795 lines
22 KiB
C++
795 lines
22 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Core/Memory/Memory.h"
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#include "Engine/Core/Memory/Allocation.h"
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#include "Engine/Core/Collections/HashFunctions.h"
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#include "Engine/Core/Collections/Config.h"
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/// <summary>
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/// Template for unordered set of values (without duplicates with O(1) lookup access).
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/// </summary>
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/// <typeparam name="T">The type of elements in the set.</typeparam>
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/// <typeparam name="AllocationType">The type of memory allocator.</typeparam>
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template<typename T, typename AllocationType = HeapAllocation>
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API_CLASS(InBuild) class HashSet
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{
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friend HashSet;
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public:
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/// <summary>
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/// Describes single portion of space for the item in a hash map.
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/// </summary>
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struct Bucket
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{
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friend HashSet;
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enum State : byte
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{
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Empty,
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Deleted,
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Occupied,
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};
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/// <summary>The item.</summary>
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T Item;
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private:
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State _state;
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FORCE_INLINE void Free()
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{
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if (_state == Occupied)
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Memory::DestructItem(&Item);
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_state = Empty;
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}
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FORCE_INLINE void Delete()
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{
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_state = Deleted;
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Memory::DestructItem(&Item);
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}
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template<typename ItemType>
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FORCE_INLINE void Occupy(const ItemType& item)
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{
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Memory::ConstructItems(&Item, &item, 1);
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_state = Occupied;
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}
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template<typename ItemType>
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FORCE_INLINE void Occupy(ItemType&& item)
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{
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Memory::MoveItems(&Item, &item, 1);
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_state = Occupied;
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}
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FORCE_INLINE bool IsEmpty() const
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{
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return _state == Empty;
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}
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FORCE_INLINE bool IsDeleted() const
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{
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return _state == Deleted;
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}
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FORCE_INLINE bool IsOccupied() const
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{
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return _state == Occupied;
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}
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FORCE_INLINE bool IsNotOccupied() const
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{
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return _state != Occupied;
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}
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};
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using AllocationData = typename AllocationType::template Data<Bucket>;
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private:
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int32 _elementsCount = 0;
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int32 _deletedCount = 0;
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int32 _size = 0;
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AllocationData _allocation;
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FORCE_INLINE static void MoveToEmpty(AllocationData& to, AllocationData& from, const int32 fromSize)
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{
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if IF_CONSTEXPR (AllocationType::HasSwap)
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to.Swap(from);
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else
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{
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to.Allocate(fromSize);
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Bucket* toData = to.Get();
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Bucket* fromData = from.Get();
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for (int32 i = 0; i < fromSize; i++)
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{
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Bucket& fromBucket = fromData[i];
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if (fromBucket.IsOccupied())
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{
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Bucket& toBucket = toData[i];
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Memory::MoveItems(&toBucket.Item, &fromBucket.Item, 1);
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toBucket._state = Bucket::Occupied;
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Memory::DestructItem(&fromBucket.Item);
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fromBucket._state = Bucket::Empty;
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}
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}
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from.Free();
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}
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}
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="HashSet"/> class.
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/// </summary>
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HashSet()
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{
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="HashSet"/> class.
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/// </summary>
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/// <param name="capacity">The initial capacity.</param>
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explicit HashSet(const int32 capacity)
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{
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SetCapacity(capacity);
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="HashSet"/> class.
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/// </summary>
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/// <param name="other">The other collection to move.</param>
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HashSet(HashSet&& other) noexcept
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{
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_elementsCount = other._elementsCount;
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_deletedCount = other._deletedCount;
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_size = other._size;
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other._elementsCount = 0;
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other._deletedCount = 0;
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other._size = 0;
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MoveToEmpty(_allocation, other._allocation, _size);
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="HashSet"/> class.
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/// </summary>
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/// <param name="other">Other collection to copy</param>
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HashSet(const HashSet& other)
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{
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Clone(other);
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}
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/// <summary>
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/// Clones the data from the other collection.
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/// </summary>
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/// <param name="other">The other collection to copy.</param>
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/// <returns>The reference to this.</returns>
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HashSet& operator=(const HashSet& other)
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{
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if (this != &other)
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Clone(other);
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return *this;
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}
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/// <summary>
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/// Moves the data from the other collection.
