sorted coords variant

This commit is contained in:
mischa 2023-07-25 20:00:26 +08:00
parent 42c701f72a
commit 064886b67e
2 changed files with 153 additions and 11 deletions

View File

@ -4,15 +4,54 @@
// standalone C# implementation to be engine (and language) agnostic.
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace Mirror
{
// by default, SortedList is sorted from smallest to largest.
// for max coordinates, we need to sort from largest to smallest.
class DescendingComparer : IComparer<float>
{
public int Compare(float a, float b) =>
-Comparer<float>.Default.Compare(a, b);
}
public class HistoryBounds
{
// history of bounds
readonly Queue<Bounds> history;
public int Count => history.Count;
// readonly Queue<Bounds> history;
// public int Count => history.Count;
// instead of keeping a history of Queue<Bounds> for each timestamp,
// we split it into xmin, xmax, ymin, ymax, ... sorted lists.
// each entry has (value, timestamp).
// this way when removing, we can easily walk the sorted list.
//
// for example:
// xmin: (1, t0), (3, t2), (4, t1)
// when it's time to remove oldest=t0, we remove (1, t0)
//
// xmin: (3, t2), (4, t1)
// when it's time to remove oldest=t1, we check (3, t2) which is too new.
// we remove nothing
//
// when it's time to remove oldest=t2, we check (3, t2) which is ready to be removed.
// we also check the next one: (4, t1) which is also older.
// we keep checking until one is newer.
//
// for total bounds, we always use xmin.peek(), xmax.peek(), etc.
readonly SortedList<float, int> xmin, xmax;
readonly SortedList<float, int> ymin, ymax;
readonly SortedList<float, int> zmin, zmax;
// current insertion timestamp.
// TODO what if overflows?
int timestamp = 0;
// keep a custom count since lists may be larger than actual count while
// we're still waiting for the oldest to be ready to be removed.
public int Count { get; private set; }
// history limit. oldest bounds will be removed.
public readonly int limit;
@ -32,7 +71,104 @@ public HistoryBounds(int limit, int recalculateEveryNth)
// +1 because it makes the code easier if we insert first, and then remove.
this.limit = limit;
this.recalculateEveryNth = recalculateEveryNth;
history = new Queue<Bounds>(limit + 1);
xmin = new SortedList<float, int>(limit + 1);
ymin = new SortedList<float, int>(limit + 1);
zmin = new SortedList<float, int>(limit + 1);
xmax = new SortedList<float, int>(limit + 1, new DescendingComparer());
ymax = new SortedList<float, int>(limit + 1, new DescendingComparer());
zmax = new SortedList<float, int>(limit + 1, new DescendingComparer());
}
// enqueue a value into a sorted list.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
static void AddOrReplace(SortedList<float, int> list, float value, int timestamp)
{
// players may revist the same coordinates multiple times.
// inserting the same key twice would throw.
// instead, overwrite the key's value timestamp with the newer one.
if (list.ContainsKey(value))
{
list[value] = timestamp;
}
else
{
list.Add(value, timestamp);
}
}
// split bounds and add to sorted lists
void Enqueue(Bounds bounds)
{
// insert individual coordinates into the sorted lists
AddOrReplace(xmin, bounds.min.x, timestamp);
AddOrReplace(ymin, bounds.min.y, timestamp);
AddOrReplace(zmin, bounds.min.z, timestamp);
AddOrReplace(xmax, bounds.max.x, timestamp);
AddOrReplace(ymax, bounds.max.y, timestamp);
AddOrReplace(zmax, bounds.max.z, timestamp);
// timestamp always increases, never decreases.
timestamp += 1;
// keep count of intended amount of entries.
// decreases when dequeueing.
Count += 1;
}
// walk the sorted lists to remove all old entries up to timestamp.
// the lists are sorted by value, not by timestamp:
// (2, t0), (3, t2), (4, t1), ...
// sometimes there's nothing to remove.
// sometimes there are one more values to remove.
static void RemoveOldest(SortedList<float, int> list, int old)
{
// find out until which index we need to remove.
for (int i = 0; i < list.Count; ++i)
{
// get the timestamp at [index]
int timestamp = list.Values[i];
// is this older than the timestamp limit?
if (timestamp < old)
{
list.RemoveAt(i);
--i;
}
// otherwise stop for now
else break;
}
}
// walk the sorted lists to remove all old entries up to timestamp
void RemoveOldest()
{
// calculate the target timestamp to remove up to.
// we are now at 'timestamp'.
// we allow 'limit' entries.
// so we want to remove everything older than 'timestamp - limit'.
int old = timestamp - limit;
// remove oldest in ascending order from min lists
RemoveOldest(xmin, old);
RemoveOldest(ymin, old);
RemoveOldest(zmin, old);
// remove oldest in descending order from max lists
RemoveOldest(xmax, old);
RemoveOldest(ymax, old);
RemoveOldest(zmax, old);
// even though not all list's counts may change just yet,
// we still decrease the true count.
Count -= 1;
}
// build total bounds from the first of each sorted list
void RecalculateTotal()
{
Vector3 min = new Vector3(xmin.Keys[0], ymin.Keys[0], zmin.Keys[0]);
Vector3 max = new Vector3(xmax.Keys[0], ymax.Keys[0], zmax.Keys[0]);
total.SetMinMax(min, max);
}
// insert new bounds into history. calculates new total bounds.
@ -41,18 +177,18 @@ public void Insert(Bounds bounds)
{
// initialize 'total' if not initialized yet.
// we don't want to call (0,0).Encapsulate(bounds).
if (history.Count == 0)
if (Count == 0)
total = bounds;
// insert and encapsulate the new bounds
history.Enqueue(bounds);
Enqueue(bounds);
total.Encapsulate(bounds);
// ensure history stays within limit
if (history.Count > limit)
if (Count > limit)
{
// remove oldest
history.Dequeue();
RemoveOldest();
// optimization: only recalculate every n-th removal.
// accurate enough, and N times faster.
@ -64,15 +200,20 @@ public void Insert(Bounds bounds)
// recalculate total bounds
// (only needed after removing the oldest)
total = bounds;
foreach (Bounds b in history)
total.Encapsulate(b);
RecalculateTotal();
}
}
public void Reset()
{
history.Clear();
xmin.Clear();
xmax.Clear();
ymin.Clear();
ymax.Clear();
zmin.Clear();
zmax.Clear();
Count = 0;
timestamp = 0;
total = new Bounds();
}
}

View File

@ -25,6 +25,7 @@ public static Bounds MinMax(float min, float max) =>
// Unity 2021.3 LTS, release mode: 100k; limit=8
// O(N) Queue<Bounds> implementation: 183 ms
// O(N) Queue and recalculate every 2nd: 108 ms
// sorted coords variant: 1275 ms
[Test]
[TestCase(100_000, 8, 1)]
[TestCase(100_000, 8, 2)]