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path: root/MediaBrowser.Providers/Manager/GenericPriorityQueue.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
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>
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        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>
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        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>
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        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]);
        }

        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        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;
            }
        }

        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        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>
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        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 bool TryDequeue(out TItem item)
        {
            if (_numNodes <= 0)
            {
                item = default(TItem);
                return false;
            }

#if DEBUG

            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);
            item = returnMe;
            return true;
        }

        /// <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>
        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        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;
        }
    }
}