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695 lines
17 KiB
C++
695 lines
17 KiB
C++
/**
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@file Table.h
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Templated hash table class.
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@maintainer Morgan McGuire, matrix@graphics3d.com
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@created 2001-04-22
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@edited 2006-10-14
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Copyright 2000-2006, Morgan McGuire.
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All rights reserved.
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*/
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#ifndef G3D_TABLE_H
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#define G3D_TABLE_H
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#include "G3D/platform.h"
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#include "G3D/Array.h"
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#include "G3D/debug.h"
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#include "G3D/System.h"
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#include "G3D/g3dmath.h"
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#include "G3D/Crypto.h"
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#include <cstddef>
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#include <string>
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#ifdef G3D_WIN32
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# pragma warning (push)
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// Debug name too long warning
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# pragma warning (disable : 4786)
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#endif
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template<typename Key>
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struct GHashCode{};
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template <>
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struct GHashCode<int>
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{
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size_t operator()(int key) const { return static_cast<size_t>(key); }
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};
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template <>
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struct GHashCode<G3D::uint32>
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{
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size_t operator()(G3D::uint32 key) const { return static_cast<size_t>(key); }
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};
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template <>
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struct GHashCode<G3D::uint64>
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{
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size_t operator()(G3D::uint64 key) const { return static_cast<size_t>(key); }
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};
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template <>
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struct GHashCode<void*>
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{
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size_t operator()(const void* key) const { return reinterpret_cast<size_t>(key); }
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};
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template<class T>
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struct GHashCode<T*>
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{
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size_t operator()(const T* key) const { return reinterpret_cast<size_t>(key); }
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};
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template <>
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struct GHashCode<const std::string>
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{
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size_t operator()(const std::string& key) const { return static_cast<size_t>(G3D::Crypto::crc32(key.c_str(), key.size())); }
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};
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template <>
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struct GHashCode<std::string>
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{
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size_t operator()(const std::string& key) const { return static_cast<size_t>(G3D::Crypto::crc32(key.c_str(), key.size())); }
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};
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namespace G3D {
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/**
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An unordered data structure mapping keys to values.
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Key must be a pointer, an int, a std::string, a class with a hashCode() method,
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or provide overloads for:
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<PRE>
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template<> struct GHashCode<class Key> {
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size_t operator()(Key key) const { return reinterpret_cast<size_t>( ... ); }
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};
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bool operator==(const Key&, const Key&);
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</PRE>
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G3D pre-defines GHashCode functions for common types (like <CODE>int</CODE> and <CODE>std::string</CODE>).
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If you use a Table with a different type you must write those functions yourself. For example,
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an enum would use:
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<PRE>
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template<> struct GHashCode<MyEnum> {
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size_t operator()(MyEnum key) const { return reinterpret_cast<size_t>( key ); }
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};
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</PRE>
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And rely on the default enum operator==.
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Periodically check that debugGetLoad() is low (> 0.1). When it gets near
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1.0 your hash function is badly designed and maps too many inputs to
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the same output.
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*/
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template<class Key, class Value, class HashFunc = GHashCode<Key> >
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class Table {
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public:
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/**
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The pairs returned by iterator.
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*/
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class Entry {
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public:
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Key key;
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Value value;
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};
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private:
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/**
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Linked list nodes used internally by HashTable.
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*/
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class Node {
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public:
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size_t hashCode;
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Entry entry;
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Node* next;
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/** Provide pooled allocation for speed. */
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inline void* operator new (size_t size) {
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return System::malloc(size);
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}
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inline void operator delete (void* p) {
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System::free(p);
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}
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Node(Key key, Value value, size_t hashCode, Node* next) {
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this->entry.key = key;
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this->entry.value = value;
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this->hashCode = hashCode;
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this->next = next;
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}
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/**
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Clones a whole chain;
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*/
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Node* clone() {
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return new Node(this->entry.key, this->entry.value, hashCode, (next == NULL) ? NULL : next->clone());
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}
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};
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HashFunc m_HashFunc;
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/**
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Number of elements in the table.
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*/
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size_t _size;
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/**
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Array of Node*.
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We don't use Array<Node*> because Table is lower level.