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/// </summary>
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/// <param name="other">The other collection to move.</param>
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/// <returns>The reference to this.</returns>
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HashSet& operator=(HashSet&& other) noexcept
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{
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if (this != &other)
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{
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Clear();
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_allocation.Free();
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_elementsCount = other._elementsCount;
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_deletedCount = other._deletedCount;
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_size = other._size;
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other._elementsCount = 0;
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other._deletedCount = 0;
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other._size = 0;
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MoveToEmpty(_allocation, other._allocation, _size);
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}
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return *this;
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}
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/// <summary>
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/// Finalizes an instance of the <see cref="HashSet"/> class.
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/// </summary>
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~HashSet()
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{
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Clear();
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}
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public:
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/// <summary>
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/// Gets the amount of the elements in the collection.
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/// </summary>
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FORCE_INLINE int32 Count() const
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{
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return _elementsCount;
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}
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/// <summary>
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/// Gets the amount of the elements that can be contained by the collection.
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/// </summary>
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FORCE_INLINE int32 Capacity() const
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{
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return _size;
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}
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/// <summary>
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/// Returns true if collection is empty.
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/// </summary>
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FORCE_INLINE bool IsEmpty() const
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{
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return _elementsCount == 0;
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}
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/// <summary>
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/// Returns true if collection has one or more elements.
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/// </summary>
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FORCE_INLINE bool HasItems() const
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{
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return _elementsCount != 0;
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}
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public:
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/// <summary>
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/// The hash set collection iterator.
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/// </summary>
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struct Iterator
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{
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friend HashSet;
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private:
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HashSet* _collection;
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int32 _index;
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public:
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Iterator(HashSet* collection, const int32 index)
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: _collection(collection)
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, _index(index)
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{
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}
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Iterator(const HashSet* collection, const int32 index)
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: _collection(const_cast<HashSet*>(collection))
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, _index(index)
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{
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}
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Iterator()
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: _collection(nullptr)
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, _index(-1)
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{
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}
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Iterator(const Iterator& i)
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: _collection(i._collection)
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, _index(i._index)
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{
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}
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Iterator(Iterator&& i) noexcept
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: _collection(i._collection)
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, _index(i._index)
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{
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}
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public:
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FORCE_INLINE int32 Index() const
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{
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return _index;
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}
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FORCE_INLINE bool IsEnd() const
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{
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return _index == _collection->_size;
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}
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FORCE_INLINE bool IsNotEnd() const
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{
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return _index != _collection->_size;
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}
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FORCE_INLINE Bucket& operator*() const
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{
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return _collection->_allocation.Get()[_index];
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}
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FORCE_INLINE Bucket* operator->() const
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{
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return &_collection->_allocation.Get()[_index];
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}
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FORCE_INLINE explicit operator bool() const
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{
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return _index >= 0 && _index < _collection->_size;
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}
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FORCE_INLINE bool operator!() const
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{
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return !(bool)*this;
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}
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FORCE_INLINE bool operator==(const Iterator& v) const
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{
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return _index == v._index && _collection == v._collection;
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}
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FORCE_INLINE bool operator!=(const Iterator& v) const
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{
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return _index != v._index || _collection != v._collection;
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}
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Iterator& operator=(const Iterator& v)
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{
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_collection = v._collection;
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_index = v._index;
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return *this;
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}
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Iterator& operator=(Iterator&& v) noexcept
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{
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_collection = v._collection;
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_index = v._index;
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return *this;
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}
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Iterator& operator++()
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{
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const int32 capacity = _collection->_size;
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if (_index != capacity)
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{
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const Bucket* data = _collection->_allocation.Get();
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do
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{
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_index++;
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} while (_index != capacity && data[_index].IsNotOccupied());
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}
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return *this;
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}
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Iterator operator++(int)
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{
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Iterator i = *this;
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++i;
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return i;
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}
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Iterator& operator--()
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{
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if (_index > 0)
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{
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const Bucket* data = _collection->_allocation.Get();
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do
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{
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_index--;
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} while (_index > 0 && data[_index].IsNotOccupied());
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}
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return *this;
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}
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Iterator operator--(int)
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{
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Iterator i = *this;
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--i;
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return i;
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}
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};
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public:
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/// <summary>
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/// Removes all elements from the collection.
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/// </summary>
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void Clear()
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{
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if (_elementsCount + _deletedCount != 0)
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{
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Bucket* data = _allocation.Get();
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for (int32 i = 0; i < _size; i++)
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data[i].Free();
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_elementsCount = _deletedCount = 0;
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}
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}
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/// <summary>
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/// Clears the collection and delete value objects.
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/// Note: collection must contain pointers to the objects that have public destructor and be allocated using New method.
