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+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using System.Threading.Tasks;
+
+namespace Priority_Queue
+{
+ /// <summary>
+ /// Credit: https://github.com/BlueRaja/High-Speed-Priority-Queue-for-C-Sharp
+ /// A copy of StablePriorityQueue which also has generic priority-type
+ /// </summary>
+ /// <typeparam name="TItem">The values in the queue. Must extend the GenericPriorityQueue class</typeparam>
+ /// <typeparam name="TPriority">The priority-type. Must extend IComparable&lt;TPriority&gt;</typeparam>
+ public sealed class GenericPriorityQueue<TItem, TPriority> : IFixedSizePriorityQueue<TItem, TPriority>
+ where TItem : GenericPriorityQueueNode<TPriority>
+ where TPriority : IComparable<TPriority>
+ {
+ private int _numNodes;
+ private TItem[] _nodes;
+ private long _numNodesEverEnqueued;
+
+ /// <summary>
+ /// Instantiate a new Priority Queue
+ /// </summary>
+ /// <param name="maxNodes">The max nodes ever allowed to be enqueued (going over this will cause undefined behavior)</param>
+ public GenericPriorityQueue(int maxNodes)
+ {
+#if DEBUG
+ if (maxNodes <= 0)
+ {
+ throw new InvalidOperationException("New queue size cannot be smaller than 1");
+ }
+#endif
+
+ _numNodes = 0;
+ _nodes = new TItem[maxNodes + 1];
+ _numNodesEverEnqueued = 0;
+ }
+
+ /// <summary>
+ /// Returns the number of nodes in the queue.
+ /// O(1)
+ /// </summary>
+ public int Count
+ {
+ get
+ {
+ return _numNodes;
+ }
+ }
+
+ /// <summary>
+ /// Returns the maximum number of items that can be enqueued at once in this queue. Once you hit this number (ie. once Count == MaxSize),
+ /// attempting to enqueue another item will cause undefined behavior. O(1)
+ /// </summary>
+ public int MaxSize
+ {
+ get
+ {
+ return _nodes.Length - 1;
+ }
+ }
+
+ /// <summary>
+ /// Removes every node from the queue.
+ /// O(n) (So, don't do this often!)
+ /// </summary>
+#if NET_VERSION_4_5
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+#endif
+ public void Clear()
+ {
+ Array.Clear(_nodes, 1, _numNodes);
+ _numNodes = 0;
+ }
+
+ /// <summary>
+ /// Returns (in O(1)!) whether the given node is in the queue. O(1)
+ /// </summary>
+#if NET_VERSION_4_5
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+#endif
+ public bool Contains(TItem node)
+ {
+#if DEBUG
+ if (node == null)
+ {
+ throw new ArgumentNullException("node");
+ }
+ if (node.QueueIndex < 0 || node.QueueIndex >= _nodes.Length)
+ {
+ throw new InvalidOperationException("node.QueueIndex has been corrupted. Did you change it manually? Or add this node to another queue?");
+ }
+#endif
+
+ return (_nodes[node.QueueIndex] == node);
+ }
+
+ /// <summary>
+ /// Enqueue a node to the priority queue. Lower values are placed in front. Ties are broken by first-in-first-out.
+ /// If the queue is full, the result is undefined.
+ /// If the node is already enqueued, the result is undefined.