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Some elements may be NULL.
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*/
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Node** bucket;
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/**
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Length of the bucket array.
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*/
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size_t numBuckets;
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/**
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Re-hashes for a larger bucket size.
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*/
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void resize(size_t numBuckets) {
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Node** oldBucket = bucket;
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bucket = (Node**)System::alignedMalloc(sizeof(Node*) * numBuckets, 16);
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System::memset(bucket, 0, sizeof(Node*) * numBuckets);
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for (size_t b = 0; b < this->numBuckets; b++) {
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Node* node = oldBucket[b];
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while (node != NULL) {
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Node* nextNode = node->next;
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// insert at the head of the list for bucket[i]
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size_t i = node->hashCode % numBuckets;
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node->next = bucket[i];
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bucket[i] = node;
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node = nextNode;
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}
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}
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System::alignedFree(oldBucket);
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this->numBuckets = numBuckets;
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}
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void copyFrom(const Table<Key, Value>& h) {
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this->_size = h._size;
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this->numBuckets = h.numBuckets;
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this->bucket = (Node**)System::alignedMalloc(sizeof(Node*) * numBuckets, 16);
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System::memset(this->bucket, 0, sizeof(Node*) * numBuckets);
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for (size_t b = 0; b < this->numBuckets; b++) {
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if (h.bucket[b] != NULL) {
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bucket[b] = h.bucket[b]->clone();
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}
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}
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}
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/**
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Frees the heap structures for the nodes.
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*/
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void freeMemory() {
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for (size_t b = 0; b < numBuckets; b++) {
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Node* node = bucket[b];
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while (node != NULL) {
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Node* next = node->next;
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delete node;
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node = next;
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}
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}
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System::alignedFree(bucket);
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bucket = NULL;
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numBuckets = 0;
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_size = 0;
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}
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public:
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/**
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Creates an empty hash table. This causes some heap allocation to occur.
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*/
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Table() {
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numBuckets = 10;
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_size = 0;
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bucket = (Node**)System::alignedMalloc(sizeof(Node*) * numBuckets, 16);
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System::memset(bucket, 0, sizeof(Node*) * numBuckets);
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}
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/**
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Destroys all of the memory allocated by the table, but does <B>not</B>
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call delete on keys or values if they are pointers. If you want to
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deallocate things that the table points at, use getKeys() and Array::deleteAll()
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to delete them.
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*/
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virtual ~Table() {
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freeMemory();
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}
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Table(const Table<Key, Value>& h) {
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this->copyFrom(h);
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}
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Table& operator=(const Table<Key, Value>& h) {
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// No need to copy if the argument is this
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if (this != &h) {
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// Free the existing nodes
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freeMemory();
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this->copyFrom(h);
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}
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return *this;
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}
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/**
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Returns the length of the deepest bucket.
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*/
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size_t debugGetDeepestBucketSize() const {
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size_t deepest = 0;
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for (size_t b = 0; b < numBuckets; b++) {
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size_t count = 0;
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Node* node = bucket[b];
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while (node != NULL) {
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node = node->next;
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++count;
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}
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if (count > deepest) {
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deepest = count;
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}
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}
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return deepest;
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}
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/**
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A small load (close to zero) means the hash table is acting very
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efficiently most of the time. A large load (close to 1) means
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the hash table is acting poorly-- all operations will be very slow.
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A large load will result from a bad hash function that maps too
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many keys to the same code.
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*/
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double debugGetLoad() const {
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return debugGetDeepestBucketSize() / (double)size();
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}
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/**
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Returns the number of buckets.
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*/
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size_t debugGetNumBuckets() const {
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return numBuckets;
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}
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/**
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C++ STL style iterator variable. See begin().
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*/
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class Iterator {
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private:
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friend class Table<Key, Value>;
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/**
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Bucket index.
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*/
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size_t index;
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/**
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Linked list node.
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*/
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Node* node;
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Table<Key, Value>* table;
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size_t numBuckets;
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Node** bucket;
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bool isDone;
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/**
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Creates the end iterator.
