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