+ /// O(log n)
+ /// </summary>
+#if NET_VERSION_4_5
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+#endif
+ public void Enqueue(TItem node, TPriority priority)
+ {
+#if DEBUG
+ if (node == null)
+ {
+ throw new ArgumentNullException("node");
+ }
+ if (_numNodes >= _nodes.Length - 1)
+ {
+ throw new InvalidOperationException("Queue is full - node cannot be added: " + node);
+ }
+ if (Contains(node))
+ {
+ throw new InvalidOperationException("Node is already enqueued: " + node);
+ }
+#endif
+
+ node.Priority = priority;
+ _numNodes++;
+ _nodes[_numNodes] = node;
+ node.QueueIndex = _numNodes;
+ node.InsertionIndex = _numNodesEverEnqueued++;
+ CascadeUp(_nodes[_numNodes]);
+ }
+
+#if NET_VERSION_4_5
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+#endif
+ private void Swap(TItem node1, TItem node2)
+ {
+ //Swap the nodes
+ _nodes[node1.QueueIndex] = node2;
+ _nodes[node2.QueueIndex] = node1;
+
+ //Swap their indicies
+ int temp = node1.QueueIndex;
+ node1.QueueIndex = node2.QueueIndex;
+ node2.QueueIndex = temp;
+ }
+
+ //Performance appears to be slightly better when this is NOT inlined o_O
+ private void CascadeUp(TItem node)
+ {
+ //aka Heapify-up
+ int parent = node.QueueIndex / 2;
+ while (parent >= 1)
+ {
+ TItem parentNode = _nodes[parent];
+ if (HasHigherPriority(parentNode, node))
+ break;
+
+ //Node has lower priority value, so move it up the heap
+ Swap(node, parentNode); //For some reason, this is faster with Swap() rather than (less..?) individual operations, like in CascadeDown()
+
+ parent = node.QueueIndex / 2;
+ }
+ }
+
+#if NET_VERSION_4_5
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+#endif
+ private void CascadeDown(TItem node)
+ {
+ //aka Heapify-down
+ TItem newParent;
+ int finalQueueIndex = node.QueueIndex;
+ while (true)
+ {
+ newParent = node;
+ int childLeftIndex = 2 * finalQueueIndex;
+
+ //Check if the left-child is higher-priority than the current node
+ if (childLeftIndex > _numNodes)
+ {
+ //This could be placed outside the loop, but then we'd have to check newParent != node twice
+ node.QueueIndex = finalQueueIndex;
+ _nodes[finalQueueIndex] = node;
+ break;
+ }
+
+ TItem childLeft = _nodes[childLeftIndex];
+ if (HasHigherPriority(childLeft, newParent))
+ {
+ newParent = childLeft;
+ }
+
+ //Check if the right-child is higher-priority than either the current node or the left child
+ int childRightIndex = childLeftIndex + 1;
+ if (childRightIndex <= _numNodes)
+ {
+ TItem childRight = _nodes[childRightIndex];
+ if (HasHigherPriority(childRight, newParent))
+ {
+ newParent = childRight;
+ }
+ }
+
+ //If either of the children has higher (smaller) priority, swap and continue cascading
+ if (newParent != node)
+ {
+ //Move new parent to its new index. node will be moved once, at the end
+ //Doing it this way is one less assignment operation than calling Swap()
+ _nodes[finalQueueIndex] = newParent;
+
+ int temp = newParent.QueueIndex;
+ newParent.QueueIndex = finalQueueIndex;
+ finalQueueIndex = temp;
+ }
+ else
+ {
+ //See note above
+ node.QueueIndex = finalQueueIndex;
+ _nodes[finalQueueIndex] = node;
+ break;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Returns true if 'higher' has higher priority than 'lower', false otherwise.
+ /// Note that calling HasHigherPriority(node, node) (ie. both arguments the same node) will return false
+ /// </summary>
+#if NET_VERSION_4_5
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+#endif
+ private bool HasHigherPriority(TItem higher, TItem lower)
+ {
+ var cmp = higher.Priority.CompareTo(lower.Priority);
+ return (cmp < 0 || (cmp == 0 && higher.InsertionIndex < lower.InsertionIndex));
+ }
+
+ /// <summary>
+ /// Removes the head of the queue (node with minimum priority; ties are broken by order of insertion), and returns it.
+ /// If queue is empty, result is undefined
+ /// O(log n)
+ /// </summary>
+ public TItem Dequeue()
+ {
+#if DEBUG
+ if (_numNodes <= 0)
+ {
+ throw new InvalidOperationException("Cannot call Dequeue() on an empty queue");
+ }
+
+ if (!IsValidQueue())
+ {
+ throw new InvalidOperationException("Queue has been corrupted (Did you update a node priority manually instead of calling UpdatePriority()?" +
+ "Or add the same node to two different queues?)");
+ }
+#endif
+
+ TItem returnMe = _nodes[1];
+ Remove(returnMe);
+ return returnMe;
+ }
+
+ /// <summary>
+ /// Resize the queue so it can accept more nodes. All currently enqueued nodes are remain.
