openclonk/src/script/C4PropList.cpp

1023 lines
25 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2004, Peter Wortmann
* Copyright (c) 2007, Günther Brammer
* Copyright (c) 2009-2016, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
#include "C4Include.h"
#include "script/C4PropList.h"
#include "script/C4Aul.h"
#include "object/C4GameObjects.h"
#include "control/C4Record.h"
void C4PropList::AddRef(C4Value *pRef)
{
#ifdef _DEBUG
C4Value * pVal = FirstRef;
while (pVal)
{
assert(pVal != pRef);
pVal = pVal->NextRef;
}
#endif
pRef->NextRef = FirstRef;
FirstRef = pRef;
}
void C4PropList::DelRef(const C4Value * pRef, C4Value * pNextRef)
{
assert(FirstRef);
// References to objects never have HasBaseArray set
if (pRef == FirstRef)
{
FirstRef = pNextRef;
if (pNextRef) return;
}
else
{
C4Value *pPrev = FirstRef;
while (pPrev->NextRef != pRef)
{
pPrev = pPrev->NextRef;
assert(pPrev);
}
pPrev->NextRef = pNextRef;
return;
}
// Only pure script proplists are garbage collected here, host proplists
// like definitions and effects have their own memory management.
if (Delete()) delete this;
}
C4PropList * C4PropList::New(C4PropList * prototype)
{
C4PropList * r = new C4PropListScript(prototype);
return r;
}
C4PropListStatic * C4PropList::NewStatic(C4PropList * prototype, const C4PropListStatic * parent, C4String * key)
{
return new C4PropListStatic(prototype, parent, key);
}
C4PropList *C4PropListNumbered::GetByNumber(int32_t iNumber)
{
return PropLists.Get(iNumber);
}
bool C4PropListNumbered::CheckPropList(C4PropList *pObj)
{
if (!pObj) return false;
C4PropListNumbered * const * p = PropLists.First();
while (p)
{
if (*p == pObj)
return true;
p = PropLists.Next(p);
}
return false;
}
void C4PropListNumbered::SetEnumerationIndex(int32_t iMaxObjectNumber)
{
// update object enumeration index now, because calls like OnSynchronized might create objects
EnumerationIndex = std::max(EnumerationIndex, iMaxObjectNumber);
}
void C4PropListNumbered::ResetEnumerationIndex()
{
assert(!PropLists.GetSize());
EnumerationIndex = 0;
}
void C4PropListNumbered::ShelveNumberedPropLists()
{
// unnumber all proplists and put them on the shelve. To be used on remaining objects before a savegame load.
assert(ShelvedPropLists.empty());
ShelvedPropLists.reserve(PropLists.GetSize());
C4PropListNumbered *const* p_next = PropLists.First(), *const* p;
while ((p = p_next))
{
p_next = PropLists.Next(p);
C4PropListNumbered *pl = *p;
if (pl->Number != -1)
{
pl->ClearNumber();
ShelvedPropLists.push_back(pl);
}
}
}
void C4PropListNumbered::UnshelveNumberedPropLists()
{
// re-insert shelved proplists into main list and give them a number
for (std::vector<C4PropListNumbered *>::iterator i=ShelvedPropLists.begin(); i!=ShelvedPropLists.end(); ++i)
(*i)->AcquireNumber();
ShelvedPropLists.clear();
}
void C4PropListNumbered::ClearShelve()
{
// cleanup shelve - used in game clear, un unsuccessful section load, etc.