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/// </summary>
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#if defined(_MSC_VER)
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template<typename = typename TEnableIf<TIsPointer<T>::Value>::Type>
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#endif
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void ClearDelete()
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{
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for (Iterator i = Begin(); i.IsNotEnd(); ++i)
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{
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if (i->Item)
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::Delete(i->Item);
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}
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Clear();
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}
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/// <summary>
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/// Changes capacity of the collection
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/// </summary>
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/// <param name="capacity">New capacity</param>
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/// <param name="preserveContents">Enable/disable preserving collection contents during resizing</param>
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void SetCapacity(int32 capacity, const bool preserveContents = true)
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{
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if (capacity == Capacity())
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return;
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ASSERT(capacity >= 0);
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AllocationData oldAllocation;
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MoveToEmpty(oldAllocation, _allocation, _size);
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const int32 oldSize = _size;
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const int32 oldElementsCount = _elementsCount;
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_deletedCount = _elementsCount = 0;
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if (capacity != 0 && (capacity & (capacity - 1)) != 0)
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{
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// Align capacity value to the next power of two (http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2)
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capacity--;
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capacity |= capacity >> 1;
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capacity |= capacity >> 2;
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capacity |= capacity >> 4;
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capacity |= capacity >> 8;
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capacity |= capacity >> 16;
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capacity++;
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}
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if (capacity)
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{
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_allocation.Allocate(capacity);
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Bucket* data = _allocation.Get();
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for (int32 i = 0; i < capacity; i++)
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data[i]._state = Bucket::Empty;
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}
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_size = capacity;
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Bucket* oldData = oldAllocation.Get();
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if (oldElementsCount != 0 && capacity != 0 && preserveContents)
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{
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FindPositionResult pos;
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for (int32 i = 0; i < oldSize; i++)
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{
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Bucket& oldBucket = oldData[i];
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if (oldBucket.IsOccupied())
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{
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FindPosition(oldBucket.Item, pos);
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ASSERT(pos.FreeSlotIndex != -1);
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Bucket* bucket = &_allocation.Get()[pos.FreeSlotIndex];
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Memory::MoveItems(&bucket->Item, &oldBucket.Item, 1);
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bucket->_state = Bucket::Occupied;
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_elementsCount++;
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}
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}
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}
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if (oldElementsCount != 0)
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{
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for (int32 i = 0; i < oldSize; i++)
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oldData[i].Free();
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}
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}
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/// <summary>
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/// Ensures that collection has given capacity.
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/// </summary>
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/// <param name="minCapacity">The minimum required capacity.</param>
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/// <param name="preserveContents">True if preserve collection data when changing its size, otherwise collection after resize will be empty.</param>
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void EnsureCapacity(const int32 minCapacity, const bool preserveContents = true)
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{
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if (_size >= minCapacity)
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return;
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int32 capacity = _allocation.CalculateCapacityGrow(_size, minCapacity);
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if (capacity < DICTIONARY_DEFAULT_CAPACITY)
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capacity = DICTIONARY_DEFAULT_CAPACITY;
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SetCapacity(capacity, preserveContents);
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}
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/// <summary>
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/// Swaps the contents of collection with the other object without copy operation. Performs fast internal data exchange.
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/// </summary>
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/// <param name="other">The other collection.</param>
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void Swap(HashSet& other)
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{
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if IF_CONSTEXPR (AllocationType::HasSwap)
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{
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::Swap(_elementsCount, other._elementsCount);
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::Swap(_deletedCount, other._deletedCount);
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::Swap(_size, other._size);
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_allocation.Swap(other._allocation);
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}
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else
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{
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HashSet tmp = MoveTemp(other);
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other = *this;
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*this = MoveTemp(tmp);
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}
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}
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public:
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/// <summary>
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/// Add element to the collection.
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/// </summary>
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/// <param name="item">The element to add to the set.</param>
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/// <returns>True if element has been added to the collection, otherwise false if the element is already present.</returns>
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template<typename ItemType>
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bool Add(const ItemType& item)
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{
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Bucket* bucket = OnAdd(item);
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if (bucket)
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bucket->Occupy(item);
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return bucket != nullptr;
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}
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|
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/// <summary>
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/// Add element to the collection.
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/// </summary>
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/// <param name="item">The element to add to the set.</param>
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/// <returns>True if element has been added to the collection, otherwise false if the element is already present.</returns>
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bool Add(T&& item)
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{
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Bucket* bucket = OnAdd(item);
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if (bucket)
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bucket->Occupy(MoveTemp(item));
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return bucket != nullptr;
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}
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|
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/// <summary>
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/// Add element at iterator to the collection
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/// </summary>
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/// <param name="i">Iterator with item to add</param>
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void Add(const Iterator& i)
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{
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ASSERT(i._collection != this && i);
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const Bucket& bucket = *i;
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Add(bucket.Item);
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}
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|
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/// <summary>
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/// Removes the specified element from the collection.
