mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-11 13:10:45 +00:00
573 lines
14 KiB
C++
573 lines
14 KiB
C++
/* $Id$ */
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/** @file queue.cpp */
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#include "stdafx.h"
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#include "openttd.h"
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#include "queue.h"
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#include "helpers.hpp"
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/*
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* Insertion Sorter
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*/
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static void InsSort_Clear(Queue* q, bool free_values)
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{
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InsSortNode* node = q->data.inssort.first;
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InsSortNode* prev;
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while (node != NULL) {
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if (free_values) free(node->item);
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prev = node;
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node = node->next;
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free(prev);
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}
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q->data.inssort.first = NULL;
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}
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static void InsSort_Free(Queue* q, bool free_values)
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{
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q->clear(q, free_values);
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}
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static bool InsSort_Push(Queue* q, void* item, int priority)
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{
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InsSortNode* newnode = MallocT<InsSortNode>(1);
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if (newnode == NULL) return false;
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newnode->item = item;
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newnode->priority = priority;
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if (q->data.inssort.first == NULL ||
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q->data.inssort.first->priority >= priority) {
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newnode->next = q->data.inssort.first;
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q->data.inssort.first = newnode;
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} else {
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InsSortNode* node = q->data.inssort.first;
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while (node != NULL) {
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if (node->next == NULL || node->next->priority >= priority) {
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newnode->next = node->next;
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node->next = newnode;
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break;
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}
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node = node->next;
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}
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}
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return true;
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}
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static void* InsSort_Pop(Queue* q)
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{
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InsSortNode* node = q->data.inssort.first;
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void* result;
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if (node == NULL) return NULL;
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result = node->item;
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q->data.inssort.first = q->data.inssort.first->next;
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assert(q->data.inssort.first == NULL || q->data.inssort.first->priority >= node->priority);
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free(node);
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return result;
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}
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static bool InsSort_Delete(Queue* q, void* item, int priority)
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{
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return false;
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}
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void init_InsSort(Queue* q)
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{
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q->push = InsSort_Push;
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q->pop = InsSort_Pop;
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q->del = InsSort_Delete;
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q->clear = InsSort_Clear;
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q->free = InsSort_Free;
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q->data.inssort.first = NULL;
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}
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/*
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* Binary Heap
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* For information, see: http://www.policyalmanac.org/games/binaryHeaps.htm
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*/
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#define BINARY_HEAP_BLOCKSIZE (1 << BINARY_HEAP_BLOCKSIZE_BITS)
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#define BINARY_HEAP_BLOCKSIZE_MASK (BINARY_HEAP_BLOCKSIZE - 1)
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/* To make our life easy, we make the next define
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* Because Binary Heaps works with array from 1 to n,
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* and C with array from 0 to n-1, and we don't like typing
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* q->data.binaryheap.elements[i - 1] every time, we use this define. */
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#define BIN_HEAP_ARR(i) q->data.binaryheap.elements[((i) - 1) >> BINARY_HEAP_BLOCKSIZE_BITS][((i) - 1) & BINARY_HEAP_BLOCKSIZE_MASK]
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static void BinaryHeap_Clear(Queue* q, bool free_values)
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{
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/* Free all items if needed and free all but the first blocks of memory */
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uint i;
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uint j;
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for (i = 0; i < q->data.binaryheap.blocks; i++) {
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if (q->data.binaryheap.elements[i] == NULL) {
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/* No more allocated blocks */
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break;
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}
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/* For every allocated block */
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if (free_values) {
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for (j = 0; j < (1 << BINARY_HEAP_BLOCKSIZE_BITS); j++) {
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/* For every element in the block */
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if ((q->data.binaryheap.size >> BINARY_HEAP_BLOCKSIZE_BITS) == i &&
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(q->data.binaryheap.size & BINARY_HEAP_BLOCKSIZE_MASK) == j) {
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break; // We're past the last element
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}
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free(q->data.binaryheap.elements[i][j].item);
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}
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}
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if (i != 0) {
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/* Leave the first block of memory alone */
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free(q->data.binaryheap.elements[i]);
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q->data.binaryheap.elements[i] = NULL;
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}
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}
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q->data.binaryheap.size = 0;
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q->data.binaryheap.blocks = 1;
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}
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static void BinaryHeap_Free(Queue* q, bool free_values)
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{
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uint i;
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q->clear(q, free_values);
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for (i = 0; i < q->data.binaryheap.blocks; i++) {
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if (q->data.binaryheap.elements[i] == NULL) break;
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free(q->data.binaryheap.elements[i]);
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}
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free(q->data.binaryheap.elements);
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}
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static bool BinaryHeap_Push(Queue* q, void* item, int priority)
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{
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#ifdef QUEUE_DEBUG
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printf("[BinaryHeap] Pushing an element. There are %d elements left\n", q->data.binaryheap.size);
