Files
OpenRA/OpenRA.Game/Primitives/PriorityQueue.cs
RoosterDragon 8a4303cc94 Rework PriorityQueue for performance.
- Providing the comparer as a type argument that is a struct allows the calls to be devirtualised, leading to approx a 3x performance improvement.
- Use a single backing array, rather than a list of arrays.
2023-03-25 18:50:09 +01:00

160 lines
3.7 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
namespace OpenRA.Primitives
{
public interface IPriorityQueue<T>
{
void Add(T item);
bool Empty { get; }
T Peek();
T Pop();
}
/// <summary>
/// Represents a collection of items that have a priority.
/// On pop, the item with the lowest priority value is removed.
/// </summary>
public sealed class PriorityQueue<T, TComparer> : IPriorityQueue<T> where TComparer : struct, IComparer<T>
{
/// <summary>
/// Compares two items to determine their priority.
/// PERF: Using a struct allows the calls to be devirtualized.
/// </summary>
readonly TComparer comparer;
/// <summary>
/// A <a href="https://en.wikipedia.org/wiki/Binary_heap">binary min-heap</a> storing the items.
/// An array divided into sub arrays called levels. At each level the size of a level array doubles.
/// Elements at deeper levels always have higher priority values than elements nearer to the root.
/// </summary>
T[] items;
/// <summary>
/// Index of deepest level.
/// </summary>
int level;
/// <summary>
/// Number of elements in the deepest level.
/// </summary>
int index;
public PriorityQueue(TComparer comparer)
{
this.comparer = comparer;
items = new T[1];
}
public void Add(T item)
{
var addLevel = level;
var addIndex = index;
while (addLevel >= 1)
{
var above = items[AboveIndex(addLevel, addIndex)];
if (comparer.Compare(above, item) > 0)
{
items[Index(addLevel, addIndex)] = above;
--addLevel;
addIndex >>= 1;
}
else
break;
}
items[Index(addLevel, addIndex)] = item;
if (++index >= 1 << level)
{
index = 0;
var count = 2 * (1 << ++level);
if (count - 1 >= items.Length)
Array.Resize(ref items, count);
}
}
public bool Empty => level == 0;
static int Index(int level, int index) { return (1 << level) - 1 + index; }
static int AboveIndex(int level, int index) { return (1 << (level - 1)) - 1 + (index >> 1); }
int IndexLast()
{
var lastLevel = level;
var lastIndex = index;
if (--lastIndex < 0)
lastIndex = (1 << --lastLevel) - 1;
return Index(lastLevel, lastIndex);
}
public T Peek()
{
if (level <= 0 && index <= 0)
throw new InvalidOperationException("PriorityQueue empty.");
return items[Index(0, 0)];
}
public T Pop()
{
var ret = Peek();
BubbleInto(0, 0, items[IndexLast()]);
if (--index < 0)
index = (1 << --level) - 1;
return ret;
}
void BubbleInto(int intoLevel, int intoIndex, T val)
{
while (true)
{
var downLevel = intoLevel + 1;
var downIndex = intoIndex << 1;
if (downLevel > level || (downLevel == level && downIndex >= index))
{
items[Index(intoLevel, intoIndex)] = val;
return;
}
var down = items[Index(downLevel, downIndex)];
if (downLevel < level || (downLevel == level && downIndex < index - 1))
{
var downRight = items[Index(downLevel, downIndex + 1)];
if (comparer.Compare(down, downRight) >= 0)
{
down = downRight;
++downIndex;
}
}
if (comparer.Compare(val, down) <= 0)
{
items[Index(intoLevel, intoIndex)] = val;
return;
}
items[Index(intoLevel, intoIndex)] = down;
intoLevel = downLevel;
intoIndex = downIndex;
}
}
}
}