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Implement better round robin algorithm
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@ -1,8 +1,8 @@
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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.Generic;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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@ -50,66 +50,35 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match.Playlist
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.OrderBy(item => item.Model.ID);
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case Game.Online.Multiplayer.QueueMode.AllPlayersRoundRobin:
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// TODO: THIS IS SO INEFFICIENT, can it be done any better?
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RearrangeableListItem<PlaylistItem>[] allItems = AliveInternalChildren
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.Where(d => d.IsPresent)
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.OfType<RearrangeableListItem<PlaylistItem>>()
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.OrderBy(item => item.Model.ID)
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.ToArray();
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// Group all items by their owners.
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var groups = AliveInternalChildren.Where(d => d.IsPresent)
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.OfType<RearrangeableListItem<PlaylistItem>>()
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.GroupBy(item => item.Model.OwnerID)
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.Select(g => g.ToArray())
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.ToArray();
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if (groups.Length == 0)
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int totalCount = allItems.Length;
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if (totalCount == 0)
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return Enumerable.Empty<Drawable>();
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// Find the initial picking order for the groups. The group with the smallest 'weight' picks first.
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int[] groupWeights = new int[groups.Length];
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Dictionary<int, int> perUserCounts = allItems
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.Select(item => item.Model.OwnerID)
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.Distinct()
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.ToDictionary(u => u, _ => 0);
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for (int i = 0; i < groups.Length; i++)
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List<Drawable> result = new List<Drawable>();
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while (totalCount-- > 0)
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{
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groupWeights[i] = groups[i].Count(item => item.Model.Expired);
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groups[i] = groups[i].Where(item => !item.Model.Expired).ToArray();
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}
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var candidateItem = allItems
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.Where(item => item != null)
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.OrderBy(item => perUserCounts[item.Model.OwnerID])
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.First();
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var result = new List<Drawable>();
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int itemIndex = Array.IndexOf(allItems, candidateItem);
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// Simulate the playlist by picking in order from the smallest-weighted room each time until no longer able to.
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while (true)
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{
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var candidateGroup = groups
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// Map each group to an index.
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.Select((items, index) => new { index, items })
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// Order groups by their weights.
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.OrderBy(group => groupWeights[group.index])
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// Select the first group with remaining items (null is set from previous iterations).
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.FirstOrDefault(group => group.items.Any(i => i != null));
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// Iteration ends when all groups have been exhausted of items.
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if (candidateGroup == null)
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break;
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// Find the index of the first non-null (i.e. unused) item in the group.
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int candidateItemIndex = 0;
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RearrangeableListItem<PlaylistItem> candidateItem = null;
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for (int i = 0; i < candidateGroup.items.Length; i++)
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{
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if (candidateGroup.items[i] != null)
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{
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candidateItemIndex = i;
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candidateItem = candidateGroup.items[i];
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}
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}
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// The item is guaranteed to not be expired, since we've previously removed all expired items.
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Debug.Assert(candidateItem?.Model.Expired == false);
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// Add the item to the result set.
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result.Add(candidateItem);
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// Update the group for the next iteration.
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candidateGroup.items[candidateItemIndex] = null;
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groupWeights[candidateGroup.index]++;
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result.Add(allItems[itemIndex]);
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perUserCounts[candidateItem.Model.OwnerID]++;
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allItems[itemIndex] = null;
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}
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return result;
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