ShelvedPropLists.clear();
}
void C4PropListNumbered::ClearNumberedPropLists()
{
// empty all proplists to ensure safe deletion of proplists with circular references
// note that this the call to Clear() might delete some prop lists. So it is assumed that
// PropLists does not shrink its table as the number of values goes down
C4PropListNumbered *const* p_next = PropLists.First(), *const* p;
while ((p = p_next))
{
p_next = PropLists.Next(p);
// check *p since it might have been deleted by clearing the previous prop list
if (*p) (*p)->Clear();
}
}
C4PropListNumbered::C4PropListNumbered(C4PropList * prototype): C4PropList(prototype), Number(-1)
{
}
void C4PropListNumbered::AcquireNumber()
{
// Enumerate object
do
Number = ++EnumerationIndex;
while (PropLists.Get(Number));
// Add to list
PropLists.Add(this);
}
void C4PropListNumbered::ClearNumber()
{
// Make proplist invisible during denumeration process
if (Number != -1)
{
PropLists.Remove(this);
Number = -1;
}
}
C4PropListNumbered* C4PropListNumbered::GetPropListNumbered()
{
return this;
}
void C4PropListNumbered::CompileFunc(StdCompiler *pComp, C4ValueNumbers * numbers)
{
int32_t n = Number;
pComp->Value(n);
pComp->Separator(StdCompiler::SEP_SEP2);
C4PropList::CompileFunc(pComp, numbers);
if (pComp->isCompiler())
{
if (PropLists.Get(n))
{
pComp->excCorrupt("multiple PropLists with Number %d", n);
return;
}
// Once this proplist has a Number, it has to be in PropLists. See the destructor below.
Number = n;
PropLists.Add(this);
}
}
C4PropListNumbered::~C4PropListNumbered()
{
if (Number != -1)
PropLists.Remove(this);
else
Log("removing numbered proplist without number");
}
void C4PropListScript::ClearScriptPropLists()
{
// empty all proplists to ensure safe deletion of proplists with circular references
// note that this the call to Clear() might delete some prop lists. So it is assumed that
// PropLists does not shrink its table as the number of values goes down
// However, some values may be skipped due to table consolidation. Just fix it by iterating over the table until it's empty.
C4PropListScript *const* p_next, *const* p;
while ((p_next = PropLists.First()))
{
size_t prev_size = PropLists.GetSize();
while ((p = p_next))
{
p_next = PropLists.Next(p);
// check *p since it might have been deleted by clearing the previous prop list
if (*p)
{
C4Value ref(C4VPropList(*p)); // keep a reference because prop list might delete itself within clearing method otherwise
(*p)->Clear();
}
}
if (PropLists.GetSize() >= prev_size)
{
// Looks like there's a rogue C4Value pointer somewhere.
// Could just delete the prop list and let ref counting do the job
// However, it might be better to keep the dead pointer to find the leak in debug mode
#ifdef _DEBUG
assert(0);
#endif
break;
}
}
}
void C4PropListStatic::RefCompileFunc(StdCompiler *pComp, C4ValueNumbers * numbers) const
{
assert(!pComp->isCompiler());
if (Parent)
{
Parent->RefCompileFunc(pComp, numbers);
pComp->Separator(StdCompiler::SEP_PART);
}
if (!ParentKeyName)
pComp->excCorrupt("C4PropListStatic::RefCompileFunc without ParentKeyName");
pComp->Value(mkParAdapt(ParentKeyName->GetData(), StdCompiler::RCT_ID));
}
StdStrBuf C4PropListStatic::GetDataString() const
{
StdStrBuf r;
if (Parent)
{
r.Take(Parent->GetDataString());
r.AppendChar('.');
}
assert(ParentKeyName);
if (ParentKeyName)
r.Append(ParentKeyName->GetData());
return r;
}
const char *C4PropListStatic::GetName() const
{
const C4String * s = GetPropertyStr(P_Name);
if (!s) s = ParentKeyName;
if (!s) return "";
return s->GetCStr();
}
C4PropList::C4PropList(C4PropList * prototype):
FirstRef(NULL), prototype(prototype),
constant(false), Status(1)
{
#ifdef _DEBUG
PropLists.Add(this);
#endif
}
C4PropListStatic *C4PropList::FreezeAndMakeStaticRecursively(std::vector<C4Value>* prop_lists, const C4PropListStatic *parent, C4String * key)
{
Freeze();
// Already static?