+ /// Attempting to decrease the queue size to a size too small to hold the existing nodes results in undefined behavior
+ /// O(n)
+ /// </summary>
+ public void Resize(int maxNodes)
+ {
+#if DEBUG
+ if (maxNodes <= 0)
+ {
+ throw new InvalidOperationException("Queue size cannot be smaller than 1");
+ }
+
+ if (maxNodes < _numNodes)
+ {
+ throw new InvalidOperationException("Called Resize(" + maxNodes + "), but current queue contains " + _numNodes + " nodes");
+ }
+#endif
+
+ TItem[] newArray = new TItem[maxNodes + 1];
+ int highestIndexToCopy = Math.Min(maxNodes, _numNodes);
+ for (int i = 1; i <= highestIndexToCopy; i++)
+ {
+ newArray[i] = _nodes[i];
+ }
+ _nodes = newArray;
+ }
+
+ /// <summary>
+ /// Returns the head of the queue, without removing it (use Dequeue() for that).
+ /// If the queue is empty, behavior is undefined.
+ /// O(1)
+ /// </summary>
+ public TItem First
+ {
+ get
+ {
+#if DEBUG
+ if (_numNodes <= 0)
+ {
+ throw new InvalidOperationException("Cannot call .First on an empty queue");
+ }
+#endif
+
+ return _nodes[1];
+ }
+ }
+
+ /// <summary>
+ /// This method must be called on a node every time its priority changes while it is in the queue.
+ /// <b>Forgetting to call this method will result in a corrupted queue!</b>
+ /// Calling this method on a node not in the queue results in undefined behavior
+ /// O(log n)
+ /// </summary>
+#if NET_VERSION_4_5
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+#endif
+ public void UpdatePriority(TItem node, TPriority priority)
+ {
+#if DEBUG
+ if (node == null)
+ {
+ throw new ArgumentNullException("node");
+ }
+ if (!Contains(node))
+ {
+ throw new InvalidOperationException("Cannot call UpdatePriority() on a node which is not enqueued: " + node);
+ }
+#endif
+
+ node.Priority = priority;
+ OnNodeUpdated(node);
+ }
+
+ private void OnNodeUpdated(TItem node)
+ {
+ //Bubble the updated node up or down as appropriate
+ int parentIndex = node.QueueIndex / 2;
+ TItem parentNode = _nodes[parentIndex];
+
+ if (parentIndex > 0 && HasHigherPriority(node, parentNode))
+ {
+ CascadeUp(node);
+ }
+ else
+ {
+ //Note that CascadeDown will be called if parentNode == node (that is, node is the root)
+ CascadeDown(node);
+ }
+ }
+
+ /// <summary>
+ /// Removes a node from the queue. The node does not need to be the head of the queue.
+ /// If the node is not in the queue, the result is undefined. If unsure, check Contains() first
+ /// O(log n)
+ /// </summary>
+ public void Remove(TItem node)
+ {
+#if DEBUG
+ if (node == null)
+ {
+ throw new ArgumentNullException("node");
+ }
+ if (!Contains(node))
+ {
+ throw new InvalidOperationException("Cannot call Remove() on a node which is not enqueued: " + node);
+ }
+#endif
+
+ //If the node is already the last node, we can remove it immediately
+ if (node.QueueIndex == _numNodes)
+ {
+ _nodes[_numNodes] = null;
+ _numNodes--;
+ return;
+ }
+
+ //Swap the node with the last node
+ TItem formerLastNode = _nodes[_numNodes];
+ Swap(node, formerLastNode);
+ _nodes[_numNodes] = null;
+ _numNodes--;
+
+ //Now bubble formerLastNode (which is no longer the last node) up or down as appropriate
+ OnNodeUpdated(formerLastNode);
+ }
+
+ public IEnumerator<TItem> GetEnumerator()
+ {
+ for (int i = 1; i <= _numNodes; i++)
+ yield return _nodes[i];
+ }
+
+ IEnumerator IEnumerable.GetEnumerator()
+ {
+ return GetEnumerator();
+ }
+
+ /// <summary>
+ /// <b>Should not be called in production code.</b>
+ /// Checks to make sure the queue is still in a valid state. Used for testing/debugging the queue.
+ /// </summary>
+ public bool IsValidQueue()
+ {
+ for (int i = 1; i < _nodes.Length; i++)
+ {
+ if (_nodes[i] != null)
+ {
+ int childLeftIndex = 2 * i;
+ if (childLeftIndex < _nodes.Length && _nodes[childLeftIndex] != null && HasHigherPriority(_nodes[childLeftIndex], _nodes[i]))
+ return false;
+
+ int childRightIndex = childLeftIndex + 1;
+ if (childRightIndex < _nodes.Length && _nodes[childRightIndex] != null && HasHigherPriority(_nodes[childRightIndex], _nodes[i]))
+ return false;
+ }
+ }
+ return true;
+ }
+ }
+}