Job system priorities, async waits, parallel map/queue
Major refactor: - Add job priority tiers and async wait APIs to IJobScheduler - Implement priority-based job queues and scheduling logic - Introduce UnsafeParallelHashMap and refactor UnsafeParallelQueue - Refactor UnsafeSlotMap to chunked storage for scalability - Update SlotMap/ConcurrentSlotMap for consistency and perf - Add new benchmarks and unit tests for parallel collections - Misc: add MemoryUtility.AlignUp, version bumps, test improvements, bug fixes
This commit is contained in:
@@ -1,7 +1,5 @@
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections.Contracts;
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using Misaki.HighPerformance.LowLevel.Utilities;
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using System.Collections;
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using System.Diagnostics;
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using System.Diagnostics.CodeAnalysis;
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using System.Runtime.CompilerServices;
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@@ -43,19 +41,38 @@ internal class UnsafeSlotMapDebugView<T>
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public unsafe struct UnsafeSlotMap<T> : IUnsafeCollection<T>
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where T : unmanaged
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{
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private struct SlotEntry
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{
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public T value;
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public int generation;
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}
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private const int _CHUNK_SHIFT = 8;
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private const int _CHUNK_SIZE = 1 << _CHUNK_SHIFT;
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private const int _CHUNK_MASK = _CHUNK_SIZE - 1;
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public ref struct Enumerator
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{
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private ref UnsafeSlotMap<T> _collection;
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private int _currentIndex;
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public readonly ref T Current => ref _collection._data[_currentIndex];
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public Enumerator(ref UnsafeSlotMap<T> collection)
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{
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_collection = ref collection;
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_currentIndex = -1;
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}
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public readonly ref T Current
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{
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get
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{
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var chunks = _collection._chunks;
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var chunkIdx = _currentIndex >> _CHUNK_SHIFT;
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var localIdx = _currentIndex & _CHUNK_MASK;
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return ref chunks[chunkIdx][localIdx].value;
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}
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}
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public bool MoveNext()
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{
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_currentIndex = _collection._validBits.NextSetBit(_currentIndex + 1);
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@@ -68,18 +85,20 @@ public unsafe struct UnsafeSlotMap<T> : IUnsafeCollection<T>
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}
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}
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private UnsafeArray<T> _data;
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private UnsafeArray<int> _generations;
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private UnsafeArray<UnsafeArray<SlotEntry>> _chunks;
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private UnsafeQueue<int> _freeSlots;
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private UnsafeBitSet _validBits;
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private AllocationHandle _handle;
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private AllocationOption _allocationOption;
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private int _count;
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private int _capacity;
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private int _nextSlotIndex;
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public readonly int Count => _count;
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public readonly int Capacity => _capacity;
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public readonly bool IsCreated => _data.IsCreated && _generations.IsCreated && _freeSlots.IsCreated && _validBits.IsCreated;
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public readonly bool IsCreated => _chunks.IsCreated && _freeSlots.IsCreated && _validBits.IsCreated;
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/// <summary>
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/// Initializes a new instance of UnsafeSlotMap with a default size of 1 and a persistent allocation handle.
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@@ -104,19 +123,34 @@ public unsafe struct UnsafeSlotMap<T> : IUnsafeCollection<T>
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throw new ArgumentOutOfRangeException(nameof(capacity), "Capacity must be greater than zero.");
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}
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_data = new UnsafeArray<T>(capacity, handle, allocationOption);
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_generations = new UnsafeArray<int>(capacity, handle, allocationOption);
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_handle = handle;
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_allocationOption = allocationOption;
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var initialChunks = (capacity + _CHUNK_MASK) / _CHUNK_SIZE;
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if (initialChunks == 0)
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initialChunks = 1;
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_capacity = initialChunks * _CHUNK_SIZE;
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_chunks = new UnsafeArray<UnsafeArray<SlotEntry>>(initialChunks, handle, allocationOption);
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for (var i = 0; i < initialChunks; i++)
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{
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_chunks[i] = new UnsafeArray<SlotEntry>(_CHUNK_SIZE, handle, allocationOption);
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if (!allocationOption.HasFlag(AllocationOption.Clear))
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{
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_chunks[i].AsSpan().Clear();
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}
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}
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_freeSlots = new UnsafeQueue<int>(capacity, handle, allocationOption);
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_validBits = new UnsafeBitSet(capacity, handle, allocationOption);
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_validBits = new UnsafeBitSet(_capacity, handle, allocationOption);
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if (!allocationOption.HasFlag(AllocationOption.Clear))
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{
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_generations.AsSpan().Clear();
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_validBits.ClearAll();
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}
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_count = 0;
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_capacity = capacity;
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_nextSlotIndex = 0;
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}
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/// <summary>
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@@ -139,6 +173,33 @@ public unsafe struct UnsafeSlotMap<T> : IUnsafeCollection<T>
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return new Enumerator(ref this);
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}
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[MethodImpl(MethodImplOptions.NoInlining)]
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private void EnsureChunkExists(int requiredChunkIndex)
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{
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if (requiredChunkIndex < _chunks.Length)
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return;
