriorityChain(priorityItem, chain, chain.Tail);
return priorityItem;
}
public T Dequeue()
{
// Get the max-priority chain.
int count = priorityChains.Count;
if (count > 0)
{
PriorityChain<T> chain = priorityChains.Values[count - 1];
Debug.Assert(chain != null, "PriorityQueue.Dequeue: a chain should exist.");
PriorityItem<T> item = chain.Head;
Debug.Assert(item != null, "PriorityQueue.Dequeue: a priority item should exist.");
RemoveItem(item);
return item.Data;
}
else
{
throw new InvalidOperationException();
}
}
public T Peek()
{
T data = default(T);
// Get the max-priority chain.
int count = priorityChains.Count;
if (count > 0)
{
PriorityChain<T> chain = priorityChains.Values[count - 1];
Debug.Assert(chain != null, "PriorityQueue.Peek: a chain should exist.");
PriorityItem<T> item = chain.Head;
Debug.Assert(item != null, "PriorityQueue.Peek: a priority item should exist.");
data = item.Data;
}
return data;
}
public void RemoveItem(PriorityItem<T> item)
{
Debug.Assert(item != null, "PriorityQueue.RemoveItem: invalid item.");
Debug.Assert(item.Chain != null, "PriorityQueue.RemoveItem: a chain should exist.");
PriorityChain<T> chain = item.Chain;
// Step 1: Remove the item from its priority chain.
RemoveItemFromPriorityChain(item);
// Step 2: Remove the item from the sequential chain.
RemoveItemFromSequentialChain(item);
// Note: we do not clean up empty chains on purpose to reduce churn.
}
public void ChangeItemPriority(PriorityItem<T> item, int priority) // NOTE: should be Priority
{
// Remove the item from its current priority and insert it into
// the new priority chain. Note that this does not change the
// sequential ordering.
// Step 1: Remove the item from the priority chain.
RemoveItemFromPriorityChain(item);
// Step 2: Insert the item into the new priority chain.
// Find the existing chain for this priority, or create a new one
// if one does not exist.
PriorityChain<T> chain = GetChain(priority);
InsertItemInPriorityChain(item, chain);
}
private PriorityChain<T> GetChain(int priority) // NOTE: should be Priority
{
PriorityChain<T> chain = null;
int count = priorityChains.Count;
if (count > 0)
{
if (priority == priorityChains.Keys[0])
{
chain = priorityChains.Values[0];
}
else if (priority == priorityChains.Keys[count - 1])
{
chain = priorityChains.Values[count - 1];
}
else if (priority > priorityChains.Keys[0] &&
priority < priorityChains.Keys[count - 1])
{
priorityChains.TryGetValue(priority, out chain);
}
}
if (chain == null)
{
if (cacheReusableChains.Count > 0)
{
chain = cacheReusableChains.Pop();
chain.Priority = priority;
}
else
{
chain = new PriorityChain<T>(priority);
}
priorityChains.Add(priority, chain);
}
return chain;
}
private void InsertItemInPriorityChain(PriorityItem<T> item, PriorityChain<T> chain)
{
// Scan along the sequential chain, in the previous direction,
// looking for an item that is already in the new chain. We will
// insert ourselves after the item we found. We can short-circuit
// this search if the new chain is empty.
if (chain.Head == null)
{
Debug.Assert(chain.Tail == null, "PriorityQueue.InsertItemInPriorityChain: both the head and the tail should be null.");
InsertItemInPriorityChain(item, chain, null);
}
else
{
Debug.Assert(chain.Tail != null, "PriorityQueue.InsertItemInPriorityChain: both the head and the tail should not be null.");
PriorityItem<T> after = null;
// Search backwards along the sequential chain looking for an
// item already in this list.
for (after = item.SequentialPrev; after != null; after = after.SequentialPrev)
{
if (after.Chain == chain)
{
break;
}
}
InsertItemInPriorityChain(item, chain, after);
}
}
internal void InsertItemInPriorityChain(PriorityItem<T> item, PriorityChain<T> chain, PriorityItem<T> after)
{
Debug.Assert(chain != null, "PriorityQueue.InsertItemInPriorityChain: a chain must be provided.");
Debug.Assert(item.Chain == null && item.PriorityPrev == null && item.PriorityNext == null, "PriorityQueue.InsertItemInPriorityChain: item must not already be in a priority chain.");
item.Chain = chain;
if (after == null)
{
// Note: passing null for after means insert at the head.
