mirror of
https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
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172 lines
4.4 KiB
C
172 lines
4.4 KiB
C
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#pragma once
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#include "basis/seadTypes.h"
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#include "container/seadFreeList.h"
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#include "container/seadTreeMap.h"
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#include "prim/seadDelegate.h"
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#include "prim/seadSafeString.h"
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namespace sead
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{
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/// Sorted associative container with fixed-length string keys.
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/// This is essentially std::map<char[MaxKeyLength], Value>
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template <size_t MaxKeyLength, typename Value>
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class StrTreeMap : public TreeMapImpl<SafeString>
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{
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public:
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using MapImpl = TreeMapImpl<SafeString>;
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class Node : public MapImpl::Node
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{
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public:
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Node(StrTreeMap* map, const SafeString& key, const Value& value) : mValue(value), mMap(map)
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{
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BufferedSafeString buffer(mKeyData, MaxKeyLength + 1);
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buffer.copy(key);
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this->mKey = buffer;
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}
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void erase_() override;
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Value& value() { return mValue; }
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const Value& value() const { return mValue; }
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private:
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friend class StrTreeMap;
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Value mValue;
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StrTreeMap* mMap;
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char mKeyData[MaxKeyLength + 1];
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};
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~StrTreeMap();
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void allocBuffer(s32 node_max, Heap* heap, s32 alignment = sizeof(void*));
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void setBuffer(s32 node_max, void* buffer);
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void freeBuffer();
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Value* insert(const SafeString& key, const Value& value);
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void clear();
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Node* find(const SafeString& key) const;
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// Callable must have the signature Key&, Value&
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template <typename Callable>
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void forEach(const Callable& delegate) const;
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private:
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void eraseNodeForClear_(typename MapImpl::Node* node);
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FreeList mFreeList;
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s32 mSize = 0;
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s32 mCapacity = 0;
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};
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template <size_t N, typename Value>
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inline void StrTreeMap<N, Value>::Node::erase_()
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{
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StrTreeMap* const map = mMap;
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void* const this_ = this;
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// Note: Nintendo does not call the destructor, which is dangerous...
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map->mFreeList.free(this_);
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--map->mSize;
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}
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template <size_t N, typename Value>
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inline StrTreeMap<N, Value>::~StrTreeMap()
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{
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void* work = mFreeList.work();
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if (!work)
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return;
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clear();
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freeBuffer();
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}
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template <size_t N, typename Value>
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inline void StrTreeMap<N, Value>::allocBuffer(s32 node_max, Heap* heap, s32 alignment)
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{
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SEAD_ASSERT(mFreeList.work() == nullptr);
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if (node_max <= 0)
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{
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SEAD_ASSERT_MSG(false, "node_max[%d] must be larger than zero", node_max);
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AllocFailAssert(heap, node_max * sizeof(Node), alignment);
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}
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void* work = AllocBuffer(node_max * sizeof(Node), heap, alignment);
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if (work)
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setBuffer(node_max, work);
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}
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template <size_t N, typename Value>
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inline void StrTreeMap<N, Value>::setBuffer(s32 node_max, void* buffer)
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{
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mCapacity = node_max;
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mFreeList.setWork(buffer, sizeof(Node), node_max);
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}
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template <size_t N, typename Value>
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inline void StrTreeMap<N, Value>::freeBuffer()
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{
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void* buffer = mFreeList.work();
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if (!buffer)
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return;
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::operator delete[](buffer);
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mCapacity = 0;
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mFreeList.reset();
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}
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template <size_t N, typename Value>
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inline Value* StrTreeMap<N, Value>::insert(const SafeString& key, const Value& value)
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{
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if (mSize >= mCapacity)
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{
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if (Node* node = find(key))
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{
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node->value() = value;
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return &node->value();
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}
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SEAD_ASSERT_MSG(false, "map is full.");
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return nullptr;
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}
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Node* node = new (mFreeList.alloc()) Node(this, key, value);
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++mSize;
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MapImpl::insert(node);
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return &node->value();
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}
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template <size_t N, typename Value>
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inline void StrTreeMap<N, Value>::clear()
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{
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Delegate1<StrTreeMap<N, Value>, typename MapImpl::Node*> delegate(
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this, &StrTreeMap::eraseNodeForClear_);
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MapImpl::forEach(delegate);
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mSize = 0;
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MapImpl::clear();
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}
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template <size_t N, typename Value>
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inline typename StrTreeMap<N, Value>::Node* StrTreeMap<N, Value>::find(const SafeString& key) const
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{
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return static_cast<Node*>(MapImpl::find(key));
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}
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template <size_t N, typename Value>
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template <typename Callable>
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inline void StrTreeMap<N, Value>::forEach(const Callable& delegate) const
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{
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MapImpl::forEach([&delegate](auto* base_node) {
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auto* node = static_cast<Node*>(base_node);
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delegate(node->key(), node->value());
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});
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}
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template <size_t N, typename Value>
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inline void StrTreeMap<N, Value>::eraseNodeForClear_(typename MapImpl::Node* node)
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{
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// Note: Nintendo does not call the destructor, which is dangerous...
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mFreeList.free(node);
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}
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} // namespace sead
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