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https://github.com/ioquake/jedi-academy.git
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200 lines
No EOL
6 KiB
C++
200 lines
No EOL
6 KiB
C++
////////////////////////////////////////////////////////////////////////////////////////
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// RAVEN STANDARD TEMPLATE LIBRARY
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// (c) 2002 Activision
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//
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//
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// Hash Pool
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// ---------
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// The hash pool stores raw data of variable size. It uses a hash table to check for
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// redundant data, and upon finding any, will return the existing handle. Otherwise
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// it copies the data to memory and returns a new handle.
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//
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//
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// NOTES:
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//
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//
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//
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////////////////////////////////////////////////////////////////////////////////////////
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#if !defined(RATL_HASH_POOL_VS_INC)
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#define RATL_HASH_POOL_VS_INC
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////////////////////////////////////////////////////////////////////////////////////////
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// Includes
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////////////////////////////////////////////////////////////////////////////////////////
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#if !defined(RATL_COMMON_INC)
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#include "ratl_common.h"
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#endif
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namespace ratl
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{
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////////////////////////////////////////////////////////////////////////////////////////
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// The Hash Pool
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////////////////////////////////////////////////////////////////////////////////////////
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template <int SIZE, int SIZE_HANDLES>
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class hash_pool
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{
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int mHandles[SIZE_HANDLES]; // each handle holds the start index of it's data
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int mDataAlloc; // where the next chunck of data will go
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char mData[SIZE];
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#ifdef _DEBUG
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int mFinds; // counts how many total finds have run
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int mCurrentCollisions; // counts how many collisions on the last find
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int mTotalCollisions; // counts the total number of collisions
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int mTotalAllocs;
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#endif
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////////////////////////////////////////////////////////////////////////////////////
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// This function searches for a handle which already stores the data (assuming the
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// handle is a hash within range SIZE_HANDLES).
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//
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// If it failes, it returns false, and the handle passed in points to the next
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// free slot.
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////////////////////////////////////////////////////////////////////////////////////
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bool find_existing(int& handle, const void* data, int datasize)
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{
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#ifdef _DEBUG
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mFinds++;
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mCurrentCollisions = 0;
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#endif
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while (mHandles[handle]) // So long as a handle exists there
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{
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if (mem::eql((void*)(&mData[mHandles[handle]]), data, datasize))
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{
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return true; // found
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}
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handle=(handle+1)&(SIZE_HANDLES-1); // incriment the handle
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#ifdef _DEBUG
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mCurrentCollisions ++;
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mTotalCollisions ++;
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//assert(mCurrentCollisions < 16); // If We Had 16+ Collisions, Hash May Be Inefficient.
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// Evaluate SIZE and SIZEHANDLES
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#endif
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}
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return false; // failed to find
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}
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////////////////////////////////////////////////////////////////////////////////////
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// A simple hash function for the range of [0, SIZE_HANDLES]
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////////////////////////////////////////////////////////////////////////////////////
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int hash(const void* data, int datasize)
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{
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int h=0;
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for (int i=0; i<datasize; i++)
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{
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h += ((const char*)(data))[i] * (i + 119); // 119. Prime Number?
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}
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h &= SIZE_HANDLES - 1; // zero out bits beyoned SIZE_HANDLES
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return h;
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}
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public:
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hash_pool()
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{
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clear();
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}
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////////////////////////////////////////////////////////////////////////////////////
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// The Number Of Bytes Allocated
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////////////////////////////////////////////////////////////////////////////////////
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int size() const
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{
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return mDataAlloc;
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}
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////////////////////////////////////////////////////////////////////////////////////
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// Check To See If This Memory Pool Is Empty
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////////////////////////////////////////////////////////////////////////////////////
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bool empty() const
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{
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return (mDataAlloc==1);
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}
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////////////////////////////////////////////////////////////////////////////////////
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// Check To See If This Memory Pool Has Enough Space Left For (minimum) Bytes
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////////////////////////////////////////////////////////////////////////////////////
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bool full(int minimum) const
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{
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return ((SIZE - mDataAlloc)<minimum);
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}
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////////////////////////////////////////////////////////////////////////////////////
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// Clear - Removes all allocation information - Note! DOES NOT CLEAR MEMORY
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////////////////////////////////////////////////////////////////////////////////////
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void clear()
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{
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mData[0] = 0;
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mDataAlloc = 1;
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for (int i=0; i<SIZE_HANDLES; i++)
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{
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mHandles[i] = 0;
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}
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#ifdef _DEBUG
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mFinds = 0;
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mCurrentCollisions = 0;
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mTotalCollisions = 0;
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mTotalAllocs = 0;
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#endif
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}
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////////////////////////////////////////////////////////////////////////////////////
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// This is the primary functionality of the hash pool. It will search for existing
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// data of the same size, and failing to find any, it will append the data to the
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// memory.
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//
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// In both cases, it gives you a handle to look up the data later.
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////////////////////////////////////////////////////////////////////////////////////
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int get_handle(const void* data, int datasize)
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{
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int handle = hash(data, datasize); // Initialize Our Handle By Hash Fcn
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if (!find_existing(handle, data, datasize))
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{
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assert(mDataAlloc+datasize < SIZE); // Is There Enough Memory?
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#ifdef _DEBUG
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mTotalAllocs++;
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#endif
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mem::cpy((void*)(&mData[mDataAlloc]), data, datasize);// Copy Data To Memory
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mHandles[handle] = mDataAlloc; // Mark Memory In Hash Tbl
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mDataAlloc += datasize; // Adjust Next Alloc Location
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}
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return handle; // Return The Hash Tbl handleess
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}
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////////////////////////////////////////////////////////////////////////////////////
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// Constant Access Operator
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////////////////////////////////////////////////////////////////////////////////////
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const void* operator[](int handle) const
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{
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assert(handle>=0 && handle<SIZE_HANDLES);
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return &(mData[mHandles[handle]]);
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}
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#ifdef _DEBUG
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float average_collisions() {return ((float)mTotalCollisions / (float)mFinds);}
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int total_allocs() {return mTotalAllocs;}
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int total_finds() {return mFinds;}
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int total_collisions() {return mTotalCollisions;}
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#endif
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};
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}
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#endif |