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Add and use limited capacity queue
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parent
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@ -3,6 +3,7 @@
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using System;
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using System.Collections.Generic;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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@ -27,16 +28,15 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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private void findRolls(int patternLength)
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{
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List<TaikoDifficultyHitObject> history = new List<TaikoDifficultyHitObject>();
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var history = new LimitedCapacityQueue<TaikoDifficultyHitObject>(2 * patternLength);
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int repetitionStart = 0;
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for (int i = 0; i < hitObjects.Count; i++)
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{
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history.Add(hitObjects[i]);
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if (history.Count < 2 * patternLength) continue;
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if (history.Count > 2 * patternLength) history.RemoveAt(0);
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history.Enqueue(hitObjects[i]);
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if (!history.Full)
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continue;
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bool isRepeat = true;
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@ -2,9 +2,9 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Objects;
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@ -27,7 +27,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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/// <summary>
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/// List of the last <see cref="mono_history_max_length"/> most recent mono patterns, with the most recent at the end of the list.
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/// </summary>
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private readonly List<int> monoHistory = new List<int>();
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private readonly LimitedCapacityQueue<int> monoHistory = new LimitedCapacityQueue<int>(mono_history_max_length);
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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@ -83,10 +83,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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const int l = 2;
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double penalty = 1.0;
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monoHistory.Add(currentMonoLength);
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if (monoHistory.Count > mono_history_max_length)
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monoHistory.RemoveAt(0);
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monoHistory.Enqueue(currentMonoLength);
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for (int start = monoHistory.Count - l - 1; start >= 0; start--)
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{
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@ -2,9 +2,9 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Objects;
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@ -17,7 +17,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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private const double strain_decay = 0.96;
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private double currentStrain;
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private readonly List<TaikoDifficultyHitObject> rhythmHistory = new List<TaikoDifficultyHitObject>();
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private readonly LimitedCapacityQueue<TaikoDifficultyHitObject> rhythmHistory = new LimitedCapacityQueue<TaikoDifficultyHitObject>(rhythm_history_max_length);
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private const int rhythm_history_max_length = 8;
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private int notesSinceRhythmChange;
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@ -32,10 +32,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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{
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double penalty = 1;
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rhythmHistory.Add(hitobject);
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if (rhythmHistory.Count > rhythm_history_max_length)
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rhythmHistory.RemoveAt(0);
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rhythmHistory.Enqueue(hitobject);
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for (int l = 2; l <= rhythm_history_max_length / 2; l++)
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{
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@ -1,10 +1,10 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Objects;
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@ -18,7 +18,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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protected override double StrainDecayBase => 0.4;
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private const int max_history_length = 2;
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private readonly List<double> notePairDurationHistory = new List<double>();
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private readonly LimitedCapacityQueue<double> notePairDurationHistory = new LimitedCapacityQueue<double>(max_history_length);
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private double offhandObjectDuration = double.MaxValue;
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@ -56,10 +56,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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if (hitObject.ObjectIndex == 1)
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return 1;
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notePairDurationHistory.Add(hitObject.DeltaTime + offhandObjectDuration);
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if (notePairDurationHistory.Count > max_history_length)
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notePairDurationHistory.RemoveAt(0);
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notePairDurationHistory.Enqueue(hitObject.DeltaTime + offhandObjectDuration);
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double shortestRecentNote = notePairDurationHistory.Min();
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objectStrain += speedBonus(shortestRecentNote);
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98
osu.Game.Tests/NonVisual/LimitedCapacityQueueTest.cs
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98
osu.Game.Tests/NonVisual/LimitedCapacityQueueTest.cs
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@ -0,0 +1,98 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using NUnit.Framework;
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using osu.Game.Rulesets.Difficulty.Utils;
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namespace osu.Game.Tests.NonVisual
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{
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[TestFixture]
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public class LimitedCapacityQueueTest
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{
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private const int capacity = 3;
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private LimitedCapacityQueue<int> queue;
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[SetUp]
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public void SetUp()
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{
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queue = new LimitedCapacityQueue<int>(capacity);
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}
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[Test]
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public void TestEmptyQueue()
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{
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Assert.AreEqual(0, queue.Count);
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Assert.Throws<ArgumentOutOfRangeException>(() => _ = queue[0]);
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Assert.Throws<InvalidOperationException>(() => _ = queue.Dequeue());
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int count = 0;
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foreach (var _ in queue)
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count++;
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Assert.AreEqual(0, count);
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}
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[TestCase(1)]
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[TestCase(2)]
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[TestCase(3)]
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public void TestBelowCapacity(int count)
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{
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for (int i = 0; i < count; ++i)
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queue.Enqueue(i);
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Assert.AreEqual(count, queue.Count);
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for (int i = 0; i < count; ++i)
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Assert.AreEqual(i, queue[i]);
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int j = 0;
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foreach (var item in queue)
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Assert.AreEqual(j++, item);
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for (int i = queue.Count; i < queue.Count + capacity; i++)
