mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
cca3053069
This should also happen on Windows, I'm really surprised this hasn't been noticed there
298 lines
6.7 KiB
C++
298 lines
6.7 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __STRPOOL_H__
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#define __STRPOOL_H__
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/*
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===============================================================================
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idStrPool
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===============================================================================
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*/
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class idStrPool;
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class idPoolStr : public idStr
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{
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friend class idStrPool;
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public:
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idPoolStr()
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{
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numUsers = 0;
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}
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~idPoolStr()
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{
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assert( numUsers == 0 );
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}
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// returns total size of allocated memory
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size_t Allocated() const
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{
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return idStr::Allocated();
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}
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// returns total size of allocated memory including size of string pool type
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size_t Size() const
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{
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return sizeof( *this ) + Allocated();
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}
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// returns a pointer to the pool this string was allocated from
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const idStrPool* GetPool() const
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{
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return pool;
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}
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private:
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idStrPool* pool;
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mutable int numUsers;
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};
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class idStrPool
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{
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public:
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idStrPool()
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{
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caseSensitive = true;
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}
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void SetCaseSensitive( bool caseSensitive );
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int Num() const
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{
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return pool.Num();
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}
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size_t Allocated() const;
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size_t Size() const;
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const idPoolStr* operator[]( int index ) const
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{
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return pool[index];
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}
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const idPoolStr* AllocString( const char* string );
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void FreeString( const idPoolStr* poolStr );
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const idPoolStr* CopyString( const idPoolStr* poolStr );
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void Clear();
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private:
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bool caseSensitive;
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idList<idPoolStr*> pool;
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idHashIndex poolHash;
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};
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/*
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================
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idStrPool::SetCaseSensitive
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================
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*/
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ID_INLINE void idStrPool::SetCaseSensitive( bool caseSensitive )
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{
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this->caseSensitive = caseSensitive;
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}
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/*
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================
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idStrPool::AllocString
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================
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*/
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ID_INLINE const idPoolStr* idStrPool::AllocString( const char* string )
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{
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int i, hash;
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idPoolStr* poolStr;
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hash = poolHash.GenerateKey( string, caseSensitive );
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if( caseSensitive )
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{
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for( i = poolHash.First( hash ); i != -1; i = poolHash.Next( i ) )
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{
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if( pool[i]->Cmp( string ) == 0 )
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{
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pool[i]->numUsers++;
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return pool[i];
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}
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}
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}
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else
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{
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for( i = poolHash.First( hash ); i != -1; i = poolHash.Next( i ) )
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{
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if( pool[i]->Icmp( string ) == 0 )
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{
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pool[i]->numUsers++;
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return pool[i];
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}
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}
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}
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poolStr = new( TAG_IDLIB_STRING ) idPoolStr;
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*static_cast<idStr*>( poolStr ) = string;
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poolStr->pool = this;
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poolStr->numUsers = 1;
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poolHash.Add( hash, pool.Append( poolStr ) );
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return poolStr;
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}
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/*
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================
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idStrPool::FreeString
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================
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*/
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ID_INLINE void idStrPool::FreeString( const idPoolStr* poolStr )
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{
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int i, hash;
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/*
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* DG: numUsers can actually be 0 when shutting down the game, because then
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* first idCommonLocal::Quit() -> idCommonLocal::Shutdown() -> idLib::Shutdown()
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* -> idDict::Shutdown() -> idDict::globalKeys.Clear() and idDict::globalVars.Clear()
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* is called and then, from destructors,
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* ~idSessionLocal() => destroy idDict titleStorageVars -> ~idDict() -> idDict::Clear()
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* -> idDict::globalVars.FreeString() and idDict::globalKeys.FreeString() (this function)
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* is called, leading here.
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* So just return if poolStr->numUsers < 1, instead of segfaulting/asserting below
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* when i == -1 because nothing was found here. As there is no nice way to find out if
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* we're shutting down (at this point) just get rid of the following assertion:
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* assert( poolStr->numUsers >= 1 );
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*/
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if( poolStr->numUsers < 1 )
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return;
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// DG end
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assert( poolStr->pool == this );
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poolStr->numUsers--;
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if( poolStr->numUsers <= 0 )
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{
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hash = poolHash.GenerateKey( poolStr->c_str(), caseSensitive );
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if( caseSensitive )
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{
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for( i = poolHash.First( hash ); i != -1; i = poolHash.Next( i ) )
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{
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if( pool[i]->Cmp( poolStr->c_str() ) == 0 )
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{
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break;
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}
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}
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}
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else
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{
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for( i = poolHash.First( hash ); i != -1; i = poolHash.Next( i ) )
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{
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if( pool[i]->Icmp( poolStr->c_str() ) == 0 )
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{
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break;
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}
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}
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}
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assert( i != -1 );
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assert( pool[i] == poolStr );
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delete pool[i];
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pool.RemoveIndex( i );
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poolHash.RemoveIndex( hash, i );
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}
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}
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/*
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================
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idStrPool::CopyString
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================
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*/
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ID_INLINE const idPoolStr* idStrPool::CopyString( const idPoolStr* poolStr )
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{
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assert( poolStr->numUsers >= 1 );
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if( poolStr->pool == this )
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{
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// the string is from this pool so just increase the user count
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poolStr->numUsers++;
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return poolStr;
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}
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else
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{
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// the string is from another pool so it needs to be re-allocated from this pool.
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return AllocString( poolStr->c_str() );
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}
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}
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/*
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================
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idStrPool::Clear
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================
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*/
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ID_INLINE void idStrPool::Clear()
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{
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int i;
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for( i = 0; i < pool.Num(); i++ )
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{
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pool[i]->numUsers = 0;
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}
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pool.DeleteContents( true );
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poolHash.Free();
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}
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/*
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================
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idStrPool::Allocated
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================
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*/
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ID_INLINE size_t idStrPool::Allocated() const
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{
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int i;
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size_t size;
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size = pool.Allocated() + poolHash.Allocated();
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for( i = 0; i < pool.Num(); i++ )
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{
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size += pool[i]->Allocated();
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}
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return size;
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}
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/*
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================
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idStrPool::Size
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================
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*/
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ID_INLINE size_t idStrPool::Size() const
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{
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int i;
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size_t size;
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size = pool.Size() + poolHash.Size();
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for( i = 0; i < pool.Num(); i++ )
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{
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size += pool[i]->Size();
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}
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return size;
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}
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#endif /* !__STRPOOL_H__ */
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