[18023] | 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://github.com/BlueRaja/High-Speed-Priority-Queue-for-C-Sharp/wiki/Getting-Started 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 | [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] |
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| 51 | public void Clear() { |
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| 52 | Array.Clear(_nodes, 1, _numNodes); |
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| 53 | _numNodes = 0; |
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| 54 | } |
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| 55 | |
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| 56 | /// <summary> |
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| 57 | /// Returns (in O(1)!) whether the given node is in the queue. O(1) |
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| 58 | /// </summary> |
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| 59 | [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] |
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| 60 | public bool Contains(EventQueueNode node) { |
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| 61 | return (_nodes[node.QueueIndex] == node); |
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| 62 | } |
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| 63 | |
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| 64 | /// <summary> |
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| 65 | /// Enqueue a node - .Priority must be set beforehand! O(log n) |
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| 66 | /// </summary> |
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| 67 | [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] |
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| 68 | public EventQueueNode Enqueue(DateTime primaryPriority, Event @event, int secondaryPriority = 0) { |
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| 69 | var node = new EventQueueNode { |
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| 70 | PrimaryPriority = primaryPriority, |
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| 71 | SecondaryPriority = secondaryPriority, |
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| 72 | Event = @event, |
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| 73 | QueueIndex = ++_numNodes, |
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| 74 | InsertionIndex = _numNodesEverEnqueued++ |
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| 75 | }; |
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| 76 | _nodes[_numNodes] = node; |
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| 77 | CascadeUp(_nodes[_numNodes]); |
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| 78 | return node; |
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| 79 | } |
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| 80 | |
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| 81 | [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] |
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| 82 | private void Swap(EventQueueNode node1, EventQueueNode node2) { |
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| 83 | //Swap the nodes |
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| 84 | _nodes[node1.QueueIndex] = node2; |
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| 85 | _nodes[node2.QueueIndex] = node1; |
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| 86 | |
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| 87 | //Swap their indicies |
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| 88 | int temp = node1.QueueIndex; |
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| 89 | node1.QueueIndex = node2.QueueIndex; |
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| 90 | node2.QueueIndex = temp; |
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| 91 | } |
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| 92 | |
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| 93 | //Performance appears to be slightly better when this is NOT inlined o_O |
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| 94 | private void CascadeUp(EventQueueNode node) { |
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| 95 | //aka Heapify-up |
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| 96 | int parent = node.QueueIndex / 2; |
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| 97 | while (parent >= 1) { |
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| 98 | EventQueueNode parentNode = _nodes[parent]; |
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| 99 | if (HasHigherPriority(parentNode, node)) |
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| 100 | break; |
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| 101 | |
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| 102 | //Node has lower priority value, so move it up the heap |
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| 103 | Swap(node, parentNode); //For some reason, this is faster with Swap() rather than (less..?) individual operations, like in CascadeDown() |
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| 104 | |
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| 105 | parent = node.QueueIndex / 2; |
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| 106 | } |
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| 107 | } |
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| 108 | |
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| 109 | |
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| 110 | [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] |
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| 111 | private void CascadeDown(EventQueueNode node) { |
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| 112 | //aka Heapify-down |
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| 113 | EventQueueNode newParent; |
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| 114 | int finalQueueIndex = node.QueueIndex; |
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| 115 | while (true) { |
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| 116 | newParent = node; |
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| 117 | int childLeftIndex = 2 * finalQueueIndex; |
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| 118 | |
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| 119 | //Check if the left-child is higher-priority than the current node |
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| 120 | if (childLeftIndex > _numNodes) { |
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| 121 | //This could be placed outside the loop, but then we'd have to check newParent != node twice |
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| 122 | node.QueueIndex = finalQueueIndex; |
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| 123 | _nodes[finalQueueIndex] = node; |
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| 124 | break; |
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| 125 | } |
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| 126 | |
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| 127 | EventQueueNode childLeft = _nodes[childLeftIndex]; |
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| 128 | if (HasHigherPriority(childLeft, newParent)) { |
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| 129 | newParent = childLeft; |
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| 130 | } |
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| 131 | |
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| 132 | //Check if the right-child is higher-priority than either the current node or the left child |
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| 133 | int childRightIndex = childLeftIndex + 1; |
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| 134 | if (childRightIndex <= _numNodes) { |
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| 135 | EventQueueNode childRight = _nodes[childRightIndex]; |
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| 136 | if (HasHigherPriority(childRight, newParent)) { |
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| 137 | newParent = childRight; |
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| 138 | } |
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| 139 | } |
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| 140 | |
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| 141 | //If either of the children has higher (smaller) priority, swap and continue cascading |
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| 142 | if (newParent != node) { |
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| 143 | //Move new parent to its new index. node will be moved once, at the end |
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| 144 | //Doing it this way is one less assignment operation than calling Swap() |
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| 145 | _nodes[finalQueueIndex] = newParent; |
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| 146 | |
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| 147 | int temp = newParent.QueueIndex; |
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| 148 | newParent.QueueIndex = finalQueueIndex; |
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| 149 | finalQueueIndex = temp; |
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| 150 | } else { |
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| 151 | //See note above |
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| 152 | node.QueueIndex = finalQueueIndex; |
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| 153 | _nodes[finalQueueIndex] = node; |
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| 154 | break; |
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| 155 | } |
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| 156 | } |
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| 157 | } |
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| 158 | |
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| 159 | /// <summary> |
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| 160 | /// Returns true if 'higher' has higher priority than 'lower', false otherwise. |
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| 161 | /// Note that calling HasHigherPriority(node, node) (ie. both arguments the same node) will return false |
