They take a pointer to a free-list used for hashlinks so the hashlink
pools can be per-thread. However, hash tables that are not updated are
always thread-safe, so this affects only updates. progs_t has been set
up such that it is easy for multiple progs within one thread can share
hashlinks.
Other than consistency with printf(), I'm not sure why we went with the
printed size as the return value; returning the resultant strings makes
much more sense as dsprintf() (etc) can then be used as a safe va()
The initial code was pretty much a port of the code in the editor I
wrote 25 years ago. Either I didn't think of the optimization back then,
or I tried to implement it, failed, and figured it wasn't worth it
(despite using it on a 386dx33). However, I noticed it now and it was
easy enough to get working, and it's always good to not do something
that's not needed.
After messing with SIMD stuff for a little, I think I now understand why
the industry went with xyzw instead of the mathematical wxyz. Anyway, this
will make for less pain in the future (assuming I got everything).
While scan-build wasn't what I was looking for, it has proven useful
anyway: many of the sizeof errors were just noise, but a few were actual
bugs (allocating too much or too little memory).
This fixes the problem of not finding files without a .gz extension when
gzip support is enabled (most of my quake data is compressed, so it took a
while for me to notice the problem).
_QFS_VOpenFile is actually _QFS_FOpenFile reimplemented to take vpath start
and end parameters so the search can be limited. QFS_VOpenFile,
_QFS_FOpenFile, and QFS_FOpenFile are all wrappers for _QFS_VOpenFile.
A vpath is the union of all locations searched for a file in a single
gamedir (eg, shadows, id1 etc). This is a necessary step to preventing
problems like id1/maps/start.lit being used for shadows/maps/start.bsp.
However, QFS_FilelistFill still needs to be reworked as it does not compile
yet (testing was done with a gutted QFS_FilelistFill).
The idea comes from The OpenGL Shader Wrangler
(http://prideout.net/blog/?p=11). Text files are broken up into chunks via
lines beginning with -- (^-- in regex). The chunks are optionally named
with tags of the form: [0-9A-Za-z._]+. Unnamed chunks cannot be found.
Searching for chunks looks for the longest tag that matches the beginning
of the search tag (eg, a chunk named "Vertex" will be found with a search
tag of "Vertex.foo"). Note that '.' forms the units for the searc
("Vertex.foo" will not find "Vertex.f").
Unlike glsw, this implementation does not have the concept of effects keys
as that will be separate. Also, this implementation takes strings rather
than file names (thus is more generally useful).