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*/
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Iterator(const Table<Key, Value>* table) : table(const_cast<Table<Key, Value>*>(table)) {
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isDone = true;
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}
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Iterator(const Table<Key, Value>* table, size_t numBuckets, Node** bucket) :
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table(const_cast<Table<Key, Value>*>(table)),
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numBuckets(numBuckets),
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bucket(bucket) {
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if (numBuckets == 0) {
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// Empty table
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isDone = true;
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return;
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}
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index = 0;
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node = bucket[index];
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isDone = false;
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findNext();
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}
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/**
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Finds the next element, setting isDone if one can't be found.
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Looks at the current element first.
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*/
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void findNext() {
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while (node == NULL) {
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index++;
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if (index >= numBuckets) {
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isDone = true;
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break;
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} else {
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node = bucket[index];
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}
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}
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}
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public:
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inline bool operator!=(const Iterator& other) const {
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return !(*this == other);
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}
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bool operator==(const Iterator& other) const {
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if (other.isDone || isDone) {
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// Common case; check against isDone.
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return (isDone == other.isDone) && (other.table == table);
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} else {
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return
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(table == other.table) &&
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(node == other.node) &&
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(index == other.index);
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}
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}
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/**
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Pre increment.
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*/
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Iterator& operator++() {
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node = node->next;
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findNext();
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return *this;
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}
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/**
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Post increment (slower than preincrement).
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*/
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Iterator operator++(int) {
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Iterator old = *this;
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++(*this);
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return old;
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}
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const Entry& operator*() const {
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return node->entry;
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}
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Entry* operator->() const {
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return &(node->entry);
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}
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operator Entry*() const {
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return &(node->entry);
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}
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};
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/**
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C++ STL style iterator method. Returns the first Entry, which
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contains a key and value. Use preincrement (++entry) to get to
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the next element. Do not modify the table while iterating.
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*/
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Iterator begin() const {
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return Iterator(this, numBuckets, bucket);
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}
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/**
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C++ STL style iterator method. Returns one after the last iterator
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element.
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*/
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const Iterator end() const {
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return Iterator(this);
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}
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/**
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Removes all elements
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*/
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void clear() {
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freeMemory();
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numBuckets = 20;
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_size = 0;
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bucket = (Node**)System::alignedMalloc(sizeof(Node*) * numBuckets, 16);
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System::memset(bucket, 0, sizeof(Node*) * numBuckets);
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}
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/**
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Returns the number of keys.
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*/
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size_t size() const {
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return _size;
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}
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/**
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If you insert a pointer into the key or value of a table, you are
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responsible for deallocating the object eventually. Inserting
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key into a table is O(1), but may cause a potentially slow rehashing.
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*/
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void set(const Key& key, const Value& value) {
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size_t code = m_HashFunc(key);
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size_t b = code % numBuckets;
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// Go to the bucket
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Node* n = bucket[b];
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// No bucket, so this must be the first
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if (n == NULL) {
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bucket[b] = new Node(key, value, code, NULL);
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++_size;
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return;
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}
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size_t bucketLength = 1;
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// Sometimes a bad hash code will cause all elements
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// to collide. Detect this case and don't rehash when
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// it occurs; nothing good will come from the rehashing.
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bool allSameCode = true;
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// Try to find the node
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do {
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allSameCode = allSameCode && (code == n->hashCode);
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if ((code == n->hashCode) && (n->entry.key == key)) {
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// Replace the existing node.
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n->entry.value = value;
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return;
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}
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n = n->next;
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++bucketLength;
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} while (n != NULL);
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const size_t maxBucketLength = 5;
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if ((bucketLength > maxBucketLength) & ! allSameCode && (numBuckets < _size * 20)) {
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// This bucket was really large; rehash if all elements
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// don't have the same hashcode the number of buckets is reasonable.
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resize(numBuckets * 2 + 1);
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}
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// Not found; insert at the head.
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b = code % numBuckets;
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bucket[b] = new Node(key, value, code, bucket[b]);
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++_size;
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}
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/**
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Removes an element from the table if it is present. It is an error
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to remove an element that isn't present.