C4PropListStatic *this_static = IsStatic();
if (!this_static)
{
// Make self static by creating a copy and replacing all references
this_static = NewStatic(GetPrototype(), parent, key);
this_static->Properties.Swap(&Properties); // grab properties
this_static->Status = Status;
C4Value holder = C4VPropList(this);
while (FirstRef && FirstRef->NextRef)
{
C4Value *ref = FirstRef;
if (ref == &holder) ref = ref->NextRef;
ref->SetPropList(this_static);
}
// store reference
if (prop_lists)
prop_lists->push_back(C4VPropList(this_static));
// "this" should be deleted as holder goes out of scope
}
// Iterate over sorted list of elements to make static
// Must iterate over sorted list because the order must be defined, just in case it's a network game
// and a non-static child proplist is available through different paths it should still get the same name
auto prop_names = this_static->GetSortedLocalProperties(false);
for (auto prop_name : prop_names)
{
C4Value child_val;
this_static->GetPropertyByS(prop_name, &child_val);
C4PropList *child_proplist = child_val.getPropList();
if (child_proplist)
{
// Avoid infinite recursion: Only freeze into unfrozen children and "true" static children
C4PropListStatic *child_static = child_proplist->IsStatic();
if (!child_static || (child_static->GetParent() == this_static && child_static->GetParentKeyName() == prop_name))
{
child_proplist->FreezeAndMakeStaticRecursively(prop_lists, this_static, prop_name);
}
}
}
return this_static;
}
void C4PropList::Denumerate(C4ValueNumbers * numbers)
{
const C4Property * p = Properties.First();
while (p)
{
const_cast<C4Value &>(p->Value).Denumerate(numbers);
p = Properties.Next(p);
}
prototype.Denumerate(numbers);
RemoveCyclicPrototypes();
}
C4PropList::~C4PropList()
{
while (FirstRef)
{
// Manually kill references so DelRef doesn't destroy us again
FirstRef->Data = 0; FirstRef->Type = C4V_Nil;
C4Value *ref = FirstRef;
FirstRef = FirstRef->NextRef;
ref->NextRef = NULL;
}
#ifdef _DEBUG
assert(PropLists.Has(this));
PropLists.Remove(this);
#endif
assert(!C4PropListNumbered::CheckPropList(this));
}
bool C4PropList::operator==(const C4PropList &b) const
{
// every numbered proplist has a unique number and is only identical to itself
if (this == &b) return true;
if (IsNumbered() || b.IsNumbered()) return false;
if (Properties.GetSize() != b.Properties.GetSize()) return false;
if (GetDef() != b.GetDef()) return false;
const C4Property * p = Properties.First();
while (p)
{
const C4Property & bp = b.Properties.Get(p->Key);
if (!bp) return false;
if (p->Value != bp.Value) return false;
p = Properties.Next(p);
}
return true;
}
void C4PropList::CompileFunc(StdCompiler *pComp, C4ValueNumbers * numbers)
{
bool oldFormat = false;
// constant proplists are not serialized to savegames, but recreated from the game data instead
assert(!constant);
if (pComp->isCompiler() && pComp->hasNaming())
{
// backwards compat to savegames and scenarios before 5.5
try
{
pComp->Value(constant);
oldFormat = true;
}
catch (StdCompiler::NotFoundException *pEx)
{
delete pEx;
pComp->Value(mkParAdapt(prototype, numbers));
}
}
else
pComp->Value(mkParAdapt(prototype, numbers));
pComp->Separator(StdCompiler::SEP_SEP2);
pComp->Value(mkParAdapt(Properties, numbers));
if (oldFormat)
{
if (Properties.Has(&::Strings.P[P_Prototype]))
{
prototype = Properties.Get(&::Strings.P[P_Prototype]).Value;
Properties.Remove(&::Strings.P[P_Prototype]);
}
}
}
void C4PropList::RemoveCyclicPrototypes()
{
// clear any cyclic prototype chains
// Use prototype.getPropList() instead of GetPrototype() because denumeration might not be completed yet
for(C4PropList * it = prototype.getPropList(); it; it = it->prototype.getPropList())
if(it == this)
{
prototype.Set0();
}
}
void CompileNewFunc(C4PropList *&pStruct, StdCompiler *pComp, C4ValueNumbers *rPar)
{
std::unique_ptr<C4PropList> temp(C4PropList::New()); // exception-safety
pComp->Value(mkParAdapt(*temp, rPar));
pStruct = temp.release();
}
template<typename T>
void C4Set<T>::CompileFunc(StdCompiler *pComp, C4ValueNumbers * numbers)
{
bool fNaming = pComp->hasNaming();
if (pComp->isCompiler())
{
// Compiling: Empty previous
Clear();
// Read size (binary only)
uint32_t iSize;
if (!pComp->hasNaming()) pComp->Value(iSize);
// Read new
do
{
// No entries left to read?
