doom3-bfg/neo/idlib/containers/StrPool.h
Daniel Gibson cca3053069 Prevent segfault on shutdown
This should also happen on Windows, I'm really surprised
this hasn't been noticed there
2012-12-23 06:40:48 +01:00

298 lines
6.7 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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<idPoolStr*> 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<idStr*>( 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__ */