/* ** 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 #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)); }