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stgsharp/StgSharp.Mathematics/Numeric/Runtime/MatrixParallel.AwaitingQueue.old
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//-----------------------------------------------------------------------
// -----------------------------------------------------------------------
// file="MatrixParallel.AwaitingQueue"
// Project: StgSharp
// AuthorGroup: Nitload
// Copyright (c) Nitload. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
// -----------------------------------------------------------------------
// -----------------------------------------------------------------------
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Mathematics.Numeric
{
public static partial class MatrixParallel
{
/*
* Because caller of this class has its own sync object
* this queue will use no sync object internally.
*/
private class AwaitingQueue
{
private Element _quickElements;
private volatile int _count;
private readonly Queue<WaitHandle> _fallback = [];
public AwaitingQueue() { }
public void Enqueue(
WaitHandle handle
)
{
if (_count > 7)
{
_fallback.Enqueue(handle);
_ = Interlocked.Increment(ref _count);
return;
}
_quickElements[_count] = handle;
_ = Interlocked.Increment(ref _count);
}
public bool TryDequeue(
int generation,
out WaitHandle handle
)
{
if (_count == 0)
{
handle = null!;
return false;
}
for (int i = 0; i < _count; i++) {
_quickElements[i].UpdatePriority(generation);
}
Element.Sort(ref _quickElements);
handle = _quickElements[0];
_count--;
_quickElements[0] = default!;
if (_count > 7) {
_ = _fallback.TryDequeue(out _quickElements[0]!);
}
return true;
}
public bool TryPeek(
int generation,
out WaitHandle handle
)
{
if (_count == 0)
{
handle = null!;
return false;
}
for (int i = 0; i < _count; i++) {
_quickElements[i].UpdatePriority(generation);
}
Element.Sort(ref _quickElements);
handle = _quickElements[0];
return true;
}
public bool TryPopIfRefEqual(
int generation,
in WaitHandle handle
)
{
if (_count == 0) {
return false;
}
for (int i = 0; i < _count; i++) {
_quickElements[i].UpdatePriority(generation);
}
Element.Sort(ref _quickElements);
if (!ReferenceEquals(_quickElements[0], handle)) {
return false;
}
_count--;
_quickElements[0] = null!;
if (_count > 7) {
_ = _fallback.TryDequeue(out _quickElements[0]!);
}
return true;
}
}
[InlineArray(8)]
private struct Element
{
private WaitHandle value;
public static void Sort(
ref Element e
)
{
int maxIdx = 0;
WaitHandle first = e[0];
int maxPr = first?.Priority ?? int.MinValue;
for (int i = 1; i < 8; i++)
{
WaitHandle cur = e[i];
int p = cur?.Priority ?? int.MinValue;
if (p > maxPr)
{
maxPr = p;
maxIdx = i;
}
}
if (maxIdx != 0) {
(e[0], e[maxIdx]) = (e[maxIdx], e[0]);
}
}
}
}
}