package fusenrender import ( "bytes" "container/heap" "sync" ) // An Slice is something we manage in a priority queue. type Slice[T any] struct { Key []byte // 键 Value *T // 值 // 索引是在容器中的位置 index int } type PriorityQueue[T any] struct { Queue HeapSlice[T] mu sync.Mutex } func (pq *PriorityQueue[T]) Empty() bool { pq.mu.Lock() defer pq.mu.Unlock() return len(pq.Queue) == 0 } func (pq *PriorityQueue[T]) Size() int64 { pq.mu.Lock() defer pq.mu.Unlock() return int64(pq.Queue.Len()) } func (pq *PriorityQueue[T]) Push(x *Slice[T]) { pq.mu.Lock() defer pq.mu.Unlock() heap.Push(&pq.Queue, x) } func (pq *PriorityQueue[T]) Pop() *T { pq.mu.Lock() defer pq.mu.Unlock() if pq.Queue.Len() == 0 { return nil } return heap.Pop(&pq.Queue).(*T) } func NewPriorityQueue[T any]() *PriorityQueue[T] { return &PriorityQueue[T]{ Queue: make(HeapSlice[T], 0), } } // A PriorityQueue implements heap.Interface and holds Items. type HeapSlice[T any] []*Slice[T] func (pq HeapSlice[T]) Len() int { return len(pq) } func (pq HeapSlice[T]) Less(i, j int) bool { // 使用字节数组键比较 return bytes.Compare(pq[i].Key, pq[j].Key) < 0 } func (pq HeapSlice[T]) Swap(i, j int) { pq[i], pq[j] = pq[j], pq[i] pq[i].index = i pq[j].index = j } func (pq *HeapSlice[T]) Push(x any) { n := len(*pq) item := x.(*Slice[T]) item.index = n *pq = append(*pq, item) } func (pq *HeapSlice[T]) Pop() any { old := *pq n := len(old) item := old[n-1] old[n-1] = nil item.index = -1 *pq = old[0 : n-1] return item.Value } // 这样就可以支持基于[]byte键的优先队列操作了