gzdoom-gles/src/name.cpp
Christoph Oelckers e10abcad06 - fixed: The TabCommands array needs to be cleared before the NameManager is destroyed.
TabCommands use an FName to store the command's name so once the NameManager is destroyed its data will become invalid.
This is a problem because C_RemoveTabCommand is being called from FBaseCVar's destructor and most CVARs are global variables.
2016-09-13 10:43:53 +02:00

288 lines
8 KiB
C++

/*
** name.cpp
** Implements int-as-string mapping.
**
**---------------------------------------------------------------------------
** Copyright 2005-2007 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <string.h>
#include "name.h"
#include "c_dispatch.h"
#include "c_console.h"
// MACROS ------------------------------------------------------------------
// The number of bytes to allocate to each NameBlock unless somebody is evil
// and wants a really long name. In that case, it gets its own NameBlock
// that is just large enough to hold it.
#define BLOCK_SIZE 4096
// How many entries to grow the NameArray by when it needs to grow.
#define NAME_GROW_AMOUNT 256
// TYPES -------------------------------------------------------------------
// Name text is stored in a linked list of NameBlock structures. This
// is really the header for the block, with the remainder of the block
// being populated by text for names.
struct FName::NameManager::NameBlock
{
size_t NextAlloc;
NameBlock *NextBlock;
};
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// PUBLIC DATA DEFINITIONS -------------------------------------------------
// PRIVATE DATA DEFINITIONS ------------------------------------------------
FName::NameManager FName::NameData;
bool FName::NameManager::Inited;
// Define the predefined names.
static const char *PredefinedNames[] =
{
#define xx(n) #n,
#include "namedef.h"
#undef xx
};
// CODE --------------------------------------------------------------------
//==========================================================================
//
// FName :: NameManager :: FindName
//
// Returns the index of a name. If the name does not exist and noCreate is
// true, then it returns false. If the name does not exist and noCreate is
// false, then the name is added to the table and its new index is returned.
//
//==========================================================================
int FName::NameManager::FindName (const char *text, bool noCreate)
{
if (!Inited)
{
InitBuckets ();
}
if (text == NULL)
{
return 0;
}
unsigned int hash = MakeKey (text);
unsigned int bucket = hash % HASH_SIZE;
int scanner = Buckets[bucket];
// See if the name already exists.
while (scanner >= 0)
{
if (NameArray[scanner].Hash == hash && stricmp (NameArray[scanner].Text, text) == 0)
{
return scanner;
}
scanner = NameArray[scanner].NextHash;
}
// If we get here, then the name does not exist.
if (noCreate)
{
return 0;
}
return AddName (text, hash, bucket);
}
//==========================================================================
//
// The same as above, but the text length is also passed, for creating
// a name from a substring or for speed if the length is already known.
//
//==========================================================================
int FName::NameManager::FindName (const char *text, size_t textLen, bool noCreate)
{
if (!Inited)
{
InitBuckets ();
}
if (text == NULL)
{
return 0;
}
unsigned int hash = MakeKey (text, textLen);
unsigned int bucket = hash % HASH_SIZE;
int scanner = Buckets[bucket];
// See if the name already exists.
while (scanner >= 0)
{
if (NameArray[scanner].Hash == hash &&
strnicmp (NameArray[scanner].Text, text, textLen) == 0 &&
NameArray[scanner].Text[textLen] == '\0')
{
return scanner;
}
scanner = NameArray[scanner].NextHash;
}
// If we get here, then the name does not exist.
if (noCreate)
{
return 0;
}
return AddName (text, hash, bucket);
}
//==========================================================================
//
// FName :: NameManager :: InitBuckets
//
// Sets up the hash table and inserts all the default names into the table.
//
//==========================================================================
void FName::NameManager::InitBuckets ()
{
Inited = true;
memset (Buckets, -1, sizeof(Buckets));
// Register built-in names. 'None' must be name 0.
for (size_t i = 0; i < countof(PredefinedNames); ++i)
{
assert((0 == FindName(PredefinedNames[i], true)) && "Predefined name already inserted");
FindName (PredefinedNames[i], false);
}
}
//==========================================================================
//
// FName :: NameManager :: AddName
//
// Adds a new name to the name table.
//
//==========================================================================
int FName::NameManager::AddName (const char *text, unsigned int hash, unsigned int bucket)
{
char *textstore;
NameBlock *block = Blocks;
size_t len = strlen (text) + 1;
// Get a block large enough for the name. Only the first block in the
// list is ever considered for name storage.
if (block == NULL || block->NextAlloc + len >= BLOCK_SIZE)
{
block = AddBlock (len);
}
// Copy the string into the block.
textstore = (char *)block + block->NextAlloc;
strcpy (textstore, text);
block->NextAlloc += len;
// Add an entry for the name to the NameArray
if (NumNames >= MaxNames)
{
// If no names have been defined yet, make the first allocation
// large enough to hold all the predefined names.
MaxNames += MaxNames == 0 ? countof(PredefinedNames) + NAME_GROW_AMOUNT : NAME_GROW_AMOUNT;
NameArray = (NameEntry *)M_Realloc (NameArray, MaxNames * sizeof(NameEntry));
}
NameArray[NumNames].Text = textstore;
NameArray[NumNames].Hash = hash;
NameArray[NumNames].NextHash = Buckets[bucket];
Buckets[bucket] = NumNames;
return NumNames++;
}
//==========================================================================
//
// FName :: NameManager :: AddBlock
//
// Creates a new NameBlock at least large enough to hold the required
// number of chars.
//
//==========================================================================
FName::NameManager::NameBlock *FName::NameManager::AddBlock (size_t len)
{
NameBlock *block;
len += sizeof(NameBlock);
if (len < BLOCK_SIZE)
{
len = BLOCK_SIZE;
}
block = (NameBlock *)M_Malloc (len);
block->NextAlloc = sizeof(NameBlock);
block->NextBlock = Blocks;
Blocks = block;
return block;
}
//==========================================================================
//
// FName :: NameManager :: ~NameManager
//
// Release all the memory used for name bookkeeping.
//
//==========================================================================
FName::NameManager::~NameManager()
{
NameBlock *block, *next;
C_ClearTabCommands();
for (block = Blocks; block != NULL; block = next)
{
next = block->NextBlock;
M_Free (block);
}
Blocks = NULL;
if (NameArray != NULL)
{
M_Free (NameArray);
NameArray = NULL;
}
NumNames = MaxNames = 0;
memset (Buckets, -1, sizeof(Buckets));
}