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FlaxEngine/Source/Engine/Core/Collections/HashSet.h
2022-06-14 19:05:04 +02:00

651 lines
18 KiB
C++

// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Memory/Memory.h"
#include "Engine/Core/Memory/Allocation.h"
#include "Engine/Core/Collections/HashFunctions.h"
#include "Engine/Core/Collections/Config.h"
/// <summary>
/// Template for unordered set of values (without duplicates with O(1) lookup access).
/// </summary>
/// <typeparam name="T">The type of elements in the set.</typeparam>
/// <typeparam name="AllocationType">The type of memory allocator.</typeparam>
template<typename T, typename AllocationType = HeapAllocation>
API_CLASS(InBuild) class HashSet
{
friend HashSet;
public:
/// <summary>
/// Describes single portion of space for the item in a hash map.
/// </summary>
struct Bucket
{
friend HashSet;
enum State : byte
{
Empty,
Deleted,
Occupied,
};
/// <summary>The item.</summary>
T Item;
private:
State _state;
void Free()
{
if (_state == Occupied)
Memory::DestructItem(&Item);
_state = Empty;
}
void Delete()
{
_state = Deleted;
Memory::DestructItem(&Item);
}
template<typename ItemType>
void Occupy(const ItemType& item)
{
Memory::ConstructItems(&Item, &item, 1);
_state = Occupied;
}
FORCE_INLINE bool IsEmpty() const
{
return _state == Empty;
}
FORCE_INLINE bool IsDeleted() const
{
return _state == Deleted;
}
FORCE_INLINE bool IsOccupied() const
{
return _state == Occupied;
}
FORCE_INLINE bool IsNotOccupied() const
{
return _state != Occupied;
}
};
typedef typename AllocationType::template Data<Bucket> AllocationData;
private:
int32 _elementsCount = 0;
int32 _deletedCount = 0;
int32 _size = 0;
AllocationData _allocation;
public:
/// <summary>
/// Initializes a new instance of the <see cref="HashSet"/> class.
/// </summary>
HashSet()
{
}
/// <summary>
/// Initializes a new instance of the <see cref="HashSet"/> class.
/// </summary>
/// <param name="capacity">The initial capacity.</param>
HashSet(int32 capacity)
{
SetCapacity(capacity);
}
/// <summary>
/// Initializes a new instance of the <see cref="HashSet"/> class.
/// </summary>
/// <param name="other">The other collection to move.</param>
HashSet(HashSet&& other) noexcept
: _elementsCount(other._elementsCount)
, _deletedCount(other._deletedCount)
, _size(other._size)
{
_elementsCount = other._elementsCount;
_deletedCount = other._deletedCount;
_size = other._size;
other._elementsCount = 0;
other._deletedCount = 0;
other._size = 0;
_allocation.Swap(other._allocation);
}
/// <summary>
/// Initializes a new instance of the <see cref="HashSet"/> class.
/// </summary>
/// <param name="other">Other collection to copy</param>
HashSet(const HashSet& other)
{
Clone(other);
}
/// <summary>
/// Clones the data from the other collection.
/// </summary>
/// <param name="other">The other collection to copy.</param>
/// <returns>The reference to this.</returns>
HashSet& operator=(const HashSet& other)
{
if (this != &other)
Clone(other);
return *this;
}
/// <summary>
/// Moves the data from the other collection.
/// </summary>
/// <param name="other">The other collection to move.</param>
/// <returns>The reference to this.</returns>
HashSet& operator=(HashSet&& other) noexcept
{
if (this != &other)
{
Clear();
_allocation.Free();
_elementsCount = other._elementsCount;
_deletedCount = other._deletedCount;
_size = other._size;
other._elementsCount = 0;
other._deletedCount = 0;
other._size = 0;
_allocation.Swap(other._allocation);
}
return *this;
}
/// <summary>
/// Finalizes an instance of the <see cref="HashSet"/> class.
/// </summary>
~HashSet()
{
SetCapacity(0, false);
}
public:
/// <summary>
/// Gets the amount of the elements in the collection.