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/// </summary>
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/// <param name="item">The element to remove.</param>
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/// <returns>True if cannot remove item from the collection because cannot find it, otherwise false.</returns>
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template<typename ItemType>
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bool Remove(const ItemType& item)
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{
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if (IsEmpty())
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return false;
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FindPositionResult pos;
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FindPosition(item, pos);
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if (pos.ObjectIndex != -1)
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{
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_allocation.Get()[pos.ObjectIndex].Delete();
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_elementsCount--;
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_deletedCount++;
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return true;
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}
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return false;
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}
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|
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/// <summary>
|
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/// Removes an element at specified iterator position.
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/// </summary>
|
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/// <param name="i">The element iterator to remove.</param>
|
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/// <returns>True if cannot remove item from the collection because cannot find it, otherwise false.</returns>
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bool Remove(const Iterator& i)
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{
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ASSERT(i._collection == this);
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if (i)
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{
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ASSERT(_allocation.Get()[i._index].IsOccupied());
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_allocation.Get()[i._index].Delete();
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_elementsCount--;
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_deletedCount++;
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return true;
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}
|
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return false;
|
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}
|
|
|
|
public:
|
|
/// <summary>
|
|
/// Find element with given item in the collection
|
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/// </summary>
|
|
/// <param name="item">Item to find</param>
|
|
/// <returns>Iterator for the found element or End if cannot find it</returns>
|
|
template<typename ItemType>
|
|
Iterator Find(const ItemType& item) const
|
|
{
|
|
if (IsEmpty())
|
|
return End();
|
|
FindPositionResult pos;
|
|
FindPosition(item, pos);
|
|
return pos.ObjectIndex != -1 ? Iterator(this, pos.ObjectIndex) : End();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines whether a collection contains the specified element.
|
|
/// </summary>
|
|
/// <param name="item">The item to locate.</param>
|
|
/// <returns>True if value has been found in a collection, otherwise false</returns>
|
|
template<typename ItemType>
|
|
bool Contains(const ItemType& item) const
|
|
{
|
|
if (IsEmpty())
|
|
return false;
|
|
FindPositionResult pos;
|
|
FindPosition(item, pos);
|
|
return pos.ObjectIndex != -1;
|
|
}
|
|
|
|
public:
|
|
/// <summary>
|
|
/// Clones other collection into this
|
|
/// </summary>
|
|
/// <param name="other">Other collection to clone</param>
|
|
void Clone(const HashSet& other)
|
|
{
|
|
Clear();
|
|
SetCapacity(other.Capacity(), false);
|
|
for (Iterator i = other.Begin(); i != other.End(); ++i)
|
|
Add(i);
|
|
ASSERT(Count() == other.Count());
|
|
ASSERT(Capacity() == other.Capacity());
|
|
}
|
|
|
|
public:
|
|
Iterator Begin() const
|
|
{
|
|
Iterator i(this, -1);
|
|
++i;
|
|
return i;
|
|
}
|
|
|
|
Iterator End() const
|
|
{
|
|
return Iterator(this, _size);
|
|
}
|
|
|
|
Iterator begin()
|
|
{
|
|
Iterator i(this, -1);
|
|
++i;
|
|
return i;
|
|
}
|
|
|
|
FORCE_INLINE Iterator end()
|
|
{
|
|
return Iterator(this, _size);
|
|
}
|
|
|
|
Iterator begin() const
|
|
{
|
|
Iterator i(this, -1);
|
|
++i;
|
|
return i;
|
|
}
|
|
|
|
FORCE_INLINE Iterator end() const
|
|
{
|
|
return Iterator(this, _size);
|
|
}
|
|
|
|
private:
|
|
/// <summary>
|
|
/// The result container of the set item lookup searching.
|
|
/// </summary>
|
|
struct FindPositionResult
|
|
{
|
|
int32 ObjectIndex;
|
|
int32 FreeSlotIndex;
|
|
};
|
|
|
|
/// <summary>
|
|
/// Returns a pair of positions: 1st where the object is, 2nd where
|
|
/// it would go if you wanted to insert it. 1st is -1
|
|
/// if object is not found; 2nd is -1 if it is.
