Try to eke out a little more speed
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5401d2d8e9
commit
fd8b445482
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@ -9,11 +9,12 @@ public class Turn {
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private final static AtomicLong nextHandle = new AtomicLong(0);
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private final Actor _actor;
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private Actor _pendingTarget = null;
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private List<Consumer<Turn>> _pendingQ = null;
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private Map<Actor, List<Consumer<Turn>>> _pending = null;
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private boolean _complete = false;
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private Actor _pendingTarget = null;
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private Consumer<Turn>[] _pendingQ = null;
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private Map<Actor, List<Consumer<Turn>>> _pending = null;
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public static void forActor(Actor a, Consumer<Turn> f) {
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a.execute(() -> Turn._forActor(a, f));
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}
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@ -49,31 +50,34 @@ public class Turn {
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var q = _pendingQ;
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_pendingTarget = null;
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_pendingQ = null;
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ac.execute(() -> Turn.forActor(ac, t -> q.forEach(f -> f.accept(t))));
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ac.execute(() -> Turn.forActor(ac, t -> {
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for (var f : q) if (f != null) f.accept(t);
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}));
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}
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_complete = true;
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}
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private static LinkedList<Consumer<Turn>> singletonList(Consumer<Turn> action) {
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var q = new LinkedList<Consumer<Turn>>();
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q.add(action);
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return q;
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}
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private void enqueue(Actor target, Consumer<Turn> action) {
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if (_complete) throw new IllegalStateException("Attempt to reuse a committed Turn");
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if (_pending == null) {
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if (_pendingTarget == null) {
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_pendingTarget = target;
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_pendingQ = singletonList(action);
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@SuppressWarnings("unchecked")
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var q = (Consumer<Turn>[]) new Consumer<?>[3];
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_pendingQ = q;
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_pendingQ[0] = action;
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return;
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}
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if (_pendingTarget == target) {
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_pendingQ.add(action);
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return;
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if (_pendingQ[1] == null) { _pendingQ[1] = action; return; }
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if (_pendingQ[2] == null) { _pendingQ[2] = action; return; }
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}
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_pending = new HashMap<>();
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_pending.put(_pendingTarget, _pendingQ);
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var q = new LinkedList<Consumer<Turn>>();
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_pending.put(_pendingTarget, q);
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q.add(_pendingQ[0]);
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if (_pendingQ[1] != null) q.add(_pendingQ[1]);
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if (_pendingQ[2] != null) q.add(_pendingQ[2]);
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_pendingTarget = null;
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_pendingQ = null;
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}
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