1 | using System;
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2 | using System.Collections;
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3 | using System.Collections.Generic;
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4 |
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5 | namespace SimSharp {
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6 | /// <summary>
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7 | /// An implementation of a min-Priority Queue using a heap. Has O(1) .Contains()!
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8 | /// See https://bitbucket.org/BlueRaja/high-speed-priority-queue-for-c/wiki/Getting%20Started for more information
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9 | /// </summary>
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10 | /// <remarks>
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11 | /// There are modifications so that the type is not generic anymore and can only hold values of type EventQueueNode
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12 | /// </remarks>
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13 | public sealed class EventQueue : IEnumerable<EventQueueNode> {
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14 | private int _numNodes;
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15 | private readonly EventQueueNode[] _nodes;
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16 | private long _numNodesEverEnqueued;
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17 |
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18 | /// <summary>
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19 | /// Instantiate a new Priority Queue
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20 | /// </summary>
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21 | /// <param name="maxNodes">EventQueueNodehe max nodes ever allowed to be enqueued (going over this will cause an exception)</param>
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22 | public EventQueue(int maxNodes) {
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23 | _numNodes = 0;
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24 | _nodes = new EventQueueNode[maxNodes + 1];
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25 | _numNodesEverEnqueued = 0;
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26 | }
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27 |
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28 | /// <summary>
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29 | /// Returns the number of nodes in the queue. O(1)
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30 | /// </summary>
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31 | public int Count {
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32 | get {
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33 | return _numNodes;
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34 | }
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35 | }
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36 |
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37 | /// <summary>
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38 | /// 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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39 | /// attempting to enqueue another item will throw an exception. O(1)
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40 | /// </summary>
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41 | public int MaxSize {
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42 | get {
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43 | return _nodes.Length - 1;
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44 | }
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45 | }
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46 |
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47 | /// <summary>
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48 | /// Removes every node from the queue. O(n) (So, don't do this often!)
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49 | /// </summary>
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50 | #if NET_VERSION_4_5
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51 | [MethodImpl(MethodImplOptions.AggressiveInlining)]
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52 | #endif
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53 | public void Clear() {
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54 | Array.Clear(_nodes, 1, _numNodes);
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55 | _numNodes = 0;
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56 | }
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57 |
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58 | /// <summary>
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59 | /// Returns (in O(1)!) whether the given node is in the queue. O(1)
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60 | /// </summary>
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61 | #if NET_VERSION_4_5
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62 | [MethodImpl(MethodImplOptions.AggressiveInlining)]
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63 | #endif
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64 | public bool Contains(EventQueueNode node) {
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65 | return (_nodes[node.QueueIndex] == node);
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66 | }
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67 |
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68 | /// <summary>
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69 | /// Enqueue a node - .Priority must be set beforehand! O(log n)
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70 | /// </summary>
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71 | #if NET_VERSION_4_5
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72 | [MethodImpl(MethodImplOptions.AggressiveInlining)]
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73 | #endif
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74 | public EventQueueNode Enqueue(DateTime priority, Event @event) {
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75 | var node = new EventQueueNode {
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76 | Priority = priority,
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77 | Event = @event,
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78 | QueueIndex = ++_numNodes,
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79 | InsertionIndex = _numNodesEverEnqueued++
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80 | };
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81 | _nodes[_numNodes] = node;
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82 | CascadeUp(_nodes[_numNodes]);
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83 | return node;
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84 | }
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85 |
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86 | #if NET_VERSION_4_5
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87 | [MethodImpl(MethodImplOptions.AggressiveInlining)]
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88 | #endif
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89 | private void Swap(EventQueueNode node1, EventQueueNode node2) {
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90 | //Swap the nodes
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91 | _nodes[node1.QueueIndex] = node2;
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92 | _nodes[node2.QueueIndex] = node1;
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93 |
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94 | //Swap their indicies
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95 | int temp = node1.QueueIndex;
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96 | node1.QueueIndex = node2.QueueIndex;
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97 | node2.QueueIndex = temp;
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98 | }
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99 |
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100 | //Performance appears to be slightly better when this is NOT inlined o_O
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101 | private void CascadeUp(EventQueueNode node) {
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102 | //aka Heapify-up
