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	Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
		
			
				
	
	
		
			194 lines
		
	
	
	
		
			4.8 KiB
		
	
	
	
		
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			194 lines
		
	
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  allocators.h                                                         */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#ifndef ALLOCATORS_H
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#define ALLOCATORS_H
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#include "os/memory.h"
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template <int PREALLOC_COUNT = 64, int MAX_HANDS = 8>
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class BalloonAllocator {
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	enum {
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		USED_FLAG = (1 << 30),
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		USED_MASK = USED_FLAG - 1
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	};
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	struct Balloon {
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		Balloon *next;
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		Balloon *prev;
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		uint32_t hand;
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	};
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	struct Hand {
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		int used;
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		int allocated;
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		Balloon *first;
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		Balloon *last;
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	};
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	Hand hands[MAX_HANDS];
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public:
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	void *alloc(size_t p_size) {
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		size_t max = (1 << MAX_HANDS);
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		ERR_FAIL_COND_V(p_size > max, NULL);
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		unsigned int hand = 0;
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		while (p_size > (size_t)(1 << hand))
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			++hand;
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		Hand &h = hands[hand];
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		if (h.used == h.allocated) {
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			for (int i = 0; i < PREALLOC_COUNT; i++) {
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				Balloon *b = (Balloon *)memalloc(sizeof(Balloon) + (1 << hand));
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				b->hand = hand;
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				if (h.last) {
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					b->prev = h.last;
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					h.last->next = b;
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					h.last = b;
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				} else {
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					b->prev = NULL;
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					h.last = b;
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					h.first = b;
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				}
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			}
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			h.last->next = NULL;
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			h.allocated += PREALLOC_COUNT;
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		}
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		Balloon *pick = h.last;
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		ERR_FAIL_COND_V((pick->hand & USED_FLAG), NULL);
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		// remove last
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		h.last = h.last->prev;
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		h.last->next = NULL;
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		pick->next = h.first;
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		h.first->prev = pick;
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		pick->prev = NULL;
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		h.first = pick;
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		h.used++;
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		pick->hand |= USED_FLAG;
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		return (void *)(pick + 1);
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	}
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	void free(void *p_ptr) {
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		Balloon *b = (Balloon *)p_ptr;
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		b -= 1;
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		ERR_FAIL_COND(!(b->hand & USED_FLAG));
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		b->hand = b->hand & USED_MASK; // not used
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		int hand = b->hand;
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		Hand &h = hands[hand];
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		if (b == h.first)
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			h.first = b->next;
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		if (b->prev)
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			b->prev->next = b->next;
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		if (b->next)
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			b->next->prev = b->prev;
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		if (h.last != b) {
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			h.last->next = b;
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			b->prev = h.last;
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			b->next = NULL;
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			h.last = b;
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		}
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		h.used--;
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		if (h.used <= (h.allocated - (PREALLOC_COUNT * 2))) { // this is done to ensure no alloc/free is done constantly
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			for (int i = 0; i < PREALLOC_COUNT; i++) {
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				ERR_CONTINUE(h.last->hand & USED_FLAG);
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				Balloon *new_last = h.last->prev;
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				if (new_last)
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					new_last->next = NULL;
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				memfree(h.last);
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				h.last = new_last;
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			}
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			h.allocated -= PREALLOC_COUNT;
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		}
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	}
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	BalloonAllocator() {
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		for (int i = 0; i < MAX_HANDS; i++) {
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			hands[i].allocated = 0;
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			hands[i].used = 0;
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			hands[i].first = NULL;
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			hands[i].last = NULL;
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		}
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	}
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	void clear() {
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		for (int i = 0; i < MAX_HANDS; i++) {
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			while (hands[i].first) {
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				Balloon *b = hands[i].first;
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				hands[i].first = b->next;
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				memfree(b);
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			}
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			hands[i].allocated = 0;
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			hands[i].used = 0;
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			hands[i].first = NULL;
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			hands[i].last = NULL;
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		}
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	}
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	~BalloonAllocator() {
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		clear();
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	}
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};
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#endif // ALLOCATORS_H
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