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| 162 | /// </summary> |
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| 163 | |
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| 164 | [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] |
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| 165 | private bool HasHigherPriority(EventQueueNode higher, EventQueueNode lower) { |
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| 166 | return (higher.PrimaryPriority < lower.PrimaryPriority || |
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| 167 | (higher.PrimaryPriority == lower.PrimaryPriority |
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| 168 | && (higher.SecondaryPriority < lower.SecondaryPriority || |
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| 169 | (higher.SecondaryPriority == lower.SecondaryPriority |
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| 170 | && higher.InsertionIndex < lower.InsertionIndex)))); |
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| 171 | } |
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| 172 | |
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| 173 | /// <summary> |
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| 174 | /// 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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| 175 | /// </summary> |
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| 176 | public EventQueueNode Dequeue() { |
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| 177 | EventQueueNode returnMe = _nodes[1]; |
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| 178 | Remove(returnMe); |
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| 179 | return returnMe; |
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| 180 | } |
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| 181 | |
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| 182 | /// <summary> |
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| 183 | /// Returns the head of the queue, without removing it (use Dequeue() for that). O(1) |
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| 184 | /// </summary> |
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| 185 | public EventQueueNode First { |
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| 186 | get { |
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| 187 | return _nodes[1]; |
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| 188 | } |
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| 189 | } |
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| 190 | |
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| 191 | /// <summary> |
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| 192 | /// This method must be called on a node every time its priority changes while it is in the queue. |
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| 193 | /// <b>Forgetting to call this method will result in a corrupted queue!</b> |
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| 194 | /// O(log n) |
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| 195 | /// </summary> |
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| 196 | |
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| 197 | [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] |
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| 198 | public void UpdatePriority(EventQueueNode node, DateTime primaryPriority, int secondaryPriority) { |
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| 199 | node.PrimaryPriority = primaryPriority; |
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| 200 | node.SecondaryPriority = secondaryPriority; |
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| 201 | OnNodeUpdated(node); |
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| 202 | } |
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| 203 | |
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| 204 | internal void OnNodeUpdated(EventQueueNode node) { |
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| 205 | //Bubble the updated node up or down as appropriate |
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| 206 | int parentIndex = node.QueueIndex / 2; |
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| 207 | EventQueueNode parentNode = _nodes[parentIndex]; |
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| 208 | |
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| 209 | if (parentIndex > 0 && HasHigherPriority(node, parentNode)) { |
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| 210 | CascadeUp(node); |
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| 211 | } else { |
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| 212 | //Note that CascadeDown will be called if parentNode == node (that is, node is the root) |
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| 213 | CascadeDown(node); |
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| 214 | } |
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| 215 | } |
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| 216 | |
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| 217 | /// <summary> |
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| 218 | /// 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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| 219 | /// </summary> |
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| 220 | public void Remove(EventQueueNode node) { |
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| 221 | if (!Contains(node)) { |
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| 222 | return; |
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| 223 | } |
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| 224 | if (_numNodes <= 1) { |
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| 225 | _nodes[1] = null; |
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| 226 | _numNodes = 0; |
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| 227 | return; |
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| 228 | } |
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| 229 | |
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| 230 | //Make sure the node is the last node in the queue |
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| 231 | bool wasSwapped = false; |
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| 232 | EventQueueNode formerLastNode = _nodes[_numNodes]; |
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| 233 | if (node.QueueIndex != _numNodes) { |
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| 234 | //Swap the node with the last node |
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| 235 | Swap(node, formerLastNode); |
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| 236 | wasSwapped = true; |
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| 237 | } |
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| 238 | |
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| 239 | _numNodes--; |
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| 240 | _nodes[node.QueueIndex] = null; |
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| 241 | |
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| 242 | if (wasSwapped) { |
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| 243 | //Now bubble formerLastNode (which is no longer the last node) up or down as appropriate |
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| 244 | OnNodeUpdated(formerLastNode); |
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| 245 | } |
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| 246 | } |
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| 247 | |
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| 248 | public IEnumerator<EventQueueNode> GetEnumerator() { |
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| 249 | for (int i = 1; i <= _numNodes; i++) |
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| 250 | yield return _nodes[i]; |
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| 251 | } |
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| 252 | |
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| 253 | IEnumerator IEnumerable.GetEnumerator() { |
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| 254 | return GetEnumerator(); |
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| 255 | } |
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| 256 | |
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| 257 | /// <summary> |
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| 258 | /// <b>Should not be called in production code.</b> |
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| 259 | /// Checks to make sure the queue is still in a valid state. Used for testing/debugging the queue. |
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| 260 | /// </summary> |
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| 261 | public bool IsValidQueue() { |
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| 262 | for (int i = 1; i < _nodes.Length; i++) { |
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| 263 | if (_nodes[i] != null) { |
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| 264 | int childLeftIndex = 2 * i; |
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| 265 | if (childLeftIndex < _nodes.Length && _nodes[childLeftIndex] != null && HasHigherPriority(_nodes[childLeftIndex], _nodes[i])) |
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| 266 | return false; |
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| 267 | |
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| 268 | int childRightIndex = childLeftIndex + 1; |
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| 269 | if (childRightIndex < _nodes.Length && _nodes[childRightIndex] != null && HasHigherPriority(_nodes[childRightIndex], _nodes[i])) |
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| 270 | return false; |
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| 271 | } |
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| 272 | } |
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| 273 | return true; |
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| 274 | } |
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| 275 | } |
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| 276 | } |
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