Cut idle CPU with a busy cluster feed and many windows open
Found by tracing the app with a fake skimmer feed, a fake rigctld and eight tool windows open (about 3,500 spots on the bandmap). - Drop expired spots from the one-second spot timer instead of from each window's refresh on the UI thread. - Bandmap keeps the lists On and All return until the spots change, and Near searches only the band the frequency is in. - The Available window replaces its rows at most every two seconds, the Score window redraws at most once a second, and the Telnet list takes new lines four times a second at most (RateLimited). - The bandmap leader line pen is made once. Idle CPU in that setup went from about 33-70% of one core to about 16-25%. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -1018,6 +1018,9 @@ public sealed partial class AppSession : IDisposable
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/// put on the bandmap in one go.
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private void FlushSpots()
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{
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// here and not in the windows: it scans every spot, and it only has to
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// happen as often as this timer
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Bandmap.DropOlderThan(DateTime.UtcNow);
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List<Spot> batch;
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lock (arrivingGuard)
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{
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@@ -37,6 +37,11 @@ public sealed partial class AvailableWindow : RefreshableWindow
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private readonly AppSession session;
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private readonly Action<Frequency, string> tune;
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private readonly DispatcherTimer timer = new() { Interval = TimeSpan.FromSeconds(1) };
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private readonly RateLimited limited;
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/// What the entry window's changes ask for. The window's own controls and
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/// its timer call `Refresh` directly.
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public override void RefreshFromSession() => limited.Request();
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/// The bands a click in the summary table limits the list to. Empty is
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/// every band.
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@@ -77,10 +82,16 @@ public sealed partial class AvailableWindow : RefreshableWindow
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Spots.PointerExited += (_, _) => Resume();
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Spots.LoadingRow += (_, e) => Paint(e.Row);
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Spots.ContextMenu = BuildMenu();
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Coalesced changed = new(Refresh);
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EventHandler spotsChanged = (_, _) => changed.Request();
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// replacing the grid's rows is the dearest thing this window does, and
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// spots arrive and the radio moves many times a second
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limited = new RateLimited(TimeSpan.FromSeconds(2), Refresh);
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EventHandler spotsChanged = (_, _) => limited.Request();
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session.Bandmap.Changed += spotsChanged;
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Closed += (_, _) => session.Bandmap.Changed -= spotsChanged;
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Closed += (_, _) =>
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{
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session.Bandmap.Changed -= spotsChanged;
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limited.Cancel();
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};
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timer.Tick += (_, _) => OnTick();
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timer.Start();
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Closed += (_, _) => timer.Stop();
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@@ -277,7 +288,6 @@ public sealed partial class AvailableWindow : RefreshableWindow
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Frequency? tuned = session.Position?.Frequency;
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IReadOnlyList<ModeCategory> contestModes = session.Position?.Contest.Modes ?? [];
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bool summaryShown = Summary.IsVisible;
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bandmap.DropOlderThan(now);
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IReadOnlyList<AvailableStation> all = await available.AllAsync();
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Computed computed = await Task.Run(() => Compute(all, now, settings, plan, bandmap, picked, tuned, contestModes, summaryShown));
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if (again)
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@@ -199,7 +199,7 @@ public sealed class BandmapView : Control
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{
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IBrush colour = ColourOf(label.Spot);
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context.DrawLine(
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new Pen(Opaque(ink, 0.55), 1),
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LeaderPen(ink),
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new Point(ScaleX + 2, label.MarkY),
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new Point(LabelX - 2, label.LabelY + (LabelHeight / 2)));
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context.DrawText(
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@@ -285,6 +285,20 @@ public sealed class BandmapView : Control
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private IBrush Foreground() =>
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this.FindResource("FormForeground") as IBrush ?? Brushes.Gray;
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private Pen? leaderPen;
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private IBrush? leaderInk;
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/// The line from the scale to a callsign. Every label has the same one.
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private Pen LeaderPen(IBrush ink)
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{
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if (leaderPen is null || !ReferenceEquals(leaderInk, ink))
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{
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leaderPen = new Pen(Opaque(ink, 0.55), 1);
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leaderInk = ink;
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}
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return leaderPen;
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}
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private readonly Dictionary<(IBrush Ink, double Opacity), IBrush> faded = [];
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/// Kept, so the same brush comes back each time and the text drawn with it
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@@ -110,7 +110,6 @@ public sealed partial class BandmapWindow : RefreshableWindow
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public override void Refresh()
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{
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session.Bandmap.DropOlderThan(DateTime.UtcNow);
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Band? band = session.Position is null ? null : Bands.ForFrequency(session.Position.Frequency);
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if (session.Position is null || band is null)
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{
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@@ -0,0 +1,62 @@
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using System.Diagnostics;
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using Avalonia.Threading;
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namespace Nonemm.App.Windows;
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/// Runs an action on the UI thread at most once in `every`. The first request
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/// after a quiet spell runs at once; the ones that follow within `every` are
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/// answered by one run when it is up. It is for windows that redraw a whole
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/// list, where following every change costs more than it shows.
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public sealed class RateLimited
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{
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private readonly TimeSpan every;
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private readonly Action action;
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private readonly DispatcherTimer timer = new();
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private readonly Coalesced onUiThread;
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private long lastRun = long.MinValue;
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private bool cancelled;
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public RateLimited(TimeSpan every, Action action)
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{
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this.every = every;
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this.action = action;
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onUiThread = new Coalesced(Ask);
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timer.Tick += (_, _) =>
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{
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timer.Stop();
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Run();
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};
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}
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/// Safe to call from any thread.