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*/
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void remove(const Key& key) {
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size_t code = m_HashFunc(key);
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size_t b = code % numBuckets;
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// Go to the bucket
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Node* n = bucket[b];
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// Make sure it was found
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alwaysAssertM(n != NULL, "Tried to remove a key that was not in the table.");
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Node* previous = NULL;
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// Try to find the node
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do {
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if ((code == n->hashCode) && (n->entry.key == key)) {
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// This is the node; remove it
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if (previous == NULL) {
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bucket[b] = n->next;
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} else {
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previous->next = n->next;
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}
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// Delete the node
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delete n;
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--_size;
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return;
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}
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previous = n;
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n = n->next;
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} while (n != NULL);
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alwaysAssertM(false, "Tried to remove a key that was not in the table.");
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}
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/**
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Returns the value associated with key.
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@deprecated Use get(key, val) or
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*/
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Value& get(const Key& key) const {
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size_t code = m_HashFunc(key);
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size_t b = code % numBuckets;
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Node* node = bucket[b];
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while (node != NULL) {
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if ((node->hashCode == code) && (node->entry.key == key)) {
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return node->entry.value;
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}
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node = node->next;
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}
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debugAssertM(false, "Key not found");
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// The next line is here just to make
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// a compiler warning go away.
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return node->entry.value;
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}
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/**
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If the key is present in the table, val is set to the associated value and returns true.
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If the key is not present, returns false.
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*/
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bool get(const Key& key, Value& val) const {
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size_t code = m_HashFunc(key);
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size_t b = code % numBuckets;
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Node* node = bucket[b];
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while (node != NULL) {
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if ((node->hashCode == code) && (node->entry.key == key)) {
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// found key
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val = node->entry.value;
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return true;
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}
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node = node->next;
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}
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// Failed to find key
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return false;
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}
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/**
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Returns true if key is in the table.
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*/
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bool containsKey(const Key& key) const {
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size_t code = m_HashFunc(key);
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size_t b = code % numBuckets;
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Node* node = bucket[b];
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while (node != NULL) {
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if ((node->hashCode == code) && (node->entry.key == key)) {
|
|
return true;
|
|
}
|
|
node = node->next;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
/**
|
|
Short syntax for get.
|
|
*/
|
|
inline Value& operator[](const Key &key) const {
|
|
return get(key);
|
|
}
|
|
|
|
|
|
/**
|
|
Returns an array of all of the keys in the table.
|
|
You can iterate over the keys to get the values.
|
|
*/
|
|
Array<Key> getKeys() const {
|
|
Array<Key> keyArray;
|
|
getKeys(keyArray);
|
|
return keyArray;
|
|
}
|
|
|
|
void getKeys(Array<Key>& keyArray) const {
|
|
keyArray.resize(0, DONT_SHRINK_UNDERLYING_ARRAY);
|
|
for (size_t i = 0; i < numBuckets; i++) {
|
|
Node* node = bucket[i];
|
|
while (node != NULL) {
|
|
keyArray.append(node->entry.key);
|
|
node = node->next;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
Calls delete on all of the keys. Does not clear the table,
|
|
however, so you are left with a table of dangling pointers.
|
|
|
|
Same as <CODE>getKeys().deleteAll();</CODE>
|
|
|
|
To delete all of the values, you may want something like
|
|
<PRE>
|
|
Array<Key> keys = table.getKeys();
|
|
Set<Value> value;
|
|
for (int k = 0; k < keys.length(); k++) {
|
|
value.insert(keys[k]);
|
|
}
|
|
value.getMembers().deleteAll();
|
|
keys.deleteAll();
|
|
</PRE>
|
|
*/
|
|
void deleteKeys() {
|
|
getKeys().deleteAll();
|
|
}
|
|
|
|
/**
|
|
Calls delete on all of the values. This is unsafe--
|
|
do not call unless you know that each value appears
|
|
at most once.
|
|
|
|
Does not clear the table, so you are left with a table
|
|
of dangling pointers.
|
|
*/
|
|
void deleteValues() {
|
|
for (int i = 0; i < numBuckets; i++) {
|
|
Node* node = bucket[i];
|
|
while (node != NULL) {
|
|
delete node->entry.value;
|
|
node = node->next;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
} // namespace
|
|
|
|
#ifdef G3D_WIN32
|
|
# pragma warning (pop)
|
|
#endif
|
|
|
|
#endif
|