diff --git a/Solver/Crafty/ActionSet.cs b/Solver/Crafty/ActionSet.cs index acca247..8494fe6 100644 --- a/Solver/Crafty/ActionSet.cs +++ b/Solver/Crafty/ActionSet.cs @@ -9,19 +9,37 @@ public struct ActionSet { private uint bits; + [Pure] [MethodImpl(MethodImplOptions.AggressiveInlining)] private static int FromAction(ActionType action) => Simulator.AcceptedActionsLUT[(byte)action]; + [Pure] [MethodImpl(MethodImplOptions.AggressiveInlining)] private static ActionType ToAction(int index) => Simulator.AcceptedActions[index]; + [Pure] + [MethodImpl(MethodImplOptions.AggressiveInlining)] + private static uint ToMask(ActionType action) => 1u << (FromAction(action) + 1); + // Return true if action was newly added and not there before. [MethodImpl(MethodImplOptions.AggressiveInlining)] - public void AddAction(ActionType action) => bits |= 1u << (FromAction(action) + 1); + public bool AddAction(ActionType action) + { + var mask = ToMask(action); + var old = Interlocked.Or(ref bits, mask); + return (old & mask) == 0; + } + + // Return true if action was newly removed and not already gone. [MethodImpl(MethodImplOptions.AggressiveInlining)] - public void RemoveAction(ActionType action) => bits &= ~(1u << (FromAction(action) + 1)); + public bool RemoveAction(ActionType action) + { + var mask = ToMask(action); + var old = Interlocked.And(ref bits, ~mask); + return (old & mask) != 0; + } [Pure] [MethodImpl(MethodImplOptions.AggressiveInlining)] - public readonly bool HasAction(ActionType action) => (bits & (1u << (FromAction(action) + 1))) != 0; + public readonly bool HasAction(ActionType action) => (bits & ToMask(action)) != 0; [Pure] [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly ActionType ElementAt(int index) => ToAction(Intrinsics.NthBitSet(bits, index) - 1); @@ -29,6 +47,9 @@ public struct ActionSet [Pure] public readonly int Count => BitOperations.PopCount(bits); + [Pure] + public readonly bool IsEmpty => bits == 0; + [MethodImpl(MethodImplOptions.AggressiveInlining)] //public readonly ActionType SelectRandom(Random random) => ElementAt(random.Next(Count)); public readonly ActionType SelectRandom(Random random) => First(); diff --git a/Solver/Crafty/SimulationNode.cs b/Solver/Crafty/SimulationNode.cs index 6b0dcba..e66ad23 100644 --- a/Solver/Crafty/SimulationNode.cs +++ b/Solver/Crafty/SimulationNode.cs @@ -27,7 +27,7 @@ public struct SimulationNode } public static CompletionState GetCompletionState(CompletionState simCompletionState, ActionSet actions) => - actions.Count == 0 && simCompletionState == CompletionState.Incomplete ? + actions.IsEmpty && simCompletionState == CompletionState.Incomplete ? CompletionState.NoMoreActions : simCompletionState;