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103 | int parent = node.QueueIndex / 2;
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104 | while (parent >= 1) {
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105 | EventQueueNode parentNode = _nodes[parent];
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106 | if (HasHigherPriority(parentNode, node))
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107 | break;
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108 |
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109 | //Node has lower priority value, so move it up the heap
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110 | Swap(node, parentNode); //For some reason, this is faster with Swap() rather than (less..?) individual operations, like in CascadeDown()
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111 |
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112 | parent = node.QueueIndex / 2;
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113 | }
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114 | }
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115 |
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116 | #if NET_VERSION_4_5
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117 | [MethodImpl(MethodImplOptions.AggressiveInlining)]
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118 | #endif
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119 | private void CascadeDown(EventQueueNode node) {
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120 | //aka Heapify-down
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121 | EventQueueNode newParent;
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122 | int finalQueueIndex = node.QueueIndex;
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123 | while (true) {
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124 | newParent = node;
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125 | int childLeftIndex = 2 * finalQueueIndex;
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126 |
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127 | //Check if the left-child is higher-priority than the current node
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128 | if (childLeftIndex > _numNodes) {
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129 | //This could be placed outside the loop, but then we'd have to check newParent != node twice
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130 | node.QueueIndex = finalQueueIndex;
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131 | _nodes[finalQueueIndex] = node;
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132 | break;
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133 | }
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134 |
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135 | EventQueueNode childLeft = _nodes[childLeftIndex];
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136 | if (HasHigherPriority(childLeft, newParent)) {
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137 | newParent = childLeft;
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138 | }
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139 |
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140 | //Check if the right-child is higher-priority than either the current node or the left child
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141 | int childRightIndex = childLeftIndex + 1;
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142 | if (childRightIndex <= _numNodes) {
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143 | EventQueueNode childRight = _nodes[childRightIndex];
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144 | if (HasHigherPriority(childRight, newParent)) {
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145 | newParent = childRight;
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146 | }
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147 | }
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148 |
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149 | //If either of the children has higher (smaller) priority, swap and continue cascading
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150 | if (newParent != node) {
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151 | //Move new parent to its new index. node will be moved once, at the end
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152 | //Doing it this way is one less assignment operation than calling Swap()
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153 | _nodes[finalQueueIndex] = newParent;
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154 |
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155 | int temp = newParent.QueueIndex;
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156 | newParent.QueueIndex = finalQueueIndex;
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157 | finalQueueIndex = temp;
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158 | } else {
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159 | //See note above
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160 | node.QueueIndex = finalQueueIndex;
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161 | _nodes[finalQueueIndex] = node;
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162 | break;
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163 | }
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164 | }
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165 | }
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166 |
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167 | /// <summary>
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168 | /// Returns true if 'higher' has higher priority than 'lower', false otherwise.
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169 | /// Note that calling HasHigherPriority(node, node) (ie. both arguments the same node) will return false
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170 | /// </summary>
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171 | #if NET_VERSION_4_5
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172 | [MethodImpl(MethodImplOptions.AggressiveInlining)]
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173 | #endif
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174 | private bool HasHigherPriority(EventQueueNode higher, EventQueueNode lower) {
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175 | return (higher.Priority < lower.Priority ||
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176 | (higher.Priority == lower.Priority && higher.InsertionIndex < lower.InsertionIndex));
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177 | }
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178 |
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179 | /// <summary>
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180 | /// Removes the head of the queue (node with highest priority; ties are broken by order of insertion), and returns it. O(log n)
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181 | /// </summary>
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182 | public EventQueueNode Dequeue() {
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183 | EventQueueNode returnMe = _nodes[1];
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184 | Remove(returnMe);
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185 | return returnMe;
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186 | }
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187 |
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188 | /// <summary>
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189 | /// Returns the head of the queue, without removing it (use Dequeue() for that). O(1)
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190 | /// </summary>
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191 | public EventQueueNode First {
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192 | get {
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193 | return _nodes[1];
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194 | }
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195 | }
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196 |
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197 | /// <summary>
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198 | /// This method must be called on a node every time its priority changes while it is in the queue.
