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Use dictionary to avoid linq overhead
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@ -45,15 +45,13 @@ namespace osu.Game.Database
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private void performLookup()
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{
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// userTasks may exceed 50 elements, indicating the existence of duplicate user IDs. All duplicated user IDs must be fulfilled.
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// userIds contains at most 50 unique user IDs from userTasks, which is used to perform the lookup.
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var userTasks = new List<(int id, TaskCompletionSource<User> task)>();
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var userIds = new HashSet<int>();
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// contains at most 50 unique user IDs from userTasks, which is used to perform the lookup.
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var userTasks = new Dictionary<int, List<TaskCompletionSource<User>>>();
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// Grab at most 50 unique user IDs from the queue.
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lock (taskAssignmentLock)
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{
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while (pendingUserTasks.Count > 0 && userIds.Count < 50)
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while (pendingUserTasks.Count > 0 && userTasks.Count < 50)
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{
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(int id, TaskCompletionSource<User> task) next = pendingUserTasks.Dequeue();
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@ -62,14 +60,16 @@ namespace osu.Game.Database
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next.task.SetResult(existing);
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else
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{
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userTasks.Add(next);
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userIds.Add(next.id);
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if (userTasks.TryGetValue(next.id, out var tasks))
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tasks.Add(next.task);
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else
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userTasks[next.id] = new List<TaskCompletionSource<User>> { next.task };
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}
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}
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}
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// Query the users.
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var request = new GetUsersRequest(userIds.ToArray());
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var request = new GetUsersRequest(userTasks.Keys.ToArray());
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// rather than queueing, we maintain our own single-threaded request stream.
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api.Perform(request);
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@ -82,9 +82,23 @@ namespace osu.Game.Database
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createNewTask();
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}
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// Notify of completion.
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foreach (var (id, task) in userTasks)
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task.SetResult(request.Result?.Users?.FirstOrDefault(u => u.Id == id));
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foreach (var user in request.Result.Users)
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{
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if (userTasks.TryGetValue(user.Id, out var tasks))
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{
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foreach (var task in tasks)
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task.SetResult(user);
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userTasks.Remove(user.Id);
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}
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}
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// if any tasks remain which were not satisfied, return null.
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foreach (var tasks in userTasks.Values)
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{
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foreach (var task in tasks)
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task.SetResult(null);
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}
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}
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private void createNewTask() => pendingRequestTask = Task.Run(performLookup);
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