/// </summary>
FORCE_INLINE int32 Count() const
{
return _elementsCount;
}
/// <summary>
/// Gets the amount of the elements that can be contained by the collection.
/// </summary>
FORCE_INLINE int32 Capacity() const
{
return _size;
}
/// <summary>
/// Returns true if collection is empty.
/// </summary>
FORCE_INLINE bool IsEmpty() const
{
return _elementsCount == 0;
}
/// <summary>
/// Returns true if collection has one or more elements.
/// </summary>
FORCE_INLINE bool HasItems() const
{
return _elementsCount != 0;
}
public:
/// <summary>
/// The hash set collection iterator.
/// </summary>
struct Iterator
{
friend HashSet;
private:
HashSet& _collection;
int32 _index;
Iterator(HashSet& collection, const int32 index)
: _collection(collection)
, _index(index)
{
}
Iterator(HashSet const& collection, const int32 index)
: _collection((HashSet&)collection)
, _index(index)
{
}
public:
Iterator(const Iterator& i)
: _collection(i._collection)
, _index(i._index)
{
}
Iterator(Iterator&& i)
: _collection(i._collection)
, _index(i._index)
{
}
public:
FORCE_INLINE bool IsEnd() const
{
return _index == _collection.Capacity();
}
FORCE_INLINE bool IsNotEnd() const
{
return _index != _collection.Capacity();
}
FORCE_INLINE Bucket& operator*() const
{
return _collection._allocation.Get()[_index];
}
FORCE_INLINE Bucket* operator->() const
{
return &_collection._allocation.Get()[_index];
}
FORCE_INLINE explicit operator bool() const
{
return _index >= 0 && _index < _collection._size;
}
FORCE_INLINE bool operator !() const
{
return !(bool)*this;
}
FORCE_INLINE bool operator==(const Iterator& v) const
{
return _index == v._index && &_collection == &v._collection;
}
FORCE_INLINE bool operator!=(const Iterator& v) const
{
return _index != v._index || &_collection != &v._collection;
}
Iterator& operator++()
{
const int32 capacity = _collection.Capacity();
if (_index != capacity)
{
const Bucket* data = _collection._allocation.Get();
do
{
_index++;
} while (_index != capacity && data[_index].IsNotOccupied());
}
return *this;
}
Iterator operator++(int)
{
Iterator i = *this;
++i;
return i;
}
Iterator& operator--()
{
if (_index > 0)
{
const Bucket* data = _collection._allocation.Get();
do
{
_index--;
} while (_index > 0 && data[_index].IsNotOccupied());
}
return *this;
}
Iterator operator--(int)
{
Iterator i = *this;
--i;
return i;
}
};
public:
/// <summary>
/// Removes all elements from the collection.
/// </summary>
void Clear()
{
if (_elementsCount + _deletedCount != 0)
{
Bucket* data = _allocation.Get();
for (int32 i = 0; i < _size; i++)
data[i].Free();
_elementsCount = _deletedCount = 0;
}
}
/// <summary>
/// Clears the collection and delete value objects.
/// Note: collection must contain pointers to the objects that have public destructor and be allocated using New method.
