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schedule.go
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schedule.go
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package internal
func (graph *Graph[E]) Scheduling() (todo <-chan []*GraphVertex[E], done chan<- []*GraphVertex[E]) {
todoCh := make(chan []*GraphVertex[E], 1+graph.ScheduleNum/2)
doneCh := make(chan []*GraphVertex[E], 1+graph.ScheduleNum/2)
graph.Lock()
graph.reset()
go func() {
defer graph.Unlock()
if graph.SerialGroups == nil {
graph.Optimize()
}
if len(graph.Heads) == 0 {
close(todoCh)
return
}
for _, vertex := range graph.Heads {
group := graph.SerialGroups[vertex.Name]
if group == nil {
group = append(group, vertex)
}
for _, v := range group {
v.Status = StatusDoing
}
graph.DoingMap[vertex.Name] = struct{}{}
todoCh <- group
}
for group := range doneCh {
if len(group) == 0 {
continue
}
for _, v := range group {
v.Status = StatusDone
}
groupHead, groupTail := group[0], group[len(group)-1]
delete(graph.DoingMap, groupHead.Name)
nextGroups, allDone := graph.findTodo(groupTail)
if allDone {
close(todoCh)
return
} else {
for i := range nextGroups {
for _, group := range nextGroups {
if len(group) == 0 {
continue
}
for _, v := range group {
v.Status = StatusDoing
}
graph.DoingMap[group[0].Name] = struct{}{}
}
todoCh <- nextGroups[i]
}
}
}
close(todoCh)
}()
return todoCh, doneCh
}
func (graph *Graph[E]) reset() {
for _, v := range graph.Heads {
graph.resetVertexStatus(v)
}
if graph.DoingMap == nil {
graph.DoingMap = map[string]struct{}{}
} else {
clear(graph.DoingMap)
}
}
func (graph *Graph[E]) resetVertexStatus(vertex *GraphVertex[E]) {
vertex.Status = StatusTodo
for _, v := range vertex.Next {
graph.resetVertexStatus(v)
}
}
func (graph *Graph[E]) findTodo(doneVertex *GraphVertex[E]) ([][]*GraphVertex[E], bool) {
var vertexGroups [][]*GraphVertex[E]
if doneVertex != nil {
for i, next := range doneVertex.Next {
if next.Status == StatusDoing {
continue
}
var notReady bool
for _, dep := range next.Dependencies {
if dep.Status != StatusDone {
notReady = true
}
}
if !notReady {
var serialGroup []*GraphVertex[E]
if graph.SerialGroups != nil {
serialGroup = graph.SerialGroups[doneVertex.Next[i].Name]
}
if serialGroup != nil {
vertexGroups = append(vertexGroups, serialGroup)
} else {
vertexGroups = append(vertexGroups, []*GraphVertex[E]{doneVertex.Next[i]})
}
}
}
}
if len(vertexGroups) == 0 && len(graph.DoingMap) == 0 {
return vertexGroups, true
}
return vertexGroups, false
}