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#endif
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if (q->data.binaryheap.size == q->data.binaryheap.max_size) return false;
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assert(q->data.binaryheap.size < q->data.binaryheap.max_size);
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if (q->data.binaryheap.elements[q->data.binaryheap.size >> BINARY_HEAP_BLOCKSIZE_BITS] == NULL) {
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/* The currently allocated blocks are full, allocate a new one */
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assert((q->data.binaryheap.size & BINARY_HEAP_BLOCKSIZE_MASK) == 0);
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q->data.binaryheap.elements[q->data.binaryheap.size >> BINARY_HEAP_BLOCKSIZE_BITS] = MallocT<BinaryHeapNode>(BINARY_HEAP_BLOCKSIZE);
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q->data.binaryheap.blocks++;
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#ifdef QUEUE_DEBUG
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printf("[BinaryHeap] Increasing size of elements to %d nodes\n", q->data.binaryheap.blocks * BINARY_HEAP_BLOCKSIZE);
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#endif
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}
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/* Add the item at the end of the array */
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BIN_HEAP_ARR(q->data.binaryheap.size + 1).priority = priority;
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BIN_HEAP_ARR(q->data.binaryheap.size + 1).item = item;
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q->data.binaryheap.size++;
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/* Now we are going to check where it belongs. As long as the parent is
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* bigger, we switch with the parent */
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{
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BinaryHeapNode temp;
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int i;
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int j;
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i = q->data.binaryheap.size;
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while (i > 1) {
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/* Get the parent of this object (divide by 2) */
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j = i / 2;
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/* Is the parent bigger then the current, switch them */
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if (BIN_HEAP_ARR(i).priority <= BIN_HEAP_ARR(j).priority) {
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temp = BIN_HEAP_ARR(j);
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BIN_HEAP_ARR(j) = BIN_HEAP_ARR(i);
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BIN_HEAP_ARR(i) = temp;
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i = j;
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} else {
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/* It is not, we're done! */
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break;
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}
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}
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}
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return true;
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}
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static bool BinaryHeap_Delete(Queue* q, void* item, int priority)
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{
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uint i = 0;
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#ifdef QUEUE_DEBUG
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printf("[BinaryHeap] Deleting an element. There are %d elements left\n", q->data.binaryheap.size);
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#endif
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/* First, we try to find the item.. */
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do {
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if (BIN_HEAP_ARR(i + 1).item == item) break;
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i++;
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} while (i < q->data.binaryheap.size);
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/* We did not find the item, so we return false */
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if (i == q->data.binaryheap.size) return false;
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/* Now we put the last item over the current item while decreasing the size of the elements */
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q->data.binaryheap.size--;
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BIN_HEAP_ARR(i + 1) = BIN_HEAP_ARR(q->data.binaryheap.size + 1);
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/* Now the only thing we have to do, is resort it..
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* On place i there is the item to be sorted.. let's start there */
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{
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uint j;
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BinaryHeapNode temp;
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/* Because of the fact that Binary Heap uses array from 1 to n, we need to
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* increase i by 1
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*/
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i++;
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for (;;) {
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j = i;
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/* Check if we have 2 childs */
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if (2 * j + 1 <= q->data.binaryheap.size) {
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/* Is this child smaller than the parent? */
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if (BIN_HEAP_ARR(j).priority >= BIN_HEAP_ARR(2 * j).priority) i = 2 * j;
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/* Yes, we _need_ to use i here, not j, because we want to have the smallest child
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* This way we get that straight away! */
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if (BIN_HEAP_ARR(i).priority >= BIN_HEAP_ARR(2 * j + 1).priority) i = 2 * j + 1;
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/* Do we have one child? */
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} else if (2 * j <= q->data.binaryheap.size) {
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if (BIN_HEAP_ARR(j).priority >= BIN_HEAP_ARR(2 * j).priority) i = 2 * j;
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}
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/* One of our childs is smaller than we are, switch */
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if (i != j) {
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temp = BIN_HEAP_ARR(j);
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BIN_HEAP_ARR(j) = BIN_HEAP_ARR(i);
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BIN_HEAP_ARR(i) = temp;
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} else {
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/* None of our childs is smaller, so we stay here.. stop :) */
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break;
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}
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}
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}
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return true;
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}
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static void* BinaryHeap_Pop(Queue* q)
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{
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void* result;
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#ifdef QUEUE_DEBUG
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printf("[BinaryHeap] Popping an element. There are %d elements left\n", q->data.binaryheap.size);
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#endif
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if (q->data.binaryheap.size == 0) return NULL;
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/* The best item is always on top, so give that as result */
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result = BIN_HEAP_ARR(1).item;
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/* And now we should get rid of this item... */
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BinaryHeap_Delete(q, BIN_HEAP_ARR(1).item, BIN_HEAP_ARR(1).priority);
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return result;
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}
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void init_BinaryHeap(Queue* q, uint max_size)
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{
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assert(q != NULL);
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q->push = BinaryHeap_Push;
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q->pop = BinaryHeap_Pop;
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q->del = BinaryHeap_Delete;
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q->clear = BinaryHeap_Clear;
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q->free = BinaryHeap_Free;
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q->data.binaryheap.max_size = max_size;
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q->data.binaryheap.size = 0;
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/* We malloc memory in block of BINARY_HEAP_BLOCKSIZE
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* It autosizes when it runs out of memory */
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q->data.binaryheap.elements = CallocT<BinaryHeapNode*>((max_size - 1) / BINARY_HEAP_BLOCKSIZE + 1);
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q->data.binaryheap.elements[0] = MallocT<BinaryHeapNode>(BINARY_HEAP_BLOCKSIZE);