/// </summary>
#if defined(_MSC_VER)
template<typename = typename TEnableIf<TIsPointer<T>::Value>::Type>
#endif
void ClearDelete()
{
for (Iterator i = Begin(); i.IsNotEnd(); ++i)
{
if (i->Value)
::Delete(i->Value);
}
Clear();
}
/// <summary>
/// Changes capacity of the collection
/// </summary>
/// <param name="capacity">New capacity</param>
/// <param name="preserveContents">Enable/disable preserving collection contents during resizing</param>
void SetCapacity(int32 capacity, bool preserveContents = true)
{
if (capacity == Capacity())
return;
ASSERT(capacity >= 0);
AllocationData oldAllocation;
oldAllocation.Swap(_allocation);
const int32 oldSize = _size;
const int32 oldElementsCount = _elementsCount;
_deletedCount = _elementsCount = 0;
if (capacity != 0 && (capacity & (capacity - 1)) != 0)
{
// Align capacity value to the next power of two (if it's not)
capacity++;
capacity |= capacity >> 1;
capacity |= capacity >> 2;
capacity |= capacity >> 4;
capacity |= capacity >> 8;
capacity |= capacity >> 16;
capacity = capacity + 1;
}
if (capacity)
{
_allocation.Allocate(capacity);
Bucket* data = _allocation.Get();
for (int32 i = 0; i < capacity; i++)
data[i]._state = Bucket::Empty;
}
_size = capacity;
Bucket* oldData = oldAllocation.Get();
if (oldElementsCount != 0 && preserveContents)
{
// TODO; move keys and values on realloc
for (int32 i = 0; i < oldSize; i++)
{
if (oldData[i].IsOccupied())
Add(oldData[i].Item);
}
}
if (oldElementsCount != 0)
{
for (int32 i = 0; i < oldSize; i++)
oldData[i].Free();
}
}
/// <summary>
/// Ensures that collection has given capacity.
/// </summary>
/// <param name="minCapacity">The minimum required capacity.</param>
/// <param name="preserveContents">True if preserve collection data when changing its size, otherwise collection after resize will be empty.</param>
void EnsureCapacity(int32 minCapacity, bool preserveContents = true)
{
if (Capacity() >= minCapacity)
return;
if (minCapacity < DICTIONARY_DEFAULT_CAPACITY)
minCapacity = DICTIONARY_DEFAULT_CAPACITY;
const int32 capacity = _allocation.CalculateCapacityGrow(_size, minCapacity);
SetCapacity(capacity, preserveContents);
}
public:
/// <summary>
/// Add element to the collection.
/// </summary>
/// <param name="item">The element to add to the set.</param>
/// <returns>True if element has been added to the collection, otherwise false if the element is already present.</returns>
template<typename ItemType>
bool Add(const ItemType& item)
{
// Ensure to have enough memory for the next item (in case of new element insertion)
EnsureCapacity(_elementsCount + _deletedCount + 1);
// Find location of the item or place to insert it
FindPositionResult pos;
FindPosition(item, pos);
// Check if object has been already added
if (pos.ObjectIndex != -1)
return false;
// Insert
ASSERT(pos.FreeSlotIndex != -1);
Bucket* bucket = &_allocation.Get()[pos.FreeSlotIndex];
bucket->Occupy(item);
_elementsCount++;
return true;
}
/// <summary>
/// Add element at iterator to the collection
/// </summary>
/// <param name="i">Iterator with item to add</param>
void Add(const Iterator& i)
{
ASSERT(&i._collection != this && i);
const Bucket& bucket = *i;
Add(bucket.Item);
}
/// <summary>
/// Removes the specified element from the collection.
/// </summary>
/// <param name="item">The element to remove.</param>
/// <returns>True if cannot remove item from the collection because cannot find it, otherwise false.</returns>
template<typename ItemType>
bool Remove(const ItemType& item)
{
if (IsEmpty())
return false;
FindPositionResult pos;
FindPosition(item, pos);
if (pos.ObjectIndex != -1)
{
_allocation.Get()[pos.ObjectIndex].Delete();
_elementsCount--;
_deletedCount++;
return true;
}
return false;
}
/// <summary>
/// Removes an element at specified iterator position.
/// </summary>
/// <param name="i">The element iterator to remove.</param>
/// <returns>True if cannot remove item from the collection because cannot find it, otherwise false.</returns>
bool Remove(Iterator& i)
{
ASSERT(&i._collection == this);
if (i)
{
ASSERT(_allocation.Get()[i._index].IsOccupied());
_allocation.Get()[i._index].Delete();
_elementsCount--;
_deletedCount++;
return true;
}
return false;
}
public:
/// <summary>
/// Find element with given item in the collection
/// </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);
}
const Iterator begin() const
{
Iterator i(*this, -1);
++i;
return i;
}
FORCE_INLINE const Iterator end() const
{
return Iterator(*this, _size);
}
protected:
/// <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;
}
};