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meh
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@ -1,5 +1,6 @@
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#include "mxvariabletable.h"
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// OFFSET: LEGO1 0x100b7330
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MxS8 MxVariableTable::Compare(MxVariable *p_var0, MxVariable *p_var1)
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{
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return strcmp(p_var0->GetKey()->GetData(),
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@ -27,6 +28,13 @@ void MxVariableTable::SetVariable(const char *p_key, const char *p_value)
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if (cursor.Find(var)) {
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delete var;
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cursor.GetMatch(&var);
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var->SetValue(p_value);
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} else {
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if (m_option && m_numKeys / m_numSlots > m_autoResizeRatio)
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Resize();
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Add(var);
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}
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// TODO
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}
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@ -34,7 +42,16 @@ void MxVariableTable::SetVariable(const char *p_key, const char *p_value)
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// OFFSET: LEGO1 0x100b7740
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void MxVariableTable::SetVariable(MxVariable *var)
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{
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// TODO
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MxHashTableCursor<MxVariable> cursor(this);
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MxBool found = cursor.Find(var);
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if (found)
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cursor.DeleteMatch();
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if (m_option && m_numKeys / m_numSlots > m_autoResizeRatio)
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Resize();
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Add(var);
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}
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// OFFSET: LEGO1 0x100b78f0
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@ -31,27 +31,96 @@ class MxHashTable : public MxCore
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public:
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MxHashTable()
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{
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m_size = 128;
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m_table = new MxHashTableNode<T>*[128];
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m_numSlots = 128;
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m_slots = new MxHashTableNode<T>*[128];
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}
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~MxHashTable()
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{
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delete[] m_table;
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// TODO: Walk table to delete nodes?
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delete[] m_slots;
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}
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// OFFSET: LEGO1 0x100b7ab0
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void Resize()
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{
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// Save a reference to the current table
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// so we can walk nodes and re-insert
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MxHashTableNode<T> **old_table = m_slots;
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MxU32 old_size = m_numSlots;
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switch (m_option) {
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case 1: // flat increase by x
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m_numSlots = old_size + (int)m_increaseAmount;
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break;
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case 2: // increase by a factor of x
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m_numSlots = (int)(old_size * m_increaseFactor);
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break;
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}
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MxHashTableNode<T> **new_table = new MxHashTableNode<T>*[m_numSlots];
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// FIXME: order? m_numKeys set after `rep stosd`
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m_slots = new_table;
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m_numKeys = 0;
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memset(m_slots, 0, sizeof(MxHashTableNode<T> *) * m_numSlots);
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for (MxU32 i = 0; i < old_size; i++) {
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MxHashTableNode<T> *t = old_table[i];
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while (t) {
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MxHashTableNode<T> *next = t->m_next;
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int new_bucket = t->m_hash % m_numSlots;
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t->m_next = m_slots[new_bucket];
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// If the new bucket is not empty, make the reshuffled node
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// the new head of the bucket.
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if (m_slots[new_bucket])
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m_slots[new_bucket]->m_prev = t;
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m_slots[new_bucket] = t;
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t = next;
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m_numKeys++;
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}
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}
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delete[] old_table;
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}
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void Add(T* p_newobj)
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{
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MxU32 hash = Hash(p_newobj);
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MxHashTableNode<T> *node = new MxHashTableNode<T>(p_newobj, hash);
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int bucket = node->m_hash % m_numSlots;
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node->m_next = m_slots[bucket];
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if (m_slots[bucket])
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m_slots[bucket]->m_prev = node;
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m_slots[bucket] = node;
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m_numKeys++;
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}
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virtual MxS8 Compare(T*, T*);
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virtual MxU32 Hash(T*);
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//private:
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int m_used; // +0x8
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void (*m_unkc)(void *); // +0xc
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MxHashTableNode<T> **m_table; // +0x10
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int m_size; // +0x14
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int m_unk18;
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int m_unk1c;
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int m_unk20;
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int m_unk24;
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int m_numKeys; // +0x8
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void (*m_customDestructor)(T*); // +0xc
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MxHashTableNode<T> **m_slots; // +0x10
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MxU32 m_numSlots; // +0x14
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int m_autoResizeRatio;
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int m_option; // +0x1c
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// FIXME: or FIXME? This qword is used as an integer or double depending
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// on the value of m_option. Hard to say whether this is how the devs
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// did it, but a simple cast in either direction doesn't match.
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union {
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MxS64 m_increaseAmount;
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double m_increaseFactor;
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};
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};
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template <class T>
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@ -60,19 +129,19 @@ class MxHashTableCursor : public MxCore
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public:
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MxHashTableCursor(MxHashTable<T> *p_hashTable)
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{
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m_hashTable = p_hashTable;
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m_table = p_hashTable;
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m_match = NULL;
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}
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MxBool Find(T *p_obj)
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{
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MxU32 hash = m_hashTable->Hash(p_obj);
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int bucket = hash % m_hashTable->m_size;
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MxU32 hash = m_table->Hash(p_obj);
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int bucket = hash % m_table->m_numSlots;
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MxHashTableNode<T> *t = m_hashTable->m_table[bucket];
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MxHashTableNode<T> *t = m_table->m_slots[bucket];
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while (t) {
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if (t->m_hash == hash && !m_hashTable->Compare(t->m_obj, p_obj))
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if (t->m_hash == hash && !m_table->Compare(t->m_obj, p_obj))
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m_match = t;
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t = t->m_next;
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}
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@ -82,20 +151,34 @@ class MxHashTableCursor : public MxCore
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void GetMatch(T **p_obj)
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{
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if (m_match)
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if (m_match) {
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*p_obj = m_match->m_obj;
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//p_obj = m_match ? m_match->m_obj : NULL; // ?
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}
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}
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/*
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T* GetMatch()
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void DeleteMatch()
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{
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return m_match ? m_match->m_obj : NULL;
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// Cut the matching node out of the linked list
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// by updating pointer references.
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if (m_match->m_prev) {
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m_match->m_prev->m_next = m_match->m_next;
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} else {
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// No "prev" node, so move "next" to the head of the list.
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int bucket = m_match->m_hash % m_table->m_numSlots;
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m_table->m_slots[bucket] = m_match->m_next;
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}
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if (m_match->m_next)
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m_match->m_next->m_prev = m_match->m_prev;
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m_table->m_customDestructor(m_match->m_obj);
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delete m_match;
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m_table->m_numKeys--;
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}
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*/
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private:
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MxHashTable<T> *m_hashTable;
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MxHashTable<T> *m_table;
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MxHashTableNode<T> *m_match; // type ?
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};
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