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public void Request() => onUiThread.Request();
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/// For a window that has closed.
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public void Cancel()
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{
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cancelled = true;
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timer.Stop();
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}
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private void Ask()
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{
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if (cancelled || timer.IsEnabled)
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{
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return;
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}
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TimeSpan since = lastRun == long.MinValue ? every : Stopwatch.GetElapsedTime(lastRun);
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if (since >= every)
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{
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Run();
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return;
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}
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timer.Interval = every - since;
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timer.Start();
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}
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private void Run()
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{
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lastRun = Stopwatch.GetTimestamp();
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action();
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}
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}
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@@ -11,13 +11,21 @@ public sealed partial class ScoreWindow : RefreshableWindow
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private readonly AppSession session;
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private int columnCount = 4;
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private readonly RateLimited limited;
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public ScoreWindow(AppSession session)
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{
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this.session = session;
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InitializeComponent();
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limited = new RateLimited(TimeSpan.FromSeconds(1), Refresh);
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Closed += (_, _) => limited.Cancel();
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Refresh();
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}
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/// The figures change when a contact is logged, not as the radio is tuned,
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/// so the entry window's changes redraw this at most once a second.
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public override void RefreshFromSession() => limited.Request();
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/// What the table and the total line showed last, so a refresh that
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/// changes nothing leaves the controls alone.
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@@ -43,7 +43,11 @@ public sealed partial class TelnetWindow : RefreshableWindow
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LoadClusters();
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LoadFilters();
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Listen(session.Cluster);
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Closed += (_, _) => Forget(session.Cluster);
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Closed += (_, _) =>
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{
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Forget(session.Cluster);
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flushWaiting?.Cancel();
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};
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Refresh();
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}
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@@ -150,12 +154,12 @@ public sealed partial class TelnetWindow : RefreshableWindow
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private void Show(string line, IBrush? colour, bool strong = false) => Dispatcher.UIThread.Post(() =>
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{
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waiting.Add((line, colour, strong));
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flushWaiting ??= new Coalesced(AddWaiting);
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flushWaiting ??= new RateLimited(TimeSpan.FromMilliseconds(250), AddWaiting);
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flushWaiting.Request();
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});
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private readonly List<(string Line, IBrush? Colour, bool Strong)> waiting = [];
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private Coalesced? flushWaiting;
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private RateLimited? flushWaiting;
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private void AddWaiting()
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{
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@@ -20,6 +20,13 @@ public sealed class Bandmap
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private readonly Lock guard = new();
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private readonly Func<DateTime> clock;
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/// The lists `On` and `All` hand out, kept until the next change. The
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/// windows ask on every refresh, a refresh can come many times a second
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/// while the spots change once a second, and each answer is a scan and a
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/// sort of every spot.
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private readonly Dictionary<Band, IReadOnlyList<Spot>> onBand = [];
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private IReadOnlyList<Spot>? everything;
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public Bandmap(TimeSpan? lifetime = null, Func<DateTime>? clock = null)
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{
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Lifetime = lifetime ?? TimeSpan.FromHours(1);
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@@ -43,6 +50,7 @@ public sealed class Bandmap
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{
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spots[key] = spot;
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arrived[key] = clock();
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Forget();
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}
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Changed?.Invoke(this, EventArgs.Empty);
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}
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@@ -61,6 +69,7 @@ public sealed class Bandmap
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arrived[key] = clock();
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added++;
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}
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Forget();
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}
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if (added > 0)
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{
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@@ -76,6 +85,7 @@ public sealed class Bandmap
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{
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arrived.Remove(key);
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removed = spots.Remove(key);
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Forget();
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}
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if (removed)
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{
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@@ -99,6 +109,10 @@ public sealed class Bandmap
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arrived.Remove(key);
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}
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dropped = stale.Count;
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if (dropped > 0)
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{
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Forget();
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}
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}
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if (dropped > 0)
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{
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@@ -119,14 +133,26 @@ public sealed class Bandmap
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}
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}
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/// Called under the lock by everything that changes the spots.
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private void Forget()
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{
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onBand.Clear();
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everything = null;
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}
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public IReadOnlyList<Spot> On(Band band)
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{
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lock (guard)
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{
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return spots.Values
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.Where(s => s.Band == band)
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.OrderBy(s => s.Frequency.Hertz)
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.ToList();
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if (!onBand.TryGetValue(band, out IReadOnlyList<Spot>? found))
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{
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found = spots.Values
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.Where(s => s.Band == band)
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.OrderBy(s => s.Frequency.Hertz)
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.ToList();
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onBand[band] = found;
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}
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return found;
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}
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}
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@@ -134,7 +160,7 @@ public sealed class Bandmap
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{
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lock (guard)
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{
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return spots.Values.OrderBy(s => s.Frequency.Hertz).ToList();
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return everything ??= spots.Values.OrderBy(s => s.Frequency.Hertz).ToList();
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}
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}
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@@ -146,7 +172,12 @@ public sealed class Bandmap
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{
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Spot? best = null;
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long bestDistance = long.MaxValue;
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foreach (Spot spot in spots.Values)
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// only the band the frequency is in is searched, which is a few
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// hundred spots rather than all of them
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IEnumerable<Spot> candidates = Bands.ForFrequency(frequency) is { } band
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? On(band)
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: spots.Values;
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foreach (Spot spot in candidates)
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{
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long distance = Math.Abs(spot.Frequency.Hertz - frequency.Hertz);
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if (distance <= window.Hertz && distance < bestDistance)
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Block a user