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var newChunkCount = _chunks.Length;
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while (newChunkCount <= requiredChunkIndex)
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{
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newChunkCount *= 2;
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}
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_chunks.Resize(newChunkCount, _allocationOption);
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for (var i = _capacity / _CHUNK_SIZE; i < newChunkCount; i++)
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{
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_chunks[i] = new UnsafeArray<SlotEntry>(_CHUNK_SIZE, _handle, _allocationOption);
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if (!_allocationOption.HasFlag(AllocationOption.Clear))
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{
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_chunks[i].AsSpan().Clear();
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}
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}
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_capacity = newChunkCount * _CHUNK_SIZE;
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_validBits.Resize(_capacity, _allocationOption);
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}
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/// <summary>
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/// Adds the specified item to the collection and returns the index of the slot where it was stored.
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/// </summary>
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@@ -147,28 +208,40 @@ public unsafe struct UnsafeSlotMap<T> : IUnsafeCollection<T>
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/// <returns>The index of the slot in which the item was stored.</returns>
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public int Add(T item, out int generation)
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{
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if (_count >= _capacity)
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if (_freeSlots.Count > 0)
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{
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Resize(Math.Max(1, _capacity * 2));
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var slotIndex = _freeSlots.Dequeue();
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var chunkIdx = slotIndex >> _CHUNK_SHIFT;
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var localIdx = slotIndex & _CHUNK_MASK;
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ref var slot = ref _chunks[chunkIdx][localIdx];
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generation = slot.generation;
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slot.value = item;
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_validBits.SetBit(slotIndex);
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_count++;
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return slotIndex;
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}
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int index;
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if (_freeSlots.Count == 0)
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var newSlotIndex = _nextSlotIndex++;
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var newChunkIdx = newSlotIndex >> _CHUNK_SHIFT;
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var newLocalIdx = newSlotIndex & _CHUNK_MASK;
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if (newChunkIdx >= _chunks.Length)
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{
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index = _count;
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}
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else
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{
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index = _freeSlots.Dequeue();
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EnsureChunkExists(newChunkIdx);
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}
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_data[index] = item;
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_validBits.SetBit(index);
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ref var newSlot = ref _chunks[newChunkIdx][newLocalIdx];
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newSlot.value = item;
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newSlot.generation = 0;
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_validBits.SetBit(newSlotIndex);
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generation = 0;
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_count++;
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generation = _generations[index];
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return index;
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return newSlotIndex;
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}
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/// <summary>
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@@ -181,23 +254,32 @@ public unsafe struct UnsafeSlotMap<T> : IUnsafeCollection<T>
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public bool Remove(int slotIndex, int generation, out T item)
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{
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item = default;
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if (slotIndex < 0 || slotIndex >= _capacity)
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if (slotIndex < 0)
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{
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return false;
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}
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ref var gen = ref _generations[slotIndex];
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if (gen != generation)
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var chunkIdx = slotIndex >> _CHUNK_SHIFT;
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var localIdx = slotIndex & _CHUNK_MASK;
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if (chunkIdx >= _chunks.Length)
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{
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return false;
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}
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item = _data[slotIndex];
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ref var slot = ref _chunks[chunkIdx][localIdx];
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gen++;
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if (!_validBits.IsSet(slotIndex) || slot.generation != generation)
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{
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return false;
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}
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slot.generation++;
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_validBits.ClearBit(slotIndex);
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_freeSlots.Enqueue(slotIndex);
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item = slot.value;
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slot.value = default;
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_freeSlots.Enqueue(slotIndex);
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_count--;
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return true;
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@@ -223,17 +305,8 @@ public unsafe struct UnsafeSlotMap<T> : IUnsafeCollection<T>
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/// <returns>true if the slot at the specified index is valid and its Generation matches the specified value; otherwise, false.</returns>
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public readonly bool Contains(int slotIndex, int generation)
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{
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if (slotIndex < 0 || slotIndex >= _capacity)
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{
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return false;
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}
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if (_validBits.IsSet(slotIndex) && _generations[slotIndex] == generation)
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{
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return true;
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}
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return false;
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GetElementReferenceAt(slotIndex, generation, out var exist);
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return exist;
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}
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/// <summary>
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@@ -247,14 +320,17 @@ public unsafe struct UnsafeSlotMap<T> : IUnsafeCollection<T>
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/// <returns>true if the element at the specified slot index and Generation is found; otherwise, false.</returns>
