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queue_channel.go
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70 lines (59 loc) · 1.22 KB
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package main
import (
"sync"
)
type node[T any] struct {
prev *node[T]
item T
next *node[T]
}
type QueueChannel[T any] struct {
lock sync.Mutex
cond *sync.Cond
head *node[T]
tail *node[T]
}
func NewQueueChannel[T any]() *QueueChannel[T] {
this := &QueueChannel[T]{}
this.cond = sync.NewCond(&this.lock)
return this
}
func (qc *QueueChannel[T]) Push(item T) {
// Synchronization
qc.lock.Lock()
defer qc.lock.Unlock()
// Add new item to the head of the list
new_node := &node[T]{prev: nil, item: item, next: nil}
if qc.head == nil {
// Edge case where queue is empty
qc.head = new_node
qc.tail = new_node
} else {
// General Case
new_node.next = qc.head
qc.head.prev = new_node
qc.head = new_node
}
// Wake a go routine trying to call Pop()
qc.cond.Signal()
}
func (qc *QueueChannel[T]) Pop() T {
// Synchronization
qc.lock.Lock()
defer qc.lock.Unlock()
// Edge case where queue is empty: release lock and wait for new items
for qc.head == nil {
qc.cond.Wait()
}
// Edge case where queue is only one element
if qc.tail == qc.head {
item := qc.tail.item
qc.head, qc.tail = nil, nil
return item
}
// General Case
item := qc.tail.item
qc.tail = qc.tail.prev
qc.tail.next = nil
return item
}