private async Task <IList <ArmorSetSearchResult> > SearchArmorSetsInternal( ISolverData data, CancellationToken cancellationToken ) { if (cancellationToken.IsCancellationRequested) { return(null); } var heads = new List <IArmorPiece>(); var chests = new List <IArmorPiece>(); var gloves = new List <IArmorPiece>(); var waists = new List <IArmorPiece>(); var legs = new List <IArmorPiece>(); var allCharms = new List <ICharmLevel>(); var results = new List <ArmorSetSearchResult>(); var generator = new EquipmentCombinationGenerator( searchEquipmentsObjectPool, data.AllHeads.Where(x => x.IsSelected).Select(x => x.Equipment), data.AllChests.Where(x => x.IsSelected).Select(x => x.Equipment), data.AllGloves.Where(x => x.IsSelected).Select(x => x.Equipment), data.AllWaists.Where(x => x.IsSelected).Select(x => x.Equipment), data.AllLegs.Where(x => x.IsSelected).Select(x => x.Equipment), data.AllCharms.Where(x => x.IsSelected).Select(x => x.Equipment) ); long hh = data.AllHeads.Count(x => x.IsSelected); long cc = data.AllChests.Count(x => x.IsSelected); long gg = data.AllGloves.Count(x => x.IsSelected); long ww = data.AllWaists.Count(x => x.IsSelected); long ll = data.AllLegs.Count(x => x.IsSelected); long ch = data.AllCharms.Count(x => x.IsSelected); long combinationCount = Math.Max(hh, 1) * Math.Max(cc, 1) * Math.Max(gg, 1) * Math.Max(ww, 1) * Math.Max(ll, 1) * Math.Max(ch, 1); await Task.Yield(); var parallelOptions = new ParallelOptions { //MaxDegreeOfParallelism = 1, // to ease debugging MaxDegreeOfParallelism = Environment.ProcessorCount }; currentCombinations = 0; totalCombinations = combinationCount; ParallelLoopResult parallelResult; try { const int batchSize = 4096; using (var equipmentBatchObjectPool = new ObjectPool <EquipmentBatch>(() => EquipmentBatch.Create(batchSize))) { OrderablePartitioner <EquipmentBatch> partitioner = Partitioner.Create(generator.AllBatch(equipmentBatchObjectPool, cancellationToken), EnumerablePartitionerOptions.NoBuffering); parallelResult = Parallel.ForEach(partitioner, parallelOptions, equipmentBatch => { if (cancellationToken.IsCancellationRequested) { equipmentBatchObjectPool.PutObject(equipmentBatch); return; } for (int i = 0; i < equipmentBatch.Size; i++) { EvaluateArmorSet(equipmentBatch.Equipment[i], data, results); } equipmentBatchObjectPool.PutObject(equipmentBatch); }); } } finally { generator.Reset(); } return(results); }
private async Task <IList <ArmorSetSearchResult> > SearchArmorSetsInternal( ISolverData data, CancellationToken cancellationToken ) { if (cancellationToken.IsCancellationRequested) { return(null); } var allCharms = new List <ICharmLevel>(); if (cancellationToken.IsCancellationRequested) { return(null); } var heads = new List <IArmorPiece>(); var chests = new List <IArmorPiece>(); var gloves = new List <IArmorPiece>(); var waists = new List <IArmorPiece>(); var legs = new List <IArmorPiece>(); var test = new List <ArmorSetSearchResult>(); var generator = new EquipmentCombinationGenerator( searchEquipmentsObjectPool, data.AllHeads.Where(x => x.IsSelected).Select(x => x.Equipment), data.AllChests.Where(x => x.IsSelected).Select(x => x.Equipment), data.AllGloves.Where(x => x.IsSelected).Select(x => x.Equipment), data.AllWaists.Where(x => x.IsSelected).Select(x => x.Equipment), data.AllLegs.Where(x => x.IsSelected).Select(x => x.Equipment), data.AllCharms.Where(x => x.IsSelected).Select(x => x.Equipment) ); var sb = new StringBuilder(); long hh = data.AllHeads.Count(x => x.IsSelected); long cc = data.AllChests.Count(x => x.IsSelected); long gg = data.AllGloves.Count(x => x.IsSelected); long ww = data.AllWaists.Count(x => x.IsSelected); long ll = data.AllLegs.Count(x => x.IsSelected); long ch = data.AllCharms.Count(x => x.IsSelected); long combinationCount = Math.Max(hh, 1) * Math.Max(cc, 1) * Math.Max(gg, 1) * Math.Max(ww, 1) * Math.Max(ll, 1) * Math.Max(ch, 1); await Task.Yield(); var parallelOptions = new ParallelOptions { //MaxDegreeOfParallelism = 1, // to ease debugging MaxDegreeOfParallelism = Environment.ProcessorCount }; currentCombinations = 0; totalCombinations = combinationCount; ParallelLoopResult parallelResult; try { OrderablePartitioner <IEquipment[]> partitioner = Partitioner.Create(generator.All(cancellationToken), EnumerablePartitionerOptions.NoBuffering); parallelResult = Parallel.ForEach(partitioner, parallelOptions, equips => { if (cancellationToken.IsCancellationRequested) { searchEquipmentsObjectPool.PutObject(equips); return; } ArmorSetSearchResult searchResult = IsArmorSetMatching(data.WeaponSlots, equips, data.AllJewels, data.DesiredAbilities); Interlocked.Increment(ref currentCombinations); if (searchResult.IsMatch) { searchResult.ArmorPieces = new IArmorPiece[] { (IArmorPiece)equips[0], (IArmorPiece)equips[1], (IArmorPiece)equips[2], (IArmorPiece)equips[3], (IArmorPiece)equips[4], }; searchResult.Charm = (ICharmLevel)equips[5]; lock (test) { test.Add(searchResult); } } searchEquipmentsObjectPool.PutObject(equips); }); } finally { generator.Reset(); } return(test); }