if (!fNaming && !iSize--)
break;
// Read entries
try
{
T e;
// This could use the same technique StdArrayAdapt uses
// instead of hardcoding mkParAdapt here
pComp->Value(mkParAdapt(e, numbers));
Add(e);
}
catch (StdCompiler::NotFoundException *pEx)
{
// No value found: Stop reading loop
delete pEx;
break;
}
}
while (pComp->Separator(StdCompiler::SEP_SEP));
}
else
{
// Write size (binary only)
if (!fNaming)
{
int32_t iSize = GetSize();
pComp->Value(iSize);
}
// Write all entries
const T * p = First();
while (p)
{
pComp->Value(mkParAdapt(*const_cast<T *>(p), numbers));
p = Next(p);
if (p) pComp->Separator(StdCompiler::SEP_SEP);
}
}
}
void C4Property::CompileFunc(StdCompiler *pComp, C4ValueNumbers * numbers)
{
StdStrBuf s;
if (!pComp->isCompiler())
s = Key->GetData();
pComp->Value(s);
if (pComp->isCompiler())
{
if (Key) Key->DecRef();
Key = ::Strings.RegString(s);
Key->IncRef();
}
pComp->Separator(StdCompiler::SEP_SET);
pComp->Value(mkParAdapt(Value, numbers));
}
void C4PropList::AppendDataString(StdStrBuf * out, const char * delim, int depth, bool ignore_reference_parent) const
{
StdStrBuf & DataString = *out;
if (depth <= 0 && Properties.GetSize())
{
DataString.Append("...");
return;
}
std::list<const C4Property *> sorted_props = Properties.GetSortedListOfElementPointers();
for (std::list<const C4Property *>::const_iterator p = sorted_props.begin(); p != sorted_props.end(); ++p)
{
if (p != sorted_props.begin()) DataString.Append(delim);
DataString.Append((*p)->Key->GetData());
DataString.Append(" = ");
DataString.Append((*p)->Value.GetDataString(depth - 1, ignore_reference_parent ? IsStatic() : nullptr));
}
}
std::vector< C4String * > C4PropList::GetSortedLocalProperties(bool add_prototype) const
{
// return property list without descending into prototype
std::list<const C4Property *> sorted_props = Properties.GetSortedListOfElementPointers();
std::vector< C4String * > result;
result.reserve(sorted_props.size() + add_prototype);
if (add_prototype) result.push_back(&::Strings.P[P_Prototype]); // implicit prototype for every prop list
for (auto p : sorted_props) result.push_back(p->Key);
return result;
}
std::vector< C4String * > C4PropList::GetSortedLocalProperties(const char *prefix, const C4PropList *ignore_overridden) const
{
// return property list without descending into prototype
// ignore properties that have been overridden by proplist given in ignore_overridden or any of its prototypes up to and excluding this
std::vector< C4String * > result;
for (const C4Property *pp = Properties.First(); pp; pp = Properties.Next(pp))
if (pp->Key != &::Strings.P[P_Prototype])
if (!prefix || pp->Key->GetData().BeginsWith(prefix))
{
// Override check
const C4PropList *check = ignore_overridden;
bool overridden = false;
if (check && check != this)
{
if (check->HasProperty(pp->Key)) { overridden = true; break; }
check = check->GetPrototype();
}
result.push_back(pp->Key);
}
// Sort
std::sort(result.begin(), result.end(), [](const C4String *a, const C4String *b) -> bool
{
return strcmp(a->GetCStr(), b->GetCStr()) < 0;
});
return result;
}
std::vector< C4String * > C4PropList::GetUnsortedProperties(const char *prefix, C4PropList *ignore_parent) const
{
// Return property list with descending into prototype
