/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __STRPOOL_H__ #define __STRPOOL_H__ /* =============================================================================== idStrPool =============================================================================== */ class idStrPool; class idPoolStr : public idStr { friend class idStrPool; public: idPoolStr() { numUsers = 0; } ~idPoolStr() { assert( numUsers == 0 ); } // returns total size of allocated memory size_t Allocated() const { return idStr::Allocated(); } // returns total size of allocated memory including size of string pool type size_t Size() const { return sizeof( *this ) + Allocated(); } // returns a pointer to the pool this string was allocated from const idStrPool* GetPool() const { return pool; } private: idStrPool* pool; mutable int numUsers; }; class idStrPool { public: idStrPool() { caseSensitive = true; } void SetCaseSensitive( bool caseSensitive ); int Num() const { return pool.Num(); } size_t Allocated() const; size_t Size() const; const idPoolStr* operator[]( int index ) const { return pool[index]; } const idPoolStr* AllocString( const char* string ); void FreeString( const idPoolStr* poolStr ); const idPoolStr* CopyString( const idPoolStr* poolStr ); void Clear(); private: bool caseSensitive; idList pool; idHashIndex poolHash; }; /* ================ idStrPool::SetCaseSensitive ================ */ ID_INLINE void idStrPool::SetCaseSensitive( bool caseSensitive ) { this->caseSensitive = caseSensitive; } /* ================ idStrPool::AllocString ================ */ ID_INLINE const idPoolStr* idStrPool::AllocString( const char* string ) { int i, hash; idPoolStr* poolStr; hash = poolHash.GenerateKey( string, caseSensitive ); if( caseSensitive ) { for( i = poolHash.First( hash ); i != -1; i = poolHash.Next( i ) ) { if( pool[i]->Cmp( string ) == 0 ) { pool[i]->numUsers++; return pool[i]; } } } else { for( i = poolHash.First( hash ); i != -1; i = poolHash.Next( i ) ) { if( pool[i]->Icmp( string ) == 0 ) { pool[i]->numUsers++; return pool[i]; } } } poolStr = new( TAG_IDLIB_STRING ) idPoolStr; *static_cast( poolStr ) = string; poolStr->pool = this; poolStr->numUsers = 1; poolHash.Add( hash, pool.Append( poolStr ) ); return poolStr; } /* ================ idStrPool::FreeString ================ */ ID_INLINE void idStrPool::FreeString( const idPoolStr* poolStr ) { int i, hash; /* * DG: numUsers can actually be 0 when shutting down the game, because then * first idCommonLocal::Quit() -> idCommonLocal::Shutdown() -> idLib::Shutdown() * -> idDict::Shutdown() -> idDict::globalKeys.Clear() and idDict::globalVars.Clear() * is called and then, from destructors, * ~idSessionLocal() => destroy idDict titleStorageVars -> ~idDict() -> idDict::Clear() * -> idDict::globalVars.FreeString() and idDict::globalKeys.FreeString() (this function) * is called, leading here. * So just return if poolStr->numUsers < 1, instead of segfaulting/asserting below * when i == -1 because nothing was found here. As there is no nice way to find out if * we're shutting down (at this point) just get rid of the following assertion: * assert( poolStr->numUsers >= 1 ); */ if( poolStr->numUsers < 1 ) return; // DG end assert( poolStr->pool == this ); poolStr->numUsers--; if( poolStr->numUsers <= 0 ) { hash = poolHash.GenerateKey( poolStr->c_str(), caseSensitive ); if( caseSensitive ) { for( i = poolHash.First( hash ); i != -1; i = poolHash.Next( i ) ) { if( pool[i]->Cmp( poolStr->c_str() ) == 0 ) { break; } } } else { for( i = poolHash.First( hash ); i != -1; i = poolHash.Next( i ) ) { if( pool[i]->Icmp( poolStr->c_str() ) == 0 ) { break; } } } assert( i != -1 ); assert( pool[i] == poolStr ); delete pool[i]; pool.RemoveIndex( i ); poolHash.RemoveIndex( hash, i ); } } /* ================ idStrPool::CopyString ================ */ ID_INLINE const idPoolStr* idStrPool::CopyString( const idPoolStr* poolStr ) { assert( poolStr->numUsers >= 1 ); if( poolStr->pool == this ) { // the string is from this pool so just increase the user count poolStr->numUsers++; return poolStr; } else { // the string is from another pool so it needs to be re-allocated from this pool. return AllocString( poolStr->c_str() ); } } /* ================ idStrPool::Clear ================ */ ID_INLINE void idStrPool::Clear() { int i; for( i = 0; i < pool.Num(); i++ ) { pool[i]->numUsers = 0; } pool.DeleteContents( true ); poolHash.Free(); } /* ================ idStrPool::Allocated ================ */ ID_INLINE size_t idStrPool::Allocated() const { int i; size_t size; size = pool.Allocated() + poolHash.Allocated(); for( i = 0; i < pool.Num(); i++ ) { size += pool[i]->Allocated(); } return size; } /* ================ idStrPool::Size ================ */ ID_INLINE size_t idStrPool::Size() const { int i; size_t size; size = pool.Size() + poolHash.Size(); for( i = 0; i < pool.Num(); i++ ) { size += pool[i]->Size(); } return size; } #endif /* !__STRPOOL_H__ */