if (chain.Head != null)
{
Debug.Assert(chain.Tail != null, "PriorityQueue.InsertItemInPriorityChain: both the head and the tail should not be null.");
chain.Head.PriorityPrev = item;
item.PriorityNext = chain.Head;
chain.Head = item;
}
else
{
Debug.Assert(chain.Tail == null, "PriorityQueue.InsertItemInPriorityChain: both the head and the tail should be null.");
chain.Head = chain.Tail = item;
}
}
else
{
item.PriorityPrev = after;
if (after.PriorityNext != null)
{
item.PriorityNext = after.PriorityNext;
after.PriorityNext.PriorityPrev = item;
after.PriorityNext = item;
}
else
{
Debug.Assert(item.Chain.Tail == after, "PriorityQueue.InsertItemInPriorityChain: the chain's tail should be the item we are inserting after.");
after.PriorityNext = item;
chain.Tail = item;
}
}
chain.Count++;
}
private void RemoveItemFromPriorityChain(PriorityItem<T> item)
{
Debug.Assert(item != null, "PriorityQueue.RemoveItemFromPriorityChain: invalid item.");
Debug.Assert(item.Chain != null, "PriorityQueue.RemoveItemFromPriorityChain: a chain should exist.");
// Step 1: Fix up the previous link
if (item.PriorityPrev != null)
{
Debug.Assert(item.Chain.Head != item, "PriorityQueue.RemoveItemFromPriorityChain: the head should not point to this item.");
item.PriorityPrev.PriorityNext = item.PriorityNext;
}
else
{
Debug.Assert(item.Chain.Head == item, "PriorityQueue.RemoveItemFromPriorityChain: the head should point to this item.");
item.Chain.Head = item.PriorityNext;
}
// Step 2: Fix up the next link
if (item.PriorityNext != null)
{
Debug.Assert(item.Chain.Tail != item, "PriorityQueue.RemoveItemFromPriorityChain: the tail should not point to this item.");
item.PriorityNext.PriorityPrev = item.PriorityPrev;
}
else
{
Debug.Assert(item.Chain.Tail == item, "PriorityQueue.RemoveItemFromPriorityChain: the tail should point to this item.");
item.Chain.Tail = item.PriorityPrev;
}
// Step 3: cleanup
item.PriorityPrev = item.PriorityNext = null;
item.Chain.Count--;
if (item.Chain.Count == 0)
{
if (item.Chain.Priority == priorityChains.Keys[priorityChains.Count - 1])
{
priorityChains.RemoveAt(priorityChains.Count - 1);
}
else
{
priorityChains.Remove(item.Chain.Priority);
}
if (cacheReusableChains.Count < 10)
{
item.Chain.Priority = int.MaxValue; // NOTE: should be Priority.Invalid
cacheReusableChains.Push(item.Chain);
}
}
item.Chain = null;
}
internal void InsertItemInSequentialChain(PriorityItem<T> item, PriorityItem<T> after)
{
Debug.Assert(item.SequentialPrev == null && item.SequentialNext == null, "PriorityQueue.InsertItemInSequentialChain: item must not already be in the sequential chain.");
if (after == null)
{
// Note: passing null for after means insert at the head.
if (head != null)
{
Debug.Assert(tail != null, "PriorityQueue.InsertItemInSequentialChain: both the head and the tail should not be null.");
head.SequentialPrev = item;
item.SequentialNext = head;
head = item;
}
else
{
Debug.Assert(tail == null, "PriorityQueue.InsertItemInSequentialChain: both the head and the tail should be null.");
head = tail = item;
}
}
else
{
item.SequentialPrev = after;
if (after.SequentialNext != null)
{
item.SequentialNext = after.SequentialNext;
after.SequentialNext.SequentialPrev = item;
after.SequentialNext = item;
}
else
{
Debug.Assert(tail == after, "PriorityQueue.InsertItemInSequentialChain: the tail should be the item we are inserting after.");
after.SequentialNext = item;
tail = item;
}
}
count++;
}
private void RemoveItemFromSequentialChain(PriorityItem<T> item)
{
Debug.Assert(item != null, "PriorityQueue.RemoveItemFromSequentialChain: invalid item.");
// Step 1: Fix up the previous link
if (item.SequentialPrev != null)
{
Debug.Assert(head != item, "PriorityQueue.RemoveItemFromSequentialChain: the head should not point to this item.");
item.SequentialPrev.SequentialNext = item.SequentialNext;
}
else
{
Debug.Assert(head == item, "PriorityQueue.RemoveItemFromSequentialChain: the head should point to this item.");
head = item.SequentialNext;
}
// Step 2: Fix up the next link
if (item.SequentialNext != null)
{
Debug.Assert(tail != item, "PriorityQueue.RemoveItemFromSequentialChain: the tail should not point to this item.");
item.SequentialNext.SequentialPrev = item.SequentialPrev;
}
else
{
Debug.Assert(tail == item, "PriorityQueue.RemoveItemFromSequentialChain: the tail should point to this item.");
tail = item.SequentialPrev;
}
// Step 3: cleanup
item.SequentialPrev = item.SequentialNext = null;
count--;
}
// Priority chains...
private SortedList<int, PriorityChain<T>> priorityChains; // NOTE: should be Priority
private Stack<PriorityChain<T>> cacheReusableChains;
// Sequential chain...
private PriorityItem<T> head;
private PriorityItem<T> tail;
private int count;
}
public class PriorityChain<T>
{
public PriorityChain(int priority) // NOTE: should be Priority
{
Priority = priority;
}
public int Priority { get; set; } // NOTE: should be Priority
public int Count { get; set; }
public PriorityItem<T> Head { get; set; }
public PriorityItem<T> Tail { get; set; }
}
public class PriorityItem<T>
{
public PriorityItem(T data)
{
Data = data;
}
public T Data { get; }
public bool IsQueued => Chain != null;
// Note: not used
// public int Priority { get { return _chain.Priority; } } // NOTE: should be Priority
internal PriorityItem<T> SequentialPrev { get; set; }
internal PriorityItem<T> SequentialNext { get; set; }
internal PriorityChain<T> Chain { get; set; }
internal PriorityItem<T> PriorityPrev { get; set; }
internal PriorityItem<T> PriorityNext { get; set; }
}
}