|
|
/// Note: because of deletions where-to-insert is not trivial: it's the
|
|
/// first deleted bucket we see, as long as we don't find the item later
|
|
/// </summary>
|
|
/// <param name="item">The item to find</param>
|
|
/// <param name="result">Pair of values: where the object is and where it would go if you wanted to insert it</param>
|
|
template<typename ItemType>
|
|
void FindPosition(const ItemType& item, FindPositionResult& result) const
|
|
{
|
|
ASSERT(_size);
|
|
const int32 tableSizeMinusOne = _size - 1;
|
|
int32 bucketIndex = GetHash(item) & tableSizeMinusOne;
|
|
int32 insertPos = -1;
|
|
int32 numChecks = 0;
|
|
const Bucket* data = _allocation.Get();
|
|
result.FreeSlotIndex = -1;
|
|
while (numChecks < _size)
|
|
{
|
|
// Empty bucket
|
|
const Bucket& bucket = data[bucketIndex];
|
|
if (bucket.IsEmpty())
|
|
{
|
|
// Found place to insert
|
|
result.ObjectIndex = -1;
|
|
result.FreeSlotIndex = insertPos == -1 ? bucketIndex : insertPos;
|
|
return;
|
|
}
|
|
// Deleted bucket
|
|
if (bucket.IsDeleted())
|
|
{
|
|
// Keep searching but mark to insert
|
|
if (insertPos == -1)
|
|
insertPos = bucketIndex;
|
|
}
|
|
// Occupied bucket by target item
|
|
else if (bucket.Item == item)
|
|
{
|
|
// Found item
|
|
result.ObjectIndex = bucketIndex;
|
|
return;
|
|
}
|
|
|
|
numChecks++;
|
|
bucketIndex = (bucketIndex + DICTIONARY_PROB_FUNC(_size, numChecks)) & tableSizeMinusOne;
|
|
}
|
|
result.ObjectIndex = -1;
|
|
result.FreeSlotIndex = insertPos;
|
|
}
|
|
|
|
template<typename ItemType>
|
|
Bucket* OnAdd(const ItemType& key)
|
|
{
|
|
// Check if need to rehash elements (prevent many deleted elements that use too much of capacity)
|
|
if (_deletedCount > _size / DICTIONARY_DEFAULT_SLACK_SCALE)
|
|
Compact();
|
|
|
|
// Ensure to have enough memory for the next item (in case of new element insertion)
|
|
EnsureCapacity((_elementsCount + 1) * DICTIONARY_DEFAULT_SLACK_SCALE + _deletedCount);
|
|
|
|
// Find location of the item or place to insert it
|
|
FindPositionResult pos;
|
|
FindPosition(key, pos);
|
|
|
|
// Check if object has been already added
|
|
if (pos.ObjectIndex != -1)
|
|
return nullptr;
|
|
|
|
// Insert
|
|
ASSERT(pos.FreeSlotIndex != -1);
|
|
_elementsCount++;
|
|
return &_allocation.Get()[pos.FreeSlotIndex];
|
|
}
|
|
|
|
void Compact()
|
|
{
|
|
if (_elementsCount == 0)
|
|
{
|
|
// Fast path if it's empty
|
|
Bucket* data = _allocation.Get();
|
|
for (int32 i = 0; i < _size; i++)
|
|
data[i]._state = Bucket::Empty;
|
|
}
|
|
else
|
|
{
|
|
// Rebuild entire table completely
|
|
AllocationData oldAllocation;
|
|
MoveToEmpty(oldAllocation, _allocation, _size);
|
|
_allocation.Allocate(_size);
|
|
Bucket* data = _allocation.Get();
|
|
for (int32 i = 0; i < _size; i++)
|
|
data[i]._state = Bucket::Empty;
|
|
Bucket* oldData = oldAllocation.Get();
|
|
FindPositionResult pos;
|
|
for (int32 i = 0; i < _size; i++)
|
|
{
|
|
Bucket& oldBucket = oldData[i];
|
|
if (oldBucket.IsOccupied())
|
|
{
|
|
FindPosition(oldBucket.Item, pos);
|
|
ASSERT(pos.FreeSlotIndex != -1);
|
|
Bucket* bucket = &_allocation.Get()[pos.FreeSlotIndex];
|
|
Memory::MoveItems(&bucket->Item, &oldBucket.Item, 1);
|
|
bucket->_state = Bucket::Occupied;
|
|
}
|
|
}
|
|
for (int32 i = 0; i < _size; i++)
|
|
oldData[i].Free();
|
|
}
|
|
_deletedCount = 0;
|
|
}
|
|
};
|