// But do not include Prototype property
std::vector< C4String * > result;
const C4PropList *p = this;
do
{
for (const C4Property *pp = p->Properties.First(); pp; pp = p->Properties.Next(pp))
if (pp->Key != &::Strings.P[P_Prototype])
if (!prefix || pp->Key->GetData().BeginsWith(prefix))
result.push_back(pp->Key);
p = p->GetPrototype();
if (p == ignore_parent) break;
} while (p);
return result;
}
std::vector< C4String * > C4PropList::GetSortedProperties(const char *prefix, C4PropList *ignore_parent) const
{
// Return property list with descending into prototype
// But do not include Prototype property
std::vector< C4String * > result = GetUnsortedProperties(prefix, ignore_parent);
// Sort
std::sort(result.begin(), result.end(), [](const C4String *a, const C4String *b) -> bool
{
return strcmp(a->GetCStr(), b->GetCStr()) < 0;
});
return result;
}
const char * C4PropList::GetName() const
{
C4String * s = GetPropertyStr(P_Name);
if (!s) return "";
return s->GetCStr();
}
void C4PropList::SetName(const char* NewName)
{
if (!NewName)
ResetProperty(&Strings.P[P_Name]);
else
{
SetProperty(P_Name, C4VString(NewName));
}
}
C4Object * C4PropList::GetObject()
{
if (GetPrototype()) return GetPrototype()->GetObject();
return 0;
}
C4Object const * C4PropList::GetObject() const
{
if (GetPrototype()) return GetPrototype()->GetObject();
return 0;
}
C4Def * C4PropList::GetDef()
{
if (GetPrototype()) return GetPrototype()->GetDef();
return 0;
}
C4Def const * C4PropList::GetDef() const
{
if (GetPrototype()) return GetPrototype()->GetDef();
return 0;
}
class C4MapScriptLayer * C4PropList::GetMapScriptLayer()
{
if (GetPrototype()) return GetPrototype()->GetMapScriptLayer();
return NULL;
}
class C4MapScriptMap * C4PropList::GetMapScriptMap()
{
if (GetPrototype()) return GetPrototype()->GetMapScriptMap();
return NULL;
}
C4PropListNumbered * C4PropList::GetPropListNumbered()
{
if (GetPrototype()) return GetPrototype()->GetPropListNumbered();
return 0;
}
C4Effect * C4PropList::GetEffect()
{
if (GetPrototype()) return GetPrototype()->GetEffect();
return 0;
}
template<> template<>
unsigned int C4Set<C4Property>::Hash<const C4String *>(C4String const * const & e)
{
assert(e);
unsigned int hash = 4, tmp;
hash += ((uintptr_t)e) >> 16;
tmp = ((((uintptr_t)e) & 0xffff) << 11) ^ hash;
hash = (hash << 16) ^ tmp;
hash += hash >> 11;
hash ^= hash << 3;
hash += hash >> 5;
hash ^= hash << 4;
hash += hash >> 17;
hash ^= hash << 25;
hash += hash >> 6;
return hash;
}
template<> template<>
unsigned int C4Set<C4Property>::Hash<C4String *>(C4String * const & e)
{
return Hash<const C4String *>(e);
}
template<> template<>
bool C4Set<C4Property>::Equals<const C4String *>(C4Property const & a, C4String const * const & b)
{
return a.Key == b;
}
template<> template<>
bool C4Set<C4Property>::Equals<C4String *>(C4Property const & a, C4String * const & b)
{
return a.Key == b;
}
template<> template<>
unsigned int C4Set<C4Property>::Hash<C4Property>(C4Property const & p)
{
return C4Set<C4Property>::Hash(p.Key);
}
bool C4PropList::GetPropertyByS(const C4String * k, C4Value *pResult) const
{
if (Properties.Has(k))
{
*pResult = Properties.Get(k).Value;
return true;
}
else if (k == &Strings.P[P_Prototype])
{
*pResult = prototype;
return true;
}
else if(GetPrototype())