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Assert.Throws<ArgumentOutOfRangeException>(() => _ = queue[i]);
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}
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[TestCase(4)]
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[TestCase(5)]
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[TestCase(6)]
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public void TestEnqueueAtFullCapacity(int count)
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{
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for (int i = 0; i < count; ++i)
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queue.Enqueue(i);
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Assert.AreEqual(capacity, queue.Count);
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for (int i = 0; i < queue.Count; ++i)
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Assert.AreEqual(count - capacity + i, queue[i]);
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int j = count - capacity;
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foreach (var item in queue)
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Assert.AreEqual(j++, item);
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for (int i = queue.Count; i < queue.Count + capacity; i++)
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Assert.Throws<ArgumentOutOfRangeException>(() => _ = queue[i]);
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}
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[TestCase(4)]
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[TestCase(5)]
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[TestCase(6)]
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public void TestDequeueAtFullCapacity(int count)
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{
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for (int i = 0; i < count; ++i)
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queue.Enqueue(i);
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for (int i = 0; i < capacity; ++i)
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{
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Assert.AreEqual(count - capacity + i, queue.Dequeue());
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Assert.AreEqual(2 - i, queue.Count);
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}
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Assert.Throws<InvalidOperationException>(() => queue.Dequeue());
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}
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}
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}
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114
osu.Game/Rulesets/Difficulty/Utils/LimitedCapacityQueue.cs
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114
osu.Game/Rulesets/Difficulty/Utils/LimitedCapacityQueue.cs
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@ -0,0 +1,114 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace osu.Game.Rulesets.Difficulty.Utils
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{
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/// <summary>
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/// An indexed queue with limited capacity.
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/// Respects first-in-first-out insertion order.
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/// </summary>
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public class LimitedCapacityQueue<T> : IEnumerable<T>
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{
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/// <summary>
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/// The number of elements in the queue.
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/// </summary>
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public int Count { get; private set; }
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/// <summary>
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/// Whether the queue is full (adding any new items will cause removing existing ones).
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/// </summary>
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public bool Full => Count == capacity;
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private readonly T[] array;
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private readonly int capacity;
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// Markers tracking the queue's first and last element.
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private int start, end;
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/// <summary>
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/// Constructs a new <see cref="LimitedCapacityQueue{T}"/>
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/// </summary>
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/// <param name="capacity">The number of items the queue can hold.</param>
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public LimitedCapacityQueue(int capacity)
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{
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if (capacity < 0)
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throw new ArgumentOutOfRangeException(nameof(capacity));
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this.capacity = capacity;
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array = new T[capacity];
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start = 0;
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end = -1;
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}
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/// <summary>
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/// Removes an item from the front of the <see cref="LimitedCapacityQueue{T}"/>.
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/// </summary>
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/// <returns>The item removed from the front of the queue.</returns>
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public T Dequeue()
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{
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if (Count == 0)
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throw new InvalidOperationException("Queue is empty.");
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var result = array[start];
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start = (start + 1) % capacity;
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Count--;
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return result;
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}
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/// <summary>
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/// Adds an item to the back of the <see cref="LimitedCapacityQueue{T}"/>.
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/// If the queue is holding <see cref="Count"/> elements at the point of addition,
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/// the item at the front of the queue will be removed.
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/// </summary>
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/// <param name="item">The item to be added to the back of the queue.</param>
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public void Enqueue(T item)
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{
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end = (end + 1) % capacity;
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if (Count == capacity)
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start = (start + 1) % capacity;
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else
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Count++;
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array[end] = item;
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}
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/// <summary>
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/// Retrieves the item at the given index in the queue.
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/// </summary>
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/// <param name="index">
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/// The index of the item to retrieve.
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/// The item with index 0 is at the front of the queue
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/// (it was added the earliest).
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/// </param>
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public T this[int index]
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{
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get
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{
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if (index < 0 || index >= Count)
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throw new ArgumentOutOfRangeException(nameof(index));
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return array[(start + index) % capacity];
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}
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}
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/// <summary>
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/// Enumerates the queue from its start to its end.
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/// </summary>
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public IEnumerator<T> GetEnumerator()
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{
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if (Count == 0)
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yield break;
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for (int i = 0; i < Count; i++)
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yield return array[(start + i) % capacity];
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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}
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}
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