VictoriaMetrics/vendor/github.com/bboreham/go-loser/tree.go
2024-02-24 03:22:39 +02:00

153 lines
3.9 KiB
Go

// Loser tree, from https://en.wikipedia.org/wiki/K-way_merge_algorithm#Tournament_Tree
package loser
import "golang.org/x/exp/constraints"
type Value constraints.Ordered
type Sequence[E Value] interface {
At() E // Returns the current value.
Next() bool // Advances and returns true if there is a value at this new position.
}
func New[E Value, S Sequence[E]](sequences []S, maxVal E) *Tree[E, S] {
nSequences := len(sequences)
t := Tree[E, S]{
maxVal: maxVal,
nodes: make([]node[E, S], nSequences*2),
}
for i, s := range sequences {
t.nodes[i+nSequences].items = s
t.moveNext(i + nSequences) // Must call Next on each item so that At() has a value.
}
if nSequences > 0 {
t.nodes[0].index = -1 // flag to be initialized on first call to Next().
}
return &t
}
// Call the close function on all sequences that are still open.
func (t *Tree[E, S]) Close() {
for _, e := range t.nodes[len(t.nodes)/2 : len(t.nodes)] {
if e.index == -1 {
continue
}
}
}
// A loser tree is a binary tree laid out such that nodes N and N+1 have parent N/2.
// We store M leaf nodes in positions M...2M-1, and M-1 internal nodes in positions 1..M-1.
// Node 0 is a special node, containing the winner of the contest.
type Tree[E Value, S Sequence[E]] struct {
maxVal E
nodes []node[E, S]
}
type node[E Value, S Sequence[E]] struct {
index int // This is the loser for all nodes except the 0th, where it is the winner.
value E // Value copied from the loser node, or winner for node 0.
items S // Only populated for leaf nodes.
}
func (t *Tree[E, S]) moveNext(index int) bool {
n := &t.nodes[index]
if n.items.Next() {
n.value = n.items.At()
return true
}
n.value = t.maxVal
n.index = -1
return false
}
func (t *Tree[E, S]) Winner() S {
return t.nodes[t.nodes[0].index].items
}
func (t *Tree[E, S]) At() E {
return t.nodes[0].value
}
func (t *Tree[E, S]) Next() bool {
nodes := t.nodes
if len(nodes) == 0 {
return false
}
if nodes[0].index == -1 { // If tree has not been initialized yet, do that.
t.initialize()
return nodes[nodes[0].index].index != -1
}
if nodes[nodes[0].index].index == -1 { // already exhausted
return false
}
t.moveNext(nodes[0].index)
t.replayGames(nodes[0].index)
return nodes[nodes[0].index].index != -1
}
// Current winner has been advanced independently; fix up the loser tree.
func (t *Tree[E, S]) Fix(closed bool) {
nodes := t.nodes
cur := &nodes[nodes[0].index]
if closed {
cur.value = t.maxVal
cur.index = -1
} else {
cur.value = cur.items.At()
}
t.replayGames(nodes[0].index)
}
func (t *Tree[E, S]) IsEmpty() bool {
nodes := t.nodes
if nodes[0].index == -1 { // If tree has not been initialized yet, do that.
t.initialize()
}
return nodes[nodes[0].index].index == -1
}
func (t *Tree[E, S]) initialize() {
winner := t.playGame(1)
t.nodes[0].index = winner
t.nodes[0].value = t.nodes[winner].value
}
// Find the winner at position pos; if it is a non-leaf node, store the loser.
// pos must be >= 1 and < len(t.nodes)
func (t *Tree[E, S]) playGame(pos int) int {
nodes := t.nodes
if pos >= len(nodes)/2 {
return pos
}
left := t.playGame(pos * 2)
right := t.playGame(pos*2 + 1)
var loser, winner int
if nodes[left].value < nodes[right].value {
loser, winner = right, left
} else {
loser, winner = left, right
}
nodes[pos].index = loser
nodes[pos].value = nodes[loser].value
return winner
}
// Starting at pos, which is a winner, re-consider all values up to the root.
func (t *Tree[E, S]) replayGames(pos int) {
nodes := t.nodes
winningValue := nodes[pos].value
for n := parent(pos); n != 0; n = parent(n) {
node := &nodes[n]
if node.value < winningValue {
// Record pos as the loser here, and the old loser is the new winner.
node.index, pos = pos, node.index
node.value, winningValue = winningValue, node.value
}
}
// pos is now the winner; store it in node 0.
nodes[0].index = pos
nodes[0].value = winningValue
}
func parent(i int) int { return i >> 1 }