return GetPrototype()->GetPropertyByS(k, pResult);
else
return false;
}
C4String * C4PropList::GetPropertyStr(C4PropertyName n) const
{
C4String * k = &Strings.P[n];
if (Properties.Has(k))
{
return Properties.Get(k).Value.getStr();
}
if (GetPrototype())
{
return GetPrototype()->GetPropertyStr(n);
}
return 0;
}
C4ValueArray * C4PropList::GetPropertyArray(C4PropertyName n) const
{
C4String * k = &Strings.P[n];
if (Properties.Has(k))
{
return Properties.Get(k).Value.getArray();
}
if (GetPrototype())
{
return GetPrototype()->GetPropertyArray(n);
}
return 0;
}
C4AulFunc * C4PropList::GetFunc(C4String * k) const
{
assert(k);
if (Properties.Has(k))
{
return Properties.Get(k).Value.getFunction();
}
if (GetPrototype())
{
return GetPrototype()->GetFunc(k);
}
return 0;
}
C4AulFunc * C4PropList::GetFunc(const char * s) const
{
assert(s);
if (s[0] == '~') ++s;
C4String * k = Strings.FindString(s);
// this string is entirely unused
if (!k)
return 0;
return GetFunc(k);
}
C4Value C4PropList::Call(C4String * k, C4AulParSet *Pars, bool fPassErrors)
{
if (!Status) return C4Value();
C4AulFunc *pFn = GetFunc(k);
if (!pFn) return C4Value();
return pFn->Exec(this, Pars, fPassErrors);
}
C4Value C4PropList::Call(const char * s, C4AulParSet *Pars, bool fPassErrors)
{
if (!Status) return C4Value();
assert(s && s[0]);
C4AulFunc *pFn = GetFunc(s);
if (!pFn)
{
if (s[0] != '~')
{
C4AulExecError err(FormatString("Undefined function: %s", s).getData());
if (fPassErrors)
throw err;
::ScriptEngine.GetErrorHandler()->OnError(err.what());
}
return C4Value();
}
return pFn->Exec(this, Pars, fPassErrors);
}
C4PropertyName C4PropList::GetPropertyP(C4PropertyName n) const
{
C4String * k = &Strings.P[n];
if (Properties.Has(k))
{
C4String * v = Properties.Get(k).Value.getStr();
if (v >= &Strings.P[0] && v < &Strings.P[P_LAST])
return C4PropertyName(v - &Strings.P[0]);
return P_LAST;
}
if (GetPrototype())
{
return GetPrototype()->GetPropertyP(n);
}
return P_LAST;
}
int32_t C4PropList::GetPropertyBool(C4PropertyName n, bool default_val) const
{
C4String * k = &Strings.P[n];
if (Properties.Has(k))
{
return Properties.Get(k).Value.getBool();
}
if (GetPrototype())
{
return GetPrototype()->GetPropertyBool(n, default_val);
}
return default_val;
}
int32_t C4PropList::GetPropertyInt(C4PropertyName n, int32_t default_val) const
{
C4String * k = &Strings.P[n];
if (Properties.Has(k))
{
return Properties.Get(k).Value.getInt();
}
if (GetPrototype())
{
return GetPrototype()->GetPropertyInt(n, default_val);
}
return default_val;
}
C4PropList *C4PropList::GetPropertyPropList(C4PropertyName n) const
{
C4String * k = &Strings.P[n];
if (Properties.Has(k))
{
return Properties.Get(k).Value.getPropList();
}
if (GetPrototype())
{
return GetPrototype()->GetPropertyPropList(n);
}
return NULL;
}
C4ValueArray * C4PropList::GetProperties() const
{
C4ValueArray * a;
int i;
if (GetPrototype())
{
a = GetPrototype()->GetProperties();
i = a->GetSize();
a->SetSize(i + Properties.GetSize());
}
else
{
a = new C4ValueArray(Properties.GetSize());
i = 0;
}
const C4Property * p = Properties.First();
while (p)
{
assert(p->Key != nullptr && "Proplist key is nullpointer");
(*a)[i++] = C4VString(p->Key);
assert(((*a)[i - 1].GetType() == C4V_String) && "Proplist key is non-string");
