Fix concurrency deadlock
I'm stupid and forgot it divided the number of iterations by 8, no wonder it was so fast lmao
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@@ -1,68 +1,11 @@
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using System.Diagnostics.Contracts;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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namespace Craftimizer.Solver.Crafty;
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public sealed class ArenaNode<T> where T : struct
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{
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// Adapted from https://github.com/dtao/ConcurrentList/blob/4fcf1c76e93021a41af5abb2d61a63caeba2adad/ConcurrentList/ConcurrentList.cs
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public struct ChildBuffer
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{
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// Technically 25, but it's very unlikely to actually get to there.
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// The benchmark reaches 20 at most, but here we have a little leeway just in case.
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private const int MaxSize = 24;
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private static int BatchSize = Vector<float>.Count;
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private static int BatchSizeBits = int.Log2(BatchSize);
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private static int BatchSizeMask = BatchSize - 1;
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private static int BatchCount = MaxSize / BatchSize;
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public ArenaNode<T>[][] Data;
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private int index; // Unused in single threaded workload
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private int count;
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public readonly int Count => count;
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public void AddConcurrent(ArenaNode<T> node)
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{
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if (Data == null)
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Interlocked.CompareExchange(ref Data, new ArenaNode<T>[BatchCount][], null);
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var idx = Interlocked.Increment(ref index) - 1;
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var (arrayIdx, subIdx) = GetArrayIndex(idx);
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if (Data[arrayIdx] == null)
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Interlocked.CompareExchange(ref Data[arrayIdx], new ArenaNode<T>[BatchSize], null);
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Data[arrayIdx][subIdx] = node;
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Interlocked.Increment(ref count);
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}
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public void Add(ArenaNode<T> node)
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{
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Data ??= new ArenaNode<T>[BatchCount][];
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var idx = count++;
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var (arrayIdx, subIdx) = GetArrayIndex(idx);
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Data[arrayIdx] ??= new ArenaNode<T>[BatchSize];
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Data[arrayIdx][subIdx] = node;
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}
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static (int arrayIdx, int subIdx) GetArrayIndex(int idx) =>
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(idx >> BatchSizeBits, idx & BatchSizeMask);
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}
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public T State;
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public ChildBuffer Children;
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public ArenaBuffer<ArenaNode<T>> Children;
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public readonly ArenaNode<T>? Parent;
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public ArenaNode(T state, ArenaNode<T>? parent = null)
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