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199 | /// <b>Forgetting to call this method will result in a corrupted queue!</b>
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200 | /// O(log n)
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201 | /// </summary>
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202 | #if NET_VERSION_4_5
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203 | [MethodImpl(MethodImplOptions.AggressiveInlining)]
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204 | #endif
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205 | public void UpdatePriority(EventQueueNode node, DateTime priority) {
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206 | node.Priority = priority;
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207 | OnNodeUpdated(node);
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208 | }
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209 |
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210 | internal void OnNodeUpdated(EventQueueNode node) {
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211 | //Bubble the updated node up or down as appropriate
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212 | int parentIndex = node.QueueIndex / 2;
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213 | EventQueueNode parentNode = _nodes[parentIndex];
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214 |
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215 | if (parentIndex > 0 && HasHigherPriority(node, parentNode)) {
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216 | CascadeUp(node);
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217 | } else {
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218 | //Note that CascadeDown will be called if parentNode == node (that is, node is the root)
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219 | CascadeDown(node);
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220 | }
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221 | }
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222 |
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223 | /// <summary>
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224 | /// Removes a node from the queue. Note that the node does not need to be the head of the queue. O(log n)
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225 | /// </summary>
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226 | public void Remove(EventQueueNode node) {
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227 | if (!Contains(node)) {
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228 | return;
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229 | }
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230 | if (_numNodes <= 1) {
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231 | _nodes[1] = null;
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232 | _numNodes = 0;
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233 | return;
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234 | }
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235 |
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236 | //Make sure the node is the last node in the queue
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237 | bool wasSwapped = false;
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238 | EventQueueNode formerLastNode = _nodes[_numNodes];
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239 | if (node.QueueIndex != _numNodes) {
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240 | //Swap the node with the last node
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241 | Swap(node, formerLastNode);
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242 | wasSwapped = true;
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243 | }
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244 |
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245 | _numNodes--;
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246 | _nodes[node.QueueIndex] = null;
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247 |
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248 | if (wasSwapped) {
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249 | //Now bubble formerLastNode (which is no longer the last node) up or down as appropriate
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250 | OnNodeUpdated(formerLastNode);
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251 | }
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252 | }
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253 |
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254 | public IEnumerator<EventQueueNode> GetEnumerator() {
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255 | for (int i = 1; i <= _numNodes; i++)
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256 | yield return _nodes[i];
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257 | }
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258 |
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259 | IEnumerator IEnumerable.GetEnumerator() {
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260 | return GetEnumerator();
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261 | }
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262 |
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263 | /// <summary>
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264 | /// <b>Should not be called in production code.</b>
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265 | /// Checks to make sure the queue is still in a valid state. Used for testing/debugging the queue.
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266 | /// </summary>
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267 | public bool IsValidQueue() {
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268 | for (int i = 1; i < _nodes.Length; i++) {
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269 | if (_nodes[i] != null) {
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270 | int childLeftIndex = 2 * i;
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271 | if (childLeftIndex < _nodes.Length && _nodes[childLeftIndex] != null && HasHigherPriority(_nodes[childLeftIndex], _nodes[i]))
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272 | return false;
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273 |
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274 | int childRightIndex = childLeftIndex + 1;
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275 | if (childRightIndex < _nodes.Length && _nodes[childRightIndex] != null && HasHigherPriority(_nodes[childRightIndex], _nodes[i]))
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276 | return false;
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277 | }
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278 | }
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279 | return true;
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280 | }
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281 | }
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282 | }
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