p = Properties.Next(p);
}
return a;
}
C4String * C4PropList::EnumerateOwnFuncs(C4String * prev) const
{
const C4Property * p = prev ? Properties.Next(&Properties.Get(prev)) : Properties.First();
while (p)
{
if (p->Value.getFunction())
return p->Key;
p = Properties.Next(p);
}
return 0;
}
void C4PropList::SetPropertyByS(C4String * k, const C4Value & to)
{
assert(!constant);
if (k == &Strings.P[P_Prototype])
{
C4PropList * newpt = to.getPropList();
for(C4PropList * it = newpt; it; it = it->GetPrototype())
if(it == this)
throw C4AulExecError("Trying to create cyclic prototype structure");
prototype.SetPropList(newpt);
}
else if (Properties.Has(k))
{
Properties.Get(k).Value = to;
}
else
{
Properties.Add(C4Property(k, to));
}
}
void C4PropList::ResetProperty(C4String * k)
{
if (k == &Strings.P[P_Prototype])
prototype.Set0();
else
Properties.Remove(k);
}
void C4PropList::Iterator::Init()
{
iter = properties->begin();
}
void C4PropList::Iterator::Reserve(size_t additionalAmount)
{
properties->reserve(properties->size() + additionalAmount);
}
void C4PropList::Iterator::AddProperty(const C4Property * prop)
{
std::vector<const C4Property*>::size_type i = 0, len = properties->size();
for(;i < len; ++i)
{
const C4Property *oldProperty = (*properties)[i];
if (oldProperty->Key == prop->Key)
{
(*properties)[i] = prop;
return;
}
}
// not already in vector?
properties->push_back(prop);
}
C4PropList::Iterator C4PropList::begin()
{
C4PropList::Iterator iter;
if (GetPrototype())
{
iter = GetPrototype()->begin();
}
else
{
iter.properties = std::make_shared<std::vector<const C4Property*> >();
}
iter.Reserve(Properties.GetSize());
const C4Property * p = Properties.First();
while (p)
{
iter.AddProperty(p);
p = Properties.Next(p);
}
iter.Init();
return iter;
}
template<> template<>
unsigned int C4Set<C4PropListNumbered *>::Hash<int>(int const & e)
{
unsigned int hash = 4, tmp;
hash += e >> 16;
tmp = ((e & 0xffff) << 11) ^ hash;
hash = (hash << 16) ^ tmp;
hash += hash >> 11;
hash ^= hash << 3;
hash += hash >> 5;
hash ^= hash << 4;
hash += hash >> 17;
hash ^= hash << 25;
hash += hash >> 6;
return hash;
}
template<> template<>
unsigned int C4Set<C4PropListNumbered *>::Hash<C4PropList *>(C4PropList * const & e)
{
return Hash(e->GetPropListNumbered()->Number);
}
template<> template<>
unsigned int C4Set<C4PropListNumbered *>::Hash<C4PropListNumbered *>(C4PropListNumbered * const & e)
{
return Hash(e->Number);
}
template<> template<>
bool C4Set<C4PropListNumbered *>::Equals<int>(C4PropListNumbered * const & a, int const & b)
{
return a->Number == b;
}
template<> template<>
bool C4Set<C4PropListNumbered *>::Equals<C4PropList *>(C4PropListNumbered * const & a, C4PropList * const & b)
{
return a == b;
}
template<> template<>
unsigned int C4Set<C4PropList *>::Hash<C4PropList *>(C4PropList * const & e)
{
return C4Set<C4PropListNumbered *>::Hash(static_cast<int>(reinterpret_cast<intptr_t>(e)));
}
template<> template<>
unsigned int C4Set<C4PropListScript *>::Hash<C4PropListScript *>(C4PropListScript * const & e)
{
// since script prop lists are only put in the set for reference keeping, just hash by pointer
// but use only some of the more significant bits because
uintptr_t hash = reinterpret_cast<uintptr_t>(e);
return (unsigned int)(hash / 63);
}