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using System.Collections;
using System.Collections.Generic;
namespace UnityEngine.Perception.Randomization.Randomizers
{
/// <summary>
/// This collection has the properties of a HashSet that also preserves insertion order. As such, this data
/// structure demonstrates the following time complexities:
/// O(1) lookup, O(1) insertion, O(1) removal, and O(n) traversal
/// </summary>
/// <typeparam name="T">The item type to store in this collection</typeparam>
class LinkedHashSet<T> : ICollection<T>
{
readonly IDictionary<T, LinkedListNode<T>> m_Dictionary;
readonly LinkedList<T> m_LinkedList;
public LinkedHashSet() : this(EqualityComparer<T>.Default) { }
public LinkedHashSet(IEqualityComparer<T> comparer)
{
m_Dictionary = new Dictionary<T, LinkedListNode<T>>(comparer);
m_LinkedList = new LinkedList<T>();
}
public int Count => m_Dictionary.Count;
public bool IsReadOnly => m_Dictionary.IsReadOnly;
void ICollection<T>.Add(T item)
{
Add(item);
}
public bool Add(T item)
{
if (m_Dictionary.ContainsKey(item)) return false;
var node = m_LinkedList.AddLast(item);
m_Dictionary.Add(item, node);
return true;
}
public void Clear()
{
m_LinkedList.Clear();
m_Dictionary.Clear();
}
public bool Remove(T item)
{
var found = m_Dictionary.TryGetValue(item, out var node);
if (!found) return false;
m_Dictionary.Remove(item);
m_LinkedList.Remove(node);
return true;
}
public IEnumerator<T> GetEnumerator()
{
return m_LinkedList.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public bool Contains(T item)
{
return m_Dictionary.ContainsKey(item);
}
public void CopyTo(T[] array, int arrayIndex)
{
m_LinkedList.CopyTo(array, arrayIndex);
}
}
}