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public readonly bool TryGetElementAt(int slotIndex, int generation, out T value)
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{
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if (!Contains(slotIndex, generation))
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ref var val = ref GetElementReferenceAt(slotIndex, generation, out var exist);
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if (exist)
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{
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value = val;
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return true;
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}
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else
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{
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value = default;
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return false;
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}
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value = _data[slotIndex];
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return true;
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}
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/// <summary>
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@@ -267,12 +343,12 @@ public unsafe struct UnsafeSlotMap<T> : IUnsafeCollection<T>
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/// <exception cref="InvalidOperationException">Thrown when the specified slot is not occupied or the Generation does not match.</exception>
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public readonly T GetElementAt(int slotIndex, int generation)
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{
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if (!Contains(slotIndex, generation))
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if (!TryGetElementAt(slotIndex, generation, out var value))
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{
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throw new InvalidOperationException("The specified slot is not occupied or the generation does not match.");
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}
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return _data[slotIndex];
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return value;
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}
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/// <summary>
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@@ -283,50 +359,83 @@ public unsafe struct UnsafeSlotMap<T> : IUnsafeCollection<T>
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/// <param name="generation">The expected Generation value for the slot. Used to verify that the slot has not been recycled or replaced.</param>
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/// <param name="exist">When this method returns, contains <see langword="true"/> if a valid element exists at the specified slot and Generation; otherwise, <see langword="false"/>.</param>
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/// <returns>A reference to the element of type <typeparamref name="T"/> at the specified slot and Generation if it exists; otherwise, a null reference.</returns>
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public ref T GetElementReferenceAt(int slotIndex, int generation, out bool exist)
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public readonly ref T GetElementReferenceAt(int slotIndex, int generation, out bool exist)
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{
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if (!Contains(slotIndex, generation))
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if (slotIndex < 0)
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{
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exist = false;
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return ref Unsafe.NullRef<T>();
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}
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exist = true;
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return ref _data[slotIndex];
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var chunkIdx = slotIndex >> _CHUNK_SHIFT;
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var localIdx = slotIndex & _CHUNK_MASK;
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if (chunkIdx >= _chunks.Length)
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{
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exist = false;
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return ref Unsafe.NullRef<T>();
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}
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ref var slot = ref _chunks[chunkIdx][localIdx];
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if (_validBits.IsSet(slotIndex) && slot.generation == generation)
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{
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exist = true;
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return ref slot.value;
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}
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exist = false;
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return ref Unsafe.NullRef<T>();
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}
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public void Resize(int newSize, AllocationOption option = AllocationOption.None)
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{
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_data.Resize(newSize, option);
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_generations.Resize(newSize, option | AllocationOption.Clear);
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var requiredChunkIndex = (newSize + _CHUNK_MASK) / _CHUNK_SIZE - 1;
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EnsureChunkExists(requiredChunkIndex);
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_freeSlots.Resize(newSize, option);
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_validBits.Resize(newSize, option);
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_capacity = newSize;
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}
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public void Clear()
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{
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_generations.Clear();
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for (var i = 0; i < _chunks.Length; i++)
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{
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if (_chunks[i].IsCreated)
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{
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var chunk = _chunks[i];
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for (var slot = 0; slot < _CHUNK_SIZE; slot++)
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{
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chunk[slot].generation = 0;
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chunk[slot].value = default;
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}
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}
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}
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_freeSlots.Clear();
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_validBits.ClearAll();
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_count = 0;
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_nextSlotIndex = 0;
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}
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public readonly void* GetUnsafePtr()
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{
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return (T*)_data.GetUnsafePtr();
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return null;
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}
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public void Dispose()
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{
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_data.Dispose();
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_generations.Dispose();
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for (var i = 0; i < _chunks.Length; i++)
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{
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if (_chunks[i].IsCreated)
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{
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_chunks[i].Dispose();
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}
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}
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_chunks.Dispose();
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_freeSlots.Dispose();
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_validBits.Dispose();
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_count = 0;
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_capacity = 0;
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_nextSlotIndex = 0;
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}
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}
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