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q->data.binaryheap.blocks = 1;
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#ifdef QUEUE_DEBUG
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printf("[BinaryHeap] Initial size of elements is %d nodes\n", BINARY_HEAP_BLOCKSIZE);
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#endif
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}
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// Because we don't want anyone else to bother with our defines
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#undef BIN_HEAP_ARR
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/*
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* Hash
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*/
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void init_Hash(Hash* h, Hash_HashProc* hash, uint num_buckets)
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{
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/* Allocate space for the Hash, the buckets and the bucket flags */
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uint i;
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assert(h != NULL);
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#ifdef HASH_DEBUG
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debug("Allocated hash: %p", h);
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#endif
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h->hash = hash;
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h->size = 0;
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h->num_buckets = num_buckets;
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h->buckets = (HashNode*)malloc(num_buckets * (sizeof(*h->buckets) + sizeof(*h->buckets_in_use)));
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#ifdef HASH_DEBUG
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debug("Buckets = %p", h->buckets);
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#endif
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h->buckets_in_use = (bool*)(h->buckets + num_buckets);
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for (i = 0; i < num_buckets; i++) h->buckets_in_use[i] = false;
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}
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void delete_Hash(Hash* h, bool free_values)
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{
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uint i;
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/* Iterate all buckets */
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for (i = 0; i < h->num_buckets; i++) {
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if (h->buckets_in_use[i]) {
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HashNode* node;
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/* Free the first value */
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if (free_values) free(h->buckets[i].value);
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node = h->buckets[i].next;
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while (node != NULL) {
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HashNode* prev = node;
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node = node->next;
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/* Free the value */
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if (free_values) free(prev->value);
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/* Free the node */
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free(prev);
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}
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}
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}
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free(h->buckets);
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/* No need to free buckets_in_use, it is always allocated in one
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* malloc with buckets */
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#ifdef HASH_DEBUG
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debug("Freeing Hash: %p", h);
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#endif
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}
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#ifdef HASH_STATS
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static void stat_Hash(const Hash* h)
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{
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uint used_buckets = 0;
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uint max_collision = 0;
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uint max_usage = 0;
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uint usage[200];
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uint i;
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for (i = 0; i < lengthof(usage); i++) usage[i] = 0;
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for (i = 0; i < h->num_buckets; i++) {
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uint collision = 0;
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if (h->buckets_in_use[i]) {
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const HashNode* node;
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used_buckets++;
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for (node = &h->buckets[i]; node != NULL; node = node->next) collision++;
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if (collision > max_collision) max_collision = collision;
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}
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if (collision >= lengthof(usage)) collision = lengthof(usage) - 1;
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usage[collision]++;
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if (collision > 0 && usage[collision] >= max_usage) {
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max_usage = usage[collision];
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}
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}
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printf(
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"---\n"
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"Hash size: %d\n"
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"Nodes used: %d\n"
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"Non empty buckets: %d\n"
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"Max collision: %d\n",
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h->num_buckets, h->size, used_buckets, max_collision
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);
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printf("{ ");
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for (i = 0; i <= max_collision; i++) {
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if (usage[i] > 0) {
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printf("%d:%d ", i, usage[i]);
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#if 0
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if (i > 0) {
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uint j;
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for (j = 0; j < usage[i] * 160 / 800; j++) putchar('#');
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}
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printf("\n");
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#endif
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}
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}
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printf ("}\n");
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}
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#endif
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void clear_Hash(Hash* h, bool free_values)
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{
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uint i;
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#ifdef HASH_STATS
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if (h->size > 2000) stat_Hash(h);
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#endif
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/* Iterate all buckets */
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for (i = 0; i < h->num_buckets; i++) {
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if (h->buckets_in_use[i]) {
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HashNode* node;
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h->buckets_in_use[i] = false;
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/* Free the first value */
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if (free_values) free(h->buckets[i].value);
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node = h->buckets[i].next;
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while (node != NULL) {
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HashNode* prev = node;
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node = node->next;
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if (free_values) free(prev->value);
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free(prev);
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}
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}
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}
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h->size = 0;
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}
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/** Finds the node that that saves this key pair. If it is not
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* found, returns NULL. If it is found, *prev is set to the
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* node before the one found, or if the node found was the first in the bucket
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* to NULL. If it is not found, *prev is set to the last HashNode in the
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* bucket, or NULL if it is empty. prev can also be NULL, in which case it is
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* not used for output.
