[12657] | 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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