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*/
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static HashNode* Hash_FindNode(const Hash* h, uint key1, uint key2, HashNode** prev_out)
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{
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uint hash = h->hash(key1, key2);
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HashNode* result = NULL;
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#ifdef HASH_DEBUG
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debug("Looking for %u, %u", key1, key2);
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#endif
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/* Check if the bucket is empty */
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if (!h->buckets_in_use[hash]) {
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if (prev_out != NULL) *prev_out = NULL;
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result = NULL;
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/* Check the first node specially */
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} else if (h->buckets[hash].key1 == key1 && h->buckets[hash].key2 == key2) {
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/* Save the value */
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result = h->buckets + hash;
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if (prev_out != NULL) *prev_out = NULL;
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#ifdef HASH_DEBUG
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debug("Found in first node: %p", result);
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#endif
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/* Check all other nodes */
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} else {
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HashNode* prev = h->buckets + hash;
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HashNode* node;
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for (node = prev->next; node != NULL; node = node->next) {
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if (node->key1 == key1 && node->key2 == key2) {
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/* Found it */
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result = node;
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#ifdef HASH_DEBUG
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debug("Found in other node: %p", result);
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#endif
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break;
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}
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prev = node;
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}
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if (prev_out != NULL) *prev_out = prev;
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}
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#ifdef HASH_DEBUG
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if (result == NULL) debug("Not found");
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#endif
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return result;
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}
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void* Hash_Delete(Hash* h, uint key1, uint key2)
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{
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void* result;
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HashNode* prev; // Used as output var for below function call
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HashNode* node = Hash_FindNode(h, key1, key2, &prev);
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if (node == NULL) {
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/* not found */
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result = NULL;
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} else if (prev == NULL) {
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/* It is in the first node, we can't free that one, so we free
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* the next one instead (if there is any)*/
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/* Save the value */
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result = node->value;
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if (node->next != NULL) {
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HashNode* next = node->next;
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/* Copy the second to the first */
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*node = *next;
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/* Free the second */
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#ifndef NOFREE
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free(next);
|
|
#endif
|
|
} else {
|
|
/* This was the last in this bucket */
|
|
/* Mark it as empty */
|
|
uint hash = h->hash(key1, key2);
|
|
h->buckets_in_use[hash] = false;
|
|
}
|
|
} else {
|
|
/* It is in another node */
|
|
/* Save the value */
|
|
result = node->value;
|
|
/* Link previous and next nodes */
|
|
prev->next = node->next;
|
|
/* Free the node */
|
|
#ifndef NOFREE
|
|
free(node);
|
|
#endif
|
|
}
|
|
if (result != NULL) h->size--;
|
|
return result;
|
|
}
|
|
|
|
|
|
void* Hash_Set(Hash* h, uint key1, uint key2, void* value)
|
|
{
|
|
HashNode* prev;
|
|
HashNode* node = Hash_FindNode(h, key1, key2, &prev);
|
|
|
|
if (node != NULL) {
|
|
/* Found it */
|
|
void* result = node->value;
|
|
|
|
node->value = value;
|
|
return result;
|
|
}
|
|
/* It is not yet present, let's add it */
|
|
if (prev == NULL) {
|
|
/* The bucket is still empty */
|
|
uint hash = h->hash(key1, key2);
|
|
h->buckets_in_use[hash] = true;
|
|
node = h->buckets + hash;
|
|
} else {
|
|
/* Add it after prev */
|
|
node = MallocT<HashNode>(1);
|
|
prev->next = node;
|
|
}
|
|
node->next = NULL;
|
|
node->key1 = key1;
|
|
node->key2 = key2;
|
|
node->value = value;
|
|
h->size++;
|
|
return NULL;
|
|
}
|
|
|
|
void* Hash_Get(const Hash* h, uint key1, uint key2)
|
|
{
|
|
HashNode* node = Hash_FindNode(h, key1, key2, NULL);
|
|
|
|
#ifdef HASH_DEBUG
|
|
debug("Found node: %p", node);
|
|
#endif
|
|
return (node != NULL) ? node->value : NULL;
|
|
}
|
|
|
|
uint Hash_Size(const Hash* h)
|
|
